Nacey Nacey

[MOD] Distant Stars - Rebellion Alpha 0.13 Released! [17/06/13]

[MOD] Distant Stars - Rebellion Alpha 0.13 Released! [17/06/13]

http://distantstars.mmobase.com


Feedback of any kind is always welcome. Ideas, balance changes, and bug reporting of any kind is always useful!

Version 1.00 Released!

Make sure to ask for permission before republishing any part of this mod to the public!

Downloads

Rebellion Logo

1.05 + DLC Compatible:

0.12 ALPHA Release:
Full Download:
http://distantstars.mmobase.com/rebellion/Distant_Stars_(R)_ALPHA_0.13_[45189661].7z

Full Download MIRROR:
http://www.moddb.com/downloads/distant-stars-rebellion-alpha-013

MD5: 69486D2FCD3F35E46E6F5EF8C9F1634A

Diplomacy Logo

1.34 Compatible:

1.01 Release:
Full Download:
http://distantstars.mmobase.com/diplomacy/Distant_Stars_(D)_1.01_[45685832].7z

 

Entrenchment Logo

1.051 Compatible:

Beta 0.9951 Release:
Full Download:
http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.9951_[36672852].7z

SoaSE Logo

1.14 - 1.181 Compatible:

Version 1.01:
Full Download:
http://distantstars.mmobase.com/soase/Distant_Stars_v1.01_[453701567].7z

Make sure to ask for permission before republishing any part of this mod to the public!

Multiplayer Games:
We've setup a thread for everyone to organise their multiplayer games in and also setup example times and dates for most people to meet up and start games. These are what we hope to be the main times for people to be around and want to play games together.

The times are:
4pm EST (9pm GMT) Saturdays & Sundays
9pm EST (2am GMT)
Saturdays & Sundays

If you want to organise other games please go ahead using the same topic to consolidate all the information in one place and hopefully get more games together within our community. These games are for PvP, PvAI & PvPvAIso come along and we'll get some games going!

Screenshots:
We've setup a thread so you can all post your screenshots to share with us the Distant Stars team and its players. Im sure we're all intrigued to see what kinds of battles and events you've all been having on the mod aswell.

Lore:
We know some of you guys love to role play whilst using Distant Stars, and here's a topic for you guys to post all of your role playing stories, character profiles and anything else you can imagine.

Maps:
Some of you avid map makers out there have produced some great maps but never really had them recognised because they've got lost. Well here's a topic for you to post a link to the download (we can even provide mirrors if necessary) a screenshot or two of the map for us all the preview and if enough people like it we'll even include the map in with the actual mod!

Please visit our website and for more information, change logs, downloads, and to report bugs. Our website can be found here: http://distantstars.mmobase.com

Bug Reporting

If you want to report a bug please use the Bug Report feature on our website:
http://distantstars.mmobase.com/?m=reportabug

Please include as much information as possible, if you have an error log feel free to post it on these forums and we'll take it from there. If you can reproduce the error please include the error log (read below to find out how to enable error logs) and include as much detail on how to reproduce the problem.

To enable logging:
Windows Vista/Windows 7:
C:\Documents and Settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting
or
Windows XP:
C:\Documents and settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting

Open the user.setting file (using Notepad, Wordpad or any text editor) and scroll down to the bottom 7 lines from the bottom is the line:
LogOutput FALSE
Change FALSE to TRUE
LogOutput TRUE

and from then on any Log files will be saved to the debug folder:
Windows Vista/Windows 7:
C:\Documents and Settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Debug
or
Windows XP:
C:\Documents and settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Debug

If you get these log files to us (you can just paste them in to a forum post) we can hopefully get your issues sorted.

Frequently Asked Questions

All files are compressed using 7Zip to shrink the download filesize. To extract these files you must use WinRAR or 7Zip.
Any Patches should overwrite the original install directory, either by extracting over the original folder, or cut/copy & pasting over the existing file/folder structure.

1) My game keeps crashing, is there anything I can do to stop it?
i) Are you running the game on maximum (highest) settings? if so, lower them to High or Medium, there is a known issue with the game using up too much memory, there is nothing we can do about this, also no matter how powerful your pc is, it is affected by this issue no matter the pc it is not above this crashing issue, it is a game problem not a hardware one, so quite simply lower your settings. If you still have an issue with crashing see point two.
ii) Give us as detailed information as possible about the crash, what was happening at the time of the crash, what races, ships, abilities were involved. If you can supply a Debug Log (see above for more information about logging) and post a bug report on our website.

2) The loading screens and portrait pictures dont appear properly, whats wrong?
i) This is an issue with ATI based graphics cards (rarely affects Nvidia based cards) we're looking in to the issue.

3) Why dont you support converting Distant Stars in to TXT format?
i) Quite simply many things can go wrong with converting your mod to TXT, we cant help you with something you've probably broken yourself.

4) Can I mod Distant Stars for myself?
i) Yes you can however please do not distribute our mod or our mod that you have edited to the public. You must ask for permission to do so, we will regrettably stop distributing our mod to all if users abuse our work.

5) Your mod is in BIN format I can't edit the files, what can I do?
i) You can convert the mod to TXT format however we wont offer any support to versions of the mod that have been converted to TXT.

6) Why is Distant Stars distributed in BIN format?
i) Mods load faster in BIN format and are less likely to have issues in this format.

7) I'm having trouble installing the MOD, do you have any more instructions?
i) Carbon was kind enough to do some more advanced instructions out here.

8) Is there any way to make new maps for Distant Stars using GalaxyForge?
i) Within the Distant Stars Extras folder there is a folder called Galaxy Forge, Copy and Paste this folder (or its contents) over your original Galaxy Forge folder (or its contents) replacing any files if it asks you to. When you start Galaxy Forge next you'll be able to use all of our planets.

Or, the DIY approach (without custom icons):

ii) The GalaxyForge supplied by the devs will still work with our Mod, however to be able to access all of our planetary bonuses, templates, planet types and stars you will need to take our GalaxyScenarioDef.galaxyScenarioDef (found in the GameInfo folder of the mod) and place it in to your GalaxyForge folder, overwriting the original GalaxyScenarioDef.galaxyScenarioDef (if you still wish to make maps for the original game keep a backup of the original file). This will allow you to use all of the Galaxy changes included in our mod.

Note: Any maps made for Distant Stars will not work with other Mods. See #8.2 for DIY instructions for map making or take the appropriate files from Entrenchment, they're cross-client compatible.

Some statistics...

Since August 2009 to February 2011 we have had over...

400,000 Unique visits to the website
12,000GB (12TB) of data transferred from our website

That equates to over 60,000 Unique downloads of the entire mod, excluding the excess of 20,000 Patches downloaded. 

Thanks to everyone that has supported us this far and making our mod as popular as it is!

dyMRNwSFh9gw
15,657,645 views 8,423 replies +31 Loading…
Reply #2452 Top

Quoting Nacey, reply 2443
Quick update for all of you guys about how the next patch(es) are coming along:

Current Change List:
- Fixed the "missing string" researches
- Fixed Portrait pictures for each race
- Repeating sound from the Advent Gunships has been fixed (Thanks Dashotosho)
- Gun Turrets are now all set to their correct stats (default prices, double damage)
- Pirates now use their capital ships again during pirate raids, and yes this hurts like hell atm
- Pirate fighter squadrons will now cause less lag on low-end machines
- Complete replication of the current entrenchment build

Now on to work with the new content that we have had planned for the next patch
End of Nacey's quote

Not that it's a major problem but I did also notice that the research prerequisite for Sulfurous Respiration was only 2 ranks of Extreme Heat Metabolism when it was probably intended to be set at 4. (Vasari 'hostile' population cap increase)  Not sure if you guys already knew or if it was intended to be that way but I figured I would mention it.

+1 Loading…
Reply #2453 Top

Because Noone listened:

Can you make it so research is not needed to colonize Urban planets and lump them in w/ terrans/savannahs/paradise planets? Maybe take toxic off Hostile and replace urban?

Reply #2454 Top

Quoting Raven6six6, reply 2450
Ok, and what about giving us the ability to control it's rotation, as in, you just right click as a normal move order, but it doesn't move it just rotates, to face the direction in which you clicked? Is that doable?
End of Raven6six6's quote

 

Why? Im curious about your request. SB do the exact same damage on all 4 sides. During the beta of Entrechment they rotated but its can really mess up the SB DPS. For example, your attacking a SB and as it rotates to lock onto its main target some of its other bank get pot shots at your fleet. Increasing the SB DPS randomly as it rotates.


Anyhow IC, hardcoded it as far as I know. Well you can delselect the option in the entity file so that the SB doesn allign itself with the planet but it wont rotate. Sorry.

Reply #2455 Top

Because it makes sence, I just can't find it believeable, that we build our bases with their backs turned to the enemy, and we can't rotate them.

Reply #2456 Top

Ok. Well, there is no difference in the sides. All 4 sides shoot the same. So there is really is no back.

Reply #2457 Top

true, I have seen the SB rotate in the past and with the exception of the Vasari, it has no real effect. The Advent have a 'front' to their base, but their weapons also tend to track the target. They're the only case where rotation might be slightly useful, but still not by much.

Reply #2458 Top
ETA on the updated version for diplomacy?
Reply #2459 Top

Quoting hooahguy, reply 2458
ETA on the updated version for diplomacy?
End of hooahguy's quote

I think Frogboy said there'd be a Diplo update this week, probably right after that, since there's some really annoying bugs in Diplo.

Reply #2460 Top

I apologize in advance that I didn't read through all 99 pages :)  Is there a documented list of new Techs added in this mod?

Reply #2461 Top

Quoting Dashotosho, reply 2452
Not that it's a major problem but I did also notice that the research prerequisite for Sulfurous Respiration was only 2 ranks of Extreme Heat Metabolism when it was probably intended to be set at 4. (Vasari 'hostile' population cap increase)  Not sure if you guys already knew or if it was intended to be that way but I figured I would mention it.
End of Dashotosho's quote

Fixed, thanks for pointing that out I dont spend much time on the Vasari side of things these days.

p.s. enjoy the Karma :P

Quoting GeneralVeers, reply 2453
Because Noone listened:

Can you make it so research is not needed to colonize Urban planets and lump them in w/ terrans/savannahs/paradise planets? Maybe take toxic off Hostile and replace urban?
End of GeneralVeers's quote

The reason Urban planets are protected by this research earlier on the game is because they can be so incredibly game changing (even in their current nerfed state). Slowing progression to these planets is critical to multiplayer balance otherwise someone starting close to one of these early on the game has an incredible advantage.

Quoting hooahguy, reply 2458
ETA on the updated version for diplomacy?
End of hooahguy's quote

We'll release our patch shortly after the official patch is released which will hopefully be Thursday evening GMT.

Quoting goodgimp, reply 2460
I apologize in advance that I didn't read through all 99 pages  Is there a documented list of new Techs added in this mod?
End of goodgimp's quote

Can't blame you for not wanting to sift through 99 pages of chatter, the mod expands on the original game enhancing research (almost doubling every single research in the game), adds many many many types of planets and different planet sizes, along with new planetary bonuses, buffs the pirates, adds in planetary defenses, and new types of strikecraft for each race. Along with many other changes all over the place. We've tried to keep close to the core game but enhance it further by increasing the Research, and adding in new minor things that dont change gameplay too much from its original state but buff it somewhat.

Reply #2462 Top

There's ship graveyards? For real? WHERE? o_O

Reply #2463 Top

Quoting Leuthesius, reply 2462
There's ship graveyards? For real? WHERE?
End of Leuthesius's quote
  Just go into the map designer and make a system with a ring of planets of the 'ship graveyard' type and hit preview. :D

Honestly the only way to make absolutely sure you see any one thing is to personally put it in whatever map you play.  I've done a lot of random maps and not seen an oceanic planet in a long time.

Reply #2464 Top

Quoting Nacey, reply 2461
Fixed, thanks for pointing that out I dont spend much time on the Vasari side of things these days.

p.s. enjoy the Karma
End of Nacey's quote
  Lol thanks.. I actually tend to play Vasari a lot because I'm totally spoiled by phase gate travel. :(  It's annoying to build one at every location but well worth it.  I tend to also mod it to where the silly starbases ability is permanent like the gate instead of a clicky. :p  I've tried that with the cap ship ability as well but I couldn't get very far with it, the issue I ended up having is that every planet it explored since gaining the ability was a perma phase node until the capship was killed. XD

Reply #2465 Top

Just a side note, very small element, that will just add to the polishedness of the mod. In order to capture wrecks of ships, you need to click Crew Extractor, well seing as this button, now actually has the efect of sending a crew to capture a derelict facility or vessel. Well I just think it's better to have it renamed and if every race could have a different name, that would be so metal.
TEC: Send Crew
Vassari: Capture
Advent: Integrate
This is just one of those small touches.

Reply #2466 Top

I noticed that the Diplomacy version of this doesn't come with any extras. Any word on adding those?

Reply #2467 Top

Can you still get way over the fleet limit by purchasing RA ships?

Reply #2468 Top

Quoting akaliel, reply 2466
I noticed that the Diplomacy version of this doesn't come with any extras. Any word on adding those?
End of akaliel's quote

soon, the powerful pirates right now would be WAY too powerful so they are on Hiatus (or working for someone else besides me #:( )

ice(buncha numbers here) or Mooster as we know him is supposively getting the Dynamic Movement up and running soon

Reply #2469 Top

just let everybody know why Powerful Pirates needs to wait

Reply #2470 Top

lol, whats the scouter say about that starbases power level?

 

you should release that version and call it powerful pirates EXTREME!

 

i would use it :P

Reply #2471 Top

That's one hell of a mean starbase.  I wouldn't mind trying to take it out just to say I did it.  >=]

Reply #2472 Top

lol, whats the scouter say about that starbases power level?
End of quote

It's over 9000!

Reply #2473 Top

Quoting Ryat, reply 2469
just let everybody know why Powerful Pirates needs to wait
End of Ryat's quote
Average laser damage 1662, ouch. XD

Reply #2474 Top

Quoting adecoy95, reply 2470
lol, whats the scouter say about that starbases power level?

 

you should release that version and call it powerful pirates EXTREME!

 

i would use it
End of adecoy95's quote
If someone did make a mod where the pirate raids were..... survivable - but attacking the pirate planet would take 3-4+ full fleets to take down - yeah I would play that too.

Maybe it's just my playstyle (expand fast and set up defenses gradually) but when I tried the powerful pirates out that was 'working as intended' I got my butt handed to me every time they attacked.  I didn't start surviving pirate attacks until about the 4th or 5th one when I had fully upgraded starbases, capped defenses and a full slew of mines set up first. :p

Reply #2475 Top

I did take out the pirate starbase with a 32 cap 4760 supply point fleet, lost about 1000 supply points worth of fleet, three of which were caps. Almost had the pirate base when a returning fleet of pirates that I had sent towards the AI (the kind you and request not the bid one) arrived with 17 Pirate Vulkoras with thier mini Missile Barrages. I lost the rest of my fleet to that. :(