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!

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15,658,028 views 8,423 replies +31 Loading…
Reply #2551 Top

@Hegemon76

Just to clarify, other people had this problem in version 1.00 of the game and it went away so far as has been reported  in version 1.01, Nacey said he's making it a priority to figure out if that is still happening, but that maybe the cleanup they did on other files fixed it.

---------------------------------------------------------------------------------------------------------------------

@Leuthesius

I tested out the bonuses and I can confirm that you can put as many as you want on any planet, however, not all of them will show up in the game until you explore.  I have screenshots of it if you'd like to see.  The issue I had, which I know is the issue you're having, which will be the issue anyone else will have until they fix it, is that the GalaxyScenarioDef file we're using in the forge isn't the same as the one in the mod's gameinfo folder.  Once I switched it over, it worked perfectly as per the disclaimer given by Masakary.  We now run into two problems.

The first is that the game's checksum changes so you'll not be able to play with anyone who doesn't have that updated file as well.  The second is Masakary's update to the forge.  I found a few mistakes, corrected them on my end, and sent him a PM about them, so if he made the changes or not I don't know, and if you have the corrections or not, I don't know.  Those changes were "the entry for wood+ is missing the +, the bonus given is correct, Rodents+ is mislabelled as rodents- and rodents- is missing, the planetitemtypecount needs to be upped by one when rodents- is added in, and finally, planetrevolt+1 needs the 1 added to the end of the entitydefname to make it show up ingame."  Open up the file in wordpad and you can make the changes.  They're simple text changes.  No modding experience required, although it helps if you want to do it quickly.

If you don't want to mess with the file and would prefer I just send you the updated update, let me know via PM and I can email you a copy or something.  Again, everyone you're playing with is going to need it otherwise you can't play multiplayer together do to the checksum change, and if they switch over, they won't be able to play with anyone until they switch back, so keep a copy of the old GalaxyScenarioDef file from the mod handy until someone can convince the DS team to include the updated file as part of their package.  ;]  Any other issues, lemme know.

Edit: I've decided to spend the next day or two making the forge show the display names of the bonuses rather then the coded names so it'll show ThickAtmosphere rather then Atmo+, and WarTornPlanet instead of Revolt+1 for examples, just to make it easier to figure out what you're adding to the planet.

Reply #2552 Top

bump for mod goodness

Reply #2553 Top

How do I go about getting dynamic movement in Diplomacy 1.01?

Reply #2554 Top

@Ryat

Remember this from Carbon in the lore thread?

Quoting -Ue_Carbon, reply 65

Quoting Ryat, reply 64bump
 

No sir you bump with a proper post.
End of -Ue_Carbon's quote

It's funny.  =D

 

@Raven6six6

Just wait for the next update.

Reply #2555 Top

Stant when I fixed it, it works fine now :)

Reply #2556 Top

Quoting Raven6six6, reply 2553
How do I go about getting dynamic movement in Diplomacy 1.01?
End of Raven6six6's quote

It is in the works. Midterms in post-secondary isn't being nice to me. Even if I am going to have only 3 lol.

Reply #2557 Top

Quoting Stant123, reply 2554
@Ryat

Remember this from Carbon in the lore thread?


Quoting -Ue_Carbon, reply 65
Quoting Ryat, reply 64bump
 

No sir you bump with a proper post.
It's funny.  =D

 

End of Stant123's quote

 

:rofl:

Reply #2558 Top

Sorry if this has been asked before...I really like the new planets added in DS, but I'm wondering if there's any way to use them in the Galaxy Forge tool? Galaxy Forge itself seems to be stuck in Vanilla, and I really hate using the in-game map designer. I've tried opening DS maps in Galaxy Forge to see how they got the unique planets/stars but the Forge changes all the DS things to random. Is there a way of using Galaxy Forge with the new things added in DS? Thanks!

Reply #2559 Top

Quoting nlombard, reply 2558
Sorry if this has been asked before...I really like the new planets added in DS, but I'm wondering if there's any way to use them in the Galaxy Forge tool? Galaxy Forge itself seems to be stuck in Vanilla, and I really hate using the in-game map designer. I've tried opening DS maps in Galaxy Forge to see how they got the unique planets/stars but the Forge changes all the DS things to random. Is there a way of using Galaxy Forge with the new things added in DS? Thanks!
End of nlombard's quote


Within the recent Entrechment version patch and/or full download there is an Folder labled: DS Entrechment Extras


Inside that folder you can find the mini mods and also the need files to DS your Galaxy Forge. Just follow the README.

Reply #2561 Top

There is no difference in Galaxy Forge between Diplomacy and Entrechment. All the extras have been delayed in Diplomacy will all of them are working. Then you will see the extra folder start to show up in Diplomacy patches/full versions.

Reply #2562 Top

As Carbon mentioned the files are cross compatible from Entrenchment to Diplomacy. I have updated the "FAQ" in the main post with a DIY way to do this if you dont wnat to download the entrenchment files.

Nacey

Reply #2563 Top

Just a question...does this work with Diplomacy 1.01? Also another question...when I apply the mod, will it take long? I've tried out different kinds of mods and some of them take too long to apply.

Reply #2564 Top

Let me refer you to the Original Post in Techicolor...

 

End of quote
Reply #2565 Top

idea: i was looking at the manuel the other day and it gave crew counts for ships. could the crew counts be added as a form of ship health that could be lost? thus adding a whole new level of gamply verity, as you could decrew a ship and jack it, have plagues that could only be removed with diplomatic pacts etc...

Reply #2566 Top

nope

Reply #2567 Top

What Ryat said in short hand form is that its not possible.

Reply #2568 Top

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.

 

In the .tga and .dds the alpha needed to be altered for the new portrait pics, etc... as it masks the the pictures so areas need to be deleted for the new pictures to appear ...

Have altered most but not some HUD ones ... UE-Carbon PMed you a link.

 

Reply #2569 Top

I tried to post this suggestion earlier, but it got lost in the floods.

All races need an equivalent of the Unity special planet type, I won't go into detail, because the last post took half an hour and I'm in a hurry, so to the point:

TEC: Galactic Administration Centre, lowers fleet upkeep, looks like a giant civillian lab with trade ports atached to its weird bay, arm, whatever thingies. The lowering upkeep is like an ability and needs to be upgraded there, and costs quite the pretty penny.

Vassari: Stellar Porticulus, allows travel to any known planet from it's gravity well, but only for cruisers and caps, also if it is possible to dissable shields or abilities for like 30 seconds after the jump, if it possible, make it so that the ability to jump costs resources, maybe this would be doable if it has to be bought every time you want to use it, and after you buy it it has one use and you have to buy it again. Looks like a capital ship factory with their research centre on top, or anything whis looks good actually.

Advent: you know it, looks like the star base ofcourse bigger than it is now, only with a temple of communion in the central hole, adds like 15% faster shield regeneratipon and one extra squadron of strike craft for everything, or 2 extra craft for every squadron. These are upgradeable, and ofcourse count for the entire race, not only in the gravity well.

 

Because I just love the concept you put forth with the Unity and it needs to be seen to an end, and the model combination thing is just to make them look unique, and set them apart, while still not requiring the creation of new models from scratch.

Reply #2570 Top

Quoting Hegemon76, reply 2555
Stant when I fixed it, it works fine now
End of Hegemon76's quote

 

Awesome.  I'd say hope to see you out there in multiplayer, but I'm hardly ever out there.  ;P  Good to know it's working properly now.

Reply #2571 Top

I'm going to release a version for normal Sins that lowers the pirate difficulty for those who complain about it as one option.  I realized that I modified the DS entities instead of the Sins ones to create the effect I've achieved.  Would you all have a problem if I released those files based off of the DS ones?

Reply #2572 Top

@raven6six6 - We heard you, but we also told you that the Unity concept was not ours. It was part of another mod we spliced in (think Celestial Bodies or something). Though I do have to admit that your ideas have merit, the issue is we are poor modelers and are more code monkeys, so we usually borrow (with permission and due merit) such things to help with our mod. (Ex. the wonderful Pirate Battleship is actually Thousims, used by both EvilTesla and us)

@coinich - Are you speaking of the just the pirate files? Not sure if others would want to deal with what we put in to them, but I don't see and issue with it.

Reply #2573 Top

Specifically:

Gameplay.constants

RESEARCHSUBJECT_PIRATE_ARMOR1

RESEARCHSUBJECT_PIRATE_HPMAX1

RESEARCHSUBJECT_PIRATE_REGEN1

RESEARCHSUBJECT_PIRATE_WEAPONS1

RESEARCHSUBJECT_PIRATE_WEAPONSCOOLDOWNS1

Reply #2574 Top

well, we have not changed the pirate research files, though you might want to take out the caps request in the gameplay.constants files