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
15,667,871 views 8,423 replies +31 Loading…
Reply #3101 Top

Quoting Stant123, reply 3097
More specifically, you're referring to Large Address Aware which has been covered a number of times already.  In simplest terms I can think of, think of street addresses for houses.  Your house address may have 2 numbers, it may have 3 numbers, it may have 4 number, or it may have 5 numbers, possibly more.

32 bit systems and programs such as Sins recognize RAM addresses such as 6 elm street, 34 pine avenue, and 447 easy street. Then you hit your 2 gig address limit.  So everything is crammed in down in the downtown section of your RAM because those are the only address they know about and can read.  When those addresses all fill up, you've got no where to go and you crash.

However, large address aware lets programs know that there are more addresses then that.  They find themselves a nice real estate agent and they get shown that there is more then just the busy downtown addresses.  The LAA real estate agency says hey look at what we have over here, such as 7533 evergreen terrace, and 18639 park place, or even higher, and should they need the room so the little bits can play in the yard on a not so busy street, they can move there.  (everything over that 2 gig address limit)  This option will NOT work for anyone using a 32 bit OS.  The OS itself is restricted to the downtown part and will not let programs relocate to the suburbs unless it get's to as well but since it can't, it doesn't let anyone else go.  Damn communist OS. 

LAA does not let the program use any more RAM then it could before, you're not moving from the downtown section to the suburbs and keeping both places to use.  When you move, you move.  You're not getting a bigger house then you had before either, you're just getting away from the clutter and cramped space of the lower downtown addresses.  LAA is not the silver bullet people want to believe it is.  While on a 64 bit OS you see improvement because the game ends up not competing for space, it's still limited in how much space it can take up.  It's a 32 bit program so it can still only use 2 gig max of RAM.  The real solution is to rewrite the executable into a 64 bit version.  Then it will use up however much free RAM your system has available.  But again, 32 bit systems gain nothing.
End of Stant123's quote

 

I know it doesn't solve "solve" the issue, however it allows me to play without crashing the game, at all. So those with powerful machines with x64 software can crank their settings back up without fear of constant crashes.

Reply #3102 Top

Glad it helps you out, but to be fair though, you did kind of put it out there to everyone that it was "the" fix without noting any of the limitations, which required some pre-damage control by adding the LAA disclaimer/lesson noting that it isn't a fix...  Just a band-aid of sorts for those who have machines capable of taking advantage of it.

 

It's kind of important to note the limitations to these things so you don't get a hundred people trying it and then coming back complaining that it didn't work for them when you could have told them right from the beginning before they even tried it that it wasn't going to work for them.  Prevents everyone from getting a big headache, ya know?  ;]

 

Happy Hunting.

                                      -The Lore Jerk  XD

Reply #3103 Top

Just a quick question regarding the 0.7 release for Diplo 1.011:

 

I downloaded it, have it working great etc etc. I noticed a few small bugs (more like typos and such) and went to your forum to report, but noticed that nobody was reporting them for diplomacy. Was I looking in the wrong place, or is it just that nobody plays it on diplo? 

Reply #3104 Top

Right place, people play, just no one reports...  So report away.

Reply #3105 Top

Eh, tried to, kept giving me an error upon trying to post.

 

"Error: You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near 't found an upgrade yet that says anything for starbases other than 4 commas. As ' at line 1"

 

I dunno.  here's the report I made anyways, in case they check here.

 

"Playing in Diplo 1.011. All upgrades that affect starbases, instead of saying "Starbases Affected: Argonev(or All)" it says "Starbases Affected: ,,,,". I haven't found an upgrade yet that says anything for starbases other than 4 commas. As well the description for the Takyon generator does not fit in the description box - it cuts off."

Reply #3106 Top

This is my first mod for Sins and I'd like to thank all of the hard working folks for putting each individual component together in a great package. No problems installing and patching it and it plays wonderfully.

Now, quick question, which may have been already asked recently, what is the status on the mod for the latest Diplomacy build? Seems like it's one last thing this mod needs is to get it up and running across all versions (maybe I like having my cake and eating it? =P).

Also, one small thing. I checked this thread, the DS wiki and the official web site to try to see if I could find a full list of features and changes in this mod. Unfortunately I had to resort to cross checking the change log with goggling the specific included packages and I'm still not 100% clear on the exact content. Maybe I missed a link or page some place that has all this?

Again folks, great job you've all done here.

Reply #3107 Top

Now, quick question, which may have been already asked recently, what is the status on the mod for the latest Diplomacy build? Seems like it's one last thing this mod needs is to get it up and running across all versions (maybe I like having my cake and eating it? =P).
End of quote

Works just fine. In fact we just played a few games on ICO. Been playing it every weekend for months.

Reply #3108 Top

Quoting -Ue_Carbon, reply 3107

Works just fine. In fact we just played a few games on ICO. Been playing it every weekend for months.
End of -Ue_Carbon's quote

Thanks for the quick reply. Do you you mean DS 0.9951 or 0.7? I thought Diplomacy 1.011 was limited to the 0.7 build?

I've been using 0.9951 with Entrancement because I thought Diplomacy didn't support the latest build.

I actually hope I'm wrong. =)

Reply #3109 Top

The status for the latest build is slow progress.  Nacey is busy with work and everything so consequently the mod takes a hit for time being put into it.  It actually does work across all three versions, the vanilla version just needs you to perform an extra step or two to get it working, however you lose the biggest benefit to getting it, which is the graphics enhancements.  It's not a published step because why bother getting it if you have to remove most of the goodies that you wanted to play with?  Plus you really do need at least entrenchment to fully enjoy the mod so the vanilla version has been given a lower priority.  Completion wise, getting everything working in a satisfactory way with Diplomacy is first, and then work backwards from there to bring entrenchment up to it since the two are fairly similar, and then vanilla.  At least that's how I understand what's going on.

 

For the changes, you've actually done far too much and probably have gone into information overload.  The DS wiki has everything you want, maybe not in the most reader friendly fashion, but it's all there.  The reason there are 2 colors of text on every page is to illustrate the added content.  To see what has changed, for example, on capital ship hull points, simply comparing the DS wiki data to that of the regular sins wiki will tell you.

 

SoaSE Wiki

Distant Stars Wiki

Reply #3110 Top

Quoting Stant123, reply 3109
The status for the latest build is slow progress.  Nacey is busy with work and everything so consequently the mod takes a hit for time being put into it.  It actually does work across all three versions, the vanilla version just needs you to perform an extra step or two to get it working, however you lose the biggest benefit to getting it, which is the graphics enhancements.  It's not a published step because why bother getting it if you have to remove most of the goodies that you wanted to play with?  Plus you really do need at least entrenchment to fully enjoy the mod so the vanilla version has been given a lower priority.  Completion wise, getting everything working in a satisfactory way with Diplomacy is first, and then work backwards from there to bring entrenchment up to it since the two are fairly similar, and then vanilla.  At least that's how I understand what's going on.

 
For the changes, you've actually done far too much and probably have gone into information overload.  The DS wiki has everything you want, maybe not in the most reader friendly fashion, but it's all there.  The reason there are 2 colors of text on every page is to illustrate the added content.  To see what has changed, for example, on capital ship hull points, simply comparing the DS wiki data to that of the regular sins wiki will tell you.
End of Stant123's quote

Thanks for the informative reply. I'm more than happy to patiently wait out for however long it takes you guys to do what you do. Modding is a passionate hobby that takes time as much as skill and it's unfortunate that I can only experience the scene as a player rather than a contributor. I'm enjoying what you guys have already put out and it's certainly more than enough to tide me over. =)

I'm an information fanatic, maybe a bit more than is healthy. I'll certain give the Wiki more time and probably compile my own list for my own specific viewing preferences.

Keep up it folks, you've gained another fan.

Reply #3111 Top

Thanks for the quick reply. Do you you mean DS 0.9951 or 0.7? I thought Diplomacy 1.011 was limited to the 0.7 build?

I've been using 0.9951 with Entrancement because I thought Diplomacy didn't support the latest build.

I actually hope I'm wrong.
End of quote

 

0.9951 and 0.7 are basically the same build, just one for Entrechment...one for Diplomacy.

 

0.7 works with the lastest build Diplomacy version. Like I said we have been playing Diplomacy on ICO for months now. Some people about every weekend, you can check out our Multiplayer topic for more info on that.

Reply #3112 Top

If you're an information junkie and you find something inaccurate or you know of a better way to present it, feel free to make the correction or changes to the DS Wiki.  I welcome the help.

Reply #3113 Top

Been playing this mod a lot lately, and I have noticed that when I play Advent my fleets tend to melt so much faster compared to TEC and Vasari during the late game... particularly the cap ships.

Reply #3114 Top

Advent have low end armor compared to the other two thats why (especially against the Vasari with their phase missiles) so they must use their massive firepower to compensate

Reply #3115 Top

You're right, it's especially vs. the Vasari. Still I do feel that the life expectancy of the Advent ships are a bit too low. It's quite disheartening to see 7 Cap ships get destroyed seconds within each other and have a Vasari fleet warp in and rape your fully upgraded Starbase in no time with minimal losses.

It's quite bad imo that an entire race can almost "hard counter" your race's fleets in the mid-end game (my favorite part), completely skipping over and negating all your advantages. Superior damage doesn't matter when you can't live to deliver them.

I don't think I'm such a great player, but I am playing always as random and I go for like 4+ hour games if I can. Only with Advent do I feel so brittle in the end game

Reply #3116 Top

Request:  Could you contact Myfist0(currently co-continuing Major Stress' optimization mod) and SuperZERO0(Alliance, Agenda's mod creator) and get something set up for mini-mods of those into Distant Stars? Both of there mods would bring even more to DS in both performance and game play. I've not asked either of them about this but I've noticed both of thm mentioning they wouldn't mind their mods in DS so I thought you should all contact one another(and you probably have and this is probably useless.) In which case I agree advent are slightly underpowered but enough tech into shields and culture and you can scathe off quite a bit. Advent are still my favorite race to play vs comps in DS. Culture washing is always fun, makes them all scramble to either build culture beacons or assault the source ^^ and I won't share what I call a culture wash till you play a game with me on ICO. =p

 

 

 

                                 Tune~           ICO: Notes

Reply #3117 Top

Answer: As for Alliance's maybe, I know I got it working once but when he made changes it got old and I have had little time to fix it, sorry. As for the Optimization Mod, well some of his optimizations will work against what we have done but there are things in that mod that we plan on incorporating, as for when, not sure, splicing mods (especially a mod that is as complex as ours has gotten) is time consuming and not always successful (See the Optimization mod and our mod) so we have a lot of testing to do to get them to work right and RL has its own demands.

Reply #3118 Top

As for Alliance, I don't totally like the idea. I do want to see a DS expansion of Diplomacy research, as I'm sure most others do too. But if it's going to involve new vessels, I want them to be original. I like the modeling he has, but the abilities are copy and paste. I know new abilities means major balance work, but there's no point in getting lvl 3 research to make a slightly better Kol. Just my opinion.

I do like the idea behind it, but I want something new. More importantly, I want to see a couple of techs worked out for the diplomacy tree, whether they be simple upgrades or units. But as said previously, fix what we have and RL first.

Reply #3119 Top

This mod is awesome, the changes to the visuals, damage and the research tree are all good. The only thing i do regret is that this can't be applied to other mods.

Reply #3120 Top

Why would you ruin this by applying it to other mods....  You should apply other mods to DS.  ;P

 

            -f0odmix

Reply #3121 Top

ooh! Actually, the Alliance ships wouldn't be bad if they had a bit of twist based on how they were supposedly designed. Say the TEC vessel is a pact between TEC and Advent (both being human), and so you get a skill something like Animosity mixed with Adaptive Field. Just an idea, nothing more.

Reply #3122 Top

And if you mix TEC and Vasari you get a bunch of Oreo ships....  Too bad they play a lot of music and come in peace all of the time...  =\

Reply #3123 Top

Quoting Draakjacht, reply 3121
ooh! Actually, the Alliance ships wouldn't be bad if they had a bit of twist based on how they were supposedly designed. Say the TEC vessel is a pact between TEC and Advent (both being human), and so you get a skill something like Animosity mixed with Adaptive Field. Just an idea, nothing more.
End of Draakjacht's quote

 

that's actually where he's heading with the mod and trying to add more unique abilities to the ships, personally I like the idea of a culture module for the advent that drops a planets allegiance ;p no need to bomb if they revolt right? I think he released it with the skills they have as a sort of trial, I know he wants unique abilities and some unique alliance only ships, like "Requires relationship of such and such to design Etc."

Reply #3124 Top

Quoting BadTune, reply 3123
personally I like the idea of a culture module for the advent that drops a planets allegiance no need to bomb if they revolt right?
End of BadTune's quote

 

That's what happens for culture already without any mods.  Your culture on your planets raises your planet's allegiance.  You culture on an enemy planet drops their allegiance until they revolt and your enemy loses the planet.  Advent have the better culture spread rates so typically you don't want to let them get a bunch of broadcast centers up.

Also capital ships help with the spread and repelling of culture so if Alliance ships effect culture in a gravity well, it's not even a new ship ability, just more of the same old stuff.

Reply #3125 Top

Quoting Stant123, reply 3122
And if you mix TEC and Vasari you get a bunch of Oreo ships....  Too bad they play a lot of music and come in peace all of the time...  =\
End of Stant123's quote

ROFL :rofl: