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[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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15,660,298 views 8,423 replies +31 Loading…
Reply #3626 Top

That, the trade ships, and the strike craft I believe.  As the game lingers on, these tend to build up in enormous numbers, and especially in the case of the trade ships, are unnecessarily complex.  Making them simpler means freeing up a healthy amount of memory.

Reply #3627 Top

It does free up a lot of mem and helps down the lines. (been testing the latest build) But yeah mines and strike craft are the worst of the issues, once did a build that removed both and had very little lag issues.

As for bringing in others mods, the biggest issue is the entity manifest. Distant Stars has a very large and complex entity manifest (I believe it is almost double what the original is) and this creates a lot of issues when bringing in other mods. We have been successful a few times with merging (Hidden Alliance by SuperZero0 is one) but it takes a lot of work.

As for Music, that is relatively easy (or so I'm told). Carbon as already added a lot to it.

As for more ship types, maybe. We are throwing around a few ideas (no super caps, sorry) so we will see what pans out.

Reply #3628 Top

Hmmm,  I'd forgotten about all those little refinery and trade ships.  Yeah they do breed like ants and rabbits don't they.  I know there's an option in the interface to turn off thier graphic.  I'll try that.

As for killing the mines, I don't know how to mod, same as for adding in music.  Not sure how its done. 

Are you guys planning another mod update??? sweet!!!  Looking forward to it.

If you're up to suggestions on music, a number of the pieces from Band of Brothers, Pacific, not to mention perhaps Dune and Children of Dune.   Some great pieces in there.  All four the Battle Star Galactica Season CDs has great music as well.  Some very epic sounding.

Well ok, so no supercaps, understandable, but destroyer class perhaps might be cool.  I mean wet navy usually goes frigate, destroyer, cruiser, bigger cruiser then carriers.  Hmm, how about sneaky ships for each race? sorta spy type thing.  Not the scout but sorta a cloaking thing, pardon the term.  A submarine equivilant.  No very powerful as a combat ship, like the scout, but used to jump in, see what defences are there but remain undetected.  Doesn't show up on psidar either.  When u lob a scout to a world the oppoent knows it coming and can instantly build defenses, but the "sub" is truely cloaked.  of course you'd have to include a system structure or addon type of thing that allows for the detection of such a thing... or suddenly mines are very very very useful because they can detect the "sub".

Jump gate ships? u get one in and it creates a link between a system many lanes deep in your territory and the place it is and you can insta jump the fleet through? the ship is one use only, basically sacrifices itself to form the gate. be an interesting Advent ship. 

Just some silly ideas.

 

Reply #3629 Top

Yeah, they're silly alright.  I have a lot to say about everything you wrote but people tend to cry when I explain things to them so I'm just going to say none of that will happen because other ships already do that.

As for the mines...  There's a mod that does all of the work for removing them, I'm not sure how it affects DS, but you could probably do a forum search and find it.

Reply #3630 Top

can't build that "submarine" idea, coding won't allow it

Reply #3631 Top

How about a tech option to increase population on asteriods? call it "extermal bio domes" or something?

 

Sorry if I seem to spitting out random ideas.  Yours is by far one the best mods I've played for this game and anything I might be able to contribute to help it keep going, even if its just zany wonky strange ideas, is just me trying to be helpful. 

Reply #3632 Top

lol, its okay

As for this idea there seems to be an issue with adding individualized population increases for certain planets aside from what the devs put in (Terran/Ice/Volcanic). We tried to put something like that in called tunneling or something to that effect but it kept affecting everything. So we just changed the string file and left it like that.

Reply #3633 Top

Hi :-) I have got one question, are you planning to release update for diplomacy edition of your mod anytime soon, or not? Or is there any way, to get latests beta (developer version) of your mode? Thank you :-)

Reply #3634 Top

Could you create a submod or the option to make fleets even smaller than with small fleets?

The game is lagging too much for me and its not my rig since I have tried everything this forum offers for fixing the lagg. Since the game supports no Dual cores,I would love to have the ability to play the game with small fleets,like 200 ships at most(i am not even sure if that will lag aswell)

Considering this mods balance as of now,maybe a small mini mod for small fleets would work,changing some of the ships to better cope with the new star bases or vice versa.I just love the ammount of things this mod adds.

 

i guess enabling dual core for this game is impossible right?

Reply #3635 Top

Quoting Omnax, reply 3633
Hi I have got one question, are you planning to release update for diplomacy edition of your mod anytime soon, or not? Or is there any way, to get latests beta (developer version) of your mode? Thank you
End of Omnax's quote

Our mod is up to date with the current Diplomacy version so if you want to play it with Diplomacy feel free.

Quoting OriLord, reply 3634
Could you create a submod or the option to make fleets even smaller than with small fleets?

End of OriLord's quote

This is currently under review and it may occur, though we are currently working with the TSOP group to bring better optimization to the game.

Quoting OriLord, reply 3634


i guess enabling dual core for this game is impossible right?
End of OriLord's quote

yep, would require a full game rewrite, maybe with Sins 2

Reply #3636 Top

You did not get me. I know that latest version in this thread is up to date, with latest patch for SINS. But I am actually looking for newer version of your mod, then 0,7 which is how old now? Half year?

That is the reason why I was asking when you plan if any, release update to your mod. Thanks.

 

Reply #3637 Top

There are plans, and when it's ready it'll take the version up to 1.0 if I'm recalling what I've been told correctly.   I assume that means both entrenchment and diplomacy.  Also little tweaks to vanilla will be released around the same time as well.  That being said the old adage, "it'll be done when it's done" applies.  It's not like sins has seen an update itself in that amount of time.

 

There's no developer version of the mod being released either.

Reply #3638 Top

Sorry for the misunderstanding, yes we plan on updating and improving DS. And no, like Stant said, no release of dev version. Even he didn't get one. And he has been very helpful.

Reply #3639 Top

Yeah, I just make my own, it's faster that way.

Reply #3640 Top

lol, minor detail

plus you get to put in your own modifications

Reply #3641 Top

I don't know weather you guys have thought of this or its been mentioned before on this thread (not going to read through 146 pages) but the Maelstrom mod has some brilliant new planet types. Favourites of mine are the ancient ones and the binary ones. You should definitely ask him if you can use them. Possibly the fortified one as well.

 

Edit: Link, Link


Reply #3642 Top

yeah we noticed it

maybe

Reply #3643 Top

Please,could you make phase moving faster?When a ship enter phase it should reach the other planet fast.This is very problematic for longer phase lanes.it takes ages to reach them.At least,make an upgrade for it.

 

Other than this there are some typos on your mod.Artic planets require tropic research?!

 

Imo,artic,volcanic and other dangerous planets should require hostile enviroments research.

 

 

Reply #3644 Top

yes artic planets require tropic research, tropic planets where you can live but require some higher level of habitation structures then your average builds

hostile environments (like volcanic) require powerful and different levels of habitation to live at and require different research

as for the phase lanes, Im not sure I understand, it only takes a few seconds

besides, that is part of the strategic element of the game

Reply #3645 Top

Quoting Ryat, reply 3644

as for the phase lanes, Im not sure I understand, it only takes a few seconds
End of Ryat's quote

I gotta say that I thinking jumping is pretty fast as it is.

He's saying that right now the ships are driving along the phase space highway at 40 miles per hour and he wants us to make them drive along at 60 miles per hour.  I've only run into this problem of ships taking forever to complete the jump when I very first started out building maps with the forge and didn't realize that you should, or rather, almost have to zoom in and build the map with the star's ring barely showing to get nice short lanes.

I don't think I've ever come across anything that states phase lane travel speed.  I'll look some time this week though.  It could be one of those things that I've just not noticed because I didn't consider it to be a problem.  =\

Reply #3646 Top

Quoting OriLord, reply 3643
Please,could you make phase moving faster?When a ship enter phase it should reach the other planet fast.This is very problematic for longer phase lanes.it takes ages to reach them.At least,make an upgrade for it.

 

Other than this there are some typos on your mod.Artic planets require tropic research?!

 

Imo,artic,volcanic and other dangerous planets should require hostile enviroments research.

 

 
End of OriLord's quote

 

Phase lane travel is controled by the map.

 

I could give you detailed filled Lore fluff filled explanation but Ryat gave you cliff notes. And its broken down like it is also to attempt to give each tech = share in planets it unlocks.

 

If these bug you badly enough, feel free to convert the files to text and fix it for a personal version.

 

Quoting Omnax, reply 3636

You did not get me. I know that latest version in this thread is up to date, with latest patch for SINS. But I am actually looking for newer version of your mod, then 0,7 which is how old now? Half year?

That is the reason why I was asking when you plan if any, release update to your mod. Thanks.


 

End of Omnax's quote

 

We will update it when its ready. We have been very busy with life, so the mod has taken a backburner. But we also have been working hard on optimizing what we can for better end gameplay and/or lag. It takes time to test and work in our schedules. Fear not.

 

Quoting OriLord, reply 3634
Could you create a submod or the option to make fleets even smaller than with small fleets?

The game is lagging too much for me and its not my rig since I have tried everything this forum offers for fixing the lagg. Since the game supports no Dual cores,I would love to have the ability to play the game with small fleets,like 200 ships at most(i am not even sure if that will lag aswell)

Considering this mods balance as of now,maybe a small mini mod for small fleets would work,changing some of the ships to better cope with the new star bases or vice versa.I just love the ammount of things this mod adds.

 

i guess enabling dual core for this game is impossible right?
End of OriLord's quote

 

You can change this yourself, by going to gameplay.constants file located in the GameInfo folder for the mod. Open it with notepad and change this:

fleetSupplyData-Small
        fleetSupplyScalar 0.75

 

Change that number to something smaller try 0.50

Reply #3647 Top

Hi, wonderful mod, got to say, but I was wondering where the 0.995 release for Diplomacy is, as only 0.7 is listed.

 

Secondly, I don't know if your taking idea suggestions, but something struck me that might be interesting. Well, most logistical structures are plain old boring, having a normal task with no little thing to make them unique. So I was wondering about ways to address this, and I figured, well, why not allow racial bonuses for some structures?

Example of this would be say the TEC Trade structure, why not give a it an ability resembling an orbital lift to the planets surface, a small cooldown that would increase trade output by a smallish amount for a short time. I mean, a single one on a standard planet would work, but imagine an urban planet with something similiar, it could become a true power house for finances.

For Vasari, perhaps their Matter Processer could have a CD that would either give a small bonus to planet material generation perhaps, meaning this hard fought resource planets could have a huge strategic influence.

For Advent, well, either a CD for their broadcast centres increasing culture output sporadicly or a mix of resource and cash increase, but on a smaller scale than either the above factions.

Just an idea, thought it could appeal to the play styles of each faction and refine their unique approach to war and resource collection.

Reply #3648 Top

We are still at 0.7 for the Diplomacy version mod. That is why there is no 0.995 yet.

As for those abilities, they sound nice in concept, but I am wary that they might skew the balance a bit too much. The game already has several researches/abilities for each race that expands upon their strengths and that might overbalance everything. But it is something to keep in mind.

Reply #3649 Top

The abilities above are especially problematic since not all structures are created equal. Everyone can use propaganda, but the Advent are naturally better at it. The abilities would be better if they were high tier augmentations that narrowed the gap in their specializations, such as 'tithing' for the Advent which increases their tax income rate or 'call to crusade' for the TEC, giving them a culture boost. If at all, I would prefer to see it go in that direction.

What would be more interesting, but might not work given the mechanics, would be a revamp of the buildings using the modular idea incorporated into the space stations. Imagine have 3-5 options and you get to choose 1-2, increasing a particular aspect of your frigate factory (cheap production versus fast production) or trade station (larger holds versus tougher tradeships).

Reply #3650 Top

Quoting Draakjacht, reply 3649
The abilities above are especially problematic since not all structures are created equal. Everyone can use propaganda, but the Advent are naturally better at it. The abilities would be better if they were high tier augmentations that narrowed the gap in their specializations, such as 'tithing' for the Advent which increases their tax income rate or 'call to crusade' for the TEC, giving them a culture boost. If at all, I would prefer to see it go in that direction.

What would be more interesting, but might not work given the mechanics, would be a revamp of the buildings using the modular idea incorporated into the space stations. Imagine have 3-5 options and you get to choose 1-2, increasing a particular aspect of your frigate factory (cheap production versus fast production) or trade station (larger holds versus tougher tradeships).
End of Draakjacht's quote
Whenever the rumoured Sins 2 comes out, I'd half expect something like this to be in place.  It makes all the sense in the world, as the module system is already built in and seems to add a lot of personality to the game.  Using the forced choice model that the starbase has (you can't get every upgrade) would make sure that the strategy wouldn't get too stale.