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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15,667,770 views 8,423 replies +31 Loading…
Reply #3851 Top

Hey, I know we were going to kill (or already have) the elite fighters cause the gunships make for better in general, but given the recent conversation about bombers and still needing fighters, should we keep them in as an alternative against bombers?

Reply #3852 Top

Carbon wanted to kill the elite fighters. Not sure if Nacey has/is going to implement it.

Reply #3853 Top

Somewhat off the subject of your mod, how are the pirates in diplomacy?  Are they anywhere near as brutal as the pirate mod?

Been thinking about getting diplomacy but I just don't think it'll add anything I like other than extra hard computers. (and I'm sure there's some general AI improvements)

Reply #3854 Top

Quoting myfist0, reply 3850

Thats planet size indicators from the Celestial Bodies Mod. I did not like them much so I removed them in what I am working on and just made the planet icons slightly larger or smaller and added the description. High grav -bonus for giants and low grav bonus for dwarfs.
End of myfist0's quote

Cool. Thanks. I wasn't a big fan of the feature at first but once you get used to them they're useful. Would be interesting to see a mod with the icon sizes different instead for comparison. DS is a great mod overall it's got me playing the game again after not touching it much since the Trinity release.

Reply #3855 Top

Quoting Dashotosho, reply 3853
Somewhat off the subject of your mod, how are the pirates in diplomacy?  Are they anywhere near as brutal as the pirate mod?

Been thinking about getting diplomacy but I just don't think it'll add anything I like other than extra hard computers. (and I'm sure there's some general AI improvements)
End of Dashotosho's quote

Actually the pirates in Diplomacy are currently a bit broken. I had to nerf them. Sad I know. There is a patch currently in the works for mid-Nov. that is suppose to fix it and when that comes I will have to redo the pirates. But yeah, wait a bit.

Reply #3856 Top

Quoting Ryat, reply 3855

Actually the pirates in Diplomacy are currently a bit broken. I had to nerf them. Sad I know. There is a patch currently in the works for mid-Nov. that is suppose to fix it and when that comes I will have to redo the pirates. But yeah, wait a bit.
End of Ryat's quote
Wait hang on, Ryat is saying pirates need a nerf?  Must be an imposter!

Thanks for the advice.  How about the 'extra hard' or whatever difficulty computer?  They worth anything?

Reply #3857 Top

Well, if you wanted a smarter AI, somewhat. I do feel that their intelligence was increased a small bit. Not much but enough to notice. The TEC are much tougher to deal with vs starbases as the AI now builds Orgovs in large amounts. The other two not so much as their siege weapons are not as effective (though the Advent can strip you of support structures quickly) or non existence (Vasari). They do get a huge increase in resource and research so they are harder to deal with but not on a long term basis.

Reply #3858 Top

Cool, again thanks for the info.  I'll hold off for a bit I suppose.

Reply #3859 Top

I don't suppose there is any easy way to increase the pirate spawn time AND make the pirates weaker in DS? I know the time between raids has been mentioned before but I can't seem to find the post.

 

Biggest issue that my friends and I run into as casual players is that the game goes good until the pirates and their capital ship show up. We get blown away and its game over.

Reply #3860 Top

Both can be done in the gameplay.constants file.

Search for the line pirateRaidDef

After you find that, look for the lines:

maxSupply - reducing that will reduce the max number of ships brought in each raid
minSendRaidTime - Increasing this value, obviously increases the time between raids, but you should also keep this number below the maxSendRaidTime.  You could always increase both though.

 

 

You can also do little tweaks to the raid compositions themselves, this would allow you to severely weaken the early game raids, yet increase the later game ones.

Reply #3861 Top

Thanks Stant. I'm looking for something that is a bit more laid back and doesn't necessarily involve a huge pirate capital ship every time ... O.o'

Reply #3862 Top

Right, those little tweaks I was referring to would be changing the spawn probability of the various pirate ships.  Capital ships listed could be removed, changing the ship count accordingly, of course, or just given a very low spawn probability.

Reply #3864 Top

Stant, I'll be working on a small 'mod' to incorporate for standard sins and then also a version for DS that affects the pirates as we discussed above. I'll post here with my results.

Reply #3865 Top

Quoting hooahguy, reply 3863
This isnt exactly DS related, but I just put up a fanfic that features SoaSE w/ DS. It also features Mass Effect.

For those who want to read it, its here:

http://www.fanfiction.net/s/6466212/2/Surging_Rifts_a_ME_SoaSE_crossover_story
End of hooahguy's quote

There is a HUGE DS related Fanfic (ongoing) over HERE though. Have fun reading this lot!

Reply #3866 Top

Have a other problem with these map... on the center blue star, these with the six pirates bass around, some abilities are dissabled... by example, it is impossible to build starbase ( but possible to lay mines )... it is great since it make very difficult to keep the center of the map...

Unfortunaly, one of the AI player have the same with his own blue sun... these called "Rigil kentaurus"... the AI there is not able to fortify his sun and it become my primary target... having very fast two zone make it easy to beat the remaining AI... not sure that it was wished...

Anyway, it is a very good insane map... so much long jump line that sometime, i loose one planet due to a strong culture at the other side of the universe... and for Vasari, almost impossible to keep the center of the map ( the pirate base ) due to strong culture there from everywhere and Vasari not being able to build one single civilian structure ( more easy for TEC with the right research )... don't complain about it, difficulty is good and fun... just complain about the weakened AI due to his sun...

By the way, good work from Carbon on these map... first one that i see who is really 3D and not flat...
End of quote

 

Im glad there are people who like my odd maps. Thanks for the feedback. I had a few more maps Ive made but didnt release them b/c after the AI Horde map issues, I figured best not release anymore crappy maps.

 

yeah there will always be 1 system that has the magnetic sun. Kinda a disadvanage but since the positions are set to random you never know who will get it. I could update it to fix that issue if its that much of problem. I wanted to change the center to a Black hole sun. Just to make it even harder to take the center and have access to all the systems. *shrugs*

 

Question: do gunships, or w/e they are called, target bombers? In the description it says that they are good against strike craft, but are they also good against bombers?
End of quote

 

Yes, but they do better damage to fighters b/c of the damage type. Against bombers spam their abilites are what they do the best. Debuff the bombers giving their target longer to survive or allowing flak/fighters to more damage to them quicker.

 

 

Quoting Ryat, reply 3852
Carbon wanted to kill the elite fighters. Not sure if Nacey has/is going to implement it.
End of Ryat's quote

 

Yeah, I have a vendetta against SC. IMHO they break balance way to easy. IF I had it my way you see a massive SC reduction. But thats just me, and its not my mod.  I hate how the orginial game is about he who has the most bombers/SC wins. This is amplifed in the mod due to research and such. When I get some free time after I catch up on lore/my current mod work/and other game related work. I will see about maybe handing out part of my version of DS, that has my vision of SC balance.

Reply #3867 Top

I'm actually only curious about these size of planet updates, specifically I see the presence of a Moon size. I'm curious if these sizes present themselves within gravity wells, for instance could a gas giant now have a colonizeable ice moon in it's gravity well?

Reply #3868 Top

Quoting woolysockofdoom, reply 3867
I'm actually only curious about these size of planet updates, specifically I see the presence of a Moon size. I'm curious if these sizes present themselves within gravity wells, for instance could a gas giant now have a colonizeable ice moon in it's gravity well?
End of woolysockofdoom's quote

Sadly that's not possible due to the way the game works. What they basically are, are smaller versions of the planets with lower resources and smaller gravity wells.

 

Yes! that's right people I am still here :P Sorry its been such a very long time since I posted last it has been one hell of a few months for me irl starting multiple jobs and continuing my training as a Cisco qualified networks engineer so as you can imagine its been busy and sadly its caused the DS work to fall well behind where I had hoped it would be.

However, now I have everything (for the most part) IRL in to a set routine I can press on and get DS finished up to its final 1.0 versions for SoaSE, Entrenchment and Diplomacy. I was holding off a little due to the new patch they announced that was in the works however now that has been delayed 'til January I'll be finishing DS up before then with the help of the team.

A release did go out a little while ago for testing to Ryat and Carbon which is seemingly running a lot smoother and with a much lower memory usage than previous versions of DS however many more optimizations are planned. The final releases will also be including Large Address Aware (LAA) .exe's for all three versions of SOASE for those that have and would like SOASE/DS to use more RAM.

Again, apologies for not getting back to you all sooner but don't worry the work hasn't stopped :)

Reply #3869 Top

8C

he is still alive

beyond IM that is :P

Reply #3870 Top

Hell has frozen over.

Reply #3871 Top

Once again, great mod guys! I like it! :grin:

 

This moon thing gave me an Idea however.

 

Would this be possible, under certain conditions, to replace a resource asteroid skin by a "moon" skin?

 

For example, the larger the planet is, the greater are the chance for it to spawn a "moon", which would work like an asteroid but would yield more resources, or even both resources at once? And maybe also giving the current planetary bonus for having a moon if it's not too broken.

 

Also, I've got 2 concerns regarding planetary balance. I think Urban planet should the basic home planet for every faction. My point is, to an RP point of you, those planet are a great idea, but it doesn't make sense to colonize a fully functional urban planet. Its like saying that Manhattan was already built when the first explorer found it but it was empty for some reason. Such a planet should only exist within a very powerful space-faring empire IMO. Right now, the players who get one get incredibly more powerful then the others on the economic level, and this is especially worst on randomly generated maps. I think the only way to get one of these planet beside the one you started with should be to conquer the capital of an other empire. Also, right now, the bonus the Advent are getting from this planet once made the empire's capital is really really unbalancing with a star base and allure of the unity. Having a 250% allegiance with a 40% bonus to trade income ans a population of 900/900 is very powerful.

 

Also, regarding to colonization of gas giant. I think they should be treated like "dead asteroid" in terms of population. Dead asteroid are usually military outpost for a player. I think gas giant should be a mining outpost. Maintaining a colony there should be expensive, so it should not give positive tax income (or no tax at all) but, the amount of raw material you should be able to get from one should compensate for this if your empire is strong enough to economically and technological support such an endeavour.

 

Finally, I've got a broken texture problem with Urban planet and T.E.C. capital ship factory. I reported that a while ago and tried a lot of things to fix this, but never succeeded so I might be the only one with this problem.

Capital ship factory with mod

Capital ship factory w/o mod

Urban planet

 

Cheers! and keep up the good work! :thumbsup:

Reply #3872 Top

With the Capital Ship Factory we are actually using an older texture model for our mod, there may have been some corruption involved. As for the Urban planet goof, actually all the planets have it to some degree. We are working on it.

As for the other suggestions, personally I love the idea of using Urban as a homeworld concept, even recommended it to Nacey a while back. May have to code it out myself then turn it in. The Gas Giants are something to think about, though that is the reason why they have so little population (max out at 90 without upgrades).

The moon idea currently is a no go. It is possible but current issues with the 2 gig limit makes it unworkable from that angle. Hopefully the next patch up by the devs plus the TSOP integration will help make this workable again.

And yes, the huge Urban planets are very very powerful. I think the weakest is the Vasari version, but TEC and Advent are very close to be honest. The TEC get a lot of economical upgrades that the Advent don't to pull real close to one another. Don't have hard numbers but I did attempt to watch that closely to makes sure of the balance. And given the fact that the Advent don't have that powerful of an economy overall (especially with this mod) getting something like that is not bad for them.

Reply #3873 Top

The problem with skinning asteroids would probably be that all asteroids in the game show up like that. Even then, it would make more sense than mining asteroids that close to a planet, but it also gets rid of the use of moons in GF. I would say either tend toward GF maps that make use of moons or hope for the moons trait.

I have some files I need to shoot in someone's direction. All just incomplete visual stuff.

Reply #3874 Top

Sorry, I like overly complicated game with a lot of realism and obstacles ;P

 

I think sins is a great game but my only problem with it is how easy the colonization and management part is ^_^'

I'm a big fan of small fleet but long battles where you actually and to make tactical decision instead of just a giant fight where you don't see anything else then drifting debris and lasers.

 

But back to the colonization and management part. Your mod made the game so much more cooler with the variety it brought at the aesthetic and balance level. I like how every faction get to really stand out at what they are good at. But (there is always a but) I don't like how it's easy to colonize everything. A colony ship is dirty cheap and the actual ability to colonize doesn't cost anything but antimatter.

 

To my point on view, colonization should be a strategic decision and an actual empire could exist by controlling only a few planet. Starting a colony should take time, be very expensive and making profit out of it should not be that fast. Since some type of planet are harder to colonize, it be logic to wait before your empire is stronger before colonizing it.

 

So basically, anything that is not a solid planet should not be likely to have a population, and you should actually loose money from maintaining anything far from an actual colony. Cost for production should also be increase since you would have to import everything. However, it should still be possible to build civilian orbital structure since it make sense to have labs and refineries.

 

Also, reason for gas giant not being directly colonization are, really high escape velocity would make freight transport very expensive. Its much more cheaper to stay in orbit, where it would be easier to draw solar energy.

 

I know, I really like complicated stuff ^^ and that just me talking. I know I'm probably just talking about impossible stuff and a totally different game to make but I wanted to share |-)

Reply #3875 Top

Two points and a comment of praise. :-)

 

1) Patch has been pushed back to January? This is the first I have heard of a date spoken outside of e-mails with Blair Fraser some months back. What's the news concerning this?

 

2) Will DS encorporate the fixes that TSOP has implemented?

 

Praise) This mod in many ways has brought a significant balance and even more joy to us casual LAN party gamers who routinely have 8 person bouts in their living rooms every now and then. Thank you!!!

 

P.S. If anyone has some truly interesting maps that are just out there, pass them around or get the DS team to spiff them up. They are part of the reason this mod is truly unique!