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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15,658,435 views 8,423 replies +31 Loading…
Reply #4101 Top

yes and yes

Reply #4102 Top

Thank you much. :-) I likely won't have the opportunity to do any heavy testing until next weekend. I'll have to check it out for sure then. Right now I'm just imputing the star locations and making notes on where certain things need to be.

 

A quick question or two:

 

Does it still hold true that Wormholes can jump between star systems if constructed correctly?

Is there any way that pirates (either vanilla or modded) can be made to jump between stars?

Reply #4103 Top

Yes, wormholes can jump between stars. Manticore has 8 Ibelieve.

No, pirates cannot jump between stars. AI hardcode which means you will need a pirate base for every Silesian star.

Reply #4104 Top

I've got quite a few maps all corroborated together. I've taken pixel point data from the combined maps and scaled it for use in Galaxy Forge. I'll use the built in scale feature to get travel between stars correct while balancing overall transit time with wormholes to make them valuable, all without braking game play hopefully. I'll have to figure out how I'm going to set up the pirate density throughout the systems. It will be interesting. Currently from a structural design aspect I'm trying to figure out where I will place the starting location for the tenth player. I'm considering setting up a second player within the Silesian Confederacy or between Erewhon and the Solarian League. Perhaps even Grendelsbane but I'm not quite sure.

Reply #4105 Top

PM me a list and maybe I can help. Love that Universe.

Reply #4106 Top

A list of Starting Locations should be in your inbox shortly.

 

How much effort does it take to get the AI to start jumping between stars? It might be necessary to lower the research on that in a specific mini-mod to get large multi-star maps to work correctly as desired.

 

I've already got a newer version of the Multiple Stars Graphics Mod handy thanks to some help from myfist0.

Reply #4107 Top

Yeah you might have to. To be honest I never measured the time and vicious might do it fairly quickly.

Reply #4108 Top

Another thing to note is that wormholes can be made to be one way jumps to stars and planets.  Carbon loves to take advantage of this particular one way insta-travel.  In case you were unaware of that and want to take advantage.

 

As a side note, in my pushing the patch to it's limits by playing the big DS map, I learned that the AI sends scouts to the wormholes that jump to trader space (in the lore) and they just sit their with their noses touching the inner portion.  Since in the game the wormholes don't don't do anything other then exist causing this behavior, I'm going to connect them to the black hole star so that if anyone uses those particular wormholes their ship is destroyed.   }:)   Technically, the ship has left DS, so removing them from the game is actually fitting.

Reply #4109 Top

So its finally happened... an official new release. Yes I know its been a long time coming but we still havent hit the 1.0 milestone yet (that will be coming in the near future with the new patches final release.

Without further delay I give you version 0.99 Beta One, this release is for Diplomacy users only with the most recent beta patch that has been released.

http://distantstars.mmobase.com/diplomacy/Distant_Stars_(D)_0.99_B1_[73571866].7z

This only comes as a full download for the moment, you'll note a rather huge increase in size over the previous versions of Distant Stars. This one includes many many changes far too many to list at the moment but we'll look in to making a comprehensive list closer to the release of 1.0

...Daddy's Home!

Reply #4110 Top

Oh shit....

*Throws out the pizza boxes, hides the liquor bottles, and rushes the hookers out the back door with all of the drugs*

 

Hey daddy-o.  How was work today?

 

<.<

>.>

<.<

Reply #4111 Top

:rofl: Awesome. I look forward to downloading this tonight.

Reply #4112 Top

Nacey, did I ever tell you you're my favorite poster?

Well, I might be able to jump back in on 2-D work for the next bit. I know they want DS victory screens and all. I was having trouble getting my custom skin on the HUD working, but I can take a second crack at that.

Reply #4113 Top

Quoting Stant123, reply 4110
Oh shit....

*Throws out the pizza boxes, hides the liquor bottles, and rushes the hookers out the back door with all of the drugs*

 

Hey daddy-o.  How was work today?

 

<.<

>.>

<.<
End of Stant123's quote

Stant. You are my hero....

Reply #4114 Top

Well, you might as well just have Draak's dad be your hero then because he's my hero.  BTW, don't be a blood clot, dat sign should say yeah mon if you gonna be hangin out wit I and I, seen star?

 

Patch downloaded, installed, good checksum...  I'm totally using the Kurt Russel picture set from now on.  XD

 

Gonna jump in the game and mess around with it for a little bit.  =]

 

Hmmm.  Okay, so right away, I'm putting back in the original textures for the planets and backgrounds.  All that pinching and stuff that was necessary before isn't now.

Reply #4115 Top

I'm totally using the Kurt Russel picture set from now on.
End of quote

You're welcome.

Reply #4116 Top

yeah, time to start modding DS

arrrrrrr }:)

Reply #4117 Top

Awesome - thank you Guys for working on this Mod. :)

 

Is the "recent beta patch" auto loaded from Impulse or do i have to search it?

 

Edit: Ah okay, see the Version i will look at this.

Edit: Got it!

 

Edit: Runs fine - the Beta Patch fixed a Crashbug on my reinstalled Vista.

But no Galaxyforge in this Release?

 

EvE Music he?

And i think one Song is the Reaper Theme from ME.

Reply #4118 Top

Couple things to note:

In addition to needing to go back to the original planet textures and skybox textures, the pirate battleship now points to the image of a kortul instead of the pirate battleship for the main window on the HUD, the pirate vulkoras still sits around doing nothing.

C'mon Ryat, your pirates are supposed to be better then this.  ;P

Reply #4120 Top

Quoting Stant123, reply 4118
Couple things to note:

In addition to needing to go back to the original planet textures and skybox textures, the pirate battleship now points to the image of a kortul instead of the pirate battleship for the main window on the HUD, the pirate vulkoras still sits around doing nothing.

C'mon Ryat, your pirates are supposed to be better then this. 
End of Stant123's quote

nacey messed up the pirates

they are supposed to have newer models (supplied by SuperZERO0) and other little snazzy things

they didn't make it

Reply #4121 Top

Thanks boshimi.

 

Gunships label says 'string not found'.

 

 

 

If I keep finding stuff, I'm gonna have to release a fix it patch.  ;P

Reply #4122 Top

Excited to see new features! I think I found a mishap however, on the terran planets the Skin seems to not be wrapped properly around the model-The polar caps are cut and rotated about the central axis. Hope this helps!

*EDIT* Actually seems to be more then just the terran planet :S

Reply #4123 Top

Very nice!

Love this mod! Thx!!!

 

Is there another mirror, takes 5h to download at the moment...

Reply #4124 Top

Quoting chanter45, reply 4122
Excited to see new features! I think I found a mishap however, on the terran planets the Skin seems to not be wrapped properly around the model-The polar caps are cut and rotated about the central axis. Hope this helps!

*EDIT* Actually seems to be more then just the terran planet
End of chanter45's quote

yeah we will remove in future updates

Quoting christiansl2, reply 4123
Very nice!

Love this mod! Thx!!!

 

Is there another mirror, takes 5h to download at the moment...
End of christiansl2's quote

That would be on your end, Nacey has a fast connection at his end. It takes me only a few minutes.

Reply #4125 Top

I know there are captureable Capital Ships and Capturable frigates and heavy cruisers etc ... there's even a capturable trade port. Is there any possibility (this is pure from a map making standpoint) that there could be a few other structures you could set up in a map either 100% spawn probability or otherwise? I would like to see (off the top of my head) capturable culture building, capturable frigate factory, capturable research post, capturable refinery or Starbases?

 

Is this possible to implement and if so how hard would it be to set it up similar to what is already capture in DS?