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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15,664,306 views 8,423 replies +31 Loading…
Reply #5051 Top

Carbon, what font did you use to make you name on the map images?

Reply #5052 Top

Just spitballing a new advent flagship design.....

 

 

 

I'm not so sure with the upper part, and will probably take that out, but the overall shape is interesting to me.

 

Reply #5053 Top

That thing looks Lovecraftian. Shit you not, that was my response when I first saw it. In that sense, it's great. With a proper texture it could make a terrifying Alien vessel, and I could even see it fitting in with Mansh00ter's old Xin models.

 

That said, I'm REALLY not getting any Advent vibes off this thing. If I couldn't pick out individual ship models, I would ask if you were creating a new race. It, like some of your other models, just looks like theres too much to it. It lacks the smooth, flowing, almost reassuring lines common in Advent ships. I wouldn't even know to begin on the advice front. If anything, Shrink the arch, but dont necessarily remove it. Get rid of that massive protuberance under the Halcyon's engines though, that would go a long way.

 

Again, let me state that as models go, this would make a damn good  creepy Eldritch Alien vessel, provided you got a texture to do it justice in that regard.

Reply #5054 Top

Quoting Draakjacht, reply 5051
Carbon, what font did you use to make you name on the map images?
End of Draakjacht's quote

To honest dont know. I think what ever was default for Gimp. Some of the nicer ones were done by boss man.

It be best if you could find the same font Nacey has used for just about everything. I couldnt find it and everytime I thought to ask I forgot to do so.

Reply #5055 Top

Okay... Nacey, what font did you use?

Methinks I need to PM

Reply #5056 Top

Fonts?  I'm 99% sure the one used to write Distant Stars in game as well as the DS team on the icons is Papyrus.  The rest are a combination of Officina Sans, Agency Bold, Arial Black, Arial Bold, as well as others I've just not ever bothered to figure out because I prefer to use different fonts with every map preview image.  Ugh.  One more thing to redo...  I don't like the fonts I used on my map pack any more...

 

Edit: By the way, nice ships you got there Siv.

Reply #5057 Top

Quoting blobness, reply 5053
That thing looks Lovecraftian. Shit you not, that was my response when I first saw it.
End of blobness's quote

 

It does, doesn't it....   I think I'll keep this design for a future race I may make one day.

I want to keep that big "brain" part on the back, I just have to find a way to build the ship around it.

 

And thanks Stant123

Reply #5058 Top

Quoting SivCorp, reply 5057


It does, doesn't it....   I think I'll keep this design for a future race I may make one day.

I want to keep that big "brain" part on the back, I just have to find a way to build the ship around it.

 

And thanks Stant123
End of SivCorp's quote

 

You should. It's a damn good model as kitbashes go, and, again, you get a good texture on that thing and you can do whatever you want with it.

Reply #5059 Top

i've got a problem. When i play some maps with the entrenchement version of the mod (1.05 with the 0.9951 patch) some maps seem to crash. It's not a minidump problem but i directly get a screen saying YOU HAVE BEEN DEFEATED or something like that. I then click continue and half of the planets aren't there.

I think that the mod doesn't load the new planets like the Terra, Saturn, Mars, Toxic etc... i don't know why. Can someone help?

Reply #5060 Top

Can you let us know which maps please? That will help with the debugging.

Reply #5061 Top

Purple saturn day and downloaded maps (indies war maps). I don't know if it's something in my comp or in my version of the mod. I'll redownload the mod and see if they work

Reply #5062 Top

Thx, will look into it.

Reply #5063 Top

Well Purple Saturn Day loads fine for me. As for the other I'm not sure where you got it from but you may have had a bad download/unzip.

Reply #5064 Top

Okay, got the next version of the Flagship minimod ready to go.

Changes are as follows

  1. New Hellion Model and name change for Vasari Flagship. (thanks to SivCorp)
  2. Game no longer starts with the flagship but rather a high rankings officer's shuttle. (Race Sensitive)
  3. Shuttle has ability to call in flagship and appears if and when flagship is destroyed.
  4. Flagship is researchable at Tier 6.

There will be more coming as I attempt to make or subcontract for the buttons as well as a possible new model/mash up for the shuttle. Maybe a crossing of the light frigates with bombers? Suggestion welcomed in this matter.

http://www.mediafire.com/file/j7lilpb2i8y88lc/Flagship.7z

Reply #5065 Top

Sup Ryat, will this work on all versions or just dip...

Reply #5067 Top

Quoting G_Bison, reply 5065
Sup Ryat, will this work on all versions or just dip...
End of G_Bison's quote

Just the Diplomacy version.

Reply #5068 Top

Quoting Ryat, reply 5067
Just the Diplomacy version.
End of Ryat's quote

k

Reply #5069 Top

Quoting Ryat, reply 5064
subcontract for the buttons
End of Ryat's quote

Working on icons tonight and going to post the 6 missing map images for approval. If I don't have anything else, seeing that Rot is not done with my models, I'll probably play with images/buttons for ships. Will be on TS probably about 10 central time.

Reply #5070 Top

Aight, just played around for a bit. Only with the Vasari so far, and I've only used the Hellion in a few fights, but I'm going to be busy for most of tonight and tomorrow, so I figured I'd drop my little bit of feedback now.

 

First - I like the direction here. At first, I was a tad worried about the Flagships coming along that late in the game, but the Hellion, at least, started with stats that were more than capable of keeping pace with enemy capships, even at level one. This is good. The problem is that unique Admiral Shuttle. Its a great concept, and I like the idea behind it but it needs work to be viable when AI players are involved. As far as I can tell, it is destroyable, and I noticed the AI was using them to scout. I also noticed that later on, I was unable to find them. This is mildly unbalancing for the AI players, since near as I can tell the only way to stop a high level Flagship that is being used intelligently is another Flagship. I don't know if theres a way to get them to not use the shuttle until they can turn into a Flagship, but I thought I'd throw it out there.

Second - Like I said before, I've only played with the Hellion, so I don't know if this applies to other ships as well, but I noticed that it had an ability referred to as "String not Found" that was already capped at level 1 when I got it. I'm assuming it relates to the shuttle in some way, and I don't know if you planned on it being visible. 

On a more minor note, the Hellion has a small mesh error on the f front of the vessel, in between the Hanger and Prow, that allows you to see through the ship. It's only noticeable from up close and at a certain angle though. And lastly, I'm mildly surprised the "Flagship" string is still being applied to my first capital vessel, but that's just a minor personal nitpick.

The Hellion looks wonderful in game, and I really like the idea behind the shuttles and research. Keep up the good work guys.

Reply #5071 Top

Found a few errors myself....

 

The weapon hardpoints are not set up correctly.  The front missile pods are shooting beams, the wave cannon points are shooting missiles, and the side beam hardponts don't look to be firing at all.

I see that mesh error, blobness.  And I also found that a few points on the rear bridging to the side of the engines have a problem.  I think the latter is just normals that have been flipped somehow.

I'm also currious of that "string not found" ability.... Space ponies maybe :-"

 

 

I like the summon ship.  Good idea!  I would make sure it can re spawn if destroyed, so the AI doesn't screw itself over....

 

 

 

I'll look into the mesh and hardpoint issues on the mod soon, but someone else can beat me to it if they have the time.  And thanks to everyone who helped with getting this beast in game... It does look WICKED SICK!

 

EDIT: I also think that it should start with 1 strikecraft squad, and get an extra squad every 2 levels.  I put 4 hanger bays in for that purpose. 

Reply #5072 Top

Quoting blobness, reply 5070
First - I like the direction here. At first, I was a tad worried about the Flagships coming along that late in the game, but the Hellion, at least, started with stats that were more than capable of keeping pace with enemy capships, even at level one. This is good. The problem is that unique Admiral Shuttle. Its a great concept, and I like the idea behind it but it needs work to be viable when AI players are involved. As far as I can tell, it is destroyable, and I noticed the AI was using them to scout. I also noticed that later on, I was unable to find them. This is mildly unbalancing for the AI players, since near as I can tell the only way to stop a high level Flagship that is being used intelligently is another Flagship. I don't know if theres a way to get them to not use the shuttle until they can turn into a Flagship, but I thought I'd throw it out there.
End of blobness's quote

I am worried about that as well. Not sure how to fix as we have no access to the AI. I did what I could with autocast and whatnot. Will mess with it later.

Quoting blobness, reply 5070
Second - Like I said before, I've only played with the Hellion, so I don't know if this applies to other ships as well, but I noticed that it had an ability referred to as "String not Found" that was already capped at level 1 when I got it. I'm assuming it relates to the shuttle in some way, and I don't know if you planned on it being visible.
End of blobness's quote
Quoting SivCorp, reply 5071
I'm also currious of that "string not found" ability.... Space ponies maybe
End of SivCorp's quote

Its the ability that allows the ship to summon the admiral shuttle upon death. Its annoy and even creates an error (a non breaking error) that can't be removed short of removing the ability. I did all I could with it.

Quoting SivCorp, reply 5071
EDIT: I also think that it should start with 1 strikecraft squad, and get an extra squad every 2 levels. I put 4 hanger bays in for that purpose.
End of SivCorp's quote

No

 

Reply #5073 Top

Quoting Ryat, reply 5072
Its the ability that allows the ship to summon the admiral shuttle upon death. Its annoy and even creates an error (a non breaking error) that can't be removed short of removing the ability. I did all I could with it.
End of Ryat's quote

It's still referencing strings and hudicons from my ability.

nameStringID "IDS_ABILITY_NEPHILIM_IMMORTALITY_NAME"
descStringID "IDS_ABILITY_NEPHILIM_IMMORTALITY_DESCRIPTION"
hudIcon "HUDICON_NEPHILIM_CAPITAL_BATTLESHIP_ABILITY3"
smallHudIcon "HUDICON_NEPHILIM_CAPITAL_BATTLESHIP_ABILITY3"

Quoting Ryat, reply 5064
There will be more coming as I attempt to make or subcontract for the buttons as well as a possible new model/mash up for the shuttle. Maybe a crossing of the light frigates with bombers? Suggestion welcomed in this matter.
End of Ryat's quote

Did you not care for the buttons and icons I made? Granted I'll agree the Kol button was not very good, but I though the advent one and the icons were nice...

Quoting Ryat, reply 5072
I am worried about that as well. Not sure how to fix as we have no access to the AI. I did what I could with autocast and whatnot. Will mess with it later.
End of Ryat's quote

You can change the AI used though. Perhaps giving the shuttle a different Role Type than light frigate and possible giving it Diplomatic Immunity would be good.

Maybe spawning a command center on start until you research Flagships. Then calling in the escape pod on death in addition to the above.

Quoting blobness, reply 5070
And lastly, I'm mildly surprised the "Flagship" string is still being applied to my first capital vessel, but that's just a minor personal nitpick.
End of blobness's quote

Just remove the "Flagship" part from the English.str.

Quoting SivCorp, reply 5071
I'll look into the mesh and hardpoint issues on the mod soon, but someone else can beat me to it if they have the time. And thanks to everyone who helped with getting this beast in game... It does look WICKED SICK!
End of SivCorp's quote

If there are incorrect or missing hardpoints this may affect loading save games for that ship. I.E. not auto firing when you would expect.

 

Reply #5074 Top

I can't get the flagship minimod to work.  Should I install it into its own directory (under Mods-Diplomacy v1.2) and then enable it after the main mod?  Or should I be installing it right into the distant stars mod directory? 

Reply #5075 Top

Quoting Peter1x9, reply 5074
I can't get the flagship minimod to work.  Should I install it into its own directory (under Mods-Diplomacy v1.2) and then enable it after the main mod?  Or should I be installing it right into the distant stars mod directory? 
End of Peter1x9's quote

Separate directories. Enable the Flagship mod first then Enable Distant Stars Second.