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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15,657,710 views 8,423 replies +31 Loading…
Reply #5851 Top

lol

The first one.

Reply #5852 Top

Oh come on, say both!  ;Þ

BTW, PMing you, Nacey, and Carbon with a set of new files that fix all of the research errors as far as I can tell...

Went through the sound folder last night and removed a bunch, found a couple duplicates for the background music too.  I blame Carbon.  =D

I guess next step for me is clean up the mesh errors.

 

Edit: oh and BTW, visit the DS wiki for info on what's been added.  It's still at version 0.7, but it's still better then what's in the change logs  I'll be updating it to 1.0 standards once there's nothing left for me to do here besides lore writing.

Reply #5853 Top

Just taking a look at the wiki page and the front of the forum. The mods listed that combine together to form DS are listed by sound mods, graphics mods, and object mods. Which mods go into changes to the research tree? (obviously some of the objects since new colonization options are made, but specifically to changes in levels of mining, shields, hull etc)

 

Cheers

Reply #5854 Top

Anybody have this problem

!   D:\Our Downloads\Sins of a Solar Empire\Distant_Stars_(D)_0.99_B5_[73603744].7z: Unknown method in Distant Stars (D) 0.99 B5\Sound\Advent Battle.ogg
 !   D::\Our Downloads\Sins of a Solar Empire\Distant_Stars_(D)_0.99_B5_[73603744].7z: Unknown method in Distant Stars (D) 0.99 B5\skybox.manifest
!   D:\Our Downloads\Sins of a Solar Empire\Distant_Stars_(D)_0.99_B5_[73603744].7z: Error - operation failed



Total errors 1225

I get this when I unzip the file. I didn't want to show you all 1225 files. 8O   What should I do?

 

Edit: Now Down Loading  1.01 SoaSE Full Download [453701567] and the patch too.



Reply #5855 Top

saintmaria, you need to update your 7zip program

harpo

 

Reply #5856 Top

Quoting cepheidsoul, reply 5853
Which mods go into changes to the research tree? (obviously some of the objects since new colonization options are made, but specifically to changes in levels of mining, shields, hull etc)
End of cepheidsoul's quote

That would be DS itself.  For the most part, it's just a doubling of the stock research to not only get you to spend more of your resources to advance to higher levels, but also to make it take much longer forcing you to choose what route to take in short games.

Quoting SaintMina, reply 5854
Anybody have this problem
End of SaintMina's quote

Yes, I had that problem a while ago with the test 1.0 release sent to me and talked a little about it with Nacey before the last public release.  One solution is as Harpo said, update your 7z and you're good to go.  The other is to tell Nacey to use the older compression method so that those of us who don't update these things don't have this problem.  ;P

Quoting SaintMina, reply 5854
Edit: Now Down Loading 1.01 SoaSE Full Download [453701567] and the patch too.
End of SaintMina's quote

If you're downloading the full version, cancel the patch (and delete the old version of DS from your mod folder).  The patch is only for updating the previous version to the current version, and as always, it's preferred that every get the full download each time anyway just in case things have been removed which won't happen if you're only patching.

 

Edit: Update on my progress...  Meshes fixed and being uploaded to be sent to the boss as we speak.  The only remaining mesh issues are native to the core game so I'm not going to mess with them.

Reply #5857 Top

Now I am a little confused so which is the newest down load for DS for Diplo v1.32. Thank for the help



Reply #5859 Top

And Trib beats me to it again.  You want the full download under the Diplomacy 1.32 section as pointed out by the "That thing you want" link of his.

 

Spent the past couple hours rewriting the entity.manifest after going over it line by line removing duplicate lines and removing lines referencing files that are no longer used.  Hopefully it makes things just a little bit better for us all.

 

Reply #5860 Top

Quoting -Ue_Carbon, reply 5830

Where can I get this ringtone...and why dont I have it already.

And why do you have it? Do I call you in my sleep?
End of -Ue_Carbon's quote

 

 

... if you call me we can talk about it. B)

Reply #5861 Top

Quoting boshimi336, reply 5860
... if you call me we can talk about it.
End of boshimi336's quote

 

Throw me your digits there hot stuff.

Reply #5862 Top

I'll do you one better and link to the source I got it from. How's that sound?  :digichet:

 

http://youtu.be/gZNqyYgFdQA

Reply #5863 Top

To help out

Here is a link for 7zip

I used it to open 0.99 B5 (Beta Five) so I know it works :thumbsup:

Edit: I am happy and I can say that really enjoy this Mod. Your team is on top of things in helping with problems and giving advice on how to solve them. My thanks to you and to the people that help to put this forum and this Mod together. I started a game and so far it works, so if it crashes, I will ask about to see why and help you as much as I can to debug it. 5*

Now if can find out where I read how to change the movement of my frigates to Dynamic Movement. I know how use the Notepad but the Notepad++ is greek to me. :moo:

About the pirates, should I be afraid??? :w00t:

Edit Edit:

 

Quoting Stant123, reply 5756
All you have to do is grab a copy of all of the combat frigates and change the focus fire and use fighter attack values to these:
prefersToFocusFire FALSE    usesFighterAttack TRUE
End of Stant123's quote

 

In my notepad it looks like this so what do I do with this? Add or Change?

    (   F R I G A T E _ P H A S E L I G H T _ O N A T T A C K O R D E R I S S U E D _ 0 (   F R I G A T E _ P H A S E L I G H T _ O N A T T A C K O R D E R I S S U E D _ 1 (   F R I G A T E _ P H A S E L I G H T _ O N A T T A C K O R D E R I S S U E D _ 2       F R I G A T E _ P H A S E L I G H T _ O N C R E A T I O N    )   F R I G A T E _ P H A S E L I G H T _ O N G E N E R A L O R D E R I S S U E D _ 0 )   F R I G A T E _ P H A S E L I G H T _ O N G E N E R A L O R D E R I S S U E D _ 1 )   F R I G A T E _ P H A S E L I G H T _ O N G E N E R A L O R D E R I S S U E D _ 2 

Reply #5864 Top

Is the entity file necessary with the current b5 full version?

Reply #5865 Top

@SaintMina - 1. Notepad++ is just a fancy version of Notepad. It took me seconds to learn though mastering it will take a while.

                    2. You need to change the entity file from the binary to the text setting. harpo99999 has some tools you can use for that.

@ReadyMan - Well technically you just need to change the count from 2201 to 2202 I believe.

Reply #5866 Top

Quoting SaintMina, reply 5863
In my notepad it looks like this so what do I do with this? Add or Change?
End of SaintMina's quote

You don't have to do any of that, I already updated the dynamic movement and posted it.

Quoting Stant123, reply 5759

Converted the .99B4 files over...
http://sites.google.com/site/steelers086/gamefiles/DynamicMovement0.99B4.rar
Download and give me feedback.  In the mean time, I've got some other testing to do...  And hopefully the Diplomacy patch is released before I have to leave.  =]  That would be fun.
End of Stant123's quote

Though if you use any of the tools that convert from binary to text, you can see exactly what was done by comparing the files so you have a starting point for your own education.

(Edit:

Quoting Ryat, reply 5865
@ReadyMan - Well technically you just need to change the count from 2201 to 2202 I believe.
End of Ryat's quote

I'm redownloading B5 just to be sure of it.

Edit2: after 2 hours of playing and allying and getting all of the pacts and getting and giving all kinds of missions...  B5 is working without editing anything.  And no, the count is correct for the manifest.)

 

Btw, anyone following my little blurbs about error squashing, fixed a few more yesterday and now I'm down to only getting 6 or 7 errors about buffs on the load which I intend on fixing tonight (pending any interruptions from my daughters like last night, little cock blockers.  ;P ).  Once I get those, and pass the fixes along, should they all get used, then we'll have a smooth loading DS once again which will definitely make future problems much easier to figure out...

Reply #5867 Top

*goes about modifying the usual files before dropping DS into the mod folder* ahh, why do you guys keep these things around~

Dynamic movement mod: all scouts must be deleted, otherwise they kamakazi the mines they try to sweep.....

Dynamic Movement mod: The Turret's movement speed......honestly......this one has no right to exist

Aside form those six files, everything else i touch is personal ascetics and taste so i won't post those =X

 

ahem, btw........before anyone catches me for flaming, i'll let you all know now I practically refuse to play without DS anymore.....they've spoiled me <X3

Reply #5868 Top

Quoting BadTune, reply 5867
Dynamic movement mod: all scouts must be deleted, otherwise they kamakazi the mines they try to sweep.....

Dynamic Movement mod: The Turret's movement speed......honestly......this one has no right to exist
End of BadTune's quote

Because we don't care for the DM mod.

Reply #5869 Top

pssh, I like it and others may too. Joke was on me anyway though, apparently the extras weren't included in the release this time.

Suppose it would cause conflicts if I cut and paste the rest of them in Ryat?

 

(besides, dynamic movement makes a few "area effect skills" a little more effective, such as the enforcer's for example)

anyway, still wanna ask how to change the lighting effects of those(OMG I'M BLIND) sky boxes you guys added in, i got the background changed but the reflections on the ships elude me ;O

Reply #5870 Top

Quoting BadTune, reply 5869
Suppose it would cause conflicts if I cut and paste the rest of them in Ryat?
End of BadTune's quote

I doubt it. But don't quote me on that.

Quoting BadTune, reply 5869
pssh, I like it and others may too.
End of BadTune's quote

Sadly the one DS modder that did like it left a while ago. The rest of us that don't maintain it but that is it.

Reply #5871 Top

well, it's not like there's been anything to break it anyway, so just adding it in was enough I guess.

Taking things out is far better than trying to put things in anyway so there is that.

maybe if I get some free time or a lull in my home work once rebellion comes out I'll try updating it. I'll have to figure out the movement mechanics from referencing between vanilla and dynamic files, but that shouldn't be too difficult to figure out...i mean it's not like there's much to change or alter in the case of new files.

I'm well aware that by saying that I may have just gotten ryat to think, "Ha, that's what he thinks now" but oh well ;O

Edit: also, a handy hint, if you don't feel like having folder spam for every version of sins in your files...just rename the current one and edit the text file in there to say 0 instead of 4(in my case). Saves time with copying stuff from the old folder to the new one, since nothing is moved.

And this has been another Wasting time with Bad tune

System Message:wisdom -99 points for reading this message skill:Sentient thought no longer available

Reply #5872 Top

I liked that skill!!!! :annoyed:

Reply #5873 Top

Quoting BadTune, reply 5867
*goes about modifying the usual files before dropping DS into the mod folder* ahh, why do you guys keep these things around~
End of BadTune's quote

I gave Nacey a list of files that are completely unnecessary as of the B3 or B4 release, in the version 1.00 release, nearly all of them have been removed, so when this version is made public, you'll only get the files you need to have, not what you're getting right now.

Quoting BadTune, reply 5867
Dynamic movement mod: all scouts must be deleted, otherwise they kamakazi the mines they try to sweep.....
End of BadTune's quote

Okay, I'll take them out.

Quoting BadTune, reply 5867
Dynamic Movement mod: The Turret's movement speed......honestly......this one has no right to exist Aside form those six files, everything else i touch is personal ascetics and taste so i won't post those =X
End of BadTune's quote

I assume they were made to turn fast because ships fly by now rather then stopping.  At their slow rate, the ship would have time to turn around and make another pass before the turret turns around to take another shot.  That's one of the things I actually like about the DM minimod.

Quoting Ryat, reply 5868
Because we don't care for the DM mod.
End of Ryat's quote

I know I don't.  I prefer the old style of naval warfare where ships run up on each other then hit 'em with every cannon on the broadside.  Reminds me of naval warfare pre 1850's.  Yarrrrr!

Quoting BadTune, reply 5869
Suppose it would cause conflicts if I cut and paste the rest of them in Ryat?
End of BadTune's quote

Nope, but if you ever get the urge to play someone online, you're kinda screwed until you put the old files back.

Quoting BadTune, reply 5869
anyway, still wanna ask how to change the lighting effects of those(OMG I'M BLIND) sky boxes you guys added in, i got the background changed but the reflections on the ships elude me ;O
End of BadTune's quote

The skyboxes DS added in are missing their properties and thus don't show up in game.  I fixed them over a year ago and they never got included, so I had to 'fix' them again for version 1.00.  Their cube environments are not in the proper format either which causes a few more issues with them.  Undo your changes and download this: http://sites.google.com/site/steelers086/gamefiles/DSSkyboxFix.rar   Put the meshes in the mesh folder the textures in the texture folder and the skybox properties in the GameInfo folder.  If you open up the properties file, you will see hex color codes for diffuse and ambient light colors, on the dark backgrounds, those are for lighter colors, on the two light DS backgrounds, they are darker colors so you shouldn't be getting blinded by having light on light.  I may make a few more DS backgrounds, so don't go too crazy into playing with things.  You'll just mess up my work.  ;|

Quoting Ryat, reply 5870
Sadly the one DS modder that did like it left a while ago. The rest of us that don't maintain it but that is it.
End of Ryat's quote

Pretty much.

Quoting BadTune, reply 5871
maybe if I get some free time or a lull in my home work once rebellion comes out I'll try updating it.
End of BadTune's quote

Been done already.  See my previous post in the quote box for the link.  There really is nothing else to update about them.

Quoting BadTune, reply 5871
i mean it's not like there's much to change or alter in the case of new files.
End of BadTune's quote

Nope.  Which is why you don't need to do something I've already done and posted for the public.

 

 

Maybe I'll get to these buff errors sometime tonight...  =\

Reply #5874 Top

Update on 1.00:

All of the minidump errors are now fixed, it turned out to be 5 separate errors all generated by different combinations of units and so on generated via the GalaxyScenarioDef file.

All research costs, research times etc have now been normalised across all research trees (something that should have been done a long time ago).

The majority of errors have now been fixed bar a few thanks to Stants help for fixing quite a few of those.

There are only a couple of final things left for me to check / create and for us to play test before the final release is ready now :)

Dynamic Movement:

I'll be updating this once 1.00 is finished for the moment its fallen a little out of date and quite a few little changes that have been included in the core DS for a while now.

Reply #5875 Top

Nice work Nacey and Stant :p

@Stant: All the changes I really made was altering the 2 skyboxes with Gimp, toned down their lighting a bit. But with B5 I just went to the manifest this time and stopped the game from looking for them. This way your work isn't touched and they don't appear at the same time(my gimp changes came out a little pixiled anyway, I'm not that used to the program yet) I was kinda rude in how I described them though, sorry stant.

I understand the reasoning behind lowering the turning speeds of the turrets a bit, but with what they were set at, by the time the turret turned to fire, it's target would be behind it again. slowed down is ok, but a dead crawl is not. I could understand if they turrets had a MASSIVE dmg increase for this, but as it stands, it's a long wait for a small result.

Glad to hear that the changes for DM don't require much of anything from another person lol, was thinking more about when Rebellion comes out though, see what could or shouldn't be added at that time for the Titans.

 

Added: also, still trying to figure out exactly which files need to be edited how for changing the planetary elevators. I'd like them to look a bit larger and more like floating continents than small structures.