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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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15,657,651 views 8,423 replies +31 Loading…
Reply #7551 Top

Quoting DaxxTrias, reply 7549
When I found a game with the deepspace node, after he had quit so I had no more opponents, I just sent my scouts to that gravity well with auto-colonize turned on (VL scout) and went afk. Came back and they were full AM, nothing was captured. Tried to manually capture, still no go.
End of DaxxTrias's quote

 

There is nothing to capture grav well wise, its an uncolonizable along side the graveyard. Much like plasma storms and such.

 

There might be structures or ships found within them that are caputrable but the grav well itself is not. 

 

Well some are not, a work around with some of the unique structres have a milita owning the grav well. and in theory you can cap it. But it does nothing for you.

 

 

Reply #7552 Top

Make sure you kids are checking your checksum when you enable the mod if your getting issues. If it doesnt match the number found in the [] then its a bad download or you have an extra folder.

 

Please please please, give us better info if you have a bug or dump. Telling us its minidumping does us nothing to narrow down the cause.

Reply #7553 Top

Quoting -Ue_Carbon, reply 7551

There is nothing to capture grav well wise, its an uncolonizable along side the graveyard. Much like plasma storms and such.

 

There might be structures or ships found within them that are caputrable but the grav well itself is not. 

 

Well some are not, a work around with some of the unique structres have a milita owning the grav well. and in theory you can cap it. But it does nothing for you.
 
End of -Ue_Carbon's quote

 

Sorry I should have clarified, I didn't think deepspace or graveyard's were ever colonizable, I meant the derelict ships inside them.

Reply #7554 Top

Quoting Ryat, reply 7551
Possible bad download. What is the checksum?
End of Ryat's quote

 

Checksum is 45859818, which is, I believe, correct.

Is there anyway to find out what specifically caused the minidump? Perhaps by opening the minidump itself?

Reply #7555 Top

Quoting BT4282, reply 7555
Is there anyway to find out what specifically caused the minidump? Perhaps by opening the minidump itself?
End of BT4282's quote

Nope. But it could still be a bad download. Also Rebellion is now at 1.031. I do find the occasional minidump now because of it.

Reply #7556 Top

Quoting BT4282, reply 7555
here anyway to find out what specifically caused the minidump? Perhaps by opening the minidump itself?
End of BT4282's quote

 

If you run the Dev exe, it gives you more details about the problems.

 

It might not say the cause of the crash, but it also might tell you it too

Reply #7557 Top

VL Players rejoice, introducing DST 0.4.

 

I've revamped all of the DS planettypes (that were colonizable) and adjusted SttC values & properties accordingly. In DS 0.10 the numbers & effects were copy/pasted from a vanilla asteroid. So this caused all planets to vanish when consumed for one, rather than leaving dead asteroids. It also meant that stripping gave you practically nothing in return so it was not even worth it to strip, except perhaps to prevent an enemy from taking hold of the planet.

 

0.3 Also had an advent bugfix, a mistake I made on my part. Sorry about messing up you're Jyhad cannon.

 

Value #'s (Until the dev's of DS comes out with their own, or I find problems with these numbers, they will stay what they are at.)

http://pastebin.com/HbuetGYU

 

Changelog of DST

http://pastebin.com/s4j7RD3b

 

DST 0.4

http://d-h.st/jiO

Reply #7558 Top

The strikecraft from Capitals appear to have the wrong values on them. The TEC fighter strikecraft are dealing 1 autocannon damage...and the bombers are dealing 2 (from the TEC carrier capital). It also doesn't say "Elite" like the starbase ones do and theres no option to build the ewar or gunships strikecraft on the capitals either.

Reply #7559 Top

That the non-elite strikecraft are weaker than the Elite isn't a bug, but an intended design decision.

Elite (which should only be buildable by Starbases, Hangars and the Capital Carriers) are supposed to be stronger than the others. If I'm not mistaken this was done as a countermeasure against spamming carrier-cruisers.

To compensate for the lack in firepower of the non-elite strikecraft, the carrier-cruisers have an aura that buffs strikecraft damage by 66%.

If Carriers can't build Elite strikecraft and EW bombers, that is indeed an unintended bug, but then it's an alpha version (alpha means that not all features are implemented yet).

Reply #7560 Top

Quoting -Norbert-, reply 7560
If Carriers can't build Elite strikecraft and EW bombers, that is indeed an unintended bug, but then it's an alpha version (alpha means that not all features are implemented yet).
End of -Norbert-'s quote

All capital ships are reverted to normal until we can rebalance them all properly.

 

Reply #7561 Top

Getting "problem loading page" error when I try to click the rebellion download link and "unknown error" messages if I try to right click. Worked a couple of days ago but had to cancel cownload ... any Advice?

Reply #7562 Top

Quoting Vespidiant, reply 7562
Getting "problem loading page" error when I try to click the rebellion download link and "unknown error" messages if I try to right click. Worked a couple of days ago but had to cancel cownload ... any Advice?
End of Vespidiant's quote

Just tried it myself and its working fine from my end. I'll see about getting another mirror up asap for those that have "issues" :)

Just so you're all aware I'am reading the forums often inbetween work and you know, life lol. I'll hopefully have the next update out within the next week for you all to try, it's mainly fixing minidumps and starting to convert some of our files towards those of Rebellion, Planet Stripping, Capital Ships, Research etc, Mainly focusing on minidumps / stability at the moment!

Reply #7563 Top

I like the mod so far for Rebellion.  Love the music choices, i hear stuff from Supreme Commander, EVE Online and Transformers.

Reply #7564 Top

serious problem.  downloaded the new rebellion version, played a few games, had no problems with mines, then, wammo! i auto placed my minefield since i was lazy and had too much money and all of the mines ended up inside the planet.  It's happened to me before with one or two mines but seriously? all of them? 

Might just have been bad luck.  Unfortunately it also might be a problem with the auto place program.

Reply #7565 Top

Quoting AseOfSpadez, reply 7565
auto place program
End of AseOfSpadez's quote

Which we have no control over.

Reply #7567 Top

I've noticed a couple of small issues with the alpha release for rebellion...

1) several balance issues, particularly bomber strike craft seem to be too weak for the TEC and too strong for the vasari, as well as a few other minor annoyances, but im sure these will be adressed in due time

2) I've encountered several randomly generated or scenario maps which randomly create a huge gas giant (with 8-10 resource asteroids).  The problem is that the planet is so large, it consumes the entire gravity well, leaving nowhere to place structures.  The can still be built using auto-place, but if you try to manually place any structures there is nowhere the game will allow you to place them.  This is particularly annoying when you need to fortify a gas giant as part of defending your borders.

3) On a couple of the scenario maps (systems of war and dopplegangers to be specific), vasari fleets seem to have issues navigating from star to star.  Jumping to planets works fine, and ordering lone or very small groups of ships from star to star works, but if you try to order an entire fleet to move from one star to another they get hung up at the star unable to jump.  You have to manually select a few ships, move them elsewhere in the gravity well, and order the jump...this makes it nearly impossible to assault a heavily defended star.  I have not yet had the problem occur with any other race, so I think it may be related to the vasari tech that allows jumps from deeper within gravity wells.  I also have not encountered this issue on random- large (multi) and random huge (multi) maps, so perhaps it is something with that tech interacting with those particular maps?

4) I've verified that my checksum is correct, but pirates are only attacking with capital ships and 1-3 smaller ships...a 'severe' raid consists of a battleship, 6-9 other pirate cap ships, and 3 frigates?  My starbases are easily able to smash such raids aside with ease...one of the things I liked most about DS was that pirates always represented a very real threat, even later in the game.  Did i somehow mess something up?

Reply #7568 Top

#2

That's a serious problem. the DS team should check what changed between diplomacy and rebellion and fix that asap

 

#4 

that's happened to me many times.   Could that be in relation to a pirate raids max ship slots?

Reply #7569 Top

Quoting AseOfSpadez, reply 7569
#4

that's happened to me many times. Could that be in relation to a pirate raids max ship slots?
End of AseOfSpadez's quote

 

Ryat has mentioned that the pirates will need to be reworked.

Reply #7570 Top

1) It's just a port over from Diplomacy so there should be lots of these types of issues due to new damage and armor types, as well as adjusted values for entities not covered by DS compared to those that are adjusted by DS.  By that I mean, the entities that the mod doesn't overwrite are using new finely tuned values that had months of internal and external Alpha feedback to tweak, whereas the entities that are included in DS are just now getting those.  If you have any specific issues, such as an upgrade to an ability that actually makes it weaker instead of stronger for example, PM Ryat or Carbon directly or use the mod's underutilized bug report link http://distantstars.mmobase.com/?m=reportabug stating which ability to get the issue addressed before the next release.  Don't just assume stuff you find will be taken care of in the next release because you might be doing something that the team testers are not doing and thus they won't know about it.

2) It's probably an issue with the grav well radius and hyperspace radius exit values recorded in a few new places.  As far as I know, all of the values for the planets are the same.  Probably just a simple adjustment needed on the gas giant side of things.

3) Could be tech related, could be an issue with the core game.  When they are massed up and waiting to jump, I assume you have their phase jump toggled to 'All Grouped'.  Does this behavior persist when the toggle is switched to 'None Grouped' when they're all lined up trying to jump?  If it doesn't, it could be that the group is waiting for a ship to line up that can't move past others in its way that are waiting for formation.

4) Diplomacy had issues with there being far too many pirates going on these raids.  Due to this being a port over from Diplomacy, it's likely that the raid values are far too small to support the type of raids we all know and love.  Ryat will adjust this especially when he gets around to updating Powerful Pirates to work properly with Rebellion.  He won't tolerate his little ones being treated in such a manner for too long.

 

 

*Edit* Upon further review of #2 with someone else doing what I told them to do, the issue is from the new radius values included in the map files themselves.  They overwrite what is included in the entity files.  I updated all of the maps with the values I found somewhere so they are all identical for all planets, whereas the entity files have different numbers.

These are the values I used for testing and the test subject seemed happy with them:

R is the move radius, E is the hyperspace exit radius.

Star                     R 90000    E 90000
Companion Star    R 50000    E 50000
Gas Giant             R 80000    E 75000
Gas Dwarf             R 70000    E 60000
Huge                   R 45000    E 37000
Normal/Home       R 40000    E 33000
Dwarf/Wormhole   R 35000    E 29000
moon                  R 30000    E 25000
Asteroid               R 20000    E 17000
belt/junk/anomaly R 15000    E 15000

Reply #7571 Top

That explains that issue. #3

#1. Known

#2. Will look into

#4. Yeah, yeah. I need to fix the pirates. :P

Reply #7572 Top

#1, nothing majorly out of whack I've noticed besides the bombers, but as it was previously stated that much re-balancing had to be done, I was willing to wait before being vocal about anything else specific...but when 20 squads of vasari bombers murder cap ships with amazing speed and 50 squads of tec bombers barely hurt one, it's too glaring to not mention. 

#2 has occurred randomly on any map that creates random planets...if it happens to be a gas giant, and happens to be huge, you can only build using auto-place...as i said, this is only a real problem when the planet needs to be fortified as a border, when it's behind the lines structure placement doesnt matter as much.  Appreciate you looking into it.

The number 3 issue happens regardless of all grouped or individual jump, but only when ordering large groups of ships to move, ordering a small group of less than 10 ships or so seems to work fine, any more than that and I run into the issue...the ships all pile on top of each other at the inner edge of the star grav well, and not even at the correct part of the well to be lining up for jump (they are 15-20 degrees off on heading).  I have to select small groups, manually move them over to the correct facing to jump out, and order the jump.  Larger groups (more than a dozen ships or so) would just move back to where they were all piled up before and get stuck again.  As I have only experienced the issue with the vasari, and they were piling up on the inner edge of the gravwell, I thought it *might* be tech related, but since I havent had the issue with other multi-star maps, I thought it likely that the map may also be part of the problem.  Im not a modder or programmer, so I'm sorry If I can't be more help on this one, but as all the other maps i've played the alpha on have not exhibited the same issue, I'm not really sure what more i can do.

 

#4...CANT WAIT!  OM NOM NOM PIRATES TO FEED MY CAP SHIPS!

 

Reply #7573 Top

Main issues I've found having played for a few days straight are:

 

Pirates - yeah you know about these

Even though you research them, only the Advent starbase can build gunships, ews craft and have elite strikecraft. As a user no other faction lets you build on either starbase of cap ships. However, the AI still does build them ;s

There are some quirks of positioning within the research trees with a few items listed in the 4th "column" saying they need 5 laboratories to research them.

Planetary abilities are sorely missed - again you know about this

Finally, due to the nature of increased research with DS in general, this really does demonstrate how much the Advent have been completely nerfed in rebellion. I have yet to win (combat victory) as advent loyalist and only once as advent rebel. The bonuses they gain are insignificant compared to the TEC and Vasari; the latter of which are unbelievably strong.

Would be nice if you could write out the AI spamming of super weapons but I think that might come in a later patch for the core game.

 

No crashing issues apart from on occasion the game fails to load. I found it easier to load the mod and its extra component separately rather than all at once. Otherwise it is very stable throughout long game time. Looks great as ever :)

Reply #7574 Top

Quoting Stant123, reply 7571
*Edit* Upon further review of #2 with someone else doing what I told them to do, the issue is from the new radius values included in the map files themselves.  They overwrite what is included in the entity files.  I updated all of the maps with the values I found somewhere so they are all identical for all planets, whereas the entity files have different numbers.

These are the values I used for testing and the test subject seemed happy with them:

R is the move radius, E is the hyperspace exit radius.

Star                     R 90000    E 90000
Companion Star    R 50000    E 50000
Gas Giant             R 80000    E 75000
Gas Dwarf             R 70000    E 60000
Huge                   R 45000    E 37000
Normal/Home       R 40000    E 33000
Dwarf/Wormhole   R 35000    E 29000
moon                  R 30000    E 25000
Asteroid               R 20000    E 17000
belt/junk/anomaly R 15000    E 15000
End of Stant123's quote

Yeah, it seems like Rebellion generally has larger move radii than exit radii. This lets you, for example, order your fleet to manually move outside of the exit radius, then order them to jump, with the result that they don't all try to move into precise parade formation; they just stop and turn in place. Makes it a lot easier to get a large fleet out of a gravity well quickly and all in a group, rather than being strung out and jumping one-by-one.

It's been awhile since I played Diplomacy, so I can't remember if it was always like this, or if this is a new change they've instituted in Rebellion. If it's the latter--which I suspect it is--then the DS import would have been using the old radius values, overwriting the newer ones and setting the two radii to the same value again.

Reply #7575 Top

Quoting JimStarluck, reply 7575


Yeah, it seems like Rebellion generally has larger move radii than exit radii. This lets you, for example, order your fleet to manually move outside of the exit radius, then order them to jump, with the result that they don't all try to move into precise parade formation; they just stop and turn in place. Makes it a lot easier to get a large fleet out of a gravity well quickly and all in a group, rather than being strung out and jumping one-by-one.

It's been awhile since I played Diplomacy, so I can't remember if it was always like this, or if this is a new change they've instituted in Rebellion. If it's the latter--which I suspect it is--then the DS import would have been using the old radius values, overwriting the newer ones and setting the two radii to the same value again.
End of JimStarluck's quote

You could always line your fleet up like that...I think they just increased the area available outside of the gravwell to make it easier...previously the fleet would usually jump with about 90% of ships and the rest would straggle in aferwards, now it seems more effective at getting them all out at once.