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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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15,657,662 views 8,423 replies +31 Loading…
Reply #7851 Top

It should work as 1.041 just fixed with the saved games.

Will give it a run through to check though.

Reply #7852 Top

What would you say is the hardest or the most toughest part when making/updating the mod?

Reply #7853 Top

Quoting Liondrome, reply 7852
What would you say is the hardest or the most toughest part when making/updating the mod?
End of Liondrome's quote

Time.

Reply #7854 Top

Quoting Liondrome, reply 7852
What would you say is the hardest or the most toughest part when making/updating the mod?
End of Liondrome's quote

Not having Rebellion to check my work against.  =|

Reply #7855 Top

Quoting G_Bison, reply 28
All right Ryat, my question to you is what you did not give to the pirates? These are the pics I took while playing Entrenchment DS on my netbook. Here are a few of the shots.
End of G_Bison's quote

Hehe, just about everything. Which makes them a bit pissy to convert to Rebellion properly.

Reply #7856 Top

Pretty much everything, including the red phase lanes can be put back in.  It just takes a lot of effort to add in the new lines of information and checking in game to make sure everything is working like it's supposed to all the while filtering through the slew of other errors that have cropped up with the converting over process.

 

Reply #7857 Top

hi distant stars developers, haven't been on the forum in a while but I would like to make an imprtant Q

 

are you able to put 4 starbases around companion stars? and if not then the next mod update can at least have 3 starbases (due to a companion star being slightly smaller than the main one) max around it.

Reply #7858 Top

Quoting RHEmpire300, reply 7858
are you able to put 4 starbases around companion stars? and if not then the next mod update can at least have 3 starbases (due to a companion star being slightly smaller than the main one) max around it.
End of RHEmpire300's quote

We will consider it.

Reply #7860 Top

Sorry for waltzing in thread, but I'm experiencing a freeze when I select a dead asteriod, it's easily solved by pressing Escape, but it's really annoying when I read the bug report it says this: "Slot ActionSetRallyPoint can't be setup over ACTION_CAPITALSHIP_ABILITY_4."

Reply #7861 Top

The bug report is actually a bit laggy with what it shows if it even shows the actual problem.  It's always been a real pain in the ass when trying to track down the cause of crashes because it doesn't record everything like a minidump (which we cannot read) does.  That being said, I can 100% assure you that message isn't being caused by the dead asteroid or it's kind.  Their abilities are all in the number 3 slot, not the number 4 slot.  Typically this error shows up with the flagships minimod because of an ability being in the number 4 slot on the flagships.  It, in and of itself, does not cause a crash, lag, delay, stall, or anything even noticeable when not using the dev exe, only produces an annoying error, a warning basically.

Ryat or Carbon will have to look into it more thoroughly to figure out what's really going on.

Reply #7862 Top

Quoting Stant123, reply 7850

To my recollection they only had Dunovs and Marzas pre invasion.  Dunovs being part of the massive trading fleet and Marzas being part of the mining fleet.  These being the only ship designs still in service from that massive fleet, not that they were the only capital designs.  The Kol was the first Warship from the TEC and it stands to reason the Sova was developed at the same time but fielded second.
End of Stant123's quote

I thought everyone of the TECs capships was a converted civilian ship, except for the Kol, which was a post-invasion design and build from the ground up as an actual battleship.

As for the Advent's tech, I suppose we just have to agree to disagree. On the ingame stats you're absolutely right, but in regard of the backstory we seem to have very different ideas of what the Advent should be like.

Reply #7863 Top

Quoting -Norbert-, reply 7863
I thought everyone of the TECs capships was a converted civilian ship, except for the Kol, which was a post-invasion design and build from the ground up as an actual battleship.
End of -Norbert-'s quote

You know what, you're right.  Been a long time since I've looked in the game manual and the Sova, Dunov, and Marza all make mention of pre-invasion stuff.  The Akkan doesn't say anything at all that hints when it was created, just compares it to military ships.

Reply #7864 Top

Quoting Stant123, reply 7864
The Akkan doesn't say anything at all that hints when it was created, just compares it to military ships.
End of Stant123's quote

I thought the Akkan was a cruise liner/colonizer ship with minor weapons to deal with the occasional pirate? At least that is what I read into it.

Reply #7865 Top

Is this 1.04 compatible?

Reply #7867 Top

Quoting LupusVir, reply 7866
Is this 1.04 compatible?
End of LupusVir's quote

And 1.041 as well.

Reply #7868 Top

Quoting Ryat, reply 7865

Quoting Stant123, reply 7864The Akkan doesn't say anything at all that hints when it was created, just compares it to military ships.
End of Ryat's quote


I thought the Akkan was a cruise liner/colonizer ship with minor weapons to deal with the occasional pirate? At least that is what I read into it.
End of quote

I just checked and while the manual doesn't specifically call it a converted civilian design, it does call it a "pessanger liner" that was recently updated with better weapons.

Reply #7869 Top

Stant:

"To my recollection they only had Dunovs and Marzas pre invasion.  Dunovs being part of the massive trading fleet and Marzas being part of the mining fleet.  These being the only ship designs still in service from that massive fleet, not that they were the only capital designs.  The Kol was the first Warship from the TEC and it stands to reason the Sova was developed at the same time but fielded second."

My computer wouldn't cooperate trying to cut out the rest of that post...

Anyway, yes, they had Dunovs and Corsevs as massive trade ships, and probably Akkans in their current role.  And the Marzas were part of the mining fleet, but the only dedicated warships they had were the Cobalts and Sova(which is stated in the game manual  as being built as a mobile platform to house strikecraft since they were apparently effective against pirates, and has been a staple of the fleet for hundreds of years.)

Also, in the base game, every planet except Dead Asteroids do have defenders, even if it's just a Cobalt and a Krosov.  Even some of the neutrals have a couple pirate ships that are based there.  (More likely if there's an extractor there.)

-Twi /)

EDIT:  Huh, looks like most of that was already covered.

Reply #7870 Top

:drool:

 

LORE DISCUSSIONS!!!!!!!!


HUZZAH!

Reply #7871 Top

Quoting Twilight_Storm, reply 7870
EDIT: Huh, looks like most of that was already covered.
End of Twilight_Storm's quote

Yes, a day ago.  Go back to your little ponies lad.  They miss you.  ;P

Reply #7872 Top

Quoting Stant123, reply 7872

Quoting Twilight_Storm, reply 7870EDIT: Huh, looks like most of that was already covered.

Yes, a day ago.  Go back to your little ponies lad.  They miss you. 
End of Stant123's quote

 

I miss you.  <X3

Reply #7873 Top

Quoting -Ue_Carbon, reply 7873
I miss you.
End of -Ue_Carbon's quote

And we miss you to. If I can find the balance with SWTOR then you can find the balance with Guild Wars 2.

Reply #7874 Top

I dunno Ryat ... you missed us rocking out hard on Seleucia the other night.  :D

 

Reply #7875 Top

Quoting boshimi336, reply 7875
hard on
End of boshimi336's quote

Giggity.