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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15,652,581 views 8,423 replies +31 Loading…
Reply #226 Top

Goof

Reply #227 Top

Quoting Comrade_Commissar, reply 24
I just got done with a 3v1 battle with unfair AI. it was a intense battle. But some notes i want to add. It seems the AI is weak on researching, I watch a recorded game and looked at how they were doing and they barely do any research. They would only research ship prototypes and defenese/starbases. Most other researches were put into 1-2 points. This actually hurt the AI later games because without then being as upgraded as me, their firepower and protection is weak and they end up dying alot. I put the Advent as a researcher and the most they done on the civillian tree was just grab the temple of communion, they never went to farther than that.

Idk if this is something you can fix or not but something to look into. The AI was just sititng with 1mil credits, 80k metal, and 80k crystal and would not spend it on anything but ships.

End of Comrade_Commissar's quote

I too have noticed this. The reasoning maybe do to the changes in research. They are programmed to research X by Y times to get full effect of game. You change X to have more requirements but the AI still researchs X. I think the parameters for the AI need to be change to match the new research. Dont know if this possible.-_-

Reply #228 Top

how can i get the mod to run on the new patch. any ideas would be nice, as i´m stopped dead in my tracks...

 

Reply #229 Top

Quoting ollibert, reply 3
how can i get the mod to run on the new patch. any ideas would be nice, as i´m stopped dead in my tracks...

 
End of ollibert's quote

looks like they will need to update forge tools again...even devloper doesn't work

 

Reply #230 Top

Quoting ollibert, reply 3
how can i get the mod to run on the new patch. any ideas would be nice, as i´m stopped dead in my tracks...
End of ollibert's quote

Im currently in the process of making the patch, it should be released within the next hour with some other fixes from the previous bugs reported by the lovely people playing the MOD :)

Edit - Quick Update:
Just converting everything to Binary now to run final tests and then ill be uploading the patch

Edit 2:
Apologies on the slight delay, it would appear there is currently a problem with converting certain strings in to binary after the new patch, im fixing the affected files now - wont be more than a few minutes :)

Reply #231 Top

Just want you to know that this is the first Alpha group I've been part of and it's been fun, especially since it's a mod I love and a dev that jumps on the job asap. Woot!

Reply #232 Top

Quoting Draakjacht, reply 6
Just want you to know that this is the first Alpha group I've been part of and it's been fun, especially since it's a mod I love and a dev that jumps on the job asap. Woot!
End of Draakjacht's quote

Glad your enjoying testing & playing Distant Stars!

Distant Stars 0.45 Change Log:
- Entrenchment 1.02 Compatiblity!
- Gas Giants now have logistics slots
- The research for Improved Destabliazation for the TEC lists the Argonev the TEC starbase, Thanks Ryat!
- Tunneling Tech is now researchable, apologies for the previous bug
- Phase Gates should now work correctly, however it is still undergoing testing

Remember to change your folder name to 0.45 so you know what version of the mod you are using!
To get the same checksum I have you must remove two files:
BuffDestabilizeHyperspaceSelfPhase.entity
BuffDestabilizeHyperspaceTargetPhase.entity

These files will not make any difference to play and are not required to be deleted however it may cause checksum errors with other players if you do not & try to play multiplayer!

As promised, here's the patch:
http://www.blacklotushq.com/sins/entrenchment/DS_Entrenchment_Alpha_0.45_Patch_[53695109].7z

 

+1 Loading…
Reply #234 Top

Oddly, I'm getting a minidump when trying to run this patch level.  Works smashingly on Alpha 0.4.  Just to make sure I wasn't going nuts, I removed and reinstalled the Alpha 0.2, ran it, then patched and ran every patch without a problem, until I got to the .45 one.

Judging by the lack of other comments to this effect, I'm assuming everyone else isn't having this problem...

G

Reply #235 Top

Quoting GuidoSarducci, reply 9
Oddly, I'm getting a minidump when trying to run this patch level.  Works smashingly on Alpha 0.4.  Just to make sure I wasn't going nuts, I removed and reinstalled the Alpha 0.2, ran it, then patched and ran every patch without a problem, until I got to the .45 one.

Judging by the lack of other comments to this effect, I'm assuming everyone else isn't having this problem...

G
End of GuidoSarducci's quote

Interesting, if you're still suffering from problems here's the full download:

http://www.blacklotushq.com/sins/entrenchment/DS_Entrenchment_Alpha_0.45_[53695109].7z

Reply #236 Top
Got to test the patch today. Works just fine.
Reply #237 Top

Yay, new patch! Testing TEC now for about 3 hours, so far no crash and nothing odd jumping at me :)

Reply #238 Top

Thanks for the full DL link.  I just realized I forgot to mention I'm still using Entrenchment 1.01...  Haven't gotten around to upgrading yet cuz I'm lazy.  In any event, that's probably very relevant to my problem.  I'll try to do the full DL this afternoon.

 

 

Reply #239 Top

Quoting GuidoSarducci, reply 13
Thanks for the full DL link.  I just realized I forgot to mention I'm still using Entrenchment 1.01...  Haven't gotten around to upgrading yet cuz I'm lazy.  In any event, that's probably very relevant to my problem.  I'll try to do the full DL this afternoon.
End of GuidoSarducci's quote

Yeah that would be why, it's only 1.02 compatible ;) Some of the files that were changed for 1.02 compatibility no longer make the game 1.01 compatible.

Reply #240 Top

Woot Woot!!!! Patching time!!!! Thanks Nacey for your hard work as usual!!!!!

Reply #241 Top

Deadly Secret.

Very, very, very, very, very, very, very, very, very, very, interesting *_*

Reply #242 Top

hey nacey, great work, runs fine.

 

But their is still a problem with the vasaari Phase Gates. If you build one on the startplanet, it wont work. And are Phasegates on a SB in the sun supposed to work??? Because they don´t.

 

keep up

olli

 

Reply #243 Top

Just tolet you know the modification for Sova to attack fighters is working well. Wish I had a screen shot but I had no flak around my Sova carrier and noticed it was firing and hitting the bomber flying around it. Infocard even shows attacking bomber. Will be checking other race carriers soon.

Reply #244 Top

Deadly Secret. yeah, a wonderful addition that came with the Sins Plus planets. I recently discovered one that reminds me why I should always build up a planet BEFORE exploring.

Reply #245 Top

Quoting ollibert, reply 17
hey nacey, great work, runs fine.

 

But their is still a problem with the vasaari Phase Gates. If you build one on the startplanet, it wont work. And are Phasegates on a SB in the sun supposed to work??? Because they don´t.

 

keep up

olli

 
End of ollibert's quote

Thanks for the report mate, im looking in to it hopefully i'll get it fixed for the next patch which should be out soon. Im also planning on including the latest Volumetric & the new Bailknights (once he releases it).

Quoting Ryat, reply 18
Just tolet you know the modification for Sova to attack fighters is working well. Wish I had a screen shot but I had no flak around my Sova carrier and noticed it was firing and hitting the bomber flying around it. Infocard even shows attacking bomber. Will be checking other race carriers soon.
End of Ryat's quote

Great to hear, glad they are working well!

Reply #246 Top

Very Cool Mod here Nacey!!  I like the changes, and you've got it running on Entrenchment too, very nice.

Anyway, just wanted to throw in a "Cool" mod nod. 

Take care,

-Teal

 

Reply #247 Top

Currently testing Vasari and already noticed a couple of points.

1. the mesh skins for both the bombers and HC and anti-sc frigate are still off.

2. the carrier does not fire at SCs. it keeps shifting its nose towards them as if to fire, the vasari carrier fires forward, but nothing comes out. It wants to fire but nothing comes out.

Reply #248 Top

Well I think pirate raids could be toned down a notch

Reply #249 Top

Quoting Mooster, reply 23
Well I think pirate raids could be toned down a notch
End of Mooster's quote

Whys that??

Reply #250 Top

On the one hand, the pirates get very powerful as time goes on.

On the other, the pirates don't get beyond your growth or ability to bribe them.

I personally like the level just because it creates a front you can't negotiate and I always thought the pirates should be tough enough to endure against the governments pressing upon them. Look at the performance the Somalian pirates put on.