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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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15,650,091 views 8,423 replies
Reply #1151 Top

O

M

G

What have I created, I just lost my fully upgraded starbase to pirates

I am so proud of them

Reply #1152 Top

oh? lol welp there goes the neighborhood :P with pirates rampaging through the whole place burning down building's and setting off explsions 8O

Reply #1153 Top

w00t!

very true, I guess 7 vulkoras with anti-structure abilities will wreck any starbase

Reply #1154 Top

Quoting Ryat, reply 1153
w00t!

very true, I guess 7 vulkoras with anti-structure abilities will wreck any starbase

Yeesh!  How quickly do they reach that level of a raid?

 

Reply #1155 Top

dude... lol I've had more of the guys in one raid alone, once I had 8 of them along with 6 TEC support Battlecruisers, the Kortul Dev and a carrier with about 40 or so frigs come at me. Of course this isn't probably updated like your current version Ryat. lol But gees when I saw that fleet heading towards my planet I grabbed my main fleet and got it there quickly. They arrived just in time to join the battle

Reply #1156 Top

Quoting EternalRequiem, reply 1155
dude... lol I've had more of the guys in one raid alone, once I had 8 of them along with 6 TEC support Battlecruisers, the Kortul Dev and a carrier with about 40 or so frigs come at me. Of course this isn't probably updated like your current version Ryat. lol But gees when I saw that fleet heading towards my planet I grabbed my main fleet and got it there quickly. They arrived just in time to join the battle

*Varek Raith Facepalms himself*  I use a modified gameplay.constants file and completely forgot to transfer over the pirate raid behaviour!  X|   Move along, nothing to see here.......

Reply #1157 Top

Quoting EternalRequiem, reply 1155
dude... lol I've had more of the guys in one raid alone, once I had 8 of them along with 6 TEC support Battlecruisers, the Kortul Dev and a carrier with about 40 or so frigs come at me. Of course this isn't probably updated like your current version Ryat. lol But gees when I saw that fleet heading towards my planet I grabbed my main fleet and got it there quickly. They arrived just in time to join the battle

no because I was the one who created the pirate abilities I get to play with them constantly. I can tell ya, they are mean. While a fully-developed defense can stop them (mines, fullyl upgraded starbase, hanagars, static turrets, etc) anything less you risk losing. As i play TEC using the railgun upgrade for the Gauss Guns helps a lot. The pirates have lower shields (between 250 -1000) and higher armor and hitpoints, the railgun upgrade knocks down the armor which helps defeat the pirates.

I may modify the pirate raid behavior with the new update so it can hit the 300 wall and be a bit more spread out in terms of ship selection.

Reply #1158 Top

hmmm indeed... I usually play as Advent :p that shield mitigation is kick ass fully upgraded shields and the highest mitigation goes yeah... heh hard to kill them. Helps to also have several Radiance class battleships in a fleet along with some support

Reply #1159 Top

...my trust in you Eternal, has be reduced to nothing. You Advent lover you. <_< :hrmph: :P :rofl:

Reply #1160 Top

mitigation shmitigation. I'll just change a couple of the Vasari units w/ PMs to have the 'AFFECTS_ONLY_HULL' damage affect type.

Reply #1161 Top

hahahahha....

Reply #1162 Top

Oh I like the Advent all right... but the Vasari are great to, lol as are the TEC. I just like the way the Advent play cause I'm most familar with them XD

Reply #1163 Top

The Unity Cleanses all!   Mwahahah! >.> ::hides behind Cleansing Brilliance beams?::  Although, really, I'm just a beam lover.  Wouldn't have mattered which race had more pretty beam weaponry, I would have ended up playing them primarily.  ...Although the Radiance is a really pretty ship too.... ::flee!::

Reply #1164 Top

hmmm Radiance could used a few more curved edges to make it look more sexy lot less flat blunt ends and more curves :grin: and yesh... the Advent have pretty blue beams of light that shoot... rofl and I do have to say the cleansing brillance is a awesome attack to use enmass with 1 or more Radiance at a large fleet of enemy ships

Reply #1165 Top

Soooooooo. I've picked up Sins again after letting it sit on my self for a while. After getting caught up to date with Entrenchment, I decided to look for some mods. This is just what I was looking for. First off, AWESOME mod, great job to all invloved.

 

I have some problems though. I'm experiancing frequent mini-dump things, which then means I have to alt-tab out of the game, which then makes it crash. Is this just a known bug, or what? Is there a way to fix it?

 

I'm all patched to .86 as far as I know.

Reply #1166 Top

What specs are you running at? that might be the cause of the problem, sometimes there is just to much running in game all at once that it makes your game minidump cause the strain on the memory is to great for the operating system

I've only once had a minidump with this game... and it was due to some many things going on in game that my PC couldn't keep up with. Most likely it's a memory or graphics issue in the case where I had one though my computer can run this mod smoothly as well as the game so long as it's not very complex or takes up a lot of memory like some mods do (7DS = 7 deadly sins mod)

Reply #1167 Top

Quoting gamerwiz09, reply 1165
Soooooooo. I've picked up Sins again after letting it sit on my self for a while. After getting caught up to date with Entrenchment, I decided to look for some mods. This is just what I was looking for. First off, AWESOME mod, great job to all invloved.

 

I have some problems though. I'm experiancing frequent mini-dump things, which then means I have to alt-tab out of the game, which then makes it crash. Is this just a known bug, or what? Is there a way to fix it?

 

I'm all patched to .86 as far as I know.

Running with the gfx set to highest could cause this if you don't have sufficient ram and or gfx card.

Reply #1168 Top

Quoting VarekRaith, reply 1167

Quoting gamerwiz09, reply 1165Soooooooo. I've picked up Sins again after letting it sit on my self for a while. After getting caught up to date with Entrenchment, I decided to look for some mods. This is just what I was looking for. First off, AWESOME mod, great job to all invloved.

 

I have some problems though. I'm experiancing frequent mini-dump things, which then means I have to alt-tab out of the game, which then makes it crash. Is this just a known bug, or what? Is there a way to fix it?

 

I'm all patched to .86 as far as I know.
Running with the gfx set to highest could cause this if you don't have sufficient ram and or gfx card.

 

lol in a nutshell... what I said :-"

Reply #1169 Top

lol in a nutshell... what I said

I know.  I just simplified it.

And Ryat, I can confirm that the Advent's 'High Efficiency Jumps' research makes all jumps anti-matter free.  I researced one level of it and jumped a Halcyon all over the map.  It never lost antimatter to jumps.  Mind you, I did have the 'Jump Stabilizer' artifact (Or whatever one reduces antimatter jumps by 30%). I think it's adding the -75 of the research level 1 to the -30 of the artifact, making it a 105% reduction.  Given that it has 6 levels at -75% each...

Reply #1170 Top

Eeep... no wonder I can use the full fury of my fleets to max when I attack planets LOL. Also in one particular game I've pretty much conquired the solar system I'm in and I'm getting my fleets ready to assault a Hard setting TEC NPC. All I can say is... it's gonna be a blood bath guy has so many light carriers and Kods that I'm a little worried he might break my assault lol then again compared to him I have a lot more capital ships. I truely hate the random setting for the NPC's nature, Research/aggressive/economic ect... wish there was a balanced option that way I have somewhat more of a challenge save from playing against a real person

Also I was wondering this... if there is more pirate bases in a solar system do they send an attack wave from each base or is it just one?

Reply #1171 Top

Quoting VarekRaith, reply 1169

lol in a nutshell... what I said
I know.  I just simplified it.

And Ryat, I can confirm that the Advent's 'High Efficiency Jumps' research makes all jumps anti-matter free.  I researced one level of it and jumped a Halcyon all over the map.  It never lost antimatter to jumps.  Mind you, I did have the 'Jump Stabilizer' artifact (Or whatever one reduces antimatter jumps by 30%). I think it's adding the -75 of the research level 1 to the -30 of the artifact, making it a 105% reduction.  Given that it has 6 levels at -75% each...

Yeah don't worry about that, it's been fixed for the next patch along with many other things. We're still not sure when we will have the patch out for release but we will definetely have a compatibility patch out the same day so you can continue playing even if the next patch isnt finished by then.

Quoting EternalRequiem, reply 1170
Eeep... no wonder I can use the full fury of my fleets to max when I attack planets LOL. Also in one particular game I've pretty much conquired the solar system I'm in and I'm getting my fleets ready to assault a Hard setting TEC NPC. All I can say is... it's gonna be a blood bath guy has so many light carriers and Kods that I'm a little worried he might break my assault lol then again compared to him I have a lot more capital ships. I truely hate the random setting for the NPC's nature, Research/aggressive/economic ect... wish there was a balanced option that way I have somewhat more of a challenge save from playing against a real person

Also I was wondering this... if there is more pirate bases in a solar system do they send an attack wave from each base or is it just one?

The one closest to their target, all of them are required to be killed before the pirates will stop sending waves at you.

Reply #1172 Top

Quoting EternalRequiem, reply 1170
I truely hate the random setting for the NPC's nature, Research/aggressive/economic ect... wish there was a balanced option that way I have somewhat more of a challenge save from playing against a real person

Working with the AI settings now, dont know if they will be ready for the next patch up, though I like what I have seen so far for aggressive, it researches a lot more, May try to put in an Uber setting

edit: Thanks for catching the VarekRaith, I rarely play Advent so they often get missed.

Reply #1173 Top

Im fearing planet defense will not be ready in time to fend off the new pirate insurgency. Fair warning to your citizens.

Reply #1174 Top

I'm totally for the use of a fleet to defend a planet. If an AI is half-way effective, it always takes more than a starbase and orbitals to do the job. Now that the pirates are more effective, it both provides you with a true economic menace for the AI players and an incentive to whack the pirate bases. Like having a really predictable player on the map.

Speaking of pirates, I was doing my best to track pirates moving through enemy space. One group went to an enemy planet, wiped it clean, then it appears they hung around in that orbit. Yet another group wiped a planet, didn't suffer any counter-attack that I saw, but I lost track of them.  Can anyone tell me what they usually do if they win a planet?

Reply #1175 Top

They go back to the base they spawned from AFAIK.