Skyline_HUN Skyline_HUN

[MOD] Distant Stars 1.0 - [22/06/08] UPDATED - Public beta 1.05 Compatible

[MOD] Distant Stars 1.0 - [22/06/08] UPDATED - Public beta 1.05 Compatible

Improving the original game engine




Public Beta available.
1.05 compatible

Introduction
Distant Stars is a collection of changes that i made to the game to become more enjoyable even on huge maps. I found the research tree to short for a 4x game. So the first thing i done is too greatly increase the levels for upgrade. Now most of the weapons, shield, armor, HP researches got 6-10 levels for each tech. Now, technology advantage is become a major factor in the game. Also tried to increase the differences between the race by research.
This actaully means, the Trader Emergency Coalition got more levels for treade and for defense, Advent have more in beam weapon tehcnology and fighters, Vasaris now can make their phase missiles to really past through shields and more weapon research.
When the research tree was finished, i tried to do some tweakings with the units. Most of this changes are posted in this thread in the last one week, but not all of them. The total list is come with the mod.

Inbuilt Mini-Mods
Sound Effect Replacement MOD
Enchanced and/or replaced sound effects and replaced Battle musics from my own collection, now mostly consists the remastered versions of the Haegemonia: The Solon Heritage OST, Band Of Brothers OST and the menu music is from E.S. Posthomus.

SINS PLUS by UZI
Another 12 more planet types from uzi to make the game far more colourful.

Bailknoght's Graphical Enhanchment
Improved Lightning and particle effects from Bailknight.



Changed
- Phase Jump charge up time increased by 100%, from 7 sec to 15 sec
- Phase Jump Inhibitors increasing charge time to 5 times than normal (5x15=75 sec), and got an increased radius to 60000 to cover a whole gravity well
- Maximum Capital slots increased from 18 to 24
- Increased Supply Slots from tier 5 with increased price too. (max supply slot is now 3000)
- Military and Civilian Research labs increased price and civilian slot requirements.
- Additional levels for weapon, shield and hull point upgrade.
- Asteroid number increased to maximum 7 per Home Planet
- All planet gravity well increased radius by 50% and 50% more normal radius
(Gas Giants ranges are doubled)
- TEC Bombers damage increased by 20% from 44 to 52
- TEC Fighters speed increased by 1/9 from 2700 to 3000
- Vasari Bomber damage increased by 10% from 76 to 83 and speed decreased by 15% from 2000 to 1700
- Vasari Fighter speed decreased from 2700 to 2500
- Advent Bomber damage increased from 34 to 40 range decreased from 2400 to 1500
- Advent Fighter weapon range changed from 2400 to 2000 and rate of fire increased by 25%
- Light Carriers increased sqaud number from 1 to 2
- ALL CAPITALS COST MORE AND BUILDS SLOWLY. Got more powerful weapons.
- Some Planetary Bonuses improved.

Some of the changes in the 1.0:
- Normal self-repair removed. Orbital stations and Fighters still have Self-repair
- Increasing Fighter squadrons on carriers, and making them more fragile
- All Capital Ships got anti-strikecraft capability.
- Making more differences between the three factions economy and military tactics.
- Increasing the planetary defenses strenght.
- Making cap ships slower and increasing the benefits from level ups.
- Adding a passive repair ability to shipyards.
- Adding new researchable ability for every races, to enhance the PJI's to prevent the enemy from leaving the area.



UPDATE [18/02/08]:
- Increased the XP need for level ups. Benefits from them are also increased.
- Added Diablo Escort Cruiser (Heavy Anti-Strikecraft) to TEC. (Now uses the Cielo CC's mesh, later i'm going to replace it with a custom one)
- Flak Gun ability added for TEC. Researchable for the Diablo (3 levels).
- New menu music.
- Some new sound effects added.
- Tachyon generator ability added and researchable by all races. This ability for Phase Jump Inhibitors. With the ability, the PJI can disable the enemy Phase drives until destroyed. (Covers the same radius as the normal inhibitor)
- Tactical slot need for orbital defense is reduced. (Now 2 platforms uses 1 slot)
- Advent Hangar Defense got 6 squadrons. need 3 tactical slots, price slightly increased.
- Vasari Hangar Defense got 6 squadrons, need 4 tactical slots, price increased.
- TEC Hanger Defense got 6 squadrons, need 4 tactical slots, price increased by 45%.
- Some research are changed for increase the differences between the races.
- TEC fighters and bombers now more slower, but got more HP and Armor. Squadron size not changed.
- Advent fighters and bombers speed and manuverability increased. Lower HP and armor. Slightly decreased the power of their weapons. Bomber squadron size increased from 7 to 8. Fighter 9 to 12. Antimatter need for building is reduced by 35% for bombers and 40% to fighters.
- Vasari fighters speed increased from 2700 to 2850, Bombers reduced by 10% from 2500 to 2250. Fighters range increased by 40%, rate of fire 25%. Bombers have +80% range, -15% rate of fire. Fighters squadron size changed from 4 to 6, bombers 3 to 4.
- By research the Advent squadrons size can be increase by additional 4 crafts in hangars
- The antimatter cost for building strikecrafts greatly reduced for capital class carriers.
- All fighters building speed increased by 30%, Bombers by 25%.
- Tec and Vasari Fleet Carriers starts with 4 sqaudrons, Advent with 6.
- Dozens of other small changes... i listed them later. sorry.




UPDATE [24/02/28]:
- AI strenght increased.
- Terran planets now come 8 Population upgrade (over 800 the max population now).
- Increased number of trade and refinery ships.
- Main planet max alligance is now 200%.
- Speed options changed.
- Research speed settings changed (-2.5; 0.0; 2.5)

- Increased levels in research.
- Pirates stronger, increased number of attackers, but the time between raids increased. Using TEC BB in the last two alert status (1/2)
- slightly changes in diplomacy... Now the AI don't want to trade with you, when you at war.
- TEC can increase the trade/refinery ships capacity by overall 100%. Have more levels in armor and HP research.
- ADVENT have more levels in shield and culture research.
- VASARI have more levels in weapon research.
- Neither ships or platforms can build in combat.
- Platform and fighters can't self-repair in combat.
- ONLY Hangars, Carriers and BB's can build bombers.




UPDATE [27/02/08]
- Vasari Stilakus Subverter got a new researchable ability, the Mobile Phase Disruptor. (3 Levels)
- 90% of the original sound effects replaced or remixed.
- Sins Plus MOD by Uzii is merged with the Distant Stars.

- Final Beta testing is almost finished


UPDATE [16/03/08]
Changes in the final 1.0:
- Two new shield researches for every races.
- New Health Point researches. (2 for TEC, 1-1 for Advent/Vasari)
- New weapon researches. (1 for TEC,.2-2 for Advent/Vasari)
- One new speed research for every races.
- Custom icons for the new researches/abilities.
- Some new musics.



Patch Notes
Patch No.1:
- Only Hangars, Light and Fleet Carriers can build fighters/bombers.
- Reduced the squad numbers for Hangar Defenses to 5 for every races. (For Improving Performance)
- Increased the bombers damage by 50%.
- Squadron sizes reduced. (For Improving Performance)
- TEC: 4 Bombers and 6 Fighters/squad
- Advent: 5 Bombers and 6 Fighters/squad
- Vasari: 3 Bombers and 4 Fighters/squad
- Advent and TEC fighters Rate of fire increased to 60/min, Damage reduced to compansate. (ONLY FOR GRAPHIC ENHANCMENT)
- Light Carriers cost more and using more supplies.
- Battleships and Fleet Carriers supply need increased to 60/75.
- Advent Halcyon Class Carrier base squadron number decreased from 6 to 5.
- Trade/Refinery ships number are reduced about 50-75%, cargo holds increased to compensate. (For Improving Performance)
- Pirate Raids are now on default values. First attack timer is set to 30 mins and the other raids now cames in every 20 minutes.
- 2 more levels for URBAN planet population limit development. (1100 MAX without research)
- Gauss, Beam and Missile platforms costs increased.
- Hangar Defenses costs increased.
- Quests tweaked. Now you have more time for completing missions. Got more rewards for missions and penalties reduced in some missions.
- Some bugs related to researches are fixed.
- Other Bugs are fixed, too.
Now the mod causes less lags and slowdowns.



Download (Host provided by Black Lotus HQ)
DS Public Beta 1.05 compatible (Including Bailknight's Graphical Stuffs by Menacer):

BlackLotus HQ:
http://www.blacklotushq.com/sins/Distant_Stars_1.0a_Beta_[453591224].7z

Filefront:
http://files.filefront.com/Distant+Stars+10a+Beta7z/;10751303;/fileinfo.html
(143 Mb)




Older releases:

http://thepiratebay.org/tor/4052779/Sins_of_a_Solar_Empire_-_Distant_Stars_MOD_1.0_Public_beta
(size is 112 Mb)
HTTP
http://www.blacklotushq.com/sins/distant_stars_1.0_public_beta.rar
(size is 112 Mb)

Updated (Including Fix and Patch 1, Reconverted sound effects and comes with ThrakaAndy's installer)
http://www.blacklotushq.com/sins/distant_stars_1.0_public_beta_updated.zip
(size is 113 Mb)

Born of a Galactic Empire MOD 0.21


Patches & Fixes
Textures (In english)
http://www.blacklotushq.com/sins/Textures-English.exe

Quick Fix No. 1
http://www.blacklotushq.com/sins/distant_stars_1.0_public_beta_quickfix1.rar

Patch No. 1
http://www.blacklotushq.com/sins/distant_stars_1.0_public_beta_patch1.zip

ThrakaAndy's installer
http://www.blacklotushq.com/sins/andys_installer.zip

Reconverted Sound Effects
http://www.blacklotushq.com/sins/sound_effects.rar


Ideas, suggestions, critics (good and bad too) always welcomed!!!

Current Work: Finishing the final release of the 1.0. Adding some new research, custom icons, music.

The Mod developing is now continue.

knonwn bugs:
- the game crush when you try to point at the FULL DISRUTION ability on the PJI. This is a passive ability, so you don't need to dealing with it.

426,884 views 303 replies
Reply #251 Top
Same. I'm really looking forward to using this mod. I hope that college isn't to busy for you. Thanks again for creating something great.
Reply #252 Top
Has this mod died? I was really looking forward to it, but it seems that it has disappeared in the vacuum of space or something. Any updates would be nice.
Reply #253 Top
I know it's been a long time since Skyline has updated this MOD, but im sure you will all be glad to know that Skyline will be working on this MOD again in the near future.

Until then I will be working on getting this MOD 100% 1.05 compatible and keeping it up to date again (with Skyline's permission), im sure this is good news to many of you - I currently have what is around 75% of the mod fully functional again with some features needing adjustment to have them working once again.

I'll update this post later today/tommorow morning with further information and hopefully a download link.

Update: MOD Is now 100% compatible with 1.05 in it's previous form with some of the Research costs fixed to be more appropriate.
I'm currently testing the MOD and will have it uploaded by tommorow ready for public trials/testing.

Update 2: Here's the download for the MOD, if you find any bugs please feel free to reply to the topic & let me know what they are for me to fix them asap. I'll be doing some more updates over the next week so keep checking back.

http://www.blacklotushq.com/sins/distant_stars_1.0_public_beta_1.05_compat.rar
Enabled MOD Checksum: 320767922
Reply #254 Top
Great news. The mod is quite awesome, glad to see it coming back to life.

You might consider adding the rest of the new sins plus planets as a next step!
Reply #256 Top
I really loved this mod for version .02. The sound effects and new research really helped to enhance the game play to a level that it had been lacking in the venilla version. I hope the mod gets picked back up again, and thanks Nacey for keeping everything going!

I'm going to try it out again shortly to check out the .05 version of it. Hopefully everything is up to spar.
Reply #257 Top
Great news. The mod is quite awesome, glad to see it coming back to life.You might consider adding the rest of the new sins plus planets as a next step!


Funnily enough that was my next goal. To add Sins Plus 1.3a to the MOD, so without further delay here's Distant Stars with Sins Plus 1.3a:

http://www.blacklotushq.com/sins/distant_stars_1.0_public_beta_plus1.3a.7z

As you will notice the file is now in 7zip form, if you can't extract the file use WinRAR or 7zip.

Again if you find any bug's at all please let me know asap via reply here or PM and i'll see what I can do to get them fixed.
Reply #258 Top
Thanks Nacey for your work so far...
i'm happy that so many "fan" out there and i apologize about the break, but now... i was finished with my exams, so i hope, with Nacey, we can bring the mod back to life.
We'll keeps everyones informed about the progress.
Reply #260 Top
Distant Stars 1.0 for Sins 1.05 Planets and TEC capital ship Names(Warhammer 40K, Star Wars, and Freespace)

Link: http://www.wikiupload.com/download_page.php?id=41318

Warning: May not work online

Replace Distant Stars 1.0 Strings.str with this one
Reply #261 Top
I´ve played TEC and just found one bug...

I researched the update for the Cielo Command Cruiser, but nothing changed to that object or new built units...


But from now I can say: A great mod!!! Thanks for many hours of gaming without looking to the clock.... :)
Reply #262 Top
I got a Question to the newest Version i just dl´d before.
Did i need any of the fix / patch versions when i install the last version?
It say´s it´s still compatible to V 1.05, but the game crash all the time when i try to play with ur Mod :/
At first time i just wanna have a look to the new tech tree. After i looked around for a min ( dont klicked everything, just move with cursor to the buttons) the game freezes.
I just thought ---> shit happens and started the game again with the mod.
But after some mins it freezes again as i just do nothing other as to wait for income to give next building in work.

Any idea whats wrong ?
Or did i need the fixes and/or patch ?
Reply #263 Top
Same for me.
The game crashs when I mouseover the "new Techbuttons" from Uzii.
Also the game crashs when I mouseover the self repair ability of the Shipyard.
Any ideas?
Reply #264 Top
If you've got the time, I was wondering if you could post a simple list telling what I need to download and install (and in what order) to have the latest in Mod and patches/fixes.
Thanks!
Reply #265 Top
That would be great! :D
Posting it in the first post gives more overview about installing the mod.
Reply #266 Top
Hi I'm also looking to download this mod it sounds awesome. I would also like to know what order I should be downloading and installing these patches and links.

Thanks
Reply #267 Top
Jeah, now as u tell, i remember the secound crash was exactly as i mouseover the repair ability on the shipyard.
That´s not the Problem i think, now as i know, i dont mouseover the rep ability.
But the crash on the tech tree ist still a problem :/
Reply #268 Top
I´ve played TEC and just found one bug...I researched the update for the Cielo Command Cruiser, but nothing changed to that object or new built units...But from now I can say: A great mod!!! Thanks for many hours of gaming without looking to the clock....


I'm looking in to fixing this a patch should be released soon.


If you've got the time, I was wondering if you could post a simple list telling what I need to download and install (and in what order) to have the latest in Mod and patches/fixes. Thanks!


Hi I'm also looking to download this mod it sounds awesome. I would also like to know what order I should be downloading and installing these patches and links.Thanks


I got a Question to the newest Version i just dl´d before.Did i need any of the fix / patch versions when i install the last version?It say´s it´s still compatible to V 1.05, but the game crash all the time when i try to play with ur Mod :/At first time i just wanna have a look to the new tech tree. After i looked around for a min ( dont klicked everything, just move with cursor to the buttons) the game freezes.I just thought ---> shit happens and started the game again with the mod.But after some mins it freezes again as i just do nothing other as to wait for income to give next building in work.Any idea whats wrong ?Or did i need the fixes and/or patch ?


Same for me.The game crashs when I mouseover the "new Techbuttons" from Uzii.Also the game crashs when I mouseover the self repair ability of the Shipyard.Any ideas?


To install the mod all you currently need is the file:
http://www.blacklotushq.com/sins/Distant_Stars_1.0a_Beta_[453591224].7z
Reply #269 Top
I downloaded the file and the checksum is the same.
But when I go to the techtree, the game crashs with a minidump, when I mouseover a new added research.
Reply #270 Top
I downloaded the file and the checksum is the same.But when I go to the techtree, the game crashs with a minidump, when I mouseover a new added research.


Odd myself & two other friends play with the exact same file(s) (download from the same .7z file) you guys use daily with no issues what so ever ill do some investigation to see whats causing the crash.

For now id reccomend deleting your old distant stars folder & re-downloading.
Reply #271 Top
I extract it with Winrar. I hope, thats not the cause oO
But I will re-downloading it.
Can I make something to help finding the problem? Posting some more details?
Reply #272 Top
I extract it with Winrar. I hope, thats not the cause oOBut I will re-downloading it.Can I make something to help finding the problem? Posting some more details?


WinRAR is fine for extracting the files. To get more detailed error logs you need to edit the user.setting file in the following folder:

C:\Documents and Settings\YOUR_WINDOWS_USERNAME\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting

Open the file with WordPad or NotePad scroll to the bottom & change the line:

LogOutput FALSE
to
LogOutput TRUE

Save the file & then once the game crashes again the log file in the...
C:\Documents and Settings\YOUR_WINDOWS_USERNAME\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Debug

...Folder will contain a more detailed error report which you can then post here to help me find the cause of the error for you.
Reply #273 Top
Heres the log file:

Failed to convert '' to an enum value.
SoundData does not exists for: Effect_TimedExplosives
SoundData does not exists for: Effect_TimedExplosives
SoundData does not exists for: Effect_TimedExplosives
SoundData does not exists for: Effect_TimedExplosives
SoundData does not exists for: Effect_TimedExplosives
SoundData does not exists for: Effect_TimedExplosives
SoundData does not exists for: Effect_TimedExplosives
SoundData does not exists for: Effect_TimedExplosives
SoundData does not exists for: Effect_TimedExplosives
SoundData does not exists for: Effect_TimedExplosives
Entity Ref not found: RESEARCHSUBJECT_ABILITYACCESS_SHIELDEMITTER
Planet 'PlanetCity' has a bonus that exceeds the maximum artifact upgrade level: PlanetBonusSubT
Planet 'PlanetCity' has a bonus that exceeds the maximum artifact upgrade level: PlanetBonusSubT
Planet 'PlanetCity' references a non-existant bonus:
Planet 'PlanetIndustrial' has a bonus that exceeds the maximum artifact upgrade level: PlanetBonusOutpost
ResearchWindow GridPoint Duplication:
RESEARCHSUBJECT_ABILITYACCESS_FULLJUMPBLOCKERPHASE
RESEARCHSUBJECT_ABILITYACCESS_PHASECLOAK
Failed to convert '' to an enum value.
SoundData does not exists for: Effect_TimedExplosives
SoundData does not exists for: Effect_TimedExplosives
SoundData does not exists for: Effect_TimedExplosives
SoundData does not exists for: Effect_TimedExplosives
SoundData does not exists for: Effect_TimedExplosives
SoundData does not exists for: Effect_TimedExplosives
SoundData does not exists for: Effect_TimedExplosives
SoundData does not exists for: Effect_TimedExplosives
SoundData does not exists for: Effect_TimedExplosives
SoundData does not exists for: Effect_TimedExplosives
Entity Ref not found: RESEARCHSUBJECT_ABILITYACCESS_SHIELDEMITTER
Planet 'PlanetCity' has a bonus that exceeds the maximum artifact upgrade level: PlanetBonusSubT
Planet 'PlanetCity' has a bonus that exceeds the maximum artifact upgrade level: PlanetBonusSubT
Planet 'PlanetCity' references a non-existant bonus:
Planet 'PlanetIndustrial' has a bonus that exceeds the maximum artifact upgrade level: PlanetBonusOutpost
Reply #274 Top
Heres the log file:
Failed to convert '' to an enum value.SoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesEntity Ref not found: RESEARCHSUBJECT_ABILITYACCESS_SHIELDEMITTERPlanet 'PlanetCity' has a bonus that exceeds the maximum artifact upgrade level: PlanetBonusSubTPlanet 'PlanetCity' has a bonus that exceeds the maximum artifact upgrade level: PlanetBonusSubTPlanet 'PlanetCity' references a non-existant bonus: Planet 'PlanetIndustrial' has a bonus that exceeds the maximum artifact upgrade level: PlanetBonusOutpostResearchWindow GridPoint Duplication:RESEARCHSUBJECT_ABILITYACCESS_FULLJUMPBLOCKERPHASERESEARCHSUBJECT_ABILITYACCESS_PHASECLOAKFailed to convert '' to an enum value.SoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesEntity Ref not found: RESEARCHSUBJECT_ABILITYACCESS_SHIELDEMITTERPlanet 'PlanetCity' has a bonus that exceeds the maximum artifact upgrade level: PlanetBonusSubTPlanet 'PlanetCity' has a bonus that exceeds the maximum artifact upgrade level: PlanetBonusSubTPlanet 'PlanetCity' references a non-existant bonus: Planet 'PlanetIndustrial' has a bonus that exceeds the maximum artifact upgrade level: PlanetBonusOutpost


It looks alot like your using a previous version of the distant stars mod, im certain that the majority of those errors no longer exist certain error's such as the sounddata error is fine. Is this with the most recent download of the MOD? if so i'll redownload the MOD & check again to see what happens for me.

By the way what race is it you play as? & which download link did you use?
Reply #275 Top
I have the same problem and i used the first dl link after the mod description.
This one.

BlackLotus HQ:
http://www.blacklotushq.com/sins/Distant_Stars_1.0a_Beta_[453591224].7z

edit.: i played the TEC race