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.

426,764 views 303 replies
Reply #26 Top

235, you seem to enjoy attacking his ideas, but I don't see you throwing out any good ones of your own.

I can't engineer a car engine either, so therefore I cannot call my car a piece of shit?

I haven't made an $80 million Hollywood blockbuster film, so I'm no longer allowed to call a movie crap?

Hmm I didn't know Hitler or run a fascist government either, so I'm not allowed to think he was a bad guy?

Ooh, I haven't fought in a war, so I guess I can't be against it.

I've never been President, so I guess I can't make fun of Bush anymore either.

I could go on but I'll leave it at 'piss off and never use that shit argument again'.
Reply #27 Top
Do not overwrite the GameInfo directory in the game folder!!!!
There's a MOD directory at
C:\Documents and Settings\USERNAME\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\

Just simply put the folder in there. in the game, go to the options, than MODS... select and activate.
+1 Loading…
Reply #28 Top
Looks nice especially the increased Research options and requirements.
I guess i can leave some of the modded aspects out if i just use the vanilla file for it ?!

now wheres the link to v1.0 of "Distant Stars Mod" or "Born of a Galactic Empire" ?

*cough* Birth of Federation *cough*

I like the Distant Stars name better.
Reply #29 Top
The first part of the mod sounds great but:
Some of the changes in the 1.0:- Normal self-repair removed.This is a terrible idea. The reason for self-repair is to eliminate the need to micro. Self-repair is slow enough that it makes no difference in a fight, and the entire reason it's in-game is to remove an incentive to turtle. Instead of blockading around repair stations, you can set up defensive fleets in neutral areas like Wormholes. Self-repair means that they can take care of themselves in light skirmishes.
- Support cruisers got enhanced abilities (Repair, shield recharge)Eh. Not really needed IMO, just sounds totally pointless. Sounds cool, utterly uneeded and likely unbalancing. What's the point of the TEC Akkan-class capital?
- Repair Platforms can restore shield.Between this and your ridiculous defense beef-ups, you must absolutely LOVE turtling and stalemate games.
- A new artifact which makes the owner ships to travel between planets instantly.Wow. I'd hate to see the ideas you threw out.


i have to agree with 235 here

adding these things seems very unbalanced

artifact for example are meant to give the player a small advantage
not make the one who posseses phase jump ability to wherever he wants the winner

idea about the repair platform repairing shield is a good idea

other then that i see little use of any other improvements


think about it,
75!!! seconds to charge for a jump???
insane!!!!,

my thought is u love turtling and smashing big fleets and aall that


bringing out this mod might ruing the game for the non-turtlers, since all the turtle players wil only hostthis mod


hope you give the changes a second... maybe a third or even a fourth look about what is imbalanced and what is not


Shadow
Reply #30 Top
The DS 1.0 is not available... i run the final testes. It wll be downloadable in the 24 hour If you want to remove some of the features from the mod, you will be need to make another mod, then you need my permission to import things from my mod... sorry for that, but i spented nearly 100 hour so far for this mod and half of that time is only for testing to try to make the mod balanced. The instant travel artifact is removed from the project. I just forgotten to delete from the changes list, sorry. The self-repair is only removed from ships. The structures and fighters are still have the self-repair. Actually... i'am not a defensive like player, just started to hate, that in larger maps with 4-6 normal even hard AI's i can win the game without losing a Capital. Don't know... maybe i'am a good tactican. :D About the improved PJI: the health points of the inhibitors are reduced to 1000. Price and tactical slot need is increased.
Reply #31 Top
Mod sounded great till i saw

"Rebalance of the 3 races:
- TEC ships got heavier armor and increased HP to sustain heavy fire and to unleash the tremendous firepower of massive autocannons and heavy lasers in close range.
- ADVENT advanced shield technology grants them an advantage but with lighter armor. Main offense force in the ADVENT navy is the swarms of fighters and bombers.
- VASARI got lower HP and Shield points, better engines both sub-light and phase travel. The main weapons are the long range phase missiles which can penetrate through shields and deliver heavy damage. Mostly using Hit & Run tactics."

Seems like your a tec player and you are making tec way over powered.

They where ment to be a jack of all trade empires with econ and your making there ships into pwoer house units (are you nerfing there econ?)

While taking the vas who was ment to be a power house unit with low numbers for fleets, and turning them into a hit and run race? why? they where never ment to be played that way so why change it that way? if you want someone as hit and run advent would fit that role better since they invade while tec are off fighting vas anyway.



Also for 1.0 did you fix the AI? in .21 he will SIT in his home world and not even expand untill he can get a cap yard up and get a cap ship out, you can own 2-3 planets if a human player builds some frigs by the time the AI gets to start expanding cause of there script.
Reply #32 Top
TEC ships got more HP, less shield and there ships are the slowest. I'm addig new upgrade levels in weapon research for the other to races as well. TEC tradeing income increased, but the efficent of refineries are the same.
The vasaries not going to be hit & run race. they just got better engines and increased weapon range. sorry for not write that instead of this hit & run stuff.
I mean that rebelance thing is not going to change every value by 100% +/-, just with smaller changes.
Reply #33 Top
"bringing out this mod might ruing the game for the non-turtlers, since all the turtle players wil only hostthis mod" There's a simple solution to the problem of you not wanting to play this mod: DON'T PLAY IT. There are tons of mods being made, and they're not that difficult to make. If you don't like this one, find one you like instead of just knocking this one constantly. I almost never play TEC and I love this mod. It's pretty much the only mod I play with.
Reply #34 Top
Whiteskull86 maybe you right. The TEC is really just a group of economists and traders. I was an idiot because wanted to make them a warrior race. I played to much with TEC and because i'm a Star Trek fan, i also always want to see the humans are the superior race
Thank you, for pointed that "ERROR" of mine.
Because of this, i must to delay the release of the 1.0... sorry about that.
Now i'm going to not change the behavior of the races, just strenght the races original characteristics and differencies. The TEC become more defensive like, reduced offensive capabilities, but with powerful economy. Vasaris are aggressive conquerors and the Advent are the pillar of the impressive culture and unity.
If any of you have ideas, PLEASE... don't hasitate to tell me.
And i'm looking for testers, too.
Reply #35 Top
Whiteskull86 maybe you right. The TEC is really just a group of economists and traders. I was an idiot because wanted to make them a warrior race. I played to much with TEC and because i'm a Star Trek fan, i also always want to see the humans are the superior race Thank you, for pointed that "ERROR" of mine. Because of this, i must to delay the release of the 1.0... sorry about that.Now i'm going to not change the behavior of the races, just strenght the races original characteristics and differencies. The TEC become more defensive like, reduced offensive capabilities, but with powerful economy. Vasaris are aggressive conquerors and the Advent are the pillar of the impressive culture and unity.If any of you have ideas, PLEASE... don't hasitate to tell me.And i'm looking for testers, too.


When I found your mod here I had the same problem with it - it seemed you are trying to make TEC stronger where it is supposed to be weaker. Congratulations on taking someone else's view into account - it really takes a very mature person to listen to someone else's opinion.

I am no modder myself, nor do I have the time or energy to be one, however, I would dare make a suggestion. I think you are trying to do too much at once. If I were you, I would set 1,2,3,4... etc goals before ending up with a final MOD.

More specificaly,

1. I would first change the really important stuff - ie defensive structures (jump inhibitors, hangar defenses, defense turrets, planet shield generators, heal platforms). Why ? I've seen a ton of mods that increase fleet/capital capacity so that you can have more fronts open and defend your choke points. This, however, might not be really necessary, if you can build up strong defenses in your system that would give your planet 10-15 minutes of survival time against a decent fleet (ie 3 capitals, 10 cruisers, 20 frigates). Right now, even on a fully defended planet, the above fleet would obliterate it in 2-3 minutes. So, if you buff only defensive structures, maybe it will not be necessary to add more ships and capitals to the game. You would need to change only the attributes of the structures, not their value or tactical slots needed, since that would mess with the economy, which should come last.

2. After playtesting the defense MOD, I would add a ship cap/supply mod. Just this, I wouldn't mess with their attributes or cost. Why? Because if you end with a game where the other 7 AI/human players build 50 capitals and 2000 frigs/cruisers each, maybe you end up with a balanced game that will simply be played in slow motion. You might want to find exactly what is the perfomance limit before changing the limits to the ships.

3. Tweak the economy for each race so that they can support said limits to ships. That does not mean you have to make things easier for each race, it might mean that you could make it more difficult for them.

4. Up to now you have a solid mod. Now, you can start tweaking ships abilities and add or remove new ships - it will be easier to decide what abilities to add and buff/debuff once you know exactly how many ships of each kind each race can support and what it takes to take down those defenses - though don't make them too strong, or you would negate the defense advantage. Same goes here. Stronger is not always better in the long run for your game experience. Making capitals steamrollers that kill everything in sight doesn't mean you are going to have more fun playing with them - let alone having to defend against them.

5. Go crazy on the graphics if you want - leave it for last since most people play this game for the gameplay, not the textures on their ships, although taking some eye candy in now and then is not bad :-)

6. Try and make one or two versions of it. I, my self for exapmple, would like to have defenses and ship limits tweaked but not ship abilities. The more options you give people, the more popular it will be.

I hope I don't sound too much like a wise guy that tells others what to do, but I would definitely try out a mod that is well structured, while I wouldnt try a mod that changed everything immediately, just to find out after 5 days of gaming that I cannot continue playing cause it turns bad in the late game.
Reply #36 Top
Thank you Dimstog. Such good ideas are always welcomed. I thinking about the same development steps that you mentioned.
It was a hard decision to drop out almost everything that i worked so hard in the last week, but this mod is makes for you guys! I almost forget this (:(
I'm going change nothing in the graphics. With my low end laptop i mostly using low settings. But i maded a deal with ManSh00ter, change for my repleaced sound effects he gives permission to using his graphical changes.

Reply #37 Top
HULL DAMAGE!!

Finally someone has taken notice to the ridiculous status of Hull damage and its ability to "repair" rather quickly even during battle.

I constantly would stare at the health of the ships and wonder "If hull damage repairs, why bother differentiating between shields aside from armor vs mitigation?"

Now you can actually bother to try to DAMAGE a cap ship or whatnot since it makes it vulnerable until repaired. This is a big realism boost for me, gotta tell ya, and two thumbs up to someone finally going after it.
Reply #38 Top
I want you ask someone suggestion for one of my own made model.
I maded for another mod project about 2 months ago, but that work is now paused, so thinking about to adding 1 or 2 of that models to the SINS.
The first is designated as a Heavy Cruiser. Now it's not textured.



i know... in sins ships not using turreted weapons, because the lack of animations.
Now those turrets are just for eyecandy.
Reply #39 Top
Aloha!

This is now listed on the consolidated project thread - TYVM
Reply #41 Top
Tweak the supply cap so its manageable and I'll give it a go..core concept sounds great
Reply #42 Top
What did you mean, about tweak the supply??? More or less?
Reply #43 Top
Maybe i need to further delay the MOD release. The current probrem is i want to adopt Uzii's magnificant addons in to the project. We decided, this is ain't gonna happen until the 3 new planets available from Uzii.

Reply #44 Top
A consolidated mod dealing with stuff of this nature is always best for the community methinks. If Uzii wants to work with you doing that delay it as much as needed it will only be better in the end.
Reply #45 Top
Thank brother.
I hope so. Uzii's made a marvelous job with those addons and thought they are a great part of my mod.

Another... Here's the Frigate Shipyards new repair/recharge ability.

Reply #46 Top
Not far on mine now. The 3 planets are done, the added research is done, and the bonuses are about 60% done.
Reply #47 Top
Oh man... sounds great. If i little speed up the sound replacing too, the mod will be released as scheduled.
Reply #48 Top
Uzii:

Will we see your other new planet mods released separately?
Reply #49 Top
My next update will include the 3 planets (plus the old Oceanic planet), a few new research subjects tied directly to the new planets (colonisation and population cap increase), and 25 new Bonuses (plus the old 20 from my other mod).

That will be in my new mod, but if you just want the planets, I'm sure I could knock that up for you, if you like.
Reply #50 Top
This mod looks great, nice job Skyline and Uzii, can't wait to download and play it.

Skyline, sok magyar játszik itt amúgy?