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.

426,923 views 303 replies
Reply #201 Top
woow... Bonerfest! That is a quite huge fleet. Maybe try to reduce the graphics to prevent crash.

Artmiser - you have no luck with this mod (:( Sorry about that, i'll going to find out what was wrong and fix it. Currently i've no idea about your problem
Reply #202 Top
I'm running Windows Vista currently. There could be an issue with how the installer is unpacking everything. Also, I noticed that when using the same unpacker I get a different checksum than my dad does. However, if we copy the actual installed files over to the second computer they are then identical. By installed files I mean everything except the tectures.

As far as not having any luck with it, I can play it if I use the separate zips that I have to install myself so it's not a HUGE deal, it's just annoying. Good news though, this is the beta and things like this are expected to happen.

Great work on the mod though, I really enjoy playing it.
Reply #203 Top
ThrakraAndy: You are right; I copied the files into the wrong folder. Thanks for the help.
Reply #204 Top
I just got the chance to finish another 7+ hour game, this time as the Advent. The fighter button crash is completly gone, it never happened to me once.

The only crashes happened to me during my previous game with the patch, which had 7 AI's and myself 5 hours into a game (I started with 10, eliminated 2). Because of the huge amount of ships allowed with the mod, the game kept crashing on me. I'm pretty sure it wasn't my graphics being too high, since I had that fleet and was moving it around taking screen shots for quite a while. Then, I split the fleet up into 3 fleets and went about conquering until the crashes started coming. I imagine this is because I was maxed out and the 7 other AI's combined with me probably had about 3 times the ships the game was originally intended to handle at once. That's what I think is causing it, but you could be right. I haven't gone back and tried it with lower graphics settings yet.

As for the Advent game I just finished, it went perfectly save for the couple Nvidia graphics glitches that came with vanilla sins. I played it with fewer players, 4 in one galaxy, and it didn't slow down much at all. The Advent bombers are ridiculously powerful, as they would rip fleets apart before they could even reach my planets or my ships.

Question: Did you change the "Devine Brilliance" (I think) or whatever the lvl6 power is for the Radiance battleship? I used it on a capitol ship that was being followed by a column of frigates, and it destroyed the capitol ship and about 30 of the cobalt frigates around it simultaneously! I was never able to use it that effectively again, though. Still, I never remember it being that powerful in vanilla sins, but I only used the Advent once before.
Reply #205 Top
Thanks for this wonderful forum, where i can't edit my own goddamn post.
So here's what a would to addon to the thread

Any inbuilt files/features uses in another project is banned.
If someone want to adopt something from the DISTANT STARS, then need my permission to do is.


The mod files are converted to Binary, mainly to increase the performance but also for protecting my work.

Reply #206 Top
Bonerfest - yea i was boosted that Devine Brilliance, but as i remember now only available after on level 7. :S Some of the ultimate abilities are also boosted.
Reply #207 Top
Thanks for this wonderful forum, where i can't edit my own goddamn post.


Me either  :LOL: 
Reply #208 Top
I like to play Advent (have only played AI so far) and also noticed Advent bombers can be quite effective against AI fleets. Is it like that in multiplayer as well? Bombers use beam weapons and I haven't checked, but I would assume Advent get the most beam levels or comparable? A human player could quickly adapt to building large fighter fleets so Advent player would not be able to go 100% bomber fleets. You can also build a lot of drone fleets but the 14 supply cost is quite high compared to other units (but if they are that effective perhaps it is not high enough).

My analysis is that TEC focuses on metal production, Advent on crystal production and Vasari is good at both therefore could we have more specialisation along those lines? I.e. only Vasari has the current equal amounts of metal and crystal for techs and units.

TEC is weighted more towards metal useage and Advent more towards crystal useage. Typically crystal is usually far more expensive than metal, as much as 11 times more expensive, Advent should get big % for each level of crystal mining research and they should be able to start researching it at perhaps 1 or 2 harmony structures. Metal mining on the other hand should be very difficult for Advent. The opposite would be true for TEC where metal extraction is easy to research, but crystal is hard. Vasari probably would not change much.

So typically Advent will be buying lots of metal, TEC crystal and Vasari will become self-sufficient.
Reply #209 Top
Advent have a big advantage tech wise late game as they can increase research speed by 45%. I do not know why this is a tech 1 ability since it is pretty much worthless early game when tech cost is so expensive for your empire. Late game it is priceless though. ;-) Maybe make it a high level advent ability? Put some other tech there?

Early game as in previous post Advent will be buying crystal because they will need it more but by late game they will produce so much they will be selling it. The opposite would be true then of TEC. They would be buying lots of metal at start, but selling tons of metal late game. This means that TEC has a big advantage early game, but the advantage shifts to Advent late game if they can survive that long. Vasari is same throughout the game from start to finish.

Advent-waiting game and consolidating power.
TEC-eliminate strong rivals before they become a serious threat.
Vasari-suitable for any strategy.
Reply #210 Top
I just remembered this.

The Vasari cannot build a PJI. In the research tree, there is a Tachyon generator icon, which says "prerequisite, 1 point in Phase Jump Inhibitor." There is no PJI research button, as it has been replaced by the Tachyon Generator button.
Reply #211 Top
Your mod looks awesome, but I do have some problems with it. My friend and I want to play it together, but for some reason we get different checksum numbers. We tried it with the installer as well as with manual installs, but we keep getting our separate checksum numbers.

He is using Windows Vista and gets the checksum #: 1450709037

I am using Windows XP and get the checksum #: 1450757934

Help? lol
Reply #212 Top
Awesome mod, tyvm for doing this!

I have but one comment:
Have you ever thought about throwing this in a publically available git / svn repository for the fanboys, people who'd like to suggest patches, and possibly the people who created the inbuilt-mini - mods?
Reply #213 Top
woow... That's strange. You're using the same method for installing the textures?
Reply #214 Top
Loving the mod, but im geting the minidump crash to as TEC when the pirate raider message is played, happens everytime at the same time, odd thing is it still plays the music while the error box is up, got a save just before it goes.

Otherwise, looking great for a beta!
Reply #215 Top
Your mod looks awesome, but I do have some problems with it. My friend and I want to play it together, but for some reason we get different checksum numbers. We tried it with the installer as well as with manual installs, but we keep getting our separate checksum numbers.He is using Windows Vista and gets the checksum #: 1450709037I am using Windows XP and get the checksum #: 1450757934Help? lol


One thing you both need to check, what files/folders are in the Distant Stars mod folder, if either of you have any extra files/folders in there such as the textures.exe Readme.txt etc it will change the checksum.
Reply #216 Top
Hmm.. It seems mod gets broken by 1.03 no?

(Removed textures and extracted only the Mod's textures into the mod folder)
Reply #217 Top
Hmm.. It seems mod gets broken by 1.03 no?(Removed textures and extracted only the Mod's textures into the mod folder)


Yes, but Skyline said he would fix it shortly after the patch was released.

Unfortunately, I'm turning off the mod to try out 1.03... I'm going to miss the intro music and the band of brothers tracks, but I really want to see the new AI. God, I hope the computer isn't such a coward anymore. I can never play online because I can't sit down for 7 hours straight and play, I have to be able to save and come back later. Of course, you can do this online but I have no friends that play games like sins. It feels like around where I live no one likes strategy games... the people at my local gamestop didn't even know what sins was when I bought it. So my fun level is really determined by how good/bad the AI is.

Hopefully I'll actually be fighting fleets now rather than ripping them apart as they tuck tail and run. I'm crossing my fingers that it's as good as Stardock says. And if it is good, then this mod will only make it better.

Reply #219 Top
Man skyline I hope you update it soon, cause I hate the weak ass defenses in vanilla sins.
Reply #220 Top
i'll try to make the mod 1.03 compatible fast as i can. But i also need to study for my exams, so that take some time.
Reply #221 Top
They still flee >.>And now they surrender prematurely too


Is it as bad as before but do they atleast try and fight before running away? and what causes them to surrender? Just overwhelming odds or ?

Hopefully the dev's will release the Text versions of the updated files from patch 1.03 so Modders can update their mod's accordingly!
Reply #222 Top
i'll try to make the mod 1.03 compatible fast as i can. But i also need to study for my exams, so that take some time.


Good luck, man. The exams come first.

Reply #223 Top
They still flee >.>And now they surrender prematurely tooIs it as bad as before but do they atleast try and fight before running away? and what causes them to surrender? Just overwhelming odds or ?Hopefully the dev's will release the Text versions of the updated files from patch 1.03 so Modders can update their mod's accordingly!


Hmm.. Haven't quite tested that yet.. If ya want hit me up on Xfire for a game: DarkLord7854


I don't mind saving/continuing games
Reply #224 Top
Looks like I Just got my first dump. It seems to occur right after the enemy ups the bounty on me as the pirate raid is about to occur. Haven't had issues till this point. uploaded my dump to http://www.fluxnyc.com/Sins-v1.02-2008-03-13-11-40-28-5732-5800.dmp if you'd like to check it out.
Reply #225 Top
Hey Skyline the mod is great, I love the longer tech-tree and how this mod really makes a long game worthwhile. There are some comments I wanted to make:

1. I'm not sure if this is actually the case for everyone but it seems that the AI cannot deal properly with the super phase inhibitors. They just sit there trying to phase waiting for my fleet to reduce them to pieces. Maybe something could be done so that the AI knows it has to destroy the phase inhibitors or maybe just remove it altogether, I don't think this is so critical as I will not research that technology again, it really makes defeating the AI too easy.

2. Could the speed of the fleets be slightly increased, it really takes a while to make them move from point to point.

3. I still need to play with the Advent but I feel that the civil technology that increases research speed might give an Advent player a huge advantage later in the game.

That's it, I want to emphasize that I love your mod and that I eagerly await a version compatible with 1.03