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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15,648,440 views 8,423 replies
Reply #151 Top

uhh monday, gotta get some last minute bug report in then ;)

I don't know if it's the entrenchment AI or the bug I reported earlier, but the AI seems to build a LOT of cap ships. Almost no support fleet but 5 of the big ones, all at level 4. Very strange.

Reply #152 Top

Quoting Flexomatic, reply 1
uhh monday, gotta get some last minute bug report in then

I don't know if it's the entrenchment AI or the bug I reported earlier, but the AI seems to build a LOT of cap ships. Almost no support fleet but 5 of the big ones, all at level 4. Very strange.

hehe your gonna keep me busy arent ya? :P Thanks for the report, I cant exactly say whats causing that exactly however i'll look into it. It was more than likely due to the previous bug you mentioned with the exp requirements being a little out of whack ;)

Thing's are going well at the moment, im working on tweaking the research still at the moment so hopefully alot of that will be done by the release of the patch (which im still planning to release on monday bar any huge problems!)

Reply #153 Top

 just got this mod so i dont know if its a bug or not but i had my capital ships get to lvl in one little fight against asteroid defenders at the start of the game playing entrenchment

Reply #154 Top

Quoting kyle, reply 3
 just got this mod so i dont know if its a but or not but i had my capital ships get to lvl in one little fight against asteroid defenders at the start of the game playing entrenchment

Yeah that's a bug mate, it will be fixed in the patch tommorow :)

Reply #155 Top

cool cant wait this seems like a fun mod just makeing a map for it now with sins plus planets and what not.

Reply #156 Top

Umm, I want to say great mod, love the music but, when you do update it, can you put a version in which it only contains the files that were actually changed, cause i m pretty sure that everyone with this mod, must have made some mod to it and don't want to it over again

cheers

Reply #157 Top

Great mod, but i've noticed that the Advent seige frigates have a great looking weapon for attacking planets but the Advent capships still use the missles. any chance of giving the capships the new weapon look?

Reply #158 Top

As promised, Patch 0.3:

Distant Stars 0.3 Change Log:

- Increased Detect Mines ability range by 1000
- Added Pirate Capital Ships
- Added Capital Ships to the Pirate Planet
- Added Pirate Capital Ships to the random waves of Pirates that spawn
- Added New Electronic Warfare Support (EWS) bomber strikecraft to each race:
-- Advent: Disables enemy target ship regeneration
-- TEC: Lowers enemy Accuracy & Range
-- Vasari: Slows enemy impulse & phase jump charge speed
- New research added for the new EWS strikecraft
- Capital Ship EXP bug fixed
- Other Minor gameplay fixes & optimizations

Patch Download:

http://www.blacklotushq.com/sins/entrenchment/DS_Entrenchment_Alpha_0.3_Patch_[53664939].7z

Quoting Matt, reply 7
Great mod, but i've noticed that the Advent seige frigates have a great looking weapon for attacking planets but the Advent capships still use the missles. any chance of giving the capships the new weapon look?

I will try to include this in the next patch which is due out hopefully before the end of the week, I wanted to get 0.3 out early so you can test the new features whilst I continue to develop them further!

Quoting Mooster, reply 6
Umm, I want to say great mod, love the music but, when you do update it, can you put a version in which it only contains the files that were actually changed, cause i m pretty sure that everyone with this mod, must have made some mod to it and don't want to it over again cheers

Hey Mooster,

I will be including Patch files in the next updates of which will only include the files that have changed in any way from the previous patch so this should help you accomplish/keep any mods intact that you personally make. If you have any suggestions for the mod btw I would be very interested to hear your thoughts.

Reply #159 Top

Huzzah!!!!!! Glad to see you got those research for EWS bomber in this patch!!!!!!!

Reply #160 Top

I downloaded the files for the Entrenchment mod and the patch. I am not sure how to install the patch. I put the .2 mod in the correct folder how to do incorperate the new patch? What program do you open them with?

 

Never mind. Damn winace will not open the new z7 files. back to win zip:)

 

Reply #161 Top

Can you use this mod with galaxy forge maps? Or are there other changes you need to make first?

Are gas giants colonizable?

Reply #162 Top

Quoting walkers64, reply 10
I downloaded the files for the Entrenchment mod and the patch. I am not sure how to install the patch. I put the .2 mod in the correct folder how to do incorperate the new patch? What program do you open them with?

 

Never mind. Damn winace will not open the new z7 files. back to win zip:)

 

So you got it figured out? =)

Quoting walkers64, reply 11
Can you use this mod with galaxy forge maps? Or are there other changes you need to make first?

 As far as to set the new types of planets and such if your make a new map. I dont think you can. But if your making a map you can have the new planets in it by setting the planet to random. Side effect is you dont know what one you will get. I hope that answer your question. If not, I would need a better explaination. LOL. DOH!

 

EDIT: Yes you can colonize gas giant with research.

Reply #163 Top

I am not seeing the research tab that allows for gas giant colonization.

 

Just tried all three races and i am not seeing gas giant colonization as a tech option. going to try and reload the mod

Reply #164 Top

For the TEC its at the far right under the Civilian Tab or whatever its call. I cant remember at the top of my head.

+1 Loading…
Reply #165 Top

it is not there for me. on any race. i have reloaded the mod and it is still not there. not sure why????

Just FYI this is in Entrenchment that i am not seeing it. i have not tried this mod in sins

 

You wouldn't happen to know anything about galaxy forge would ya?

Reply #166 Top

decompiled all the races for the entrenchment version, the only NEW research added is the EW stuff, everything else is vanilla, this was a problem in .2 also

Reply #167 Top

If thats the case then Nacey has yet to get it to work with Entrechement. Im 100% sure, its on his rather large list of things to do. Thanks for pointing it out! I dont usually worry about Gas Giants to much, but I will pass it on that so he can have it a priority or Im sure he will see yall post and address it himself.

Reply #168 Top

I have a question, why are there so much error every time i use this mod with developer? are they going to be fixed?

Reply #169 Top

Quoting Mooster, reply 18
I have a question, why are there so much error every time i use this mod with developer? are they going to be fixed?

Alot of the errors are due to the BailKnights graphical MOD and dont cause any issues, however they are the reason it's still an Alpha rather than a release ;) I'am working on fixing all of these errors despite them being nothing important just so the MOD runs perfectly with as little issues as possible.

Quoting -Ue_Carbon, reply 17
If thats the case then Nacey has yet to get it to work with Entrechement. Im 100% sure, its on his rather large list of things to do. Thanks for pointing it out! I dont usually worry about Gas Giants to much, but I will pass it on that so he can have it a priority or Im sure he will see yall post and address it himself.

You're quite right Carbon, It's on my to do list it hasnt been included just yet as in the previous beta it was causing major issues, or atleast the Gas Giant was so I have yet to try to re-include it, however I'll try to include it in the next patch later this week.

Reply #170 Top

I relaized that some of the research isn't there anymore for example the gas giant colonization

Reply #171 Top

Gas Giant colnization is missing, so is the upgrade for asteroids and gas giants. Also Ship Graveyards have been removed due to Entrechement problems.

All are on the list to re add some way.

Reply #172 Top

all right

Reply #173 Top

Sad to see the gas giant colonisation isn't there, but the rest of the mod is looking good.  I think the pirates are a nice difficulty with the cap ships thrown in.  Maybe they could still be tougher on their home turf, but happy as is.  The tech upgrades are beautiful. Maybe a cooperative job with the Mad Scientist team to get planet upgrades (which theirs could be tweaked to be more useful) would enhance the tech tree even more.

All in all, a beautiful mod as is.

Reply #174 Top

Have the planet specific abilities been fixed yet?

 

I miss my 200% ship build speed on industrial worlds :<

Reply #175 Top

As far as I know everything Planet specific abilities works just fine in 1.15.(Im nost 100% sure about industrial worlds. Its been a long time since Ive had one of those while i was playing 1.15) Its the Entrechement version thats Nacey has had to basically redo it all from scratch.

Thanks for keeping up with this stuff!!