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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15,649,751 views 8,423 replies
Reply #176 Top

Please help me, i´m to dumb to apply the patch.

 

am i supposed to overwrite the whole existing gameinfo folder or only the data in it. everytime i try it, i minidump.

 

i would be very grateful for a step by step instruction to apply the patch

 

thx

olli

 

Reply #177 Top

i am to dumb to apply the alpha 03 patch. can someone explain it to me, as if i´m retarded please. i have tried every way i can think of, and all i got are minidumps.

 

help would be great

 

i have managed to run alpha 2 without problems, so im a little at a loss. do i replace the files in the patch, or do i replache the whole folder, or what?????

 

olli

Reply #178 Top

You download alpha .3.

You take said files from alpha .3 and you put them into the alpha .2 file.

Example: Take the file located in GameInfo in your .3 and move them into your GameInfo in your .2

Window will then say, Hey! there are 2 files that are alike. What would you like me to do?? A. replace the old file with the new file or B. Keep both files and rename 1 with a (1).

You want option A.

It will delete the old files from .2 and replace them with the new files you inserted from .3.

After you transfer your files, rename the entire folder alpha .3.

Start up game.

Load Mod.

Kill the Aliens and enslave the Zelots.

Cheer when above step is done.

Repeat last 2 steps till next patch.

Reply #180 Top

Quoting ollibert, reply 4
thx, but every time i do this i end up with a minidump

If what Carbon has said isnt working correctly for you then for now I would suggest just using the 0.2 Alpha until I release the next full download which will be with 0.4 later this week, sorry for the inconvinience!

Reply #181 Top

sounds like you are forgetting to copy and overrite the entity.manifest....which goes in the base folder for the mod

Reply #182 Top

I have a question:

Is it just me, or is the culture aspect completely taken out of the game?  I've noticed there are no culture colors/lines and the culture buildings don't seem to do anything. 

 

Reply #183 Top

Hi, I love the mod and so far it's worked like a gem. Just hoping that we get those gas giants and asteroid upgrades soon. :) I do have one question though: I am playing as TEC and have researched EWS Fighters, but have yet to see an option for deploying them.  I have not built a Percheron or a Sova.  Am I missing something?

Reply #184 Top

i think that they are fighters like the old ones....launched from carriers and or hangers....probably only THE carrier

Reply #185 Top

i don´t know what caused the minidump, but a fresh install solved the problem.

 

thx for the help

olli

 

Reply #186 Top

Quoting mnshaun, reply 7
I have a question:

Is it just me, or is the culture aspect completely taken out of the game?  I've noticed there are no culture colors/lines and the culture buildings don't seem to do anything.


The culture buildings should be working correctly in 0.2 & 0.3 I cant say I have messed with them too much, however I can guarantee in 0.4 they work correctly which I plan to have out in the next day or so (all going well). Which will also include a full download version & a patch so for those with any troubles just download the full version and any issues you were having after patching should be gone ;)

Quoting Draakjacht, reply 8
Hi, I love the mod and so far it's worked like a gem. Just hoping that we get those gas giants and asteroid upgrades soon. I do have one question though: I am playing as TEC and have researched EWS Fighters, but have yet to see an option for deploying them.  I have not built a Percheron or a Sova.  Am I missing something?

In 0.3 they can only be built from the Capital Carrier vessel & the Light Carriers however in 0.4 they can be built by the Hangars aswell.

0.4 Progress:
- Most if not all of the abilities for the planets are making their return
- EWS Craft can now be built in hangars aswell as from light carriers & Capital Carriers
- Gas Giants are now colonizable again
- Gas Giant & Asteroid related research is now back!
- Pirate planets are now even harder to take, the pirates have found some repair and hangar bays
- Other minor tweaks/optimizations (none affecting game play)

Reply #187 Top

Okay, figured it was something like that. Can't wait for the patch then. And as for culture, my broadcast centers are kicking propaganda ass without any upgrades.  Once again, great mod.

Reply #188 Top

Quoting Nacey, reply 11


- Other minor tweaks/optimizations (none affecting game play)

Are some of these like the ones obsidian found with graphics mod from ManSh00ter.

Reply #189 Top

Ok, I was playing distant star last night, for some reason, everytime I was in battle, only my cap ship would attack and then after sometime, my other ships will start to attack. Unless, I turn of auto attack and then turn it back on. All I changed in the mod was the income rate, other than that nothing much. Help please?

Reply #190 Top

Quoting Mooster, reply 14
Ok, I was playing distant star last night, for some reason, everytime I was in battle, only my cap ship would attack and then after sometime, my other ships will start to attack. Unless, I turn of auto attack and then turn it back on. All I changed in the mod was the income rate, other than that nothing much. Help please?

Hey Mooster, honestly im not entirely sure what was wrong with your mod there may be some missing strings ill have to investigate.

Progress report 0.4:
- EWS strikecraft now have an AOE ability based on their ship, they now use Jamming rather than disabling
- EWS Strikecraft research now has three levels each level increasing the effectiveness of the new strikecraft
- All Capital Ships now have EWS Strikecraft pilots on board awaiting your command
- Pirates now have access to the EWS strikecraft
- Pirates now have acesss to Hangars
- Pirates now have access to Repair Bays
- Gas Giants are now colonizeable
- Gas Giant Research & Asteroid Research is back
- Some New research has been tweaked to have more levels (weaponry)
- Planetary Abilities are now back, and in full force! Currently there are place holder abilities in place for most of the planets however once I finish designing them they will be released (0.5 feature). Previous Planetary Abilities are already included however and working correctly.
- Minor tweaks to the graphical mod's to make them work more efficiently
- Other minor enhancements to the mod to improve performance (no impact on gameplay)

I plan to release this mod early tommorow afternoon (GMT), 3:30am signing off for the night! ;)

Reply #191 Top

Sounds very cool Nacey. I hope to be able to play test this one. I have so much on my plate lately that I barely even played through TEC in entrenchment once still going through vasari and have not looked at Advent. :'(

Oh well, maybe this weekend.

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Reply #192 Top

Right Patch 0.4 is finally here the final change log is as follows:

- All Capital Ships now have EWS Strikecraft pilots on board awaiting your command
- Pirates now have access to the EWS strikecraft
- Pirates now have acesss to Hangars
- Pirates now have access to Repair Bays
- Gas Giants are now colonizeable
- Gas Giant Research & Asteroid Research is back
- Planetary Abilities are now back, and in full force! Currently there are place holder abilities in place for most of the planets however once I finish designing them they will be released (0.5 feature). Previous Planetary Abilities are already included however and working correctly.
- Minor tweaks to the graphical mod's to make them work more efficiently
- Other minor enhancements to the mod to improve performance (no impact on gameplay)

I have had to withdraw the AoE ability for now as it isnt working entirely as I want it to the buff isnt being applied correctly so the aoe will have to be held back until the next patch which i'll be releasing next week sometime, I wont be able to work on the mod at all this weekend due to RL commitments ;)

However next week will see further progress with these & the re-addition of all of the new graphical mod(s) features!


Full download is currently being uploaded & the patch can be found here:
http://www.blacklotushq.com/sins/entrenchment/DS_Entrenchment_Alpha_0.4_Patch_[53692392].7z

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Reply #193 Top

I must say, out of of all the mods I tried, your mod is the most enjoyable experience I have had. It is very intense and finely crafted. There are a few graphical bugs I noticed, few of the plantery bonus icons and certain reseach upgrade icons seems to be having clipping issues and are not showing up correctly. If it helps, I am using 1024 x768 resolution. I was also wondering if you would consider making all the starbase and not just the vusaris' movable. Personally, I believe a static StarBase kinda defeats the purpose, considering enemies can sneak around its range.

Reply #194 Top

Sorry for the another post, but the edit post function seems to be broken.

I was also wondering if you would consider a Phase Inhibator ship for all sides. something along this line:

- Phase Jump Inhibator ability only last for a short peroid of time

- The ship will be offline when the ability is active and its shield will be drained

- Its armor rating will be weak along the range of 3-4 maxed with research etc.

- Make it a late tech research

 

Just my two-cents, you have done a great job so far, I hope you will keep it up.  ^_^

 

Reply #195 Top

I will agree with the above as concerns the gas giant colonization and improved tunneling upgrades, the buttons do look like a mistake.  But as long as I can get the upgrade, I am happy. Yes, this mod is very well balanced, adds a lot of options to one's style of play, and I think the harder AI and pirates is quite beautiful.  I know it's suppose to be a glitch that the AI prefers capital ships and builds tons of frigates, but the cap anchored spam attacks makes the game very hard and fun.<p>God bless you for making a mod so great.

Reply #196 Top

Let say i m going to use another mod, is there a priority system, like photoshop?

Reply #197 Top

Hey Nacey the mod is looking good so far. One curious note is the TEC and the new Beam Weapon tech they have for entrenchment. I have noticed that nothing has been done to it and am wondering if you were going to change it. I recommend setting it to the same as TEC laser tech.

Reply #198 Top

- Planetary Abilities are now back, and in full force! Currently there are place holder abilities in place for most of the planets however once I finish designing them they will be released (0.5 feature). Previous Planetary Abilities are already included however and working correctly.

What's that mean? That some abilities are just there in name only buy don't really give any bonuses? Like "Perfect Holiday Resort" but no trade bonuses? (just an example)

Reply #199 Top

hey, we tried 0.4 last night, and it was a blast. one thing is, my mate (playing vasaari) noticed that the phasegates he build didn´t work. could it be a bug??

 

on an unrelated note, where can i find infos on how to merge mods? i would like to include some nifty things i found here on the forum...

 

olli

 

Reply #200 Top

I just played a game and i could colonize gas giants but they did not have any slots to build any thing around them. Just curious if this is a bug or if i may have done something wrong installing the mod.