Ryat Ryat

Distant Stars Mod both Rebellion and Diplomacy (Trinity) supported.

Distant Stars Mod both Rebellion and Diplomacy (Trinity) supported.

Under new management.....sort of

http://www.ricksgalaxy.com/DistantStars.html

First I would like to take the thank  rjhughes67 for taking up this project. Nacey has had a lot of things on his plate and so he has not gotten around to Distant Stars lately. He says he will occasionally pop in with comments and ideas but his time is being taken up else where. I, Ryat, will continue to be forum moderator and master bug hunter for this project. And maybe the occasional change/addition.

Second I would like to thank Nacey, -Ue_Carbon, Draakjacht, Stant123 and Skyline (the originator of this mod) for all of their hard work on this project. Also give thanks to all the modders whose mod projects we used, abused and otherwise mutilated for our own mod.

And finally to our fans. Let's face it. Sins of a Solar Empire is a very moddable game and there are some excellent mods out there. We thank you for sticking with us.

And now without further ado the links.....

1,922,817 views 582 replies
Reply #51 Top

Quoting Ryat, reply 49
OOOOOOOOO! I can put anti strikecraft weapons on starbases...........

Quoting Stant123, reply 50
Yes, and you can make them so bad ass that they pretty much annihilate anyone trying to bomber spam the gravity well... If you want to go that route.

This is just plain Madness!! Thee Insanity!!................ ooh boy, I better sit down cuz the last time I heard this much crazy talk I threw up on my cat.

Reply #52 Top

}:)

Muhahahahahahahahahaha!

Now you see the draw of the Distance Stars mod.

And it only gets worse.

Reply #53 Top

Strengthened Capital Ships - Check

Stronger Star Bases - Check

Reduction of Bomber Spam effectiveness - Check

Hmmmmmm Star Bases are now a little too powerful. Only Vasari has effective weapon. Hmmmmm. Increasing weapon effectiveness of Anti-Structure vessels will not be enough. Its time for abilities.

Reply #54 Top

Quoting Ryat, reply 53

Strengthened Capital Ships - Check

Stronger Star Bases - Check

Reduction of Bomber Spam effectiveness - Check

Hmmmmmm Star Bases are now a little too powerful. Only Vasari has effective weapon. Hmmmmm. Increasing weapon effectiveness of Anti-Structure vessels will not be enough. Its time for abilities.

See?  It got worse.

You could give the anti structure unit for TEC and Advent an ability that fires something like the demo bot.  They launch a torpedo that disables weapons for a short time (like it disables for 3 seconds and has a 15 second cooldown so you must have 5 or more for a permanent shutdown).

Or go a completely different route and have something that weakens the shields and hull so that all hits to the starbase count for more while the ability is active. (And make it a close range thing...  So the structure has a chance to kill what's weakening it.)

And worse still.  }:)

Reply #55 Top

Actually that was the plan. I though it up two nights ago. TEC gets one ability and Advent gets the other. Was toying with the idea of making it also Rebel and Loyalist specific as well but other plans (Anniversary) last night put the project on hold and I may just do the two.

Reply #56 Top

Sorry i just installed this nice mod from the Ricks site (the Trinity-Diplomacy version)

It seems to work fine, but i noticed that even if a choosed a different race from TEC, still all my ships/buildings/research where the TEC one, only my picture changed to the Vasari. It's that a bug or work as intended?

 

Regards.

Reply #57 Top

Will look into it. For the time being, please make sure the mod was downloaded properly and that the checksum number (found in the upper right hand corner of the menu that activates the mod) matches 45682534.

Reply #58 Top

I just checked, seems it's only the map i picked "Race to Saturn" that  allow only TEC units, other maps seems to work fine until now.

Reply #59 Top

LOL, glad you were able to figure it out.

Reply #60 Top

If I make a map and use the sol planets the mod crashes with moons of Saturn (5 planets between Saturn and Uranus in GalaxyForge list), Uranus (5 planets between Uranus and Neptune in GalaxyForge list), and Neptune (2 planets between Neptune and Pluto in GalaxyForge list). Also the Planet Eris causes it to crash. You can easily check it by making a map with GalaxyForge and use these planets in it. The game will crash as soon as you start the map with these planets.

Reply #61 Top

Quoting ercolesptr, reply 60

If I make a map and use the sol planets the mod crashes with moons of Saturn (5 planets between Saturn and Uranus in GalaxyForge list), Uranus (5 planets between Uranus and Neptune in GalaxyForge list), and Neptune (2 planets between Neptune and Pluto in GalaxyForge list). Also the Planet Eris causes it to crash. You can easily check it by making a map with GalaxyForge and use these planets in it. The game will crash as soon as you start the map with these planets.

Answered your email on this one. There are some missing planet mesh files, but this is fixed in the new release coming. Thanks.

Reply #62 Top

Well just did a full pressure test on my modifications. Still need some slight balancing for later but DON'T. LEAVE. YOUR. STARBASE. ALONE. against a TEC opponent. }:)

Reply #63 Top

Just wondering, what does exactly the new Vasari  tech/building  Phasic Defense Control ??

It's cost 10 slots, but it's looks like the original planet shielding, but what's the additional benefit?

Reply #64 Top

Quoting arkaeon, reply 63

Just wondering, what does exactly the new Vasari  tech/building  Phasic Defense Control ??

It's cost 10 slots, but it's looks like the original planet shielding, but what's the additional benefit?

Its our way of making the planet fight for itself. The building is, in essence, the control/observation point allowing for proper targeting. We planned on developing some new models but that got pushed to the side.

Reply #65 Top

New Distant Stars mod is up and running.

Reply #66 Top

Sweet, downloading!

Reply #68 Top

The TEC Capital ship from the Hidden Agendas Mod has about 10x more hit points than it probably should. When I finished the game it had somewhere around 39000 HP.

Reply #69 Top


The TEC Capital ship from the Hidden Agendas Mod has about 10x more hit points than it probably should. When I finished the game it had somewhere around 39000 HP.

Haven't quite gotten around to looking that one over. Will check it out.

Reply #70 Top

The TEC Capital ship from the Hidden Agendas Mod has about 10x more hit points than it probably should. When I finished the game it had somewhere around 39000 HP.

Sorry. That was my bad. I just put up a new download that fixes that for now. I'm currently throwing a lot at Ryat right now so give him some time to get thru the add-on's for balancing and bug hunting.Oh and by the way Ryat, I have also updated and uploaded your Powerful Pirates add-on,...... even more work for you!!!!

}:) Muhahahahahahaha !

Reply #71 Top

Evil. Be glad the holiday season is over. Back to 45 hour work weeks.

Reply #72 Top

Quoting Ryat, reply 71

Evil. Be glad the holiday season is over. Back to 45 hour work weeks.

Yes. Same here as I work in retail. No more 6 and 7 day work weeks !!

Reply #73 Top

UPS myself. They try to work me 6 days but I fight them on that.

Reply #74 Top

I like this new DS! Tis exciting. :-)

 

Reply #75 Top

need to know will u be giving us the flagships like the older version in the future?