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.....

1,922,902 views 582 replies
Reply #101 Top

I think he was referring to Hidden Alliance.

Reply #102 Top

Thanks Hughes.

 

 

Any idea how I can get rid of the superweapons in game? I went into the constants file and set it to zero but they still pop up....

Reply #103 Top

Quoting Hegemon76, reply 102

Thanks Hughes.

 

 

Any idea how I can get rid of the superweapons in game? I went into the constants file and set it to zero but they still pop up....

 

Hi goto the link below, goafan77 has a mini mod that does that and i got it to work w/ DS.  Download page on ricks gallery.

 

https://forums.sinsofasolarempire.com/414639/page/39/#3428444

Reply #104 Top

Quoting Hegemon76, reply 102

Thanks Hughes.

 

 

Any idea how I can get rid of the superweapons in game? I went into the constants file and set it to zero but they still pop up....

IIRC setting it to 0 sets it so the superweapons aren't restricted.

Reply #105 Top

What sets it so that they are?

Reply #106 Top

IIRC you go the other direction. Like set it to 99 or something.

Reply #107 Top

Glad to see my Vassari Flagship model getting some use again  ^_^

 

And glad this mod is continuing to be updated!

Reply #108 Top

IMHO that Vasari flagship model is super dope. It incorporates all the existing Vasari cap parts in a complementary way. The TEC model is alright but it needs something more to make it uniquely bold and differentiate it from a standard Kol. The pseudo Marza missile pods aren't quite enough. The Advent one needs some serious love. The Rapture/Radiance mutant baby is too long and gangly without a good cohesive  shape like the others.

That's just my two cents. Whoever made these models: please take this as constructive criticism. Revemping the visuals was a great idea!

Reply #109 Top

Quoting Kullvox, reply 108

IMHO that Vasari flagship model is super dope. It incorporates all the existing Vasari cap parts in a complementary way. The TEC model is alright but it needs something more to make it uniquely bold and differentiate it from a standard Kol. The pseudo Marza missile pods aren't quite enough. The Advent one needs some serious love. The Rapture/Radiance mutant baby is too long and gangly without a good cohesive  shape like the others.

That's just my two cents. Whoever made these models: please take this as constructive criticism. Revemping the visuals was a great idea!

Thank you!

I only made the Vassari Flagship... but perhaps I should make the others as well  *_*

 

 

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Reply #110 Top

Quoting SivCorp, reply 109
I only made the Vassari Flagship

That one is my favorite..... Nice work!!

k1

Reply #111 Top

The one serious issue I have with the game deals with the pirates. Specifically the TEC Rebel factions penchant for sending pirates to EVERY planet....

 

Now this wouldn't be a huge issue because I typically have defenses at every planet but why on Earth when they enter the gravity well and the planet instantly dies is beyond me.

 

I have an empire of around 50 planets and I open my game and damn next 30 of them have pirates and are unoccupied except the defenses I have set up.

I don't mind the pirates but they shouldn't be able to de-occupy a planet instantly.

Reply #112 Top

Quoting Hegemon76, reply 111

The one serious issue I have with the game deals with the pirates. Specifically the TEC Rebel factions penchant for sending pirates to EVERY planet....

 

Now this wouldn't be a huge issue because I typically have defenses at every planet but why on Earth when they enter the gravity well and the planet instantly dies is beyond me.

 

I have an empire of around 50 planets and I open my game and damn next 30 of them have pirates and are unoccupied except the defenses I have set up.

I don't mind the pirates but they shouldn't be able to de-occupy a planet instantly.

That's actually a DLC issue. It will be fixed by the devs in the 1.82 update.

Reply #113 Top

Ryat - Here are some possible models for the "Phasic Defense Control" centers.

Reply #114 Top

Nice.

1. Advent

2. TEC

3. Vasari

What do the rest of you think?

Reply #115 Top

All they need is texture change.

Reply #116 Top

This mod looks amazing. My only problem is finding detailed install instructions for it!

 

For all the parts (steam version of Rebellion) are they just extracted to the mods folder at users/....../documents/my games/Ironclad games/sins of a solar empire/mods-rebellion v1.80? And is that the process finished?

 

Thanks in advance!

Reply #117 Top

Quoting niall78, reply 116
For all the parts (steam version of Rebellion) are they just extracted to the mods folder at users/....../documents/my games/Ironclad games/sins of a solar empire/mods-rebellion v1.80? And is that the process finished?

use 7zip to extract downloaded mods to: users/....../documents/my games/Ironclad games/sins of a solar empire/mods-rebellion v1.80

Then fire the game up and go to... "Options" ---> "Mods"---> select mod you want to play (let's say DS_v0.21R+FWSP-RG) ---> press "Enable Mod" then "Apply Changes". The game will then re-load.

To use DS_Add-On mods: you will need to go to "Options", then "Mods" select the Add-On you wish to
 try and push enable, then place the Add-On mod on top or first in order above the "Core" mod and press apply changes.

List of Add-On mod combinations:

1. DS-MapPack_v1.1R-RG
    DS_v0.21R+FWSP-RG   .................Checksum # 78788956


2. DS-AHA_v1.2R-RG
   DS-MapPack_v1.1R-RG
   DS_v0.21R+FWSP-RG   .................Checksum  # 12414144


3. DS-AHA_v1.2R-RG
   DS_v0.21R+FWSP-RG   .................Checksum  # 84746967


4. DS-SolSystem_v1.1R-RG
   DS_v0.21R+FWSP-RG   .................Checksum  # 87903630


5. DS-PowerfulPirates_v1.0R-RG
   DS_v0.21R+FWSP-RG   .................Checksum  # 79232792


6. DS-PowerfulPirates_v1.0R-RG
   DS-MapPack_v1.1R-RG
   DS_v0.21R+FWSP-RG   .................Checksum  # 118627270


 

Reply #118 Top

And yes, the models need new textures.

First try:

Reply #119 Top

Needs to be a bit more bluish IMHO as it fits the Advent better.

 

Reply #120 Top

What the hell is that thing? lol

Reply #121 Top

Quoting Hegemon76, reply 120

What the hell is that thing? lol

We are working on getting a proper set of models for the Planetary Defense rather then just using the TEC planet shield model.

Reply #122 Top

Quoting Ryat, reply 121
the Planetary Defense

Or.... is it a trick space vending machine used to trap unsuspecting explorers and turn them into some kind of red goo, which in turn will be used as a relish in an Advent fast food restaurant? .... You tell me Mr. Ryat. HHHHMMMMMM.

<_< ... >_> ... 8(|

Reply #123 Top

Soylent red?

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Reply #124 Top

Damn Witches!

Reply #125 Top

Just wanted to pop in and say I'm glad DS is back on track!  I've been out of touch with SoaSE for a while and been looking for a reason to get back into it.  Downloading now!