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.....

1,923,336 views 582 replies
Reply #126 Top

Hey Guys, was wondering if you would be interested in a little something I was putting together....

 

 

A new tech flagship, perhaps?  ^_^

Reply #127 Top

Definite improvement.

Reply #129 Top

Quoting SivCorp, reply 126

Hey Guys, was wondering if you would be interested in a little something I was putting together....

 

Reduced 55%Original 1024 x 514

 Reduced 71%Original 800 x 600

A new tech flagship, perhaps? 

 

YES! :thumbsup:

Reply #130 Top

Update:

Planet Defense Models: I had to change the Vasari model as the UV map on the other one is not very good and very hard to work with. The Advent model has the same UV problem just not as bad, but I'm trying to work around that. Let me know what you think.

Reply #131 Top

Awesome!

Reply #132 Top

Tech one looks great.

 

Not really a fan of the Vassari one.... looks too.... tentaclely? 

 

 

Oh, and PM me if you want that Tec model... I've got no experience trying to get them in game, XSI and I do not get along.

Reply #133 Top

Quoting rjhughes67, reply 117


Quoting niall78, reply 116For 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




 

 

What would I do if I wanted

 

DS-PowerfulPirates_v1.0R-RG

   DS-MapPack_v1.1R-RG


   DS_v0.21R+FWSP-RG

 

Plus DS-AHA_v1.2R-RG

 

Currently it crashes the game in any sequence.

Reply #134 Top

Quoting mikefacciola, reply 133
Currently it crashes the game in any sequence.

That's because Powerful Pirates and AHA have their own seperate entity list. You would have to combine them in order to make the game accept them together.

Reply #135 Top

Hi guys, thanks for this amazing mod, there is just one thing that I would like to change for me personally and I hope that I can do this without knowledge of modding or can do it that it doesn't break the game.

Can research that are 0/8 be reduced to 0/4? 

Reply #136 Top

Thats kinda against the whole direction of the mod... to expand the research and enhance its effects.  It's the signature item of DS mod.  

 

But I don't speak for them, I only feed them models from time to time, So Ryat will field that question.

Reply #137 Top

Quoting Blackvenom01, reply 135
Hi guys, thanks for this amazing mod, there is just one thing that I would like to change for me personally and I hope that I can do this without knowledge of modding or can do it that it doesn't break the game.

Can research that are 0/8 be reduced to 0/4?

Well, it won't break the mod but you do have to do some modding work to drop it down. Flip side, its a real simple mod. Just take the research you want to change, convert it from BIN to TXT (Converter is .exe comes with the game but its recommended you use a program that can use it. harpo999999 has one that people like.) and change the 8 to a 4.

Reply #138 Top

You'd also have to change the research prereqs on the next tier items to light up after 4 researches are done otherwise it'll be expecting 8 and you'll never get there so it'll never light up.

Reply #139 Top

Quoting Stant123, reply 138

You'd also have to change the research prereqs on the next tier items to light up after 4 researches are done otherwise it'll be expecting 8 and you'll never get there so it'll never light up.

I always miss that one. :P

Reply #140 Top

Sounds a bit complicated for someone with no knowledge of modding :P I might just set research on fast, but then the AI will have even further advantage when it comes to research. 

 

Anyway that said, I love this mod, what made it complete for me was the soundtrack of EVE Online, Transformers, and probably some other game/movies !

Reply #141 Top

If you run the game from the dev.exe (you'll have to put the mod in the dev mod folder once it's been created, same process as before, just a different folder     cut/copy then paste it over) you can just give yourself all of the research items, or speed up the research when you're doing it, and put it to slow when you're not so the AIs don't tech up so quickly.  (pressing A twice in the dev menu for 'quick start' gives all players everything, so don't do that one.)

 

It's been awhile, but I believe the in-game (development) menu is brought up by pressing shift+> and pressing the comma key backs out of it.  Someone correct me if I'm remembering any of these key commands wrong.

 

 

*edit* Think of the Dev.exe as the game with a built in trainer.  Lots of neat options in there.  Play with it, get to know it...  You can have a lot of fun with the game once you learn what the selections do.

Reply #142 Top

thanks ill maybe do that! Btw, the TEC Rebels Pirate Mercenary Abilitie/Tech, is suppose to be at the broadcast center but it aint there? because I have played this game with only Distant Stars iam a bit to afraid to load up my save file and corrupt it when I run it unmodded.

Reply #143 Top

Quoting Blackvenom01, reply 142
thanks ill maybe do that! Btw, the TEC Rebels Pirate Mercenary Abilitie/Tech, is suppose to be at the broadcast center but it aint there?

Its a bug. Fixed (and modified }:) ) with next update.

Reply #144 Top

Awesome! Maybe its also why the 'Rebels' just hover over enemy planets ( none TEC Rebels too ) and just sit at the edge not attacking?

Reply #145 Top

Quoting Blackvenom01, reply 144

Awesome! Maybe its also why the 'Rebels' just hover over enemy planets ( none TEC Rebels too ) and just sit at the edge not attacking?

That may be another issue. Will keep an eye out for it. Haven't personally observed that, or maybe I don't understand what you are talking about.

Reply #146 Top

Ahm the tech that spawns Rebels radomly, they just sit around the border not moving, however I should try again some time to make sure its bugged or not since it could be that everyone where I noticed it was a TEC Rebel, didnt think so though.

Reply #147 Top

That's what I thought you were talking about. Will keep an eye out for it.

Reply #148 Top

Hey guys,

 

Loving this mod but it crashes often. I haven't identified a pattern yet. What's the best way to submit crash logs? :)

 

FWIW, I run the game at max detail and 2540 x 1440 reso and generally play on medium sized maps with flagship victory condition. 

Reply #149 Top

Wish we could read the logs but we can't (would be helpful). As for a fix, judging from your resolution I would say you need to turn things down a bit. Start with keeping your empire tree trimmed and clean, set things in the options menu to off such as show trade ships and such. This reduces the clutter and RAM usage. If this doesn't work then drop down the detail or see if you can drop the resolution.

Reply #150 Top

I DLed the new mods ... figured I'd go with the core + aha + sol ... but I get no checksum from any of them at all.  I deleted the v1.8 folder, loaded the game, told it to show me the mod path (which re-created the folder) then re-copied in the downloads.  The older DS mod, version 17 I think, gives a check sum, as does the 4X one ... but the new one doesn't seem to be giving me one .... anyone else gotten this problem? and know of a solution?  DS was the 1st mod I used and I like it a lot.  Want to keep using it if I can.

 

Thanks