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
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
1.34 Compatible:
1.01 Release:Full Download:http://distantstars.mmobase.com/diplomacy/Distant_Stars_(D)_1.01_[45685832].7z
1.051 Compatible:
Beta 0.9951 Release:Full Download:http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.9951_[36672852].7z
1.14 - 1.181 Compatible:
Version 1.01:Full Download:http://distantstars.mmobase.com/soase/Distant_Stars_v1.01_[453701567].7z
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 & Sundays9pm EST (2am GMT) Saturdays & SundaysIf 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\SettingorWindows 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 FALSEChange FALSE to TRUELogOutput 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 website12,000GB (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!
*looks over shoulder*
Pretty much just like what you did.
No ma'am.
You've provided more then enough. It's a known issue.
The fix, as you seem to be a competent modder is as simple as opening up the entity manifest and re-adding the line entityName "QuestKillCivilianModulesLow.entity" and upping the entity count by 1 at the top. Should stop the diplomacy screen crashes.
Strike craft are still effective across the gravity well en masse. Just not as good as they used to be thus allowing ships that deal with them the opportunity to actually deal with them before they rape your starbases and capital ships one by one.
That's kind of the point, isn't it. The goal is to reduce the numbers of strike craft present in a game. Though if you're bold enough, you can move your carrier cruisers closer to the action and thus buff your strike craft and let the devastating waves of pain and punishment begin, but at the risk of losing those cruisers. It's a decent trade off, tactically speaking.
And they still can. They still field strike craft and can still do so from the safety of sitting at the edge of the gravity well.
It's only a problem if you let it be one. Though that is an excellent 'defense', it doesn't fix the AI's issue with colonizing, losing, recolonizing, losing, recolonizing, losing, etc... Another way to deal with it is to just send your own colony ship over and colonize it after the AI loses it and not doing the planet exploration upgrades since you know it's a bad thing.
Why would you say that? If they're not good enough to be included in the attack force, then they sure as hell won't be included in a defense force.
Will get to that tomorrow.
Unless I beat you to it!
I'd like to suggest that instead of reducing the elites to the normal levels, adding in light strike craft to be used by the light carriers. This way you could still keep the elite strike craft in and only field them by starbases to limit their use to defenses primarily.
Defense vessels as in the aircraft defense ships, not defending position. Silly stant
A range of slightly over the farthest LRM range sounds good to me. I always take my carriers with me in my battle formations.... So I guess I will not notice much of a difference.
In my defense, the wording doesn't say that.
It says that their status will be changed to the lesser status of defense (as opposed to assault). See, not so silly am I?
In practice, you won't notice any difference if that's your usual method. I don't and I'm specifically looking for it. Though with enough carrier spam I can still pop a starbase in a single pass. =Þ The range I'm looking at making it is a little higher then the TEC starbase missile range. Currently, they are just within range of the missile frigate. Putting them close to the star base, but just outside it's range gives the strike craft a buff on every run from that side and also forces the starbase to either move closer in the case of the orky, or reach out with it's own strike craft, or to rely on the hanger defenses in the gravity well.
Thank you I will give it a shot.
Like this 2201 +1
TXTentityNameCount 2202entityName "QuestKillCivilianModulesLow.entity"
There is one thing I like about this Mod the firgates move around to do thier attacks. I though it was odd that the ships would sit still and then fire making them easier targets. I thought that ships would fire on the move not sit and fire but that's just me.
Eidit: That therr bug is goone and what aboout thoose pirrates.
Exactly.
If I were to place a bet on how many people like dynamic movement versus those who don't, I'd probably lose, but I do know that I, as well as the majority, don't like it... But it is included as a minimod add on for those who do like it because there is a large enough group that does like having it. It's not up to date though. To do this is somewhat easy as well. All you have to do is grab a copy of all of the combat frigates and change the focus fire and use fighter attack values to these:
prefersToFocusFire FALSEusesFighterAttack TRUE
The hardest part about it is just making sure you got all of them.
Good.
If they amuse you now, wait until the updated powerful pirates graces your PC. Personally, I want to retro the pirates back to their uber hitpoint and DPS starbases. Now that looked like some seriously good fun.
I am lost, what folder am I looking for?
My bet would be the entity files in the Dynamic Movement's mod folder. Usually located (If in Windows 7): "C:\Users\{Your User Name}\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.31\Dynamic Movement\GameInfo"
My Question is... What do I use to edit an Entity file with so I can have my Dynamic Movement working right?!?
GameInfo folder where all of the entities for the frigates are kept... You'd take them out of the Beta4 release and overwrite the ones currently in the Dynamic Movement minimod and change those values.
That's where they will end up...
Any text editing program you feel comfortable using... That is, after you've converted the files to text format...
Edit:
Converted the .99B4 files over...http://sites.google.com/site/steelers086/gamefiles/DynamicMovement0.99B4.rarDownload and give me feedback. In the mean time, I've got some other testing to do... And hopefully the Diplomacy patch is released before I have to leave. =] That would be fun.
Yeah, that was bad wording.... my bad. You get the point now. I just didn't want them to just have to sit there and guard against bombers and thats it.
Houston I think we have a problem? I put that min-Mod in Beta4. You know copy and paste then yes to all.
Do I need a new copy and keep mini-Mod separated or can still work on it or do both because the next version will be out soon???
I would have minimodded it just like the original DM, but it's not bad if you overwrote the other files. All of the files of the ships are exactly the same as the B4 release, just with the focus fire set to false and the prefers to fighter attack set to true. Everything else stayed the exact same. Ultimately it's your preference on how you want it to run on your system.
The feedback I'm hoping to get is the overall speed and turn rates, and maybe a little input on the damage done per pass. In the original DM it appeared to be rather sporadic on a few things. Some ships had increased speed, whereas some had reduced speeds. Some had damage values doubled whereas others didn't. Most had angular acceleration rates changed to numbers that appeared to be pulled out of thin air while some ships maintained their original turns... I personally don't care for that approach.
So if for example the heavy cruisers are taking forever to get back and make another pass, I'd need to know if there's a ship which is turning at a good rate, like the scouts, to compare numbers to as well as if battles are taking too long because there's just not enough bang per pass either because of flying by too quickly making for less shots on target or because the weapons themselves need to take some steroids.
I also need input on the missile frigates and torpedo cruisers. If they should be made to stay put or if shooting on the run is good for them. I was also thinking that the slower the ship makes a pass, the faster it should turn around, but I went out to a bar instead of working on anything so... Yeah. Deal with it.
That works. You can also stack the mods like this.
Mini-ModDistant Stars
Many of us find this easier as it allows us to keep the main mod untouched for MP/testing/modding purposes.
If you are having issues due to what you did then yes.
Isn't that fairly micro intensive? I'm a fan of giving the light carriers, 'light' fighters / 'light' bombers and leaving everything else on capitals etc alone. Heck, give defensive hangers light and then the 'elite' etc ... I think that would be simpler than making the cpu do extra calculations.
One thing I never did like with the carriers was how effective they were and how hard they were to kill. The fact that ultimately they are defenseless also some how bothers me.
Why not just go with Light Carrier = Light Strike Craft Weapons Plat Form + Weaker Carrier Shields / Hull + Carrier Light Flack Defense (or pulse)? Carriers, even in today's military let alone a space scenario, should never be driven into a nasty firefight for any reason that I can think of. Keep their cost high but reduce how effective their payload is, how tough they are, and but give them just a smidgen of hope against other strike craft. That would force players to use ship tactics more than fighter tactics. It might also save the CPU some cycles which would free up the late game even more.
*brainstorms*
Driving them up to the battle with your fleet is microintensive? Since when? Like Siv was saying it's just part of his battle group which means that when he drives his fleet to fight the enemy, the carriers go too. There is no additional mouse clicking required. The way I described, putting them at the edge of the battle is only two additional clicks. One to drag a select box around them, and another click near the battle to park them close by so they can buff the fighters. Outside of that, the only thing you may have to do is pull them away from the battle if they start getting chewed up by enemy fire. But that's pretty much the whole point of doing this. If you want the bonus, you have to risk the ship.
That depends on what you see as their weapon system. Some view the strike craft as their weapon system, others do not. I was thinking about giving them a small weapon like what comes with the colony ships just because of their close proximity with the battles. It's a Free Trader (nod to the DS lore) modification that I was going to slip in there at some point. Now with the core game's update being pushed back a couple of weeks, I just might be able to get it done before then.
The rest, all I'm going to say is WW2 was the last time navies saw ship on ship action Sins style and carriers were getting wrecked just like every other ship in the battle group. Ever since then tactics have changed to take advantage of the aircraft range and save the ship. Since Sins is making a huge tactical step backwards forcing ships to openly engage each other, why not make another small tactical step backwards and have carriers engage too?
I was not talking about them being in a fleet already but controlled separately to keep them just out of the firefight but close enough to buff. (i.e. Ctrl1, Ctrl2, etc)
I was thinking of when you mentioned micro-ing the carrier to be just outside of the Star Base range as well as an ongoing (as of yet unresolved as far as I can read) debate about it's range against LRFs. Just seems like a large 'fiddle-factor' compared to most everything else in the game.
In WW2 and even today Carriers have some defensive armament (outside of their strike force task groups). Largely carrier groups were meant to protect the carrier with the destroyers and screening units to race forward to deploy smoke and engage the enemy while the carrier stayed back (when possible) on the back side of the group. Just some thoughts.
Thanks for editing the files, I'll give them a try.
Also, what do I use to convert them to text for editing as you mention? I know (or at least think I know) it has something to do with the modding kit that StarDock has for download... granted it was never updated for Diplomacy. (if there is a forum that describes how to do this and what to use, please point me there if it would save some time in the explanation.)
Use the converters. They can be found in the game file and are always up to date. harpo99999 tools can use they to change the files from BIN to TXT.
I get ya. That's usually how I play them. ctrl+# for the whole battle group to the planet/moon/star then letting the warships drive off and attack leaving the carriers at the edge, then selecting them separately and moving them in. Plus an Alt+click on any 1 selects them all anyway so it's still rather easy to select them even if they're lumped into the group.
It's a bit of microing right now because the range isn't set in stone and it's being played with. So there's let's move them here, no... How about here... Nah... This looks good... Once it is set for good, then moving them around to being in range to give their buff but not in range of attack will happen by sight and for me personally it'll be a much more hands off process.
I know, that's why I'm toying with the idea of giving them a weak laser battery to shoot with. Probably not going to do anything in the way of anti strikecraft armaments because that would lessen the need for flak frigates which I definitely don't want to do.
Which is usually why they got wrecked. Irony is had they stayed in the middle of the battle groups they would have had better fighter screens. But the point still remains, even though they stayed at the back, they were still part of it, unlike in Sins where the main force can run up and go head to head, but the carriers just hang out well off and feed fighters and bombers.
Harpo's tools will work, they're not the only ones out there but they will definitely get the job done. Sadly, there is no thread for discussing the process, however fortunately it's completely unnecessary.
But if you are going to jump into the world of modding Sins, for tools and other useful info:
http://soase.weebly.com/modding-tools.html
This.
This is why this new carrier buff is being applied. Its to make carriers part of the battle not some distant harbringers of doom. We didnt want to discougage Carrier use. By all mean spam them like you do now. We did want to elimiate the jump in with large carrier group, send bomber or fighter to battle ACROSS THE GRAV WELL, laugh as you rape chruches and burn women, and if the enemy survives your onslaught and makes an attempt to attck your carriers the abiliy to warp out with out threat.
I could go on and on about how much SC SUCK. But I'll save yall the speech Ryat and Nacey got.
You want to eliminate this by buffing them? What? oO
I don't see the Problem in this tactic, not directly a fair fight but who cares?
Setup Mines should help to bring most of them down when they come in and after that you know that there will be more maybe and you can direct your fleet to the gravity well and say Hello.
Oh btw, if you want some possible inspiration fir DS have a look at the Galactic Armory Mod for Star Rulers. Pretty different in many Ways but who knows?
The actual change in firepower of the SC is still at original levels. Its just now limited to a smaller area.
How this works is we reduced all not 'elite' SC damage by 33%.
Cruiser Carriers now have a buff that buffs their linked SC by 33%.
So it promotes bringing Cruiser Carriers into a fight per se insead of chilling alone at the edge of the grav well.
This change is to elimnate SC hordes from basically controling an entire grav well, and letting Cruiser Carriers 'fight' with any worry of damage. There is no other unit that can just sit back and run if in trouble and do the damage that Carriers can. It break the game.
Another added benfits is now Caps can hopfully retreat from a battle without being bomber straffed to death.
This really will only affect you, if your one of those asshole who spam carrier only and let them chill at the grav well edge. If you dont do that then...your solid. Just might actually have to postion carriers a bit or SC. A tiny bit more mirco but adds ton to gameplay.
Be glad they shot down my other SC ideas.
Thank you Stant123 and Myfist0 for the links. I've been wondering how to 'tweak' things to play more the way I've thought ships would behave in battle. Like carriers hanging on the outskirts of a battle giving support, torpedo and missile ships staying JUST within missile/torpedo range and withdrawing if attacked. Little things like that.
What I'm hoping to do is tweak the already awesome Dynamic Movement mod for DS to be a little more close to what I think it should be like. By having the tools, I can do this now.
(Once I figure them out)
EDIT: @-Ue_Carbon: That sounds like a winner too. That would defiantly make things more interesting and change the way I stigmatize my fleets. (No, I don't do the fighter/bomber spam... ruins the fun but 10 cruiser carriers to back a fleet DO help!)
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