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!
Exactly. Kols are battleships and so should make up about 50% of any given fleet. This is because the other caps are support ships. SUPPORT. By their nature they fill niches and so should only be needed in limited numbers (unless you want to bomber spam.) Realistically, the battleships should have at least double the firepower they have now since they are meant to fill the role of overwhelming firepower. (though to balance this they should be weak to special abilities and bombers).
Of course this isn't going to happen but you know what i mean.
By the way, you should try getting 32 kols together sometime. Its alot of fun and doesn't really lose you much since you do not need fighters if there are no enemy fighters to kill and you do not need dunovs if you have lots of hoshikos and research antimatter regeneration and max trainable level. Belive me, its amazing. I spent an afternoon with a friend in a deadlock in twin empires. We made a deal that we each had an hour to make the biggest fleets possible then we would meet in the asteroid belt to do battle. I ended up with 32 kols, 50 celios, and 2000 supply points in hoshikos. Those kols were indestructible. I only lost one and that was because when he say that he was losing he said "what the hell" and he hit the middle of my fleet with 13 cleansing brilliances at once... I lost close to 300 hoshikos and 1 kol... wow
Anyway, i ended up crushing him with sheer indestructibility and it was a shitload of fun.
Try it sometime.
Just b/c they are called 'battleships' doesnt mean anything. Going Cap heavy usually isnt a great idea. Focus fire and all. All Caps are support. It the nature of their low DPS and multiple abilities. The Kol has the highest Armor of any ship in game, its can take a load of punishment. I dont see how changing anything your asking for is for the better.
What your asking is to change a core game mechanic. You want a Titan/I Win Button. Go play Rebellion.
I take that challenge and raise you 32 Dunovs. I win.
With the caps the ONLY cap that got a DPS increase were the Battleships. All others just got hull and shield increases. We game tested these changes quite a bit. The Battleships are fine though they will get a second look in Rebellion due to its cap changes.
Titans don't equal an I Win Button. I have learned that the hard way. If anything Titans makes Battleships more viable as a they can put the hurt on an unsupported Titan.
Challenging me eh? Been awhile. Don't go down this road... Please don't... Many have tried, none have succeeded.
50% of your fleet as battleships is ridiculous and easy to counter, it's downright pathetic by today's standards.
Carrier caps are not support ships. Not in this game, not in the real world. Neither is the Marza. It's used for bombing of planets and eating of enemy ships (Missile Barrage, omnomnomnom XP). The Akkan and the Dunov? Yes, but it says just as much in their description. Hell at the end game they're listed as support too. This isn't pure 18th century style warfare we're dealing with. The battleship doesn't rule. It's still fairly powerful and commands respect, but so do the other ships, even the support ships.
They have more then double the firepower when compared to their non DS counterparts. Of course, so do the other capital ships, but none of them alone is going to take on a Kol and win. The Kol isn't a beat you into the ground with overwhelming firepower unit, it's a tank. That means hit me, hit me some more, hit me as many times as you can, then hit me again, not I can kill you in a few shots. Look at it's special abilities. 3 of the 4 abilities are defensive. You could argue flak burst is offensive, you'd be wrong, but you could argue it. Even it's offensive ability has a defensive hint to it by reducing the target's speed. If you need to retreat from a ship that's owning your fleet and you have a Kol at your disposal, GRG the bitch. Bet you get away. Of course, I'd just use armistice and walk away at my own leisure, but that's just me being lazy.
I could make it happen, it's not like I haven't taken ideas from people and put them into the mod before, but I don't really see the need to unbalance things. ;]
I've done that so many times it's boring. I've been playing Sins and modding it for over 4 years now. You really want to try out something fun, build 32 Kols, then create the TEC's flagship which is basically an uberpowered double Kol. But for some real good times, field 40 to 60 Kols each with a good support fleet and send groups off into three different directions. I've done that too.
Except that you've committed your entire fleet to fighting on the front lines and if I bring in say 20 carrier caps, you're screwed because you lose 2 or 3 kols for every pass my bombers make regardless of how much damage your hoshikos are capable of repairing and I can send in 3 akkans, 3 dunovs, and 6 Marzas and wipe out your entire empire before you have a chance to even come close at rebuilding a fleet that's worth anything. Granted, that's resorting to bomber spam, but it's a legitimate WW2 tactic for clearing the oceans of its battleships. Again, one on one, the Kol will win, but fights are almost never one on one. The more balanced fleet (and by that I mean the fleet designed to counter their opponent), if not fielded by a total idiot, will eventually prevail.
Pics or it didn't happen! Kidding. This I can believe especially if your friend is fielding nothing but battleships as well. Granted, fielding support ships reduces the firepower they're bringing to the fight, but if you guys were deadlocked, that should more then prove that you can bring less to the fight with a more balanced fleet and hold your own against a stronger fleet.
Only because he didn't use bombers.
Your 32 Kols, versus my 14 Sovas and 18 Akkans. I win. I assume we've both had some time to buy a couple of levels for our ships. The Akkans shut down more then half your fleet, while the Sovas pick off the rest. By the time your remaining just more then half are back in the action, my Sovas are ready to pick them off too. If no time for training was done, then I just field more sovas then akkans and let the bombers give me levels before you're even close to firing range. Then I have more powerful ships then you and can get back to my original plan while you're already busy replacing ships. It's kind of not fair of me to even show up for the battle. The hardest part of my day is designating targets for the Akkans during their first strike. Yeah, I might lose some ships in the battle if you gang up on them, but it's so lopsided it doesn't even matter. I can replace my losses faster and cheaper. Didn't think of that one did ya? The Kol costs more and takes longer to build. Even if you do manage to put up a good fight, eventually, you're going to run out of ships simply by not being able to build them fast enough, or you run out of resources. Another advantage I have is limping a damaged Sova back home and using rapid manufacturing and my fleet is full strength very quick, two and a half times faster then it was already quicker, or I can sneak one into your ship yards and use embargo and you ain't building a damn thing and I get your taxes. =D Ask Carbon how angry Embargo makes me.
I'll bet it was. Sins has provided me with years of good times. Far more then many other games.
You know, I read your posts and I just get the feeling you think I'm as new to this as you are. I know you know that I'm not a newbie to this, but you're posts read like you think I am. Back in early 2008, yeah you might have been able to introduce me to a tactic or a challenge I haven't done before, but it's not 2008 anymore. Been there, done that. These "which is better, battleships or carriers" discussions.... Definitely been there and done that repeatedly. Forum search it, you'll see my posts in many of those discussions. I'm usually on the side of the battleship because post WW2 they don't get the respect they deserve, so I feel ya on that, but still... The other caps demand respect as well, even the support ships, namely the Akkan and Dunov in this particular case. Ask anyone who's been around the block a few times about the greatness of the missile barrage the Marza can do and you'll field a few of them in all of your big battles.
Yes, I could just up the power and armor and everything to the battleships to make them much harder to kill and make them just giant space guns which would make you a happy boy, but then I diminish the roles of the other caps and throw out what balance we do have, which makes everyone else very unhappy. Here's what we can do though. If you go ahead and get yourself something like Harpo's tools and make copies of the battleship files, I can give you a quick punch list on things to do to make yourself a little minimod that you and your friends can run on top of DS and you can make the battleships as strong as you want. Then having this knowledge at your disposal, you can tweek the other ships to your likings and basically customize DS to your heart's content. Sound good?
And now since I haven't posted it in a while....
See this post and download the Distant Stars Efficiency Pack. https://forums.sinsofasolarempire.com/335474/page/271/#3055017 It has fixes for the mod, includes the mini mods, as well as has the galaxy forge icons, and has the other more awesome music that someone mentioned before.
Pity you don't get to see what they do now in Rebellion. MB is kicked up a notch (with the leveling up to a second tier) that can ruin even a DS fleet groups day.
10 in a row...? Whoa-- that's insane.
Alright well this'll be my 5th time. And its always the same problems. A.) I can enable the mod but cannot hit Apply Changes as doing so freezes my game completely. And B.) I can play without hitting the Apply Changes, but half the planets have no phase lanes and the ones missing the phase lanes are in all the SAME planets on the same maps every single time.
Again the checksum always matches and I don't have a "folder in a folder" issue so.... Is this just a bad dl or is it something else? Would a bad dl always show the same problems each time? I'd love to play this mod but this is getting kinda ridiculous. lol
Steam. No thanks. I can just mod the changes in myself.
Are you the one with Diplomacy v 1.00? Because our mod is made for the latest at 1.34.
And the efficiency pack requires you to download the 1.00 mod and then place its files over top the original mod folders. Don't forget that.
As for the Kols, it's nice and good thinking they work out that well, but history and game mechanics don't speak to that. And you can never really be sure what you'll run into.
Okay, let's assume we go pure cap. Not a good idea except against an okay AI. If we do it though, I look at it this way. I have about 3 fleets, each broken into two groups. Group one is three Kols and three Dunovs. The Dunovs support the Kols and the Kols stop anything that makes a rush. Group two is three Sovas, two Marzas, and an Akkan. The Akkan moves into the middle ranks and gives everyone a range boost while the Sovas launch strikecraft. The Marzas hang back and just wait for the enemy to come to me, assuming I allow them to.
The Sovas cut down the approaching forces and lay down missiles for close combat. Kols take the brunt while Dunovs keep em hardy. Akkan can knock down one or two, but is there for passive support. The Marzas are gold, cause two take down almost everything, even many heavy cruisers. So once the area is saturated with the little buggers, they lose their support. Boom, done. The enemy has very few cruisers and caps are usually outmatched by the well rounded fleet.
Now, this is assuming I don't use cruisers, which is not how I play anymore, so I'm modifying my gameplay a hair.
Two issues here. One is strikecraft. The second is the UberFleet of Doom.
Normally I don't use flak burst. I have gardas. Lotsa lotsa gardas. I'll save my AM for shielding. Strikecraft are chewed up by Gardas and my fighters/gunships.
The UberFleet of Doom is easy. Aside from being the type to fortify frontline worlds, I also have three fleets of 11, 11 and 10 caps. One fleet is taking on the UberFleet and I will gladly drag them toward an Akkan enhanced Argonev. Meanwhile, the other two fleets are chewing apart the enemy empire like there's no tomorrow. After all, mobility is a great asset and fortifications are monuments to the stupidity of man.
Best pro TEC fleet diversity post ever.
Personally, I'm more of an Advent player but I fool around with either of the other two occasionally(know thy enemy and such ). I'm heavy defensive, usually don't take a planet before I've got a heavy constructor waiting one jump away to make it unable to be lost through bombardment(haha at the Novalith ) and then stack up that hp, weapons, and pulse ability, accompanied by plenty of homing mines and defensive structures. It's costly, but you will have a bad time trying to take them.
Down to fleets I'm big on enemy manipulation =3, I'll have 1-2 carriers, but that's about it, usually filled with some fighters/gunships, while my motherships hold onto the EWS bombers. The rest of my fleet is usually the "support/planet killers" for the shut downs and the fleet wide buffs, with my motherships covering shields, my battleships forcing you to focus fire on them while my battlecruisers make it hurt really bad to attack those battleships =3
On the cooldown side of those abilities though, I use my mothership's damage propagation abilities while my subjigators lock down your frigates, my guardians make my shields into one very large one, the battlecruisers slow your hits and reduce the damage you dole out(even more) while my battleships tear away your antimatter, my battlecruisers take what ships i see that might actually pose a threat and make them mine. All this time my smaller craft are hitting you nice and steady throughout the battle that you are becoming less and less able to get away from(unless you use armistice......damn you armistice, damn you.......)
If you are good enough at micro managing and don't have any more pressing targets for the ability (or a surplus in Radiances) you can make sure the level 6+ Akkans aren't able to use armistice with detonate antimatter. First the disabled abilities will have to be kept up constantly, but once the enemy ships fall below 150 AM the disabled passive regeneration from your gunships should be sufficient to keep them there and if not, detonate antimatter will.
I guess it comes down to the old question of wether you want to minimize your losses, or maximize the enemies losses more.
I have a suggestion for a new planet type. It is called a loose urban planet. It is in between terran and urban planets. It has 6 population upgrades, 2 artifact upgraes, 3 tactical upgrades, 3 logic upgrades, and 3 emergency upgrades. It has both metal and crystal asteroids but leans closer to crystal. It only requires 1 stage to get out of underdevelopment tax loss. It has the map of a terran planet except all the land masses are completely urbanized. It has a bluish grey atmosphere color, can have the bonuses paradise and urban planets can have, and the common bonus for every planet of this type is local trade center, every bonus type (population growth rate, trade, and tax) are halved for all planet sizes. got anywhere I can make it more specific about the planet?
Sigh... Stant. I was not challenging you. It was simply a fun idea. It's hellishly funny to see another player's response to you suddenly appearing with 32 Kols. I'm not saying it's the most effective of strategies (in fact it's very ineffective) but it was very very fun. He had a fleet that was nearly completely composed of ships meant to destroy heavy cruisers and LRM's cause i'd been using those the entire time up to that point. (and in my opinion he wasn't very good, just got lucky with much better planets than I did). It was a lot of fun. That's not saying that it was particularly effective. He was just waaaaaay too focused on fighters (he had close to 1200 strikecraft squads).
Against any other fleet i would've lost. It's just that I knew what he was making and planned accordingly and trollingly.
Is that a word? Oh well, it is now...
It sounds nice RHEmpire300 but none of us are graphics artist (well Draakjacht does the 2D work but no 3D work) but merely code monkeys.
I was being sarcastic. Please note the winking smiley with the tongue sticking out immediately following the comment.
Hope I'm not stirring anything here, but aren't planets just a sphere with a texture wrapped around it?
True, wasn't sure you could do something like that.
Yes, all just straight 2d work and fairly easy at that. Not sure what you have at your disposal, but if I was doing it in photoshop, I'd make the urban planet -cl the bottom layer, plop the terran planet -cl on a layer on top of that and just use an eraser tool to get rid of the continents revealing the urbanness that is below it. Then I'd flatten the image and save it if it looked good, or shift things around on the bottom layer before flattening it out until it did look good.
For the -da half of the image, it'd probably be the same thing but with maybe a little bit of alpha work for the lights, but I'm not sure on that one. Even if there is, it's not really all that hard to click in a few dozen dots where you want the lights.
Well, I could use an eraser tool, feathering to leave some natural landscape, such as mountains, or I could use an overlay and see how that works. Still have to define the area with a mask, but no harder than using an eraser tool. As for the alphas, I'm sure the urban will give me the prototype and I can just wipe away what I don't need. If it doesn't convert over, then I guess I have to go from scratch, but you're right in that I would make a few dots and connecting lines, then feather the lot of them.
So the hardest part is probably just figuring out what software to convert files with. Haven't torn open one of these models before. Will be fun.
I'm sure this question was asked already, but search is useless on this forum for finding anything but a main topic and I may have skipped over the stated answer when posted.
I know some of you DS guys are opposed to Rebellion requiring Steam, but for the guys who aren't, any plans for a Rebellion version when that's finally released in June?
EDIT: Just looked at the main topic. D'oh!
Are you guys already balancing the titans and corvettes from the beta for your current mod?
It would be nice to see the "planetary defense laser targeting array thingy" (The thingy that uses the planetary shields model but fires missles instead of making a shield) Anyway, it would be nice to see it do increased damage against titans. Just to introduce another counter against titans steamrolling past your defenses after your fleet's gone.
I doubt they're working on it just yet, it's still in Beta and highly subject to change, and there's also the fact that like everyone else, they're wanting to play the game (and not mod right now). Wait at least a couple weeks after the first official release of sins for there to be the possibility of a Rebellion version where you can start suggesting changes. Anything mentioned right now is probably going to be forgotten long before then.
I said I'd have something out during the beta, but that was before it was announced that we had to have Steam... So... No modding Rebellion for me. I know you're all deeply upset, but I had no control over that.
Don't need to look at / edit anything other then the image file itself. If you already have something that works on tga / dds formats, then you've already got all you need.
There has been some talk, but thats just it. After all we are modders, we instantly find things we dont like and discuss how to change it. Nothing is set, and wont be like Stant said for some time. I expect in the weeks following a Rebellion version that just ports over our current changes, but again that me guessing.
Dont expect a proper Rebellion version for some time. A long time. We are busy busy busy people with empires across the globe universe to run.
If we are to keep with the best mods, our release date is.... Jan. 31 2020. Mark your calanders now.
Yeah, I have the .dds converter and can read .tga. Okay, in that case, I need to go hunt the file. I figured it was pressed into the 3D model itself. I guess they figured to save space by having one sphere and many skins over many spheres.
all we need to do is use the moon, dwarf, normal, and huge sized copied from normal urban planets, snap on a terran planet texture, and erase continents just showing urban land, and in the mod I notice there is only one type of terran texture, on the normal game there are 2 textures, so we can use the other terran texture for this one. we solved the problem of the mesh, now to solve the problem of galaxyscenariodef and entity files.
There are many great features available to you once you register, including:
Sign in or Create Account