Anyone get the download to work? Every time I try, it just fails. 404 file not found.
There is one thing I found whilst playing. Whilst en route to a pirate planet to siege it to make my star system look pretty in only my colours. I landed to find about.. 500 pirate ships all casually sitting around the planet. Needless to say my fleet didn't make it out at all. With the current pirates buff, in this situation, it is nigh impossible to kill them without being anhialated.
I don't know if this was the pirates forgetting where they were going when given a mission or the spawners going mental but it sure as hell made the planet impossible to take. Im unsure if this is diplomacy or the mod but I thought I would report it anyway.
Looks like DL is working fine again. Guess filefront had some issues.
Kyuuseishu, my guess is that Aplos integrated the Powerful pirates mod from Distant Stars into this. Pirate planets are tough, but by no means impossible to take out. You'll will need a good 800-1000 supply points worth of well upgraded ships though.
I tried enabling this mod a few times, and each time it mini-dumped! What do I do?
Ok, so I'm assuming I need to get 2.0 first, and then add 2.1 to 2.0? I've only been able to download and add 2.1 to my mods folder, which I'm guessing is what's causing my mini dumps.
2.0 isn't downloading for some reason; I keep getting the "file not found" screen for it.
Some help would be appreciated, because this mod looks really amazing =D
Yeah, for whatever reason, we can't download the 2.0 version, which we'd then patch to 2.1, jozmar. Too bad text can't describe my <EPIC FRUSTRATED FACE>.
Damn. This mod looks reaallllyyy cool, and I'm getting bored with Distant Stars (though I love it =])...
Even that wouldn't take it out, The increased armour and damage on pirate ships coupled with the numbers makes it very difficult for a fleet to survive. Bare in mind this was late game, the average from a pirate ship was 65 damage with an armour of around 30 which compared to even my capital ships were strong. I had to use a modified version of the Phase missile swarm to remove the ships because 1. it was bad for the games performance and 2. I wanted to have atleast a chance of sieging the planet.
The powerful pirates mod in Distant stars increases the numbers at the planet, gives them capital ships, gives them a starbase and some more defensive weaponary. The pirate mod in this gives them a lot higher armour, increased damage capability, 24 Gauss platforms with the ability to spawn ships with immense health and damage (70 damage, 50 armour, 12k health), and 5 planetary shield arrays.
The other pirate planet I sieged had nothing compared to the one with 500 ships. The ships were in 3 distinct groups so im going to guess they were pirates called in for a mission and forgot were they were going.
yes, the download link will not work
Well until Aplos fixes link or unless he wants me to take it down, here's a megaupload link to 2.0
http://www.megaupload.com/?d=IA1FUA3T
the 2.01 update works fine so I won't link that for now.
omg thank you for the DL!
thx for the DL!
i like this mod, very professional. But it's very unstable for me. The Game always closes after some time, no error, i just lands on the desktop. any ideas on that?
Are you running at highest settings? If so, you might be running into the 2gb of RAM automatic minidump issue.
Hey the download link is dead.
they work for me
harpo
yeah, but it works, except for this mod, and there is no minidump message, the game just closes.
i play Distance Stars with highest Settings and have no problems.
Any details on what you were doing when it crashed? It's really hard to figure out bugs w/o a minidump and log or more details.
There were a couple big bugs aplos fixed in 2.01 but they were more gameplay bugs. Crash wise, it's been pretty stable for me over ~20hrs of play.
download is still dead, can anyone plz upload?
If you bothered to read before you post, you'll find the link on this very page.
Cheers! Uhh ... Filefront so pranked Stars... Gratitude to Banthracis for fellowship (for new download link). Soon there will be huge update (2.1) that introduces more levels for planet upgrade stages, full Sun System (approximately), powerful guardians (Space Station,... ) will apear only in Mod Maps, standard maps won't be touched anymore, I'll upload this one.
And will reply questiones.Sincerely yours!
Glad to see you back Aplos! I'm glad to be of help distributing this mod! In case you're trying to keep track, the Megaupload file has has been dl'ed 237 times so far.
You'll also be glad to know I haven't found any major gameplay bugs either in ~25 hrs spent so far. I don't know for others, but the game has also been very stable for me.
I am on a high end gaming rig though (i5-750 @3.8ghz and xfire 5850's). At the least, this probably means no programming glitches causing minidumps.
You may want to look at pirate stats again though. Kyuuseishu does make a good point about them. Currently pirates ships do have a ridiculous amount of armor, and bases do require a lot more effort than makes sense to take out.
On the other hand, this is the first mod where I actually have to make sure pirates don't go after me mid game since if they do show up usually means gotta stop my attack and pull them back. Even with starbases the pirates can take out a planet without rest of your fleet to help out.
Yeah, I'm glad
Well, mod doesn't has any adjustments of pirates, besides of their base (in 2.1 instead of frigates, they'll use appropriate droids, much weaker then frigates), as concerning raid capacity, it's the same as diplomacy 1.0 version (in Stars 2.1 it'll be insignificantly lesser). In my practice, basically pirates made appreciable damage to star base, but couldn,t destroy it, sometimes they also could kill the majority of planet population. Thus I'm trying to find such value of pirate raids, that were irritating, but couldn't totaly break defence, so player should always monitor raid inclination, and in multiplayer games it becomes primary investment of credit surplus for some period... i don't want to loose such fun.
Numbers are (Gameplay file (in 2.1)), as I understand:
Fleet supply size:
minSupply 1 maxSupply 300 strengthPerOwnedPlanet .10 strengthPerCargoShip .0025 strengthPerBounty .00004
Frigate composition:
pirateRaidComposition:0 requiredShipCount 0 randomShipCount 5 randomShip type "FrigatePirateScout" weight 4 randomShip type "FrigatePirateMedium" weight 2 randomShip type "FrigatePirateHeavy" weight 1 randomShip type "FrigatePirateAntiFighter" weight 3 randomShip type "FrigatePirateSiege" weight 2 pirateRaidComposition:1 requiredShipCount 0 randomShipCount 5 randomShip type "FrigatePirateScout" weight 2 randomShip type "FrigatePirateMedium" weight 4 randomShip type "FrigatePirateHeavy" weight 2 randomShip type "FrigatePirateAntiFighter" weight 3 randomShip type "FrigatePirateSiege" weight 2 pirateRaidComposition:2 requiredShipCount 0 randomShipCount 5 randomShip type "FrigatePirateScout" weight 4 randomShip type "FrigatePirateMedium" weight 3 randomShip type "FrigatePirateHeavy" weight 3 randomShip type "FrigatePirateAntiFighter" weight 3 randomShip type "FrigatePirateSiege" weight 3 pirateRaidComposition:3 requiredShipCount 0 randomShipCount 5 randomShip type "FrigatePirateScout" weight 6 randomShip type "FrigatePirateMedium" weight 5 randomShip type "FrigatePirateHeavy" weight 4 randomShip type "FrigatePirateAntiFighter" weight 5 randomShip type "FrigatePirateSiege" weight 6 pirateRaidComposition:4 requiredShipCount 0 randomShipCount 5 randomShip type "FrigatePirateScout" weight 12 randomShip type "FrigatePirateMedium" weight 8 randomShip type "FrigatePirateHeavy" weight 8 randomShip type "FrigatePirateAntiFighter" weight 10 randomShip type "FrigatePirateSiege" weight 6
What will you recomend ?
it's a great mod but i don't like how the remnant droid has the same voice as a scout, how would i change the sound files for the droids
Thaks for detecting. In 2.1 droids will have squad sounds. (S_Frigate_PhaDeployed_# - are Remnants droid's files titles, where you may just now change sounds, previously converting them to TXT format, using "harpo sins utilities" exempli gratia)
it worked when i changed the scout sounds, but when i edited the S_Frigate_PhaDeployed .entity files to use new sound files that i put in the sound folder, it didn't work and the droids didn't make sounds at all
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