Distant Stars Mod Blog


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

Rebellion Logo

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

Diplomacy Logo

1.34 Compatible:

1.01 Release:
Full Download:
http://distantstars.mmobase.com/diplomacy/Distant_Stars_(D)_1.01_[45685832].7z

 

Entrenchment Logo

1.051 Compatible:

Beta 0.9951 Release:
Full Download:
http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.9951_[36672852].7z

SoaSE Logo

1.14 - 1.181 Compatible:

Version 1.01:
Full Download:
http://distantstars.mmobase.com/soase/Distant_Stars_v1.01_[453701567].7z

Make sure to ask for permission before republishing any part of this mod to the public!

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 & Sundays
9pm EST (2am GMT)
Saturdays & Sundays

If 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\Setting
or
Windows 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 FALSE
Change FALSE to TRUE
LogOutput 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 website
12,000GB (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!

dyMRNwSFh9gw

Comments (Page 30)
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on Apr 30, 2009

I appreciate you trying to recreate it, Ue_carbon, I'll try redownloading and I'll try my other standby tactics again, graphics drivers, etc.

 

Edit: things seem to have been smoothed out. Not sure what did it, but it could be a thousand different things so I'll just be thankful that I'm able to play without worrying about minidumps. The addition of celestial bodies is absolutely awesome, btw.

on Apr 30, 2009

thanks for the info Ue_Carbon

on May 02, 2009

-Ue_Carbon
I cant seem to recreate your bug, My random maps work just fine. Might I suggest redownloading the mod and such. Sometimes that seems to fix crazy things like that. I will see if I can further bug hunt for you on my end.

Just wanted to drop you a note that I have the same bug, it's not as bad as 95%, but I'd say like 2/3 of the games will crash when the loading bar is @ 95%.

Coincidently Advent is my main faction as well, haven't tried with other factions so far.

Only difference is that this not only happens on big maps, but on medium maps as well, with only 2 AI opponents.

This is with Entrenchment 1.02 btw.

 

If you need any more specifics, tell me what you need to know.

Edit: Gonna try the redownload as well.

on May 02, 2009

The opening theme I believe is by "E.S. Posthumus" not sure which album. It surely is epic isnt it?

 

The song is called "Elba" on the Album "Unearthed".

on May 02, 2009

traukanshaku
I appreciate you trying to recreate it, Ue_carbon, I'll try redownloading and I'll try my other standby tactics again, graphics drivers, etc.

 

Edit: things seem to have been smoothed out. Not sure what did it, but it could be a thousand different things so I'll just be thankful that I'm able to play without worrying about minidumps. The addition of celestial bodies is absolutely awesome, btw.



Quoting -Ue_Carbon,
reply 10
I cant seem to recreate your bug, My random maps work just fine. Might I suggest redownloading the mod and such. Sometimes that seems to fix crazy things like that. I will see if I can further bug hunt for you on my end.



Just wanted to drop you a note that I have the same bug, it's not as bad as 95%, but I'd say like 2/3 of the games will crash when the loading bar is @ 95%.

Coincidently Advent is my main faction as well, haven't tried with other factions so far.

Only difference is that this not only happens on big maps, but on medium maps as well, with only 2 AI opponents.

This is with Entrenchment 1.02 btw.

 

If you need any more specifics, tell me what you need to know.

Edit: Gonna try the redownload as well.

Ive tried and tried to recreate this but neither of my 2 computers have had this problem. I glad that a redownload fixed it for you! Sometimes that all it takes with SINS. Nacey can tell you that its a picky picky picky game sometimes about silly things when you mod it. I will try to test it further the rest of the weekend.

on May 03, 2009

@UE_Carbon: we gave a run to your maps, and had a blast!!!!

 

are you working on more? keep em coming!!!! They are great! And do you have a galaxyforge, that is compatible with celestial bodies??

Olli

 

on May 03, 2009

I tried the 0.7 version of the game and it still looks great but they are deep problems of balancing.

I mean, the original game is quite well balanced, so i don't understand why you took some time to make changes that, in fact, makes the game unbalanced to not say sometimes ruined.

Understand me well, i love the new stuff you added but i just played a game and saw a Kortul with a 225% bonus in shield repairing (power surge) destroying almost by itself 3 capital ships and a starbase of my ally in a row ! 225% bonus is ok in the original game but now that shields have twice more HP, it is a nightmare.

And it is just an example : i almost only play advent but for this race i saw :

-A carrier which has it supply cost decreased to 14 and his nomber of squadron decreased to 2 from 3 whereas having the same cost than the normal version that host 3 squadrons.

-Advent turret is 4 times more expensive : a turret is more expensive than a hangar !

-You need to research all the level 1 shield to access level 2 shield and then the guardians. It means the IA will never get any guardians and me neither because it is too damn expensive.

-The credit income is still crazy. I play in low income because in fast income i couldn't spend all the money i was getting ! And even with low income, well, thre is no more dilemna about what i am going to choose between two things with my money because you wait 20 seconds and you can buy both !

-Pirates are way funnier now but too much is too much : A starbase for the pirate base is ok for me but a 13500 HP upgraded vasari ?! Come on, attacking the pirates is a nonsense today : you need a larger fleet than the one you are using to fight your foes. Before, you asked yourself the question : "do i protect my planets or do i destroy the pirates once for all". now, i just build defenses with my crazy income and head to the ennemy, lot weaker than the pirates.

-I am not sure about that one but it seems to me that strikecraft are weaker.

 

I am aware i am quite tough with the mod just now and you don't deserve it after the crazy work you have done but the truth is that i love playing this mod -real capital, new planets, new tech, new player portaits, new sound...- but my pleasure is ruined by a few little things.

I have some ideas of improvement :

-nerf the kortul

-Remove the multi tech level in military tree : the IA don't know how to manage it so your ships are twice more powerful than theirs. Worst, it prevents him from researching some ships like the guardians.

- a Lower income rate.

-Pirate Starbase has one level upgraded in health and armor instead of 3.

-Balance price of advent carriers and advent orbital turrets.

-Well, balance the game.

 

I mean, this mod is at one inch from perfection but, sadly, it is the last inch that counts.

on May 03, 2009

I tried the 0.7 version of the game and it still looks great but they are deep problems of balancing.

I mean, the original game is quite well balanced, so i don't understand why you took some time to make changes that, in fact, makes the game unbalanced to not say sometimes ruined.

Understand me well, i love the new stuff you added but i just played a game and saw a Kortul with a 225% bonus in shield repairing (power surge) destroying almost by itself 3 capital ships and a starbase of my ally in a row ! 225% bonus is ok in the original game but now that shields have twice more HP, it is a nightmare.

And it is just an example : i almost only play advent but for this race i saw :

-A carrier which has it supply cost decreased to 14 and his nomber of squadron decreased to 2 from 3 whereas having the same cost than the normal version that host 3 squadrons.

-Advent turret is 4 times more expensive : a turret is more expensive than a hangar !

-You need to research all the level 1 shield to access level 2 shield and then the guardians. It means the IA will never get any guardians and me neither because it is too damn expensive.

-The credit income is still crazy. I play in low income because in fast income i couldn't spend all the money i was getting ! And even with low income, well, thre is no more dilemna about what i am going to choose between two things with my money because you wait 20 seconds and you can buy both !

-Pirates are way funnier now but too much is too much : A starbase for the pirate base is ok for me but a 13500 HP upgraded vasari ?! Come on, attacking the pirates is a nonsense today : you need a larger fleet than the one you are using to fight your foes. Before, you asked yourself the question : "do i protect my planets or do i destroy the pirates once for all". now, i just build defenses with my crazy income and head to the ennemy, lot weaker than the pirates.

-I am not sure about that one but it seems to me that strikecraft are weaker.

 

I am aware i am quite tough with the mod just now and you don't deserve it after the crazy work you have done but the truth is that i love playing this mod -real capital, new planets, new tech, new player portaits, new sound...- but my pleasure is ruined by a few little things.

I have some ideas of improvement :

-nerf the kortul

-Remove the multi tech level in military tree : the IA don't know how to manage it so your ships are twice more powerful than theirs. Worst, it prevents him from researching some ships like the guardians.

- a Lower income rate.

-Pirate Starbase has one level upgraded in health and armor instead of 3.

-Balance price of advent carriers and advent orbital turrets.

-Well, balance the game.

 

I mean, this mod is at one inch from perfection but, sadly, it is the last inch that counts.

 

Nerf the Kol then.  And nerf the Radiance. 

All three are meant to be the 'beasts' of survivability.  They're the heavy hitters you pick up early on because they can take such a beating.  Just saying that maybe you should review what you think each cap ship is meant to be used for.

on May 03, 2009

Dathian
Nerf the Kol then.  And nerf the Radiance. 

All three are meant to be the 'beasts' of survivability.  They're the heavy hitters you pick up early on because they can take such a beating.  Just saying that maybe you should review what you think each cap ship is meant to be used for.

Guy, three cap ships and a starbase : one time, it was a Sova lvl 3 joined a moment later by a kol level 1 that have been destroyed by a Kortul lvl 4. He then escaped to another planet, the kol got after him one minute later and the ship had got enough shiel to take off the Kol easily. Then come a medium fleet (percheron, LF, LRM around 15 of them) with an Akkan lvl 1 : the now lvl 5 kortul destroyed the whole fleet without going under 2000 HP shield (with 225% shield regenration, it was meaning 300 HP shield every 10 seconds !). The Ia then build a starbase. Not upgraded but taken off by a kortul that have been destroying 3 caps in a row in 15 minutes.

I used my fleet later in the game against the kortul and it, alone, standed one minute in focus fire against 6 caps, 10 illums, 10 LF, 5 carriers.

Personnally, i find it a bit too much OP compared to other caps but i am ready to give up on this point if people are fine with very powerful battleship. But what i said about the other stuff remains.

on May 03, 2009


Quoting Dathian, reply 18Nerf the Kol then.  And nerf the Radiance. 

All three are meant to be the 'beasts' of survivability.  They're the heavy hitters you pick up early on because they can take such a beating.  Just saying that maybe you should review what you think each cap ship is meant to be used for.
Guy, three cap ships and a starbase : one time, it was a Sova lvl 3 joined a moment later by a kol level 1 that have been destroyed by a Kortul lvl 4. He then escaped to another planet, the kol got after him one minute later and the ship had got enough shiel to take off the Kol easily. Then come a medium fleet (percheron, LF, LRM around 15 of them) with an Akkan lvl 1 : the now lvl 5 kortul destroyed the whole fleet without going under 2000 HP shield (with 225% shield regenration, it was meaning 300 HP shield every 10 seconds !). The Ia then build a starbase. Not upgraded but taken off by a kortul that have been destroying 3 caps in a row in 15 minutes.

I used my fleet later in the game against the kortul and it, alone, standed one minute in focus fire against 6 caps, 10 illums, 10 LF, 5 carriers.

Personnally, i find it a bit too much OP compared to other caps but i am ready to give up on this point if people are fine with very powerful battleship. But what i said about the other stuff remains.

 

There are other things to consider.  Research level of both sides, levels do make a difference.  At level 5 he can have maxed the shield regen ability.  Your fleet could have consisted of basic frigates, no cruisers.  What you're stating here is VERY generalized and VERY vague.  An un-upgraded starbase is cannon fodder for even 1 level 5 cap ship.

And as for it lasting three minutes under focus fire. well again, what was your research level vs theirs?  And the kortul's level vs yours?  And also this mod is meant to make cap ships more noticeable.  In Vanilla and Entrenchment Cap ships are speed bumps.  In Distant Stars they're meant to be something big and nasty.  I think you're missing the point of the mod.

on May 03, 2009



Personnally, i find it a bit too much OP compared to other caps but i am ready to give up on this point if people are fine with very powerful battleship. But what i said about the other stuff remains.

Personally I like the ultra-powerful battleship. I have witnessed the Kol and Radiance do much the same thing in which you pointed to. As a matter of fact the Kol I had was lvl 10 and took out 7 caps before being brought down by 10 minutes of strafing bombers. It was epic is the making. Makes me wish I still had that game record but that was an earlier edition and no longer works.

I do agree with the advent cruiser carriers.  They need to be reset back to original terms, that was Advents strength and I think they should keep it.

I also agree with the pirate issue. I mean they are scroungers and they should have weaker stuff.

As far as the SC being weaker that is more of the fact that the caps are much more powerful. Your average frig/cruiser still falls fairly quickly to them.

The research issue is a problem that is being worked on. When you play a multi vs the research does make things very interesting, but against the AI it is a problem. I dont know if it is a hard-code issue or just difficult to find in all the files that are needed to be modded.

Also the resource issue is being worked out as well.

I will let Nacey answer the turret issue. By the time I build them, money and resources are not an issue.

on May 03, 2009

Dathian

There are other things to consider.  Research level of both sides, levels do make a difference.  At level 5 he can have maxed the shield regen ability.  Your fleet could have consisted of basic frigates, no cruisers.  What you're stating here is VERY generalized and VERY vague.  An un-upgraded starbase is cannon fodder for even 1 level 5 cap ship.

And as for it lasting three minutes under focus fire. well again, what was your research level vs theirs?  And the kortul's level vs yours?  And also this mod is meant to make cap ships more noticeable.  In Vanilla and Entrenchment Cap ships are speed bumps.  In Distant Stars they're meant to be something big and nasty.  I think you're missing the point of the mod.

 

I think you are missing the point of my post.

I witnessed the fight of my ally (IA) against another IA and IA don't make military research (or just one or two level, not much). Moreover, i didn't say three minutes of focus fire, i said one and i had made some research in weapon wheras, him, as IA didn't. 

I perfectly know that unupgraded starbases are trash : i was just saying that under a certain level of firepower, these things were merely invincible and can crush caps one after the other like ryat was pointing it out.

 

Finally, i just want to say that i love Capital Ships in Distant Stars, i just don't like the gap between battleship and other caps because it makes spamming Battleship and Motherships only, which kill the diversity of the game in my point of view, at least against the IA.

The ideal solution should be playing the mod online but it is hard to meet people who are using Distant Star on ICO.

 

About turrets, the advent ones are a little bit OP in the original game but here, the nerf is too hard.

For research, i don't know if it is hard coded but you could do at least some modifications so the advent IA would make guardians :

for exemple, in RESEARCHSUBJECT_SHIELDSPSI2

for the lines

Prerequisites
    NumResearchPrerequisites 1
    ResearchPrerequisite
        Subject "RESEARCHSUBJECT_SHIELDSPSI1"
        Level 10

change level 10 to level 2 so the IA may get to the second avent update for the Advent shields and so to the guardian (i didn't test it yet).

on May 03, 2009


Quoting Dathian, reply 20
There are other things to consider.  Research level of both sides, levels do make a difference.  At level 5 he can have maxed the shield regen ability.  Your fleet could have consisted of basic frigates, no cruisers.  What you're stating here is VERY generalized and VERY vague.  An un-upgraded starbase is cannon fodder for even 1 level 5 cap ship.

And as for it lasting three minutes under focus fire. well again, what was your research level vs theirs?  And the kortul's level vs yours?  And also this mod is meant to make cap ships more noticeable.  In Vanilla and Entrenchment Cap ships are speed bumps.  In Distant Stars they're meant to be something big and nasty.  I think you're missing the point of the mod.
 

I think you are missing the point of my post.

I witnessed the fight of my ally (IA) against another IA and IA don't make military research (or just one or two level, not much). Moreover, i didn't say three minutes of focus fire, i said one and i had made some research in weapon wheras, him, as IA didn't. 

I perfectly know that unupgraded starbases are trash : i was just saying that under a certain level of firepower, these things were merely invincible and can crush caps one after the other like ryat was pointing it out.

 

Finally, i just want to say that i love Capital Ships in Distant Stars, i just don't like the gap between battleship and other caps because it makes spamming Battleship and Motherships only, which kill the diversity of the game in my point of view, at least against the IA.

The ideal solution should be playing the mod online but it is hard to meet people who are using Distant Star on ICO.

 

About turrets, the advent ones are a little bit OP in the original game but here, the nerf is too hard.

For research, i don't know if it is hard coded but you could do at least some modifications so the advent IA would make guardians :

for exemple, in RESEARCHSUBJECT_SHIELDSPSI2

for the lines

Prerequisites
    NumResearchPrerequisites 1
    ResearchPrerequisite
        Subject "RESEARCHSUBJECT_SHIELDSPSI1"
        Level 10

change level 10 to level 2 so the IA may get to the second avent update for the Advent shields and so to the guardian (i didn't test it yet).

 

I dunno, I find capital ship diversity to be still alive.  Yes I use more battleships and the planet bombers more than others but in any naval fleet in WW 2 you saw an obscene amount of battleships.  They are the heaviest hitters.  It is meant to be that way. 

And my experience with DS the AI does research military, mind you I ALWAYS set the AI to brutal for a challenge.  Also remember the more ships shooting at a ships shields the more mitigation they have.  Vasari are shield based so they have high shields, good mitigation and cap ships can get up to 60% mitigation.  Combine that with the shield regen and I'd believe it'd take awhile.

on May 04, 2009

Dathian

I dunno, I find capital ship diversity to be still alive.  Yes I use more battleships and the planet bombers more than others but in any naval fleet in WW 2 you saw an obscene amount of battleships.  They are the heaviest hitters.  It is meant to be that way. 

And my experience with DS the AI does research military, mind you I ALWAYS set the AI to brutal for a challenge.  Also remember the more ships shooting at a ships shields the more mitigation they have.  Vasari are shield based so they have high shields, good mitigation and cap ships can get up to 60% mitigation.  Combine that with the shield regen and I'd believe it'd take awhile.

By brutal level, do you mean unfair level ? I have been playing against 7 unfair allied against me (just for fun, i crushed all of them at my home world using a starbase with meteor storm) and after watching the replay they researched ships but only one of them researched weapons upgrade. and what he did was ridiculous : 1 lvl in missile, 1 lvl in laser. All after more than one hour of game !

For the shield, you are totally right : with mitigation and shield regen, you need to have three times the firepower of a Kortul to overpass only its shield !

For the other caps, you really kill the diversity of the game with that kind of logic because most capitals have powers that can make combo with other caps. Just using mere brutal firepower is less fun than managing the powers of a mixed fleet of caps (i play advent, by the way), at least for me.

on May 04, 2009

ollibert
@UE_Carbon: we gave a run to your maps, and had a blast!!!!

 

are you working on more? keep em coming!!!! They are great! And do you have a galaxyforge, that is compatible with celestial bodies??

Olli

 

 

Glad you like them, I have more but I dont know if they will included yet in a patch. Thats something me and Nacey havent talked about much.

 

To quickly address all this talk about balancing. I cant speak for Nacey directly but do know this next patch will focus on balancing. Everything from income rates to Cap stats and such will be addressed. Thanks all for your input and talk about it. I do know for a fact that the Advent Drone host will be getting its 3 squads back.

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