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 1)
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on Jan 05, 2009

Are you taking over the mod in that you'll be tweaking and updating and upgrading it or are you just fixing it to work with the new update?

on Jan 05, 2009

I'll be finishing off Skyline's original work & then adding to it and continually developing for it once I get some ideas down. Suggestions are ofcourse welcome.

on Jan 05, 2009

good luck... i look forward to a 1.12 compatible version.

greater variation in research and research impact will be a pleasant change.

on Jan 06, 2009

This mod was def one of the best back then - played it often. Would like to play this again when it has entrechment support...

on Jan 07, 2009

BETA A has now been released , hopefully there wont be many bug's or major inbalances, as far as I've tested there are no minidump causing errors & the games ran perfectly fine, hope you all enjoy & if you do find any bug's or have any suggestions please dont hesitate to post them.

on Jan 07, 2009

awsome mod, thanks! I just have one suggestion, it seems that one nation who masters the economic ability first, will have the supreme advantage, mabey lessening the number of times you can upgrade a specific upgrade -For Example: 2 imperial stations Metal and Crystal extractors upgrades-, this would balance the game imo. The lighting and Weapons effects are Awsome, and the extra planets and artifacts are also pretty nice. I definatly will keep playing this game as my new favorite mod. Great Job!

on Jan 07, 2009

Just wanted you to know, I've combined this mod with ManshOOter's Volumetric Explosions merge ready mod, so far no bugs to report, awesome combo, may wind up my favorite, great job.

on Jan 08, 2009

  I love this mod but I noticed one thing and that is I can research the super anti-aircraft ship but I can't build it, it is not in the build menu.

I also got a mini dump at about 2 hrs. into the game playing TEC VS Advent but I am not sure why, if it happens again I will try and see what caused it.

I will add the ManshOOter's Volumetric Explosions to the mod as well, I love the explosion affects.

on Jan 08, 2009

Great mod!

I also got a mini dump. I was playing around with the ingame map editior. Im sure I made it mad and its not the mods fault but I wanted to share just in case.

 

on Jan 08, 2009

I think the hull upgrades do not work properly on captial ships. So far, as TEC ive gotten most of my ships hull well over 1000. Yet the capital ships hull have no siginficant increase. Anti-fighter weapons on captial ships have no damage for figthers. Im not 100% sure the damage vs fighters yet will have watch more carfully next time.

on Jan 08, 2009

-Ue_Carbon
I think the hull upgrades do not work properly on captial ships. So far, as TEC ive gotten most of my ships hull well over 1000. Yet the capital ships hull have no siginficant increase. Anti-fighter weapons on captial ships have no damage for figthers. Im not 100% sure the damage vs fighters yet will have watch more carfully next time.

I was just doing some testing myself of the Hull Upgrades (after being a little concerned about what you mentioned) and they seemed to be working fine for me. Sadly the AI didnt build any fighters for me to test my cap against so I cant comment on that just yet but i'll test it later tonight.

devancio
  I love this mod but I noticed one thing and that is I can research the super anti-aircraft ship but I can't build it, it is not in the build menu.

I also got a mini dump at about 2 hrs. into the game playing TEC VS Advent but I am not sure why, if it happens again I will try and see what caused it.

I will add the ManshOOter's Volumetric Explosions to the mod as well, I love the explosion affects.

I'll take a look at the Diablo Cruiser shortly I noticed I couldn't build that just also which is rather odd but i'll get a patch fixed for that soon also.

I will also be adding ManshOOter's Volumetric Explosions in to the MOD by default in the coming patches, thank's for pointing it out to me.

Spartan072
awsome mod, thanks! I just have one suggestion, it seems that one nation who masters the economic ability first, will have the supreme advantage, mabey lessening the number of times you can upgrade a specific upgrade -For Example: 2 imperial stations Metal and Crystal extractors upgrades-, this would balance the game imo. The lighting and Weapons effects are Awsome, and the extra planets and artifacts are also pretty nice. I definatly will keep playing this game as my new favorite mod. Great Job!

Thanks for the comments The economic abilities are indeed somewhat powerful in the earlier stages of the game and I may actually lower the amount of research earlier in the game and increase it in the later stages making the resource researches much more expensive to purchase, or ofcourse there is the possibility of just removing a couple of levels per tier of the research for each of the races.

on Jan 08, 2009

I enjoy the mod alot...but the ships (at least for the advent idk about others) they take the hue of the color you select....I perfer the default ships with color strips or w/e I do not like the ships and buildings all being a red hue..or green hue. is there a way I can fix this?

on Jan 08, 2009

Yeah I went back, and the hull upgrades work . Im sorry, it was late last night when I played.  

 

While you have your attention. lol, is there a reason behind the captial ship yard being so expesive for TEC? I understand the ships them self are more expensive.

on Jan 08, 2009

alexander013
I enjoy the mod alot...but the ships (at least for the advent idk about others) they take the hue of the color you select....I perfer the default ships with color strips or w/e I do not like the ships and buildings all being a red hue..or green hue. is there a way I can fix this?

Cant say I had even noticed this bug, I'll take a look in to it and get back to you on that one.

-Ue_Carbon
Yeah I went back, and the hull upgrades work . Im sorry, it was late last night when I played.  

While you have your attention. lol, is there a reason behind the captial ship yard being so expesive for TEC? I understand the ships them self are more expensive.


Not a problem lol, I'd rather you report it and there be nothing wrong than it not be reported and it be broken. The expensive Capital Ship Yards is a remnant from the original release(s) of the mod I will be lowering the price of it for all of the three factions it is a rather insane price at the moment.

on Jan 08, 2009

Not a problem lol, I'd rather you report it and there be nothing wrong than it not be reported and it be broken. The expensive Capital Ship Yards is a remnant from the original release(s) of the mod I will be lowering the price of it for all of the three factions it is a rather insane price at the moment.

LoL, yeah when I did my first game I was like Whoa!?!? Ive gotten accustom to it now, but glad to hear your droping the cost.

Here is another bug I found, not sure if its the mod or once again me. Ive played 2 games in a row and first cap I built was Dunov, and it wont broadside targets. It only attacks with its front facing weapons and makes no attempt to turn and bring its lasers to fire. LoL, now I dont mind it facing forward cuz it that much easier to fire the EMP. But I lose my main source of damage when I cant fire those lasers. Im going to play another quick match to see if it happens again. I will let you know one way or the other.

 

EDIT: So I made another 2 games just to be sure it was not just a fluke. Yeah my Dunovs dont broadside...they think they are Marzas.

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