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 10)
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on Feb 26, 2009

thx ill be patient, looks like a great mod!

on Feb 27, 2009

hey Nacey I think I might be able to mod some fo the caps to have anti-fighter weapons. I going to try as soon as they update the forgetools properly and after I get done with a funeral. Maybe monday or tuesday.

on Feb 28, 2009

hey Nacey I think I might be able to mod some fo the caps to have anti-fighter weapons. I going to try as soon as they update the forgetools properly and after I get done with a funeral. Maybe monday or tuesday.

Sounds good mate, I tried originally to add an extra anti-strikecraft weapon to them however at the time the game was limited to 3 weapons at most per ship however I'am not sure if this has been icnreased with entrenchment. Sorry to hear about the funeral mate.

ags19
1.15 is working well...... no problems....

ent update not done......

Thanks for reporting the Mod works well with 1.15, I hadnt had time to test it myself

ghoohg
this mod is not working with entrenchment, i downloaded the entrenchment version and when i enable it it causes a minidump, is at problem at my end or because of a recent update. plz help

As the other's have said mate im currently working on the MOD for Entrenchment, more info at the bottom of the post

Teh_Defcon
NACEY! I found a few things.

 

Your research scaling skipped a few reasearches.

 

Phasic transmissions: Theres only 2 researches for that with the same values as vanilla.

Insurgency: 2 researches, same value as vanilla.

Enhanced phase tunneling: 2 researches, same values as vanilla.

Skilled Hangar anima: 2 researches, same values as vanilla.

Pervasive economy (Im not to sue about if you scaled this one or not.)

As a few others have said mate, those researches were originally modded however they were insanely inbalancing so I reset them to defaults to help with balance which is the main thing ive been working on recently, except for now ofcourse im working on getting everything working with entrenchment!

Entrenchment News:

I currently have the majority of the MOD working with entrenchment im bug testing it all as of this afternoon (UK time) and will hopefully have a release available in the next few days, after that it will just be work on bug testing & additions from there on out!

on Mar 02, 2009

Hi Nacey I could not get my mod to work but that was due to my on incompetence. So I will post my idea to you and see if you can make it work.

My Idea as follows.

Some caps such as the cap carriers only have two weapon slots used. Use the remaining slot as an anti-sc weapon emplacement as per race. The colony caps  can also be modified because they have redundence put in their weapon profiles Example: Akkan has two sets of laser-banks these could be put together as one and the spare be used as an anti-sc weapon. The remaining caps could be left alone which would increase the utility of modified caps.

on Mar 02, 2009

Hey, Ryat. We thought of that. Glad to see someone else had that idea. Im not sure if Nancy will put it in, but its being thought about!!! Might make into one of the Post Entrechment updates. I know the Entrechment Version is still being debuged.

on Mar 04, 2009

Ok so, the good news is the Entrenchment 1.01 compatible release is ready for public testing I havent personally found any crashes or issues as of yet, let us know if you do!

You can download the new version from here:
http://www.blacklotushq.com/sins/entrenchment/DS_Entrenchment_Alpha_0.2_[53616007].7z

Im now going to start work on additions to the release such as the following:
- Buffed Pirates, I cant exactly go in to 100% detail atm as im still testing a few features, however think along the lines of Pirate Planets with Starbases & Capital Ships and you'll be pretty close to what im thinking of doing

- Increased Research for the new technologies (once I figure out the best way whilst not inbalancing the game)

- New Strikecraft now that Modders can have more than two strikecraft I plan to add new strikecraft to the MOD with abilities/effects

- New Planetary buffs to make them more tactical, rather than every planet gives you just resources & you build around them to add to the Sins Plus planets mod ill be making planet specific buffs

on Mar 04, 2009

Gah Nacey, Such the tease.

on Mar 04, 2009

bug report:  the player*.entity files while updated to the new version do not include any of the researches that you add (like gas giant colonization)

on Mar 04, 2009

sorry for the double post, my browser wont let me edit the previous one

 

anyways, a note - you dont need to include files that weren't edited (except in the manifests) - so if you didn't edit...say AbilityBeamBlast.entity...then the file isn't needed, just needs to be referenced in the manifest

on Mar 04, 2009

I know lots of people have this problem how is possible to increase the pirate supply without crashing, right now if I just increas eit to 300+ it would just shut off

on Mar 05, 2009

UberBeav
bug report:  the player*.entity files while updated to the new version do not include any of the researches that you add (like gas giant colonization)

Yeah currently I've removed that tech due to it causing "issues" back in the earlier stages of the Entrenchment beta, however ill be re-adding it soon

UberBeav
anyways, a note - you dont need to include files that weren't edited (except in the manifests) - so if you didn't edit...say AbilityBeamBlast.entity...then the file isn't needed, just needs to be referenced in the manifest

I know that all of the files do not need to be included however there are so many minor changes & tweaks it is easier for me to include all of the files even if some of them arent adjusted. Due to graphical MOD's and so on alot of the files have minor mesh changes and alike.

Mooster
I know lots of people have this problem how is possible to increase the pirate supply without crashing, right now if I just increas eit to 300+ it would just shut off

As far as im aware it's impossible to increase the pirate's supply cap without it crashing. I havent messed with the pirate supply cap (which is used for the invading pirates not the stationary pirates at the planets).

on Mar 05, 2009

the latest update, does it work for vanilla sins also?

on Mar 05, 2009

There is a 1.14 & 1.15 Compatible release available yes, if you check the main post at the top of the page all of the download links are listed there along with the versions they are compatible with.
Ofcourse the new pirates & so on are not readily available as of yet im currently working on creating these features

on Mar 05, 2009

Playing as TEC and upgrading my Battleships'  level causes the needed exp for levels 1 through 3 to be just 1 (one) point. Might also be that upgrading has nothing to do with it.

on Mar 06, 2009

Flexomatic
Playing as TEC and upgrading my Battleships'  level causes the needed exp for levels 1 through 3 to be just 1 (one) point. Might also be that upgrading has nothing to do with it.

Thanks for reporting that Flex, fixed for the next patch!

Progress Update:
Pirates now have Capital Ships which have been tweaked for their usage, they only appear around the Pirate Planets for now I'll see if I can work them in to Pirate Raiders however that is unlikely due to the way it works however we shall see!

The Pirate Planet will now give a buff to friendlies in the area of it to increase it's potential as a target for players, I havent finished creating & tweaking this buff as of yet so no real details are available.

Some of the new research has been tweaked to add more levels of research.

 

Hopefully I'll have this patch available by Monday!

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