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 102)
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on Nov 09, 2009

Javierpedreira
Mmm I think Cap Ships shouldnt dogfight It would be more realistic dont you think?.

only battleships should, i think, but im easy either way

on Nov 09, 2009

Javierpedreira
Mmm I think Cap Ships shouldnt dogfight It would be more realistic dont you think?.

 

Exaclty. in DM original mod, only frigates and cruisers dogfight and Cap Ships still static. That is great for nice strategies for organized atacks, if your Cap ships dogfight you get crazy . Yesterday i tried a game against an Unfair IA. Ive got 3 Vasaris' Cap ships and the enemy was a TEC with 1 single Cap ship. They crushed me, because i wasnt able to create battle micro or tactics.

 

Summary: DM is great, but only frigates and cruisers as in original DM mod.

on Nov 09, 2009

Not just cap ships, most of the cruiser class probably shouldn't be dog fighting either, especially the mini-carriers and the anti-structure cruisers (ogrov and solonus). The long range frigates also shouldn't be dog fighting (their advanatge is range and firepower, they don't want to be in close, they want to be at the back... Except the Advent one (Illuminator), cos that's actually good in close)

Really, the only ships likely to even attempt dog fighting are the light frigates and heavy cruisers. support cruisers don't want to move around too much as they are for support and need to remain in range, and theres no point in an anti-strike craft frigate trying to out dog fight fighters, lol.

on Nov 09, 2009

Hya

I was already following this mod (actually the only one I am using lol) and now with the Dinamic Movements, it;s just become perfect!!

I've been modding myself a little (just stuff for starters mind  ) and I've got a question:

Is there a chance I can change the speed of the ships in relation to the hull damage they take? ie.:

- I have a Kol (hull 100%) chasing a Radiance (hull 100%)

- I manage to make some damage to the Radiance's hull, let's say till 50%, but it's escaping to the border of the gravity well

- Now I would like the Radiance to drop its speed (because of the damage) to its 65% of the original

How would I do the above? And how would I modify the ships so they don't "hull regenerate"? If some of you played X universe games will know what I'm thinking

This is an example of the relation between %speed and %hull I was thinking of.

Hull                    Speed

100%------------100%

90%------------100%

80%------------95%

70%------------90%

60%------------80%

50%------------65%

40%------------50%

30%------------35%

20%------------20%

10%------------10%

on Nov 09, 2009

Hull Speed

100%------------100%

90%------------100%

80%------------95%

70%------------90%

60%------------80%

50%------------65%

40%------------50%

30%------------35%

20%------------20%

10%------------10%

Problem with that is that the game engine isn't design to work that way.

However, I have taken you people's inputs for the mini-mod, and will fix up the patches with in a few day. I am really busy IRL, being a post-secodnary student

on Nov 09, 2009

thx for the reply I thought I could do a script where, depending on the ship's hull, i could calculate a buff to slow down the ship... oh well, never mind!

on Nov 09, 2009

Speaking of speed/hull points, one thing I wouldn't mind seeing is the ability to increase a ships maximum speed when lighter armour is researched. (Perhaps the Repalon armour for example for techs)

 

on Nov 09, 2009

Funny that you mention the armor/weight relationship since thrust/mass ratio determines a ship's top speed. Lotsa games have modifiers for that, especially mech games. Hope the engine can be modified to deal with that.

on Nov 10, 2009

with the dynamic mod added to it... you guys could possibly make the mass of the ship effect it's speed in dog fights with other captial ships or cruisers for that matter. Capitals should move much slower when compared to smaller classed ships due to mass and the effect gravity has on them. Since cap ships are large they technically have a gravitational pull on objects nearby... but nothing like a planet or a star lolz. Best bet would be to increase the mass of the ship in the files so they move slower and more on par to what a capital ship should move like... slow lumbering beasts that can eat up smaller ships if they get to close to the firing range of their weapons. This will allow for movement of cap ships... if cap ships meet enemy cap ships you can still see them moving but also duking it out with another like glancing pass and broadside attacks with missiles and lasers

on Nov 10, 2009

EternalRequiem
with the dynamic mod added to it... you guys could possibly make the mass of the ship effect it's speed in dog fights with other captial ships or cruisers for that matter. Capitals should move much slower when compared to smaller classed ships due to mass and the effect gravity has on them. Since cap ships are large they technically have a gravitational pull on objects nearby... but nothing like a planet or a star lolz. Best bet would be to increase the mass of the ship in the files so they move slower and more on par to what a capital ship should move like... slow lumbering beasts that can eat up smaller ships if they get to close to the firing range of their weapons. This will allow for movement of cap ships... if cap ships meet enemy cap ships you can still see them moving but also duking it out with another like glancing pass and broadside attacks with missiles and lasers

good point, i was thinking of rewriting the entire mini from scratch again lol

on Nov 10, 2009

Draakjacht
Funny that you mention the armor/weight relationship since thrust/mass ratio determines a ship's top speed. Lotsa games have modifiers for that, especially mech games. Hope the engine can be modified to deal with that.

The thrust/mass ratio only affects the top speed of space ships in games, in the real world space ships don't have a top speed (except the speed of light).

It's the thrust/air resistance ratio that actually affects top speed, and of course, in space, there is no air resistance (well there is, but it's infinitesimally small).

The thrust/mass ratio affects acceleration

 

But yeah, your right that the end effect is, that a larger ship isn't going to be moving as fast in a mobile fight, because it will be accelerating a lot slower and wont get up as much speed before needing to turn.

on Nov 10, 2009

I played this mod last night, I literally shat my pants when I jumped onto a rebel urban planet with 3 Visari Starbases 2 Capital Ships, and alot of carriers....

on Nov 10, 2009

Spartanz1170
I played this mod last night, I literally shat my pants when I jumped onto a rebel urban planet with 3 Visari Starbases 2 Capital Ships, and alot of carriers....

you must have played my Ashes of TEC!

that took a lot of work

on Nov 10, 2009

good point, i was thinking of rewriting the entire mini from scratch again lol

The fun of modding. lol

on Nov 11, 2009

Geez, lol but it's better to have something then nothing eh? Glad I could point that out though for you. I think if you look in Manshooters thread for the orginal there that some people have modded it a bit so that the ships move more realistically. Large mass ships if they move to quickly even in space can basically rip their own superstructure apart. Hmmm... makes me wonder... would you experince G-forces in space if you were going at a rapid speed and suddenly turned towards another direction? that sort of thing

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