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 104)
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on Nov 13, 2009

Yeah, There is a small bug in the files

http://www.mediafire.com/file/jjnmyjjfmgy/PowerfulPiratesHotfix.rar

this is the hotfix, just drop it in the Powerful Pirates GameInfo file

and the readme files say that when you are at the mod set up screen the list should read

Powerful Pirates
DS Entrenchment Beta 0.90

then hit apply

on Nov 13, 2009

thxs worked, did a quick scout of the pirate world and found a nice big fleet

on Nov 13, 2009

You know its it just occured to me that me and Ryat are in an arms race of sorts.

He building the pirate armarda, Im developing new defensive measures. Though as it stands Im behind, its ok though new prototypes are being field tested as I speak.

on Nov 13, 2009

hehe, and I am field testing some new weapons as well

be afraid, be very afraid

muhahahahahahahahahahaha

on Nov 13, 2009

 keep them coming, fun to play

on Nov 13, 2009

hehe, and I am field testing some new weapons as well

be afraid, be very afraid

muhahahahahahahahahahaha

 

No you are here by server this work stop order.

on Nov 13, 2009

ARRRRRRRRR!

A pirate fears no work order

arrrr

on Nov 14, 2009

Hi guys,

got a little problem with the Mod.

I have a lot of "String not Found" faults. In Teching Tree, Map Builder and on Ships. I am got the German Version.

Somebody can tell me how to fix this ?

If i playing without the mod i got no "SNF" faults.

 

Another question is: Can get back the normal "Ship limits" ? When i play with my Brother in LAN after 2 Hours he can´t play anymore. Because his PC ist not that "powerfull" to handle an 2v2v2v2...

 

Thx for help

Greetz keawin

on Nov 14, 2009

Hi guys,

got a little problem with the Mod.

I have a lot of "String not Found" faults. In Teching Tree, Map Builder and on Ships. I am got the German Version.

Somebody can tell me how to fix this ?

If i playing without the mod i got no "SNF" faults.

 

Another question is: Can get back the normal "Ship limits" ? When i play with my Brother in LAN after 2 Hours he can´t play anymore. Because his PC ist not that "powerfull" to handle an 2v2v2v2...

 

Thx for help

Greetz keawin


In the String folder rename English.str to German.str that should cure your issue It iwll all be in english sorry we dont have a translated version available.

To return the ship limits to default you would need to change the research settings which I wouldnt reccomend, however if you wish to revert them back to their defaults you would need to take ALL of the files:

Starting at:
RESEARCHSUBJECT_MAXCAPITALSHIPSPHASE0.entity
and ending at:
RESEARCHSUBJECT_MAXSHIPSLOTSTECH7.entity

48 files in total that would need to be copied in to the GameInfo directory for Distant Stars, you can find the files in the Official SoaSE directory (Entrenchment never modified these files).

Also note if you do this anyone you want to play with in multiplayer has to make the exact same changes you do.

on Nov 14, 2009

OK, the mods is still good, but I wanted to let the pirate guy know, that when battling pirates I get a significant frame rate hit. Everything else is fine, and I don't get the hit when fighting the other races, just the pirates. Sometimes weapons fire will actually dissapear sompletely too (presumably because the engine can't handle it).

You might want to take a look at optimising the code or something, dunno what the problem is exactly.

on Nov 14, 2009

I apologize. It's thrust to weight ratio which does affect top speed. As an object moves forward, it creates G force and the relative weight created during motion increases at greater speeds, creating a ceiling beyond which a given object can accelerate past. No vessel thus far has had an efficient enough engine to make it anywhere close to the speed of light.

 

Back to the game... Has anyone noticed the description of Improved Arid Colonies is messed up? "Adapting construction best practices to the dry and sandy climate..." Tis odd. And I haven't played with pirates in the recent mod, but I noticed before that, for example, Pirate Kodiaks (whatever their name) fire misses in a cruise missile fashion, yet I didn't see the missile damage mentioned in the info card. Was wondering if that was taken care of.

on Nov 14, 2009

The missile firing is an ability not standard firing

and a lot of the research descriptions have been changed to better fit the bigger selection of planets

on Nov 15, 2009

i just thought of something, i remember Mooster talking about how missiles generally get outrun by ships when the Dynamic Movement mod is switched on... is it possible to increase the speed of the missiles?

also, how does it affect gameplay? as in, is DPS still applied if the graphic is messed up? if so, it should just be a simple matter of fiddling with the graphic right?

on Nov 15, 2009

TheRezonator
i just thought of something, i remember Mooster talking about how missiles generally get outrun by ships when the Dynamic Movement mod is switched on... is it possible to increase the speed of the missiles?

also, how does it affect gameplay? as in, is DPS still applied if the graphic is messed up? if so, it should just be a simple matter of fiddling with the graphic right?

Well sure if missle go faster they hit the ships faster, but since, there isn't a dodging system in Sins, I doubt increasing missle speeds would change the game much

btw, does anyone know of a good file hosting service, I am looking at either filefont, or mediafire, any suggestions

on Nov 15, 2009

ice mediafire has a 100mb file limit, filefront for me has trouble uploading files over about 10mb and can take 10 or more attempts to successfully upload a file

harpo

 

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