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 113)
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on Dec 06, 2009

okay, i went and played a game last night and the TEC defense tree around tier 5 (i think) was completely loaded...

in that case, cant you make the tree a little taller (so as you can fit more tier 5 techs in etc) or make 2 defense tech trees in the defense tab, just to make more room...

i just think its worth the effort to make it look good, i know thats crap coming from a guy who isnt working on the mod, but the spit and shine of this mod is definitly one of the major selling points of this mod



on another matter, i was playing a one of UE Carbons maps last night... unfortunately i forget the name right now...you start on a planet one jump from the star with two planets immediately to the left and right of you with pirate bases separating each player... anyway, 2 things

1. cap ships dont stay at the top of your fleets in the empire window, and when you select the fleet it picks a random ship even though your cap is the fleet leader, at least colony caps dont, but then when i got a second cap (battleship) the caps lined up normally...

2. graveyard ship still attack other uncaptured graveyard ships in the gravwell once captured... perhaps setting the default auto attack status to off?

 

The defense tree will be fix in the patch, we are adding addtional lines to the block.

 

Was my map up to par? Im still trying to fix the AI horde.

on Dec 06, 2009

Was my map up to par? Im still trying to fix the AI horde.

the map was good, although the main (only) star in the map was a neutron star which was annoying but not game breaking...

i havent played the AI horde map in a while though...

the only thing i can say about maps is that the standard ones (which are really the majority of the maps) dont use the new GW varieties enough... for instance the only map ive seen a ship graveyard in is the map i was playing last night...

on Dec 07, 2009

I tried playing the AI horde map last night, but the spawing is still off for the player character. for some reason the player is stuck with the player1 slot, whereas it should be player0; idk, I just whiched the owner numbers for the homeworlds and that fixed it. I was wondering though, how can I change the map to make the zoom opacity "normal"? I can't figure it out ):

 

edit: nvm,

on Dec 07, 2009

-Ue_Carbon
The defense tree will be fix in the patch, we are adding addtional lines to the block.

The defense tree isnt the only tree having a slight revamp, next patch will see the introduction of a few more techs, yes Planetary defenses are getting some new research levels, yet they're being slightly nerfed to start off. The other technologies for planetary access are also being correctly positioned on the appropriate tech trees.
Also the Planetary defense structure for all of the races is being moved to the end of the Tactical tab so as not to confuse people about where the standard structures are.

More information to come in the next few days

on Dec 07, 2009

yes Planetary defenses are getting some new research levels,

 

woot!

on Dec 09, 2009

bump for mod goodness

on Dec 09, 2009

This mod is EXACTLY what I have been looking for.  I am new to the modding community however, I have been working on a personal mod for entrench since release in early 2008.  It is mostly an early combination of uzii’s planets, Bailknight's Graphics and my personal changes to all game info files for ship weapons, stats and the Tec tree for all 3 sides, also splashed in particle effects from SolarFlair to mix things up.  Having no past experience with programming I was only able to edit files found already in txt format through trial and error of copy pasting.

Being a stern skeptic I foolishly avoided the forums, until yesterday I figured someone else must have had the same ideas as me.  Lo and behold I stumbled upon the masterpiece that is Distant Stars.  After Dloading your mod, (Entrench 1.141) updating to said version and playing; I was more than pleased.  However this presented me with two problems.  (1.)  Everything in my old mod won’t run on the new patch.  I knew this was going to happen, main reason I have been putting off updating.  (2.) I can’t simply add my personal mod changes to your magnificent new mod because they are from an older patch version of Entrench.  Also your mod is in binary.Now thanks to Harpo99999, and a little effort on my part the all binary issues have been resolved.  But I still don’t know what needs to be updated on each of the individual game info files in order to successfully run them on the latest patch.

I never intend to publish my personal mod but Distant Stars will make a major contribution to it.  You have already tied together many game play additions that I would have loved to have done if only I had known how.  I feel I have a lot I could potentially offer to the Distant Stars mod if you are interested.  Specifically ship stats changes and weapon additions, as well as price and game play balancing for all three sides.  Let me know what you think.

Thank you for your hard work

~Jables


on Dec 09, 2009

How do we turn dynamic movement on? It isn't anywhere in the options, do I have to put the file in some particular place?

on Dec 09, 2009

Prince_PWNly
How do we turn dynamic movement on? It isn't anywhere in the options, do I have to put the file in some particular place?

If you look inside the extras folder take the folders within the "DM" folder and paste them over the top of the other files for the main mod.

I'll post an update about the next patch tomorrow, too tired atm

on Dec 09, 2009


Quoting Prince_PWNly, reply 1688How do we turn dynamic movement on? It isn't anywhere in the options, do I have to put the file in some particular place?
If you look inside the extras folder take the folders within the "DM" folder and paste them over the top of the other files for the main mod.

I'll post an update about the next patch tomorrow, too tired atm

Next patch?!  Oh boy!

on Dec 10, 2009

With Diplomacy 0.90 being released here's the 0.90 Compatibility patch:
http://distantstars.mmobase.com/diplomacy/DS_Diplomacy_Alpha_0.6_Patch.7z

No new features just compatibility with all of their new changes

On to the information about Entrenchment and the next patch (unfinished patch notes):
- We're adding new upgades/research (two tiers infact) for the Planetary defenses
- Optimizing the planetary defense ability somewhat
- Vasari Planetary defense now has its own animation
- New Loading screens
- New spacing for the previously mis-placed research
- Tachyon Defense Upgrade research for the Phase Jump Inhibitors no longer completely stops jumps through systems (removed to fix the AI) instead it has been buffed with some nasty side effects for jumping in to the system, we may be adding another two tiers of research to this, we arent sure just yet
- Advent Gunship Crash has been fixed
- Ship slot research maximum has now been doubled from its default level to compensate for the doubled Capital Ship amount that has been in distant stars for some time (this should help the AI counter you more)

We're also considering making each of the planetary defenses unique in that they dont all do the same thing(s) for each race.

Also the planetary defenses currently have two damage numbers, however one is applied to frigates (the lower damage), and if its a capital ship/starbase it then adds the second damage figure to it so if it states 10 and 50 it does 10 damage to frigates but 10+50 (60) to starbases & capital ships. Also the range is based off the planet not the planetary defense structure, sadly we cannot fix the radius being on the wrong object.

More to come in the near future


@Jables_Titan
First off im glad you really love the mod! What suggestions/ideas did you have? if you'd like to PM them to me/-UE_Carbon, Ryat or post them here thats fine, ideas/suggestions are always welcome, and ofcourse if used we'll gladly credit people with them if used.

on Dec 10, 2009

Mmmmmm.....new eye candy.

on Dec 10, 2009

What I have been working on is adding a second or third weapon to most of the frigates and cruisers that can be unlocked through research in the Tec Tree.  It really changes up tactics later in the games.  I have spent a large amount of time working out the weapon cool downs so everything still looks beautiful and not cluttered when a ship fires from 3 weapon ports all facing the same direction.  I also have flip-flopped many partial effects to change things up and increase variety.  There are many things I am still learning, but it’s mostly just a matter of time.  I have tons of ideas but I need to organize them and test them to make sure they work and don’t unbalance game play.  Currently, I have very many game info files I need to update in order to get the mod working on the newest patch.  But I will keep in touch.

on Dec 10, 2009

WOW! the above post sounds AWESOME!!! cant wait! Good Luck with it mate!

EDIT: huh? the above post number is 1687, while my post reply is 1694?

on Dec 11, 2009

I keep getting a minidump on the diplomacy mod, I'm trying to figure out whats causing it; so far no luck.

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