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 114)
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on Dec 11, 2009

TheRezonator
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?
Agreed!  I hope the other factions eventually get a cool little boost, too.  As for the post numbers, there could have been some spam.  That does look pretty funny, however 

on Dec 11, 2009

TheRezonator
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?

we had some issues with someones post and I think the moderators had to cut it out

on Dec 11, 2009

There was some snip snip...and then some emergency sugury. But now we are ok...just few post off.

on Dec 11, 2009

Ok, so I'm getting a mini-dump (for diplomacy ,9) when I build the hangar defense module for the advent. I have shield best. researched for it, so that may be the problem.

on Dec 11, 2009

anteachtaire
Ok, so I'm getting a mini-dump (for diplomacy ,9) when I build the hangar defense module for the advent. I have shield best. researched for it, so that may be the problem.

Will look in to fixing that for you guys shortly, currently working on a minor issue I may have caused whilst fixing other things will hopefully get a fix to you guys in the next 30-60mins

p.s. 1700

on Dec 11, 2009

Well I told you not to mess with that...I made sure it would break if Ryat pirates go ahold of the tech

on Dec 11, 2009

-Ue_Carbon
Well I told you not to mess with that...I made sure it would break if Ryat pirates go ahold of the tech

Internal Espionage eh?! Unluckily for you your espionage isn't anywhere near as good as breaking things as unintentional line count changes

Still trying to find this Diplomacy issue, just built 9 hangars all with different variations of the strikecraft and not once could I get it to crash

on Dec 11, 2009

Internal Espionage eh?!

Yeah, I have to protect my assest from pirates and Advent lovers....hahahahahaha...

on Dec 11, 2009




Quoting TheRezonator,
reply 1694
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?



we had some issues with someones post and I think the moderators had to cut it out

what'd i miss?

on Dec 11, 2009

mostly Naceys comments on the update for Sins:Diplomacy .9 compatability

on Dec 12, 2009

Still trying to find this Diplomacy issue, just built 9 hangars all with different variations of the strikecraft and not once could I get it to crash

 

Guess that means I need to re-install. Oh joy.

 

*edit: still getting a dump. Oh well.

on Dec 12, 2009

This might be a silly question but where is the extras folder? I can't seem to find it in the .zip I downloaded.

on Dec 12, 2009

So, I played my first game with a ship graveyard yesterday and had a few ideas and gripes.  If I remember correctly Uzii originally cut them from his mod due to the trouble with the AI.  I love the idea of the ship graveyard but some things may need to be looked at if they haven’t already been resolved.

I have noticed that any player owned ship with auto attack on will engage the “dead ships” as though they were hostiles.  If you are not careful, your own fleet will kill them before you can capture them.  Also, as soon as the ships are captured, they engage the other dead ships as hostiles because by default they have auto attack on.

Two possible solution…  you could either turn auto attack off for the captureable ships so that once captured they don’t immediately start to shoot up all of the other dead ships sitting in the graveyards gravity well.  Or if you are feeling more daring, try to make an ability similar to Vasari’s phase cloak that would be disabled once the ship is captured, making the dead ships invulnerable until they are captured. 

Only foreseen problem is you then lose the option of destroying the dead ships if you choose to not buy the research.  Also the ability “capture neutral ship” is visible on the colony frigate before it is researched.  Don’t know if this was intentional?    

Still updating files, planet modules done, started research access…  Still so much new stuff to take in with this mod.  It is fantastic.  With a little polish in the right places it could be even better.  Let me know what you think…

on Dec 12, 2009

They use to have the ships invulnerable, but as I remember, the AI would attempt to attack the ships or at least muster a fleet to take them on, both ending with the AI having a stand off that would never end. I don't know if a more ability based form of invulnerability would work versus a straight trait, such as the rogue extractors have. Anyone ever play with the differing versions of invulnerability?

on Dec 12, 2009

anteachtaire
Guess that means I need to re-install. Oh joy.

*edit: still getting a dump. Oh well.

Sorry to hear you're still getting crashes mate, i'll re-make the patch and double check the released files to make sure there's no different between Internal/Release versions.

DarkArk
This might be a silly question but where is the extras folder? I can't seem to find it in the .zip I downloaded.

If you're using generic SoaSE we havent made Dynamic Movement for it yet as that will be made once we update the SoaSE version to include as many of the changes the Entrenchment/Diplomacy version(s) encompass.

Draak and Jables: you both bring up very good points about the Graveyards however im not sure if the AI would work correctly with either fixes i'll have a play and see what the AI does with these changes and see if the AI bugs out again as previously.

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