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 115)
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on Dec 12, 2009

I'm very impressed at the speed with which you have to mod out for Diplomacy

 

on Dec 12, 2009

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.

 

Thanks, but I'm thinking the dump is from diplomacy itself and not the mod. One thing I noticed in my rummaging and wall-head banging was that the capitalbeam stuff for the psi planet defense buff is a bit odd (no particle effects, beam as missle? With curvature?) I'm not sure if that should use the spiritblade effects or if you guys have some (more) suprises... The mod is looking great btw, thanks for all the hard work.

on Dec 12, 2009

Fuzzy Logic
I'm very impressed at the speed with which you have to mod out for Diplomacy

hehe Thanks

anteachtaire
Thanks, but I'm thinking the dump is from diplomacy itself and not the mod. One thing I noticed in my rummaging and wall-head banging was that the capitalbeam stuff for the psi planet defense buff is a bit odd (no particle effects, beam as missle? With curvature?) I'm not sure if that should use the spiritblade effects or if you guys have some (more) suprises... The mod is looking great btw, thanks for all the hard work.

Interestingly yeah seems to be the only conclusion I can come to it being Diplomacy related. The CapitalBeam stuff is actually partially being removed in the next patch the reference to "PsiCapitalBeam_Glow.particle" obviously doesnt exist. I made each race use "Missiles" to make the ability somewhat fair in its travel time but the Planetary defenses are still a work in progress.

Glad you like it, tons more work to do really just wading our way through it We can't wait to see what more Diplomacy brings to the table.

on Dec 12, 2009

...but the Planetary defenses are still a work in progress...

 

Yes I have my crack team of -Ue_ researchers working hard on tweaking the network...I cant comment on the  Vasari or Advent prototypes...seems I have a double agent in my team, or maybe they are just quick to copy once they have been ambused by it. Would explain the sudden maufacturing of gunships by the enemy also....hrrrmmm...neverless as always we are working hard to bring you cutting edge tech for the war. And so far Ive kept our newest project under wraps from the enemy.

on Dec 12, 2009

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.

Well I'm using the 0.6 alpha for Diplomacy, not generic Sins.

on Dec 12, 2009

The Diplomacy doesnt have the extras. Most likely wont till after Diplomacy offical release.

on Dec 12, 2009

I'm excited for the patch!

on Dec 12, 2009

So I finally got some time to play with the most recent non-diplomacy patch (sad that I have little time, huh?) and I'm liking what I see. Haven't gotten that far up the tech tree just yet, BUT I have noticed that the pirates have new models (I likey) and that a few things have been tweaked to make the fight a bit more intensive. I really like the pirate's scatter energy weapon (Devastator model). Any plans to redo (if possible) the images to better reflect the new models? If so, I can lend a hand (probably taking screenshots and tweaking via photoshop).

I also noticed that there are no gunships in grey for the battleships or hangar defenses. Do they not have them and, if so, are you going to extend them to the other units like you did with EWS bombers? Would be peachey.

When I get the planetary defenses (let's hope the AI uses them), I'm hoping to do some range tests. That will most definitely be better incorporated in the planetary upgrade tabs versus tactical.

on Dec 12, 2009

not sure what you mean by the scatter energy weapon (I know I put a guass shotgun blast for the Pirate Dunov that targets up to 5 ships) but I would not mind some help with some of the new images and if possible maybe putting a pirate emblem on some of the other models to make them more piratey.

as to the gunships, none for the pirates and we have decided to put them only on the cap carriers and starbases (personally I would not mind them on hangars and battleships but thats me)

on Dec 12, 2009

Ok boys and girls, Its time again for your input into the Distant Star community.

Ive not done a blog in awhile...well b/c I dont think any actually bother reading them. And my community map idea had lackluster intrest (thanks to Ryat and Draak for sending me one). Yet though Im asking again for another attempt at community wide idea...

 

Calling all Distant Star players!!!

I am currently working on a side project that relates to  Distant Stars, I am a bit lore person/role playing. I am asking for everyone to let me know what the name of your faction you play as...for example:

I am -Ue_Carbon, High Paragon of the Diamond Division for the Unified Explorer Corp.

My lore character is my name, since I am always in character someway or form. LOL. My fleets are the Diamond Division. I am part of the Unified Explorer Corp. who is part of the TEC/Trade Order.

Now I ask you to let me know if you were to Roleplay while playing Distant Stars, who would you be? You dont have to write an epic novel about your faction, just who you are inside your faction, what your faction is called, and who your support (or your race). Use my example if your not super creative.

I really would like to add yall into this project of mine, especially you hardcore DS guys, We/I want to thank everyone who plays this mod while Im at it. Its an awesome feeling to have support for what we do. And its never too late btw to send me your addtion to the community map, I still would love to send it out as a way for all of us to connect even more while fighting for the Distant Stars!

 

on Dec 12, 2009

I have the .95 version for Entrenchment, and have the extras folder in and activated, but am not seeing dynamic movement. Is it somewhere in the options where I need to turn it on?

on Dec 12, 2009

need to open up the extras folder and put it in the mod file area

then you must set in the mods setup area with the dynamic movement on top then the .95 version

on Dec 12, 2009

Prince_PWNly
I have the .95 version for Entrenchment, and have the extras folder in and activated, but am not seeing dynamic movement. Is it somewhere in the options where I need to turn it on?

You dont activate the whole extra folder, inside the extra folder is a seperate extra to the mod. Find which one you wanna add the activated it above DS in the mod area of the options.

on Dec 13, 2009
Sorry the community mapping didn't work out. Tried my best. As for the blogs, I read them, but I don't reply as my one time reply was deleted. Without that, I imagine it's hard to know that anyone reads them. And yes, I think I referred to the shotgun blast with pirates and second the idea of extending gunships to other platforms. As for the images, I know I can do the info card images, but when you mention the pirate emblems, are you talking about adding to the skin? As for Carbon, I'll get back to you in a bit. Not processing the page right for some reason.
on Dec 13, 2009

i really enjoy this mod but im still getting crashes involving the pirates when they get to higher levels. Every time i try to mod the pirates in any way the game just doesnt want to do it. Other than the pirate crash this is a very good mod.

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