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 132)
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on Jan 13, 2010
-Ue_Carbon, thanks for that. Guess we will stick with Entrenchment.
on Jan 13, 2010

-Ue_Carbon



As for the your second question...do you mean the planetary defenses? or the Planetary ability? The damage changes based on the upgrade research you do.

 

 I mean the planetary defenses(the one which takes 10 tactical slots, looks like a shield projector). Is their range 18000, like the radius from the structure, or from the planet?

on Jan 13, 2010

phatstar
[to my question about the load faults and insufficient memory in post 1949...]

"Sounds like your hitting a memory issue. And I blame you using the highest video settings. Turn down graphic setting to high. And you can change autosave in the setting file in the setting folder. Loacted in the Appdata folder like the Mod folder."

Ok, but why is that?  Is it because the models for DS aren't made for ultra high (and only high; but Entrenchment is fine with ultra high in general) or do you think 4GB of system RAM and 768 MB of video RAM isn't enough for such graphics (and if so, which one is insufficient)?

Even so, does it make sense that it's video-related problems when most/all of the files are ogg/audio files?  Is it possible that my discrete/aftermarket audio card is causing the problem?

As I wrote before, Entenchment has been perfectly stable for me for months now; it's only when I run this mod that crashes happen.

Thx!

 

It could be your audio card, but that doesnt explain why it telling you its not loading it b/c its out of memory. And yes you can run Entrechement on ultra high. B/c it stay just under the RAM limit. DS on the other hands with all the new planets, new explosions, new graphics, etc etc...You can overload a system on the highest setting. Especially Planets on highest will use soooooooo much RAM its not even funny. We have reduced the ammount of planet meshes to cut down on the RAM usuage but its high still.

on Jan 13, 2010

It seems like the Bailknights graphics built in mod doesnt work. I see so difference.

 

What is your checksum?

on Jan 13, 2010


Quoting -Ue_Carbon, reply 1956


As for the your second question...do you mean the planetary defenses? or the Planetary ability? The damage changes based on the upgrade research you do.
 

 I mean the planetary defenses(the one which takes 10 tactical slots, looks like a shield projector). Is their range 18000, like the radius from the structure, or from the planet?

 

Its from the planet, we couldnt get SINS to show the range around the planet.

on Jan 13, 2010

I keep having SOASE Entrenchment+ DS minidump on me midgame. I don't run into this problem running SOASE Entrenchment unmodded, and my computer is well within the spec range of being able to run DS. I have tried uninstalling and reinstalling DS multiple times. All I'm doing is dragging the newly downloaded DS + Extras folders into my mods folder. Is there anything I'm doing wrong, or anything I can otherwise do to fix this?

 

Edit: I have never used the Antorak Marauder with DS, pre- or post- hotfix, so I assume that is not the issue for me unless the issue also causes minidumps for me if other players or computer use the Marauder.

on Jan 14, 2010

you just can't drag all of the files directly into the mod folder, not wonder you are crashing, first what you do is to pull main distant files first, and then go into the extras folder move the extra folders one at a time...warning, you might not be able to use pirate and DM at the same time

on Jan 14, 2010

Hmmm... interesting... to see that... scout ships... take at least a 2 or 3 mins to actually go through a gravity well of a planet... actually it's sort of a pain... cause you warp to a planet that has a fleet... and is colonized... well crap... say bye bye to scout. Last time I played, the scout only took at least 30 seconds to a minute to pass through one and jump away. I am using dynamic movement but... this shouldn't effect it... should it?

on Jan 14, 2010

36362182 By itself and none of the extras.

652011687 with my usualy Tri-Pirate mod and the DS extra Dynamic combat system mod

on Jan 14, 2010

Congratulations on a very nice mod, been playing it for two days now.

 

A few thoughts and a minidump.

 

Running the including DM and powerful pirates extras along with DS .99 on Entrenchment.

 

First, technically I haven't had a problem whatsoever in 3 or so games. However I have a save at just shy of the five hour mark that minidumps at specific time without my of my intervention. I'm fairly certain it does so as pirates head off from their base. Obivously they have done so without problem before, but this raid minidumps it like clockwork, I tried to create a log but the resulting log was blank. Confirmed to not be a memory issue after monitoring it's resource use; I have the exe large address aware regardless. I assume this may be a problem with Powerful Pirates?

 

Another potential bug. I'm playing as Vasari and sometimes fleets are very reluctant to use phase lane stabilizer paths. They have done it on occasion, but othertimes they really just want to path around it.

 

I play with all speeds set to max. Great action, but as others have said, research while on fast speed is a bit TOO fast imo. I chose fast research, not instant research. Not a big problem, and I realize I can set it lower, but just thought I'd give the feedback.

 

I'm also unsure if the Kortul Dev's jam weapons is functioning correctly. It did not seem to disable any strike craft in my latest and now defunct game.

 

Concerning pirates, although I'm not sure which of these features are added by powerful pirates or the base DS mod. The new pirate capital ships look fantastic and certainly do add more pressure to their attacks. The pirate pillager krosov frigates may be a little over the top however. With their new razing abilities a few of them can alpha-shot a fully upgraded terran planet with all bunker research. Their abilities may be a little too front-loaded.

 

Can I get clarification as to what the new electronic warfare bombers do as well as the statistical differences between elite strikecraft from a carrier capital and their vanilla counterparts.

 

That's about it, just a few observations and questions I've accumulated after trying DS. I'm enjoying it quite a bit and look forward to the the first full fledged 1.0 release.

on Jan 14, 2010

Can I get clarification as to what the new electronic warfare bombers do as well as the statistical differences between elite strikecraft from a carrier capital and their vanilla counterparts.

id like to know this too...

like, what do the three lvls of EWS bomber research do?

on Jan 14, 2010

Thanks so much for being on top of the new adjustments to work with diplomacy!

Will the next patch allow for diplomacy .95 compatibility? I just preordered and got it, but i just cant play it with the lack of finer graphics and sound that the Distant stars MOD has brought to the game.

Thanks again, you rock!

-Pox

on Jan 15, 2010

If you select a single EWS bomber (zoom in a lot), then you can select one and see that it has a special ability. What the special ability does is based on which faction, but each debuffs a group of enemy ships on one stat or another. The three levels increase the effect and its duration.

BOOM!

on Jan 15, 2010

okay, then to that effect can the infocard on the EWS research explain more thoroughly what happens? most other research items show all sorts of numbers and whatnot, it would be nice if this one did the same pwease

on Jan 15, 2010

Hi all, Sorry about my lack of activity recently my internet died for a few days and then my router decided to fail at the same time taking me offline for a little while however now im back and to celebrate heres the new downloads for 0.995 (Entrenchment) and 0.7 Alpha for Diplomacy!

Distant Stars 0.995 Change Log (Applies to both Entrenchment & Diplomacy):
- New Capturable structure "Freeport" has been added a neutral TradePort in Deep Space sectors
- Capture Dead ability has been removed, you can now use the capture neutral ability instead
- Mines now have levels of research enhancing them
- All planets now have a maximum of 50 mines per planet (some were missed in the previous patch)
- Mine Detection range for all races has been increased
- A new Star has been discovered, a Black Hole Star (good news for you map makers out there)
- Kol Gauss Blast has been improved drastically, to now make it useful
- ALL Capital Ships have been rebalanced entirely from scratch again, 3rd times a charm eh?
- The latest bug fixes to the Volumetric Explosions mod has been incorporated (unique racial explosions)
- Pirate fighter squadrons are now smaller than previously (less lag for everybody!)
- As always numerous coding enhancements across the board here

Entrenchment Download:
Full Download:
http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.995_[36672790].7z
Patch:
http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.995_Patch_[36672790].7z

Diplomacy Download:
Full Download:
http://distantstars.mmobase.com/diplomacy/Distant_Stars_(D)_Alpha_0.7_[36812576].7z
Patch:
http://distantstars.mmobase.com/diplomacy/DS_Diplomacy_Alpha_0.7_Patch_[36497740].7z

P.S. yes the tooltip for the EWS will be updated in the next (final) patch thanks for pointing it out

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