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 134)
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on Jan 16, 2010

I get the same mini dump on this version. It seems to be ok if I go with DS first on list.

If i reorder in mods screen and hit apply it crashes.  Wiil the other mods be active if I keep DS first and the others last?

on Jan 16, 2010

Oh, by the way: I really, really love this mod! Thanks for the great work to you and your team!

on Jan 16, 2010

Does DM work with Powerful Pirates Mooser?

on Jan 16, 2010

Yes both DM and pirates will work together, however, pirates since they don't have DM values, they will not be DM. However, with 1.00 I'll be releasing 1.00 of DM yes I am jump 0.1 to 1.0. In it will have the DM and the DM for the priates with values all readjusted

I get the same mini dump on this version. It seems to be ok if I go with DS first on list.

If i reorder in mods screen and hit apply it crashes.  Wiil the other mods be active if I keep DS first and the others last?

Yes since multiple mods work like photoshop, with the first with priority and then on and on

on Jan 16, 2010

Just dropped by to say I love the mod, great job. 

 

By the way, the download links in the first post are swapped for entrenchment.

 

Entrenchment Releases:

1.041 Compatible:

Beta 0.99 Release:
Beta 0.995 Patch from 0.90 to 0.995:
http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.995_[36672790].7z
Full Download:
http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.995_Patch_[36672790].7z

 

It should be:

 

 

 

Entrenchment Releases:

1.041 Compatible:

Beta 0.99 Release:
Full Download:
http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.995_[36672790].7z
Beta 0.995 Patch from 0.90 to 0.995:
http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.995_Patch_[36672790].7z


 

 

 

 

on Jan 16, 2010

POST 2001!!!!! Woot!!!

 

 

Download links fixed!

 

on Jan 16, 2010

Apologies was half asleep when I was sorting the links out, corrected it now - thanks for pointing that out. Note to self: double check the links you post the morning after atleast they were entitled correctly mind lol

on Jan 16, 2010

so wait im confused. is there a version compatible with .95 version of diplomacy now? Casue thats what ive been waiting for...

on Jan 16, 2010

I tried to load up the Dynamic Mod from the extras folder, and I got a minidump.

 

I first activated the Distant Stars mod then the DM mod.  I then moved the DM up to the top and selected "accept changes".  At that point it minidumped.

I think I confused on how to do this.

on Jan 16, 2010

This is .99 feedback, haven't tested with .995 yet.

 

But mines are crazy powerful. Like stupid powerful.

 

They build instantly and even one can practically one-shot an entire fleet regardless of size. Even heavy cruisers will get to very low hull after hitting a patch of 3 mines.

 

I've actually easily killed entire enemy fleets by just running in a constructor and building mines in the center of their fleet. They build and explode instantly and wipe out anything nearby. I did this to pirate raids my entire last game. The pirate BS could survive, but everything else is literally instantly destroyed, and I don't even have to plant them in advance.

on Jan 16, 2010

StarFallArmada
so wait im confused. is there a version compatible with .95 version of diplomacy now? Casue thats what ive been waiting for...

 

Yes.

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

 

GrayLord
I tried to load up the Dynamic Mod from the extras folder, and I got a minidump.

 

I first activated the Distant Stars mod then the DM mod.  I then moved the DM up to the top and selected "accept changes".  At that point it minidumped.

I think I confused on how to do this.

 

Ok. I cant reproduce it. But this is how I do it.

Unload everything modwise. Then in this order:

-DM
-Powerful Pirates(if your using it)
-DS

Then apply said mods. If its still dumping then look at the OP and enable the logs. Send the logs to us.

on Jan 16, 2010

This is .99 feedback, haven't tested with .995 yet.

 

But mines are crazy powerful. Like stupid powerful.

 

They build instantly and even one can practically one-shot an entire fleet regardless of size. Even heavy cruisers will get to very low hull after hitting a patch of 3 mines.

 

I've actually easily killed entire enemy fleets by just running in a constructor and building mines in the center of their fleet. They build and explode instantly and wipe out anything nearby. I did this to pirate raids my entire last game. The pirate BS could survive, but everything else is literally instantly destroyed, and I don't even have to plant them in advance.

 

They still have the 30 enable delay...of course the AI isnt smart enough to know this. We changed mines b/c with 100's of mines end game it can bog down the game. So we decreased the max count and increased damage. Another reason we increased the damage is b/c end game LRF can tank minefields. For being one of the weakest HP/Armor ships in game its not right they can shrug of mines like nothing. NOT to mention Caps walking through minefields with out blinking also. Not anymore Muhahahahahaha!!!!!!!!!

on Jan 17, 2010

Mines have always been a killer in warfare. There is no military vessel that has taken a mine and walked away fully functional. The idea that space vessels can encounter mines that actually function is space (harder than it sounds) and walk away without a problem is crazy. Given both the size of mines and the very purpose, those things would be seriously deadly.

on Jan 17, 2010

Ok, I am going to stop the debate on the order the mods should be used in.

I have downloaded a fresh copy of the mod (I usually patch) but I have put them and tested how the mods with DM and Powerful Pirates should be ordered and here are the result.

It turns out that you can't put the DM in a seperate folder because....drumroll please.....I forgot to put the entity.manifest. I remember why I didn't this because I intented that you replace the files GameInfo folder into the main mod folder. However, this will be altered in 1.00 of the DM.

on Jan 17, 2010

Draakjacht
Mines have always been a killer in warfare. There is no military vessel that has taken a mine and walked away fully functional. The idea that space vessels can encounter mines that actually function is space (harder than it sounds) and walk away without a problem is crazy. Given both the size of mines and the very purpose, those things would be seriously deadly.

i generally agree, though with the advent of energy shielding technology its possible for the shield to take the brunt or even all of the blast, enabling the ship to function as normal until the shield recharges (if at all...) though of course a second mine could be a bitch...

really it just depends on the power/size of the mine (explosive) and the strength of the defensive technology...

BUT! thats all just semantics

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