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 137)
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on Jan 18, 2010

adecoy95
im trying to modify the ai horde map to fix it, but i cannot find the proper forge tools to save my life, does anyone have a link?

 

I'll upload a fixed version.

on Jan 18, 2010

harpo99999
luften, did you read mooster's reply quote in reply 2033? if not then these are the steps

1 download the latest distant stars entrenchment

2 extract the archive to your mods-entrenchment v1.041 folder

3 open the ds folder, find and copy all .manifest files

4 navigate into the distant stars dynamic movment folder and paste all the manifests here above the gameinfo etc folders.

in entrenchment options/mods page make sure that the ds dm is on top in the right hand column, then the ds etc, then click apply now go and play a game

hope this helps

harpo

 

Interesting. It seems I have to keep DM in the DS - Extras folder. Even if I copy the manifests I minidump when DM and DS are both in the base Mods-Entrenchment folder. As a result in-game I'm loading the DS Entrenchment Extras 0.995 instead of specifically the DM folder, which I was able to do in the past. It does load now however, although I haven't tried a game yet it should work fine. I'm considering removing powerful pirates from the extras folder however.

on Jan 18, 2010

You have to treat EACH Extra found in the Extra folder as a seperate mini-mod!!! It seems to a theme with many of our problems with the Extras.

Ok for your fewing pleasure:

 

 

This is how your mod folder in your AppData should look. Each Extra in its own folder. Like another mod.

 

 

This is how it should be lined up and look for both DM and Pirates. Dont use Pirates just remove it form the line up. Dont use DM, remove it from the line up. With using DM its noted that need to copy the ALL the Manifest from the DS folder to the DM folder.

on Jan 18, 2010

Luften,

I also did the same it it "seems" to enable. Until you try to get in combat, ships stay static in place and shoot.  the DS mod will work just not DM. Been trying all different variations of enabling and get a crash. Tried copying all the manifest files into the DM directory, still crashes.

Carbon,

 the way you have discribed it is the same way I have enabled past versions.  Nothing has changed on my end, it just doesnt work with this new version. Fell back with version .99 and it works perfectly like you explaned in the above. But this does not apply to .995. Get crash when trying to enable DM mod.

on Jan 18, 2010

drak0-

With using DM its noted that need to copy the ALL the Manifest from the DS folder to the DM folder.[/quote]

 

 

 

[quote who="harpo99999" reply="2040" id="2511003"]luften, did you read mooster's reply quote in reply 2033? if not then these are the steps

1 download the latest distant stars entrenchment

2 extract the archive to your mods-entrenchment v1.041 folder

3 open the ds folder, find and copy all .manifest files

4 navigate into the distant stars dynamic movment folder and paste all the manifests here above the gameinfo etc folders.

in entrenchment options/mods page make sure that the ds dm is on top in the right hand column, then the ds etc, then click apply now go and play a game

hope this helps

harpo


If that doesnt work, then dont use DM till Mooser fixes it.

on Jan 18, 2010

Exactly Carbon, that is how it worked in all past versions and I'm fully aware of how it should look when properly set up.

 

But, as stated before, that will give a minidump on application even with copied manifests. I'm trying to get the people proposing that workaround to elaborate as it does not seem to be a functional solution. I repeat, copying the 5-6 manifest files from the DS directory to the DM directory does not work as proposed.

 

Drake, now that I had time to try again I see that it does not function from the extras folder, no big suprise, I was just noting previously that it didn't instantly minidump on application.

 

Sadly I had cleared all of DS .99 and do not wish to play DS without DM, I suppose I will wait patiently for 1.00.

 

 

on Jan 18, 2010

I'll take a look in to fixing the manifest problem within the next day or so. Its an interesting issue more than likely with the PP enhancement + DM conflicting with each others new files. Copying the manifest from the original DS wont fix the issue infact it would cause more issues due to PP using extra files on top of the original game(s).

on Jan 19, 2010

Ive been thinking...what if we changed the pirate theme to this??

 

Arrr...I be a professional pirate!!

on Jan 19, 2010

OK!!


Here is a working version of the AI Horde map. HAL is after you.


All you need to do is take this .galaxy file and replace it with the one in you Galaxy folder. Just like a patch per se.


You will have to manually set all the AI on the same team. Good luck you willl need it.


Oh, if that aint hard enough for you I have some AI changes that IMHO make it harder, and I have a much harder map also. Muhahahaha...for those who are feeling brave.

on Jan 19, 2010

thanks a bunch, i tryed to do it myself, but somehow all of the object icons for structures and ships were invisible, you did alot better than i did

on Jan 19, 2010

It was my failure of a map to begin with.

on Jan 19, 2010

hey, is there a map with the capturable trade neutral in there a default? ive found most of the standard Sins maps dont use too many of the new DS grav well types... which is annoying...

two other things, one: is it possible to completely randomise starting position? on many maps i find im starting in the same place every time, which is really annoying...

two, im playing a game on a large map with 9 players, but i only want 7 players to play and i want a bit of space to start out (not have a hostile Hard AI sitting next door with a flaming pitchfork saying bend over). yet, when i lock the positions of players 2 and 3, (trying to kick the closest AI out of my star system) i still have 3 other AI in my system, 2 hostile and allied and one allied to me? do they shuffle down towards player 1 when some players are locked out? is this changeable? cause its really kinda annoying...

on Jan 19, 2010

TheRezonator
hey, is there a map with the capturable trade neutral in there a default? ive found most of the standard Sins maps dont use too many of the new DS grav well types... which is annoying...

two other things, one: is it possible to completely randomise starting position? on many maps i find im starting in the same place every time, which is really annoying...

two, im playing a game on a large map with 9 players, but i only want 7 players to play and i want a bit of space to start out (not have a hostile Hard AI sitting next door with a flaming pitchfork saying bend over). yet, when i lock the positions of players 2 and 3, (trying to kick the closest AI out of my star system) i still have 3 other AI in my system, 2 hostile and allied and one allied to me? do they shuffle down towards player 1 when some players are locked out? is this changeable? cause its really kinda annoying...

 

Deep space have the capturable trade, though its a bit randonm on if it shows up.

 

As most of those other questions its out of our hands...most of it is due to SINS and/or Galaxy Forge. Most of the time it will stich the human player in player 0.

on Jan 19, 2010

-Ue_Carbon
Ive been thinking...what if we changed the pirate theme to this??

 

Arrr...I be a professional pirate!!

arr, i agreee! =P

on Jan 20, 2010

As most of those other questions its out of our hands...most of it is due to SINS and/or Galaxy Forge. Most of the time it will stich the human player in player 0.

yeah, i realise that, im just asking if its set to default to squash the player in with as many AI as possible... or if its possible to change this event occuring?

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