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 14)
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on Mar 14, 2009

Let say i m going to use another mod, is there a priority system, like photoshop?

on Mar 14, 2009

Hey Nacey the mod is looking good so far. One curious note is the TEC and the new Beam Weapon tech they have for entrenchment. I have noticed that nothing has been done to it and am wondering if you were going to change it. I recommend setting it to the same as TEC laser tech.

on Mar 14, 2009

- Planetary Abilities are now back, and in full force! Currently there are place holder abilities in place for most of the planets however once I finish designing them they will be released (0.5 feature). Previous Planetary Abilities are already included however and working correctly.

What's that mean? That some abilities are just there in name only buy don't really give any bonuses? Like "Perfect Holiday Resort" but no trade bonuses? (just an example)

on Mar 14, 2009

hey, we tried 0.4 last night, and it was a blast. one thing is, my mate (playing vasaari) noticed that the phasegates he build didn´t work. could it be a bug??

 

on an unrelated note, where can i find infos on how to merge mods? i would like to include some nifty things i found here on the forum...

 

olli

 

on Mar 14, 2009

I just played a game and i could colonize gas giants but they did not have any slots to build any thing around them. Just curious if this is a bug or if i may have done something wrong installing the mod.

on Mar 14, 2009

mod good, 1 problem, the tunneling upgrades is saying that i need to research barren planet, there's no barren planet research tab...... thats the only problem that i can seee..... on tec side so far.....

 

BTW, a deadly secret that kills my planet...... wtf...... i have control of a useless barren piece of wasteland.... anyone want it for 10,000 Credits????? LOL!

on Mar 15, 2009

Finally game played through each race at least once.

I know what took me soooooo looooong. I like to try every new feature in each race and bring each cap ship up to level 10. Can be very time cosuming. Especially with increase work load from work. Damn economy. Wish they would hurry up and research a new level to get better resources. No wait thats the real world. That dont work.

Anyways I can now explore you wonderful mod.

on Mar 15, 2009
Good mod still, but a few potential bugs.

Planet traits sometimes have two halves of two images, the bottom of one on top and the top of one on bottom (think a movie reel between frames) and neither image is appropriate for the trait.

The Gas Giant and Tunneling upgrades have the same problem as above.

The EWS bombers do not appear to use their auto-cast ability. I waited for some time and saw no use.

I have not played any further and so only have that to report. Hopefully it's something useful. And the Deadly Secret bonus was included in the Sins Plus mod, which I think is rather hilarious. In fact, I came up with a back-story to the game involving it. And the barren planet research might be the upgrade barren planet research found on the first tier just below the terran planet upgrade.
on Mar 15, 2009

Sorry for the lack of spacing, for some reason would not let me make paragraphs.

 

on Mar 15, 2009

Oh, now it lets me...

on Mar 15, 2009

Just played two games with this mod. I believe it is really close.

I think it has these problems.

1. Gas Giants have no logistic/etc slots and the upgrade technology isn't working.

2. I do not think that the AI is working right as far as ships attacking. I have noticed my starbases for example sit there and not attack until I select a target for them. Now, after I select a target the AI seems to work fine.

3. Someone already said this but the tunneling tech is not selectable because barren colonization is not present to select and get the prerequisite for tunneling.

On another note. I suggest going and getting the small mod that allows all races starbases to move. It definitely makes that game interesting.

Thanks for the great mod Nacey!

 

on Mar 15, 2009

I want to say this...the pirate attack at high is nuts... finally, an attack for my money

on Mar 15, 2009

YEA, LOTS OF PIRATES....... it's a good thing i built a base to defend my planet right before they came. i got 25 pirate bases in my map.....

on Mar 15, 2009

I made the unfortunate discovery of what a LRM/Ogorev spam can do. The AI used this on a planet where most of my defenses were static. They were tearing through things outside of their range until my caps showed up. Sadly, when I was repelling it, another AI used a typical cap led attack to do serious harm elsewhere.

 

Not much to do with the mod itself, just thought it was a notable ass-kicking.  I think the AI is definitely harder in this mod than in vanilla, but that's a good thing.

on Mar 15, 2009

i put all the one's on my hard and i will admit, they are hard to kill. most of the time though, u take out cap ships and rest of fleet retreats within 5 or 10 minutes......

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