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 163)
562 PagesFirst 161 162 163 164 165  Last
on Feb 14, 2010

Seems like i got i little issued with the Galaxy Forge. I got the latest version (3) from the official site, then i overwrote the icons folder as advised.

So far so good. But i'm getting an error/crash when i'm editing a planet and trying to put the condition "If player owner is race". I've uploaded some screenshots to make it clearer ->

on Feb 14, 2010

I really gotta ask, is there any specific reason the advent beam platform and vasari missle platform cost roughly 1/3 the materials of the TEC gauss defense platform?  Does the GDP totally own face compared to the others and I'm not aware?

on Feb 14, 2010

masakary, the crash you are getting in galaxyforge 3 is VERY irritating, but it is AN ERROR in it as the maps do not use 'If player owner is race' any more they were change in the maps for normal and quickstart ie "PlanetOwnerIsRaceNormalStart" and "PlanetOwnerIsRaceQuickStart"

harpo

on Feb 14, 2010

you put the patch on top of the mod like so

patch
mod

Still not working, in your example, my check sum # is 73361071. Not 36672852. Must be the patch download is getting twisted somehow, and when I download the full download, the check sum is 36672790. What gives, any ideas....

Okay, weirdest thing just happen, the mod is working but not with the check sum indicated, enabled the patch first, then the full download. After a couple of minutes, the signature music and DS screen came up. Question is will it crash after so many minutes go by....   Will keep you posted.....Bison....

on Feb 14, 2010

Thank you for the quick answer harpo. Also, i noticed that there is just 1 bonus that i can attach to any planet  (The bonus crystal extraction). After searching the forum for like 30 mins, i couldn't find anything about this problem....

on Feb 14, 2010

This doesn't seem to work for me.

I got the full download + patch for entrenchment since i don't have Diplomacy yet, (0.995 and 0.9951) and they enabled w/o any minidumps.

For some reason, though it doesnt seem like anything changed....just wondering if i could get any help with this!

Thanks!

on Feb 14, 2010

@bison- yeah, when you do the stack method the checksums are a lot diffferent, so if you want to play online you would have to paste the patch over the original mod to keep the same checksum

 

@harpo- thanks for handling that for Masakary

@Dashotosho- yeah its a minor error that we need to fixed, will remind Nacey about it

on Feb 14, 2010

whoa? DS for dip was half-assed???

i could never tell!

on Feb 14, 2010

lol, yes

it was fast and off the cuff for us

but our code monkey (Nacey) is absolutely brilliant so even his bad/rushed work is better then others

on Feb 15, 2010

How feasible would it be to add an 11th level to cap ships and add a 4th level to all of the non 'ultimate' abilities that was drastically better than the other 3 levels?  Would make for some interesting strategy in picking one ability over another in a lot of cases.  Or if adding a capship level is a pain just leave it at 10 and still do the 4th ability level.

on Feb 15, 2010

Suggestion: Make Starbases moveable, increase hangar capacity, currently I can rival a starbase with a carrier ship and a carrier cruiser, making it moveable does not mena being able to jump. Slightly increase cost and modaratly increase build time.

 

P.S. It should move slow.

on Feb 15, 2010

@Dashotosho - nope, level 10 caps with level 3 abilities are the max (hardcoded)

@Raven6six6 - we considered it, then decided against it

on Feb 15, 2010

Quick update for all of you guys about how the next patch(es) are coming along:

Current Change List:
- Fixed the "missing string" researches
- Fixed Portrait pictures for each race
- Repeating sound from the Advent Gunships has been fixed (Thanks Dashotosho)
- Gun Turrets are now all set to their correct stats (default prices, double damage)
- Pirates now use their capital ships again during pirate raids, and yes this hurts like hell atm
- Pirate fighter squadrons will now cause less lag on low-end machines
- Complete replication of the current entrenchment build

Now on to work with the new content that we have had planned for the next patch

on Feb 15, 2010

Does the patch have to be activated like a mod (on top of list...) or can the patch files be copied directly over the original files?

 

That's the method I followed, and everything appears to be working well; I also run with powerful pirates + moosters dynamic and have yet to suffer a crash.

on Feb 15, 2010

OnlyMaestro
Does the patch have to be activated like a mod (on top of list...) or can the patch files be copied directly over the original files?

That's the method I followed, and everything appears to be working well; I also run with powerful pirates + moosters dynamic and have yet to suffer a crash.

The patches are supposed to copied over the original mods files (not the original game) so as not to cause any issues with future patches, they can be applied in both ways however activating them like a mod will more than likely cause an erroneous checksum value.

562 PagesFirst 161 162 163 164 165  Last