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 166)
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on Feb 17, 2010

Don't mean to sound pushy, but was there going to be an update to this for Diplomacy released soon?  I'm planning on doing some major modding (again, 'cause I just got Diplomacy) but I'd rather wait if you all are going to update some files again.

on Feb 17, 2010

yes, its the first download on the list, its been up for a while

(we will soon update that when the devs update diplomacy, which should be soon)

w00t! 100 pages

on Feb 17, 2010

I've been a silent fan of this mod for a long time, but playing a bit last night gave me an idea that I really need to share. (probably not at the right time since you guys are very busy atm but I forget what I don't write)

I don't know if this is intended but I've noticed that when you give a mission to pirates to attack a planet, they seem to stay there and even reinforce (unconfirmed). (could also be a bug because the AI thinks it never completed the mission)

Anyway, this gave me an idea to make pirates more interesting on a strategic level. Kind of like ambassador ship, any of their ship could have an ability that render neutral planet lawless, making them less viable to colonise until decay of the effect, kinda like the diplomacy bonus you retain after your envoy ships leaves a planet. (less taxe income from corruption, less trade income from risk of raids, less culture spread rate from being unlawful)

so, this will be kinda like the novalith cannon: use it carefully because denial of territory works for everyone since the pirates will stay to defend this neutral heaven (surviving ships of the original attack basicly), making it harder to retake, plus it will be lawless for a certain time after the pirates are gone. For balance however, this should only happen when pirates are set on missions and not when they just go out for a normal raid to prevent this to happen too early in the game. If not, the first person to suffer from a pirate raid will never recover, most map having few planet to colonise early w/o tech requierement.

Anyway, just wanted to share this. Keep up the good work! I really enjoy this mod! By far my favorite.

Cheers! and back to silence  

 

on Feb 17, 2010

coinich
Don't mean to sound pushy, but was there going to be an update to this for Diplomacy released soon?  I'm planning on doing some major modding (again, 'cause I just got Diplomacy) but I'd rather wait if you all are going to update some files again.

If the devs release their update tomorrow, we should be updating on the evening not long after the official update is released all going well, I have alot of work I need to get done for you guys before tomorrow (as im busy all day tomorrow 'til the evening UK time which is usually when patches are released).

Sicarii
I've been a silent fan of this mod for a long time, but playing a bit last night gave me an idea that I really need to share. (probably not at the right time since you guys are very busy atm but I forget what I don't write)

I don't know if this is intended but I've noticed that when you give a mission to pirates to attack a planet, they seem to stay there and even reinforce (unconfirmed). (could also be a bug because the AI thinks it never completed the mission)

Anyway, this gave me an idea to make pirates more interesting on a strategic level. Kind of like ambassador ship, any of their ship could have an abiliy that render neutral planet lawless, making them less viable to colonise until decay of the effect, kinda like the diplomatie bonus you retain after your envoy ships leave a planet. (less taxe income from corruption, less trade income from risk of raids, less culture spread rate from being unlawful)

so, this will be kinda like the novalith cannon: use it carefully because denial of territory works for everyone since the pirates will stay to defend this neutral heaven (surviving ships of the original attack basicly), making it harder to retake, plus it will be lawless for a certain time after the pirates are gone. For balance however, this should only happen when pirates are set on missions and not when they just go out for a normal raid to prevent this to happen too early in the game. If not, the first person to suffer from a pirate raid will never recover, most map having few planet to colonise early w/o tech requierement.

Anyway, just wanted to share this. Keep up the good work! I really enjoy this mod! By far my favorite.

Cheers! and back to silence

Another of the Silent Society of Distant Stars speaks?! is nothing sacred these days?
That is actually an interesting suggestion you have there, and infact its given me an idea for a similar pirate related planetary debuff. Definetely worth looking in to, thanks for the suggestion Sicarii.

 

We've finally hit the 100 page milestone, thanks to you all for supporting us for this long and hopefully a long time to come. I was doing some checking the other day and since January 1st 2010 we've used over 800GB of bandwidth, almost as much as we did in the entirety of last year in just two months (averaging over 20-30GB bandwidth usage per day in February alone).
Anyway back to work on the next patch for me, no time for my ramblings!

on Feb 17, 2010

I was playing last night (with no crash, amazingly enough), and I was hit by no less than twelve pirate cap ships, and about 50+ other ships. A transcendancy starbase with two planetary defense transmitters, two fighter bays, and four repair bays are all it took to hold them off, but I was still a bit put back by it...  since there were four computers hitting four of my planets with 200+ ship fleets at the same time.

They weren't expecting to get thwomped and then my 8BB,6CA,2BC fleet w/ 100support ships start thwomping their homeworlds one by one. I swear it was like a wrecking ball.

on Feb 17, 2010

Will vanilla Sins still be supported?

on Feb 17, 2010

I want to ask for permission to use the mod for my first steps in modding. I want to create a quest map and i think your mod raises very much my chances of succeeding.

Also, as I am not a person who just asks and expects to receive for nothing, I wanted to contribute by uploading a fully functional Galaxy Forge for Diplomacy (That means all bonuses and artifacts work, although there are a few steps to be taken care of). I know that you (modders) of course have it, but there's no download link in the main post and i wanted to make map-creating a lot easier for the casual modders.

Now, about the Galaxy Forge. You need to overwrite the GalaxyScenarioDef from Distant Stars/Gameinfo folder with the one from the Galaxy Forge folder. After that, all will work like a charm

Here's the link -> http://www.filefront.com/15613845/GalaxyForge.zip

I hope you like it

on Feb 17, 2010

Alex Tru
Will vanilla Sins still be supported?

eventually, getting entrenchment and now diplomacy is taking much of our time, plus what is in entrenchment adds some much to the game that anything for vanilla will not be nearly the same.

@Masakary - No problem man, thanks for asking and yeah we wouldn't mind a refreshed version of Galaxy Forge for DS appreciate the hard work

have some Karma man

on Feb 18, 2010

Yesterday, me and my friend were playing a map I made, it had all the planet types and a secret cluster, consisting of 2 Ancient Citadels and the Consiousness of The Unity ( I know I can't type), which were insanely hard to get to, aquire and defend, because I thought they would be cool and usefull and very powerful and valuable things to own, until I found out the the Unity was nothing more than a planet and that the Citadels were empty. Please increase the the chance that Ancient Citadels house artifacts and give the Unity something special, for starters a substantial size increase, so that it's not the same size as a star base and some special bonus, ability, or it having an artifact only it has, and it will always have, that adds something, that is totally advent, like 50% more strikecraft for all squadrons, or a faster shield regeneration rate, you get the idea.

on Feb 18, 2010

yeah, those things were from another mod we incorporated into DS

can't effect the artifact thing (thats only a universal modifer) but we will see about the other ideas

on Feb 18, 2010

Honestly, if you use the forge you can force the citadel or any other place to spawn an artifact. (Using Masakary's Forge you can add in any planet bonus you want as well. Refer to reply number 2482 for the link.) Editing the planet's properties and changing a couple things can make it happen.  You lose the randomness of the artifact being spawned, but then again, does it really matter if you know every citadel you come across will spawn an artifact?  Random artifacts is what all of the other planets are for.  Just add a cluster of citadels and spawn all of the artifacts that way.  Not being a code monkey, I can't reliably edit anything for you to make it happen the way you want, otherwise I would.  Here's some images to refer to.

and just so you can see the in-game result

Artifact on every one.

 

Edit:  Now that I think about it...  If you do it this way and still want them to be somewhat random, create 12 citadels, assign each one an artifact, connect all 12 to a star or planet that will always show up in the game (like a hub and spoke wheel design), and then change each citadel's spawn probability to some randomly chosen number like .38 (gives a 38% spawn chance).  Then each time you load the game, the citadels themselves will be randomly in the game.  Sometimes you'll have a few, sometimes none, in rare cases all of them...  It should vary which ones show up each time you play it.

on Feb 18, 2010

Thank you so much, +1 Karma for the help, also while we are on the subject: being an Advent player, I can sure as hell dig the planet type you added, but what about the other races, maybe the TEC could have a Galactic Trade, but to make it interessting, instead of it increasing trade income (kinda obvious) it will lower the Fleet Upkeep, how does this make sence, well imagine a gigantic space station (it will use the trade port model) that handles all of the accounting of the empire, redistributes resources where they are needed most, logically distributes money so that ship crews that aren't doing anything are not recieving the same amount of creds as the frontline fleet, works closely with scientist to better exploit new energy sources. To make ti balanced, all races will be able to take it, and this ability will be upgradeable and it will cost a lot.

Vassari will have a Stellar Porticulus, which will allow them to jump to any object, that they have been to, from it's gravity well, for a big cost and will not be able to jump ships smaller than a cruiser, so that it's balanced. Model whatever you pick.

And ofcourse the Advent as I posted above might have a shield regen increase for all their ships, or extra strike craft squadrons or more craft per squadron, anything which will be usefull. Also please redo the model, as I was thinking of having the same starbase model, only bigger and with a temple of communion in the centre, that would look ballin'.

If I have any more ideas I will post.

on Feb 18, 2010

Seems some rather interesting things are involved in the Diplomacy edition.

 

on Feb 18, 2010

In regards to GalaxyForge New...

Where do you find out what all of these bonuses DO? I can't find a list anywhere... or maybe my googleprowess sucks. I mean, Bonuses like:

 

BigAss, Atmo+, Black, CorroA, Design J/1/2, HardAss, Impure C/M, Lions, Looks +/-, Military, Smug +/-, WarTorn, Wood, Wood again, and Wood++ ???

 

I'd like a full list of just what all of these bonuses do.

on Feb 18, 2010

This mod looks really cool, and I can't wait to try it out.  Unfortuneately, every time I try applying it in Diplo (v1.00, in the correct folder and everything), Sins just locks up and does nothing.  Checksum value is correct, and its fine up until I hit the "apply changes" button.  Tried this several times, but after the 2nd force reboot cuz my display was stuck on frozen Sins and wouldn't alt-tab or bring up the desktop I came here.  I've got the right version, in the right folder, playing w/ the right version, and for some reason it just doesn't wanna give

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