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 181)
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on Mar 13, 2010

My current checksum is 36954869

on Mar 13, 2010

Pretty sure I got it working.

One question I have though is how do I change the initial starting planetery type? Does it have to be Terran all the time?

I always play on the "Huge Multi" map.

I tried changing my starting planet to Urban and the game just ended having everyone lose.

Then I tried to change the random volcanic/ice and the asteroid planets that start next to the Terran Home planet and they didn't have phase lanes.

Any ideas? I just wanted to change it up a bit instead of the boring same old.

Another thing none of your maps (at least the random ones) incorperate the "Oceanic" planet.....was wondering why that was as well lol

Thanks guys awesome mod! Love it.

on Mar 13, 2010

Any planet has a weight. This weight determines how often it is used in Random style maps. Personaly I tend to get serveral of them at once when I do get them. Other time I dont get any at all. Much like the Gas Giants.


As for different starting planets they must be either Terren, Desert, Ice, or Volcano. And they must be the home version of each.

on Mar 13, 2010

What about the adjacent planets? I tried to change from always being ice/volcanic or asteroid and the phase lanes disappeared....thought it was weird. Do I need to change the weight and how do I know what the weights are?

on Mar 13, 2010

@Hegemon: After patching you need to rename the Distant Stars folder manually to 0.6 or 0.7 for it to show up in game as the new version. It isnt necessary and is only a cosmetical change, but its worth doing so you know what version you're on but aslong as your checksum is correct its not entirely necessary.

@Draak: You've got email back mate, thanks for your work as usual, looks great

@Everyone else: Sorry about not updating the above post with the direct full download. I had done but when the forums were wiped back the link was reset also.

I'am already back to work on Entrenchment as promised and we will hopefully be bringing Entrenchment and Diplomacy up to 1.0 around the same times. Entrenchment first ofcourse as that is closer to being completely finished than Diplomacy is.

The only reason Entrenchment hasnt been updated for a while is that Diplomacy had required the more immediate attention to be as stable as possible. I'm also looking at adding in the planet variations again however that will depend entirely on testing and see'ing how much memory the game uses. So i'll keep you guys updated on whats happening there.

on Mar 13, 2010

@Hegemon76 - Since you used the patch, did you delete the 4 files AbilityPlanetPirateMania.entity, BuffPlanetPirateManiaActivated.entity, BuffPlanetPirateManiaCharging.entity, and BuffPlanetPirateManiaOnPlanet.entity?  Doing so should bring your checksum to the correct value.  Also if you rename the folder to 0.7, disable the mod ingame first, or change the name in that little text file to reflect the changes you made.  Sometimes the game locks up and crashes when it can't find a folder it's expecting to see.

Also, after checking out a few things on the ocean planets, it appears they've been left off of the random lists all together.  So it appears that unless you specifically choose to use ocean planets, you're not going to see them in the game.  Not with the current galaxyscenariodef file.  I guess I'm going to have to take the time to go through the lists and kind of build new ones.  Maybe even add in some new options, like random true non-standard which would have the result of you getting a random choice of colonizable planets with atmospheres that aren't terran, volcanic, ice, or desert.

That'll give me something to do this week.

Edit: Also about the phase lanes disappearing, that's a new one for me and I'll spend some time in the forge later today trying to recreate the issue so I can have an answer for you.

 

on Mar 13, 2010

-Ue_Carbon
As for different starting planets they must be either Terren, Desert, Ice, or Volcano. And they must be the home version of each.

Just to clarify, this is not correct.  You can have ANY planet be your starting planet.  I ran tests awhile back proving it could be done, and just to make sure you can see it for yourself, here's a screen shot.

 

The difference is that the home versions of the planets always have 2 each of resource asteroids and the others follow the standard rules for that planet type.

The most likely reason for your instant defeat Hedge, is that you didn't have assigned starting points for all of the players enabled.  In fact, that's almost always the reason.

When using the GalaxyForge, you have to make sure that if you have 4 players enabled, all 4 have a starting point.  Outside of that, nothing else matters.

Also, the IsHomePlanet setting.  True means many of the planet upgrades are done for you and you're already into a income earning situation with your population.  False means you start off as if you just colonized, none of the research is done, and you are in an income losing situation.  To compensate for this setting you can also change the starting amount of resources for the player starting on said planet that is a starting planet with the False option set.

 

on Mar 13, 2010

Well I learned something new about home planets tonight.

on Mar 13, 2010

I think we need to get Stant to do a little modding for this, including modifications to the random variables. I mean, if he's going to do it anyway, what's the harm in adding him in to our collection?

on Mar 13, 2010

...what's the harm in adding him in to our collection?

 

We have not hazed him enough yet LOL

Talk to the boss. Im sure he wouldnt mind another slave...volunteer...to the mod. Although, with this current expansion in the crew, I might need ask for a raise.


And a corner office.





And a personal assistance who brings me beers.

on Mar 14, 2010

VIP privileges for me and Carbon

w00t!

 

on Mar 14, 2010

Last I checked, I had two systems and a whole fleet (minus one casualty) under my command. I think I... wait, that's just a game. Damn I need help.

Okay, well at least buy me lunch for the 2-D work.

on Mar 14, 2010

Ahhh, yes.  2-D work... I'm about to be doing some of that real soon.  Been up all night so far.  Isn't insomia great!   I'm done with making changes and updating the galaxyscenariodef file and the english.str file so the game has words to show you when you select things using the map editor...  I hope.  At this point all I need to do are the Galaxy Forge Icons to give you a visual look of my new options.  You know what sucks?  When your count is off by 1 and you spend a few hours going back through every change line by line a few times until you figure out you're a dumb ass and just miscounted...

I'd be testing it right now, except, somewhere down the line I messed up something in my game without realizing it, so now I have to redownload the 0.7 full install.    Oh well, I can mess around for 10 minutes.  >=]

on Mar 14, 2010

Humm very interesting.

Mind you I was not in glazy forge when I was messing around. I opened the file by going through my C:drive/stardock games/ sinsofasolar empire/ then opened the glazy folder.

I did this because I changed the amount of bonuses by upping it to 99% and the artifacts as well.

I really don't know how to use galaxy forge.

I went to the initial home planet in the script and just changed it to "Urban" instead of "TerranHome" or HomeTerran" whatever it said lol.

Like you said I got the immediate defeat after that.

on Mar 14, 2010

The forge is actually fairly easy to use, even moreso since Masakary made an update that included almost all of the bonuses, and I've continued work on it ever since polishing it up so that going any other route is just foolish at best.  =P

I highly recommend using it over messing with the file itself.  You get far better results in the forge now.

This post shows you how to add bonuses and artifacts to planets: https://forums.sinsofasolarempire.com/335474/page/100/#2542027

At some point, I'm going to write up detailed instructions on how to make a galaxy file from start to finish, including the preview window picture and starting resources and ships and all of that, but that'll come later since I'm only half way done with my updated icons right now.

Honestly, it doesn't take that long to learn it.  Right clicks allow you to add planets and stars fast.  Selecting a planet, holding control down, and selecting another planet is the fast way of adding phase lanes.  Changing the spawn probability (number between 0.0 and 1.0    0 being never shows up, .5 being 50% chance to show up, 1 being always showing up) makes planets randomly available, there are quite a few random options to choose from and about 23 more with my next update...  30 minutes and you could probably have it almost mastered.

If you start using it and you get stuck, PM me with questions and I'll do what I can to help you out.

 

 

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