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 182)
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on Mar 14, 2010

And all done now....   Anyone want to check it out, get it here:

http://sites.google.com/site/steelers086/gamefiles/UpdateTest.rar

 

 

 

Stupid time change...  Making me take longer.  =\

on Mar 14, 2010

Is the galazy forge updated for Diplomacy? When I went to download it below the download it doesn't list diplomacy.

on Mar 14, 2010

hegemon, the galaxy forge does NOT know of any entrenchment OR diplomacy alterations, it's last release was when the map format changed with sins 1.15/entrenchment 1.00, but as the map format has NOT changed, any maps you create with it will work with sins,entrenchment AND diplomacy. also there is a very iritating bug in galaxy forge to do with template  creation with glaxyforge displaying the condition 'if owner is race' but puting 'invalid' in the actual map,it should show 'IfOwnerIsRaceNormalStart' and 'IfOwnerIsRaceQuickStart' and place these in the template

on Mar 15, 2010

I had a suggestion for your mod and it totally slipped my mind. Let's see..

I remember!

Changing the population on planets so that they accurately reflect real life populations and increasing the damage to population on siege frigates and capital ships to accommodate for this. It's a small touch that adds a good bit of immersion. Currently I think that the populations on planets is vastly understated.

20 people on an entire planet? Even though it's an ice planet seems ridicuoulsy unrealistic? Very immersion breaking for me.

on Mar 15, 2010

Well, I think two things:

One, if you did that, you would also have to tweak the tax income otherwise you would be very rich, very quickly.

Two, the population numbers are not actual, rather representative. If you multiply by round numbers, they still seem a bit off, so it's likely that the numerics reflect a relative ratio. The same is done for vessels. Although the scout frigate takes a "crew" of two, it is a frigate, usually manned by a minimum of a couple dozen men. Likewise, the capitals are crewed by thousands, as is listed in the Sins wiki, but you use a "crew" of 50, which couldn't operate a modern day vessel without a great deal of trouble.

The problem with real numbers is that they are unnecessarily large for a game. Say a planet can maintain 9 billion people. Another planet can maintain 900,000 people (assuming its very hostile). It's easier to have one cap at 10000 and the other at 1, a ratio which eliminates a lot of numbers on the screen (if I screwed up the actual ratio, you know what I meant).

on Mar 15, 2010

There are many views on and how the popluation is represented.


I for one base the number on more of political/military presence on the planet. With the people in charged fried under a hail or missles or laser it easy for your planetary leaders to fly right down from that colony ship and put it all back in order.

Other like Draak think its a ratio. *shrugs* Both could be right. So it really depends on how you look at it.


I find it unrealistic that any race would kill all the population. Which if we take your suggestion it what the numbers would show. And then somehow replace that population with their own so quickly. Do they just plant them like flowers?


So again its all in how you look at it. I find them fine the way they are now. I also find the lack of a campaign in the game completely awesome. So take it as you may...

on Mar 15, 2010

I didn't really want to create a new thread for this, and I had initially intended for it to work with Distant Stars in the first place...

I just finished up a No Mines mini-mod for Entrenchment 1.05 and Diplomacy 1.01. I've also included versions that work with both the Entrenchment and Diplomacy versions of Distant Stars 0.9951. Not only does it remove the means of building mines, it also completely removes them from the research tree too.

Download link:

http://www.mediafire.com/?un4lytz4yww

There shouldn't be any bugs (at least not what I'm aware of) but I'll make sure to update the files should any arise.

on Mar 15, 2010

For those who think that they're OP, that's a good option. Definitely makes multiplayer more interesting.

As for the population, I kinda figure with three groups at such great odds, I don't see the Vasari or Advent trying to hold onto TEC pops, but I don't think of the new pops as growing like flowers either. A war within a single system would take a while, much less an interstellar war. At the same time, buildings and planets are grossly disproportionate. Not to mention the fact that nebulae do not occur within a system (the other way around, in fact). Point is that the game mechanics are for the sake of the game, not reality. I've actually played a space-combat game that is realistic to the letter (and I mean that with the utmost seriousness). It was absolutely boring.

on Mar 16, 2010

Given both of your arguments concerning population, maybe an entire rethink of the whole system seems to be in order, expanding on what you can do with a planet.

Possibly something similiar to Rome: Total War in which capturing a settlement would give you the option to either occupy the settlement allowing the remaining population to continue living in a similiar way, enslave the population sending a fraction of them away to work as slaves or to exterminate them which results in killing three fourths of the remaining population.

With this in consideration, I think the population that is exterminated by siege vessels and capital ships would be the military and political presence on the planet while a second population of civilians remains compartively high despite bombing. This means that the population holding control of the planet is wiped out while the general civilians can be occupied, enslaved or exterminated.

If this is possible, I would hope it's implemented given it doesn't disrupt the gameplay but if it's not, then thanks for reading.

 

On a side note, how do the frigates know that they are bombing the military and political presence on the planet instead of civilians? That's where the fact it's videogame comes into play. Too much realism isn't nice but a little touch of it can add a whole lot more to a game overall.

on Mar 16, 2010

My personal interpretation of the population numbers is that they're referring to the number of millions of people there, not exact numbers.  However, this doesn't hold true for the asteroids so then I claim they're talking in the hundereds being represented, rather then millions...  Having 564 million people on a earthlike planet is believable since we're over 3 billion as it is...  Seeing 4000 (40 x 100) people on a very large asteriod for a mining operation is somewhat believable to me...  Mining towns in the American Southwest have comparable numbers.

To explain away the rapid growth, I just look at what the focus of the game is on.  Space combat.  The only aspect of the game that is represented in real time is the fleet movement within a gravity well and the battles that occur there.  Everything else is represented in an extremely acceleraterd frame of time.

Today's standards, even in the best of conditions, it takes years to build a super carrier, not 90 seconds.  Today's standards it takes decades to refit new weapon systems into an entire military, not instantly as soon as the tech upgrade is finished.  Today's standards it'd take dozens of generations of people just fornicating like mice to go from a zero population to something in the 100 million range.  Today's standards, it takes 3 months to get to our closest neighboring planet, or if we could travel at the speed of light, 4 point something years to get to the next star.  Clearly, the game has minimal focus everything except combat.

I honestly don't see how micromanaging how you take over a planet adds any realism given that everything except the combat is uber fast.  It give's you options, sure, but it doesn't add anything outside of that.

As for the side note about how and where frigates hit...  It's easy.  Today we can already do that.  We drop bombs from tens of thousands of feet in the air that are laser guided to targets and they hit with perfect precision.  We fire missiles from ships out at sea that fly hundereds of miles and use their own on board cameras to find, maneuver, and hit their target.  (See tomahawk cruise missiles for 1970's technology doing exactly this)  Intercontinental ballistic missiles (ICBM's) do exactly what a seige frigate does, except that it's fired from a land base instead of space.  It flies up, enters space, travels as far as it needs to, re-enters the atmosphere, and hits it's target.  That covers the how, as to the where, just look at a map to see the capital.  Ready aim fire.  Besides the map, capitals are usually one of the largest cities a nation has.  Just hit the largest population centers and you can pretty much assure yourself that you're at least influencing political change even if you don't take out all of the powers that be.  The world trade center twin towers for example.  Those had no politicians in them, yet destroying them evoked political change world wide.

Orbital bombing to take over a planet is actually one of the truer more realistic aspects to this game rather then one of it's fictions.  We'd probably be fighting our wars in this manner today if the powers that be didn't sign treaties back in the 60's forbidding the militarization of space.

 

 

on Mar 17, 2010

Stant123
It give's you options, sure, but it doesn't add anything outside of that.

 

Which is exactly what I am proposing. It ties loosly to realism to give it some logical grounding rather than changing gameplay mechanics for the sake of changing gameplay mechanics. I'm not pushing for absolute realism, but using a little bit of it as the logical basis and justification for expansion upon the original game to enrich overall gameplay.

on Mar 17, 2010

Note to all who are using the Entrenchment and Diplomacy version of this MOD.

The Mod does work with the latest update.

on Mar 17, 2010

Cool thanks

on Mar 17, 2010

Hello everyone. Great mod, Distant Stars team. Just wanted to notify anyone with a netbook who might be interested in playing the Distant Stars mod on their netbook that I've added support to play the Distant Stars mod on netbooks in a new mod I've created for Diplomacy and Entrenchment. Here's a link: https://forums.sinsofasolarempire.com/362608/ Thanks again Distant Stars team!

on Mar 18, 2010

Hey Code Monkeys, anyone wanna give me a hand with these issues?  I'll give you some bananas. 

Failed to Create D3DX Effect 'C:\Users\****\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-v1.191\Distant Stars v1.011 Candidate\PipelineEffect\GS_Ship.fx'...
C:\Users\****\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-v1.191\Distant Stars v1.011 Candidate\PipelineEffect\GS_Ship.fx(157,8): error X4579: NaN and infinity literals not allowed by shader model
ID3DXEffectCompiler: Compilation failed

Failed to Create D3DX Effect 'C:\Users\****\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-v1.191\Distant Stars v1.011 Candidate\PipelineEffect\GS_ShipBuilding.fx'...
C:\Users\****\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-v1.191\Distant Stars v1.011 Candidate\PipelineEffect\GS_ShipBuilding.fx(147,8): error X4579: NaN and infinity literals not allowed by shader model
ID3DXEffectCompiler: Compilation failed

Failed to Create D3DX Effect 'C:\Users\****\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-v1.191\Distant Stars v1.011 Candidate\PipelineEffect\GS_ShipPhasedOut.fx'...
C:\Users\****\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-v1.191\Distant Stars v1.011 Candidate\PipelineEffect\GS_ShipPhasedOut.fx(168,18): error X3005: 'dot': identifier represents a variable, not a function

Failed to Create D3DX Effect 'C:\Users\****\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-v1.191\Distant Stars v1.011 Candidate\PipelineEffect\GS_Planet.fx'...
C:\Users\****\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-v1.191\Distant Stars v1.011 Candidate\PipelineEffect\GS_Planet.fx(264,18): error X3067: 'RenderCloudsVS': ambiguous function call

The files in question can be acquired here if you don't have the DS vanilla mod or don't want to go digging for them: http://sites.google.com/site/steelers086/gamefiles/Troubles.rar

Right now I have DS running and partially updated with Vanilla Sins again.  With these errors you just can't see a few thing obviously.  So if I can get help fixing them, then at least those without Entrenchment or Diplomacy can start playing the mod again.  DS will still need to be fully updated to bring it in line with the other two, but that's not the most important thing right now.

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