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 199)
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on Apr 21, 2010

Stant buddy, Ive stumbled apon a gold mine of a website!!! Check your PM's!

on Apr 21, 2010

I'll I have to say is...  >=D

on Apr 21, 2010

Yeah its a goldmine. The sheer poential is staggering. Sadly I cant use it like i want with a second computer. Sigh.

on Apr 21, 2010

Ok, all this has been a much need break from the current settings. If yall get bored tonight, I'll be on TS. hehehehe...

on Apr 22, 2010

That's ok.  I'ma firin' ma lazor!  

on Apr 22, 2010

PEW PEW PEW PEW!!!!

on Apr 22, 2010

I wouldn't see a problem with changing the HUD to match it's race... it's been done in 7DS mod I believe... it's been so long since I play tested it though so I can't remember exactly

on Apr 22, 2010

I was wondering...if you guys are going to add the fix for the two gig mem problem? I get crashs when i hit the two gig limit.

on Apr 22, 2010

I saw a research in there before my laptop died that said something that looked like planetary defenses(Used the TEC Shield Generator building)  Is that what that is, or did I read it wrong?  From what I understand, it looks like a big uber-turret type of thing that fires from the surface?

-Twilight Storm | My life for the Dahkri

on Apr 22, 2010

@ Twilight - yes you are correct, that is a planetary defense network that shoots at any ships getting to close too it or try to get into bombing range.

 

@ ScopeSgt -  the 2 gig issue is part of Sins hardcoded problem and can't be solved but the guys who work on this mod are working on incorporating the work of Major Stresses Sin's Optimization project which will cut back on the amount of memory the game uses.

on Apr 22, 2010

There is someone else working on an optimization for the game and I believe they are interested in incorporating that if it is compatible. As for the 2 gig issue, that is far more intimate than a simple mod allows.

Planetary defenses are available for all three races, and it uses the TEC shield generator to employ. I have reworked research and HUD buttons for it which should be used by the next patch (you're welcome). Although requiring an orbital structure, it fires from the surface of the planet at all angles of approach (each weapon type being custom to the race) and it deals considerable damage when upgraded; however, it is an not an 'uber-turret' in that the damage is limited so as not to OP the defenses. I still feel that if the structure is defended adequately, it is worth the high tactical pointage.

NEXT!

on Apr 22, 2010

Does it deal more damage than an equal number of turrets then?  Or multiple firing banks?

Just throwing this out there, but How OP would a ship with Hangars, ship to ship guns, and anti-strikecraft weapons be?

8th tier research, must have carriers, flak, and LRF researched first, and deals SLIGHTLY less damage per weapon(Except the Strikecraft which would be normal) than the other ships, instead costing a little less supply so it evens out.

A big task to be sure, but I think this'd be an awesome end-game ship.  (Maybe also make all of the armor/weapon researches a pre-requisite?)  It'd be hard to get to, but worth it to players who might want to fight with a few less combat ships late-game, instead making room for colony/scout/constructors/envoys scattered throughout the empire.

Doubtful it'll come to pass, but you asked for suggestions.

-Twilight Storm | My life for the Dahkri

on Apr 22, 2010

I've not done the damage comparison too carefully, but the planetary defenses can target multiple targets, increasing the number with upgrades. It also does a range of damage, depending on whether or not it's attacking a cap or cruiser. Odds are that Stant's wiki has the data. Wiki

As for the vessel you're describing, sounds like a modern battlecruiser variety, but you probably have a greater number of fighters in mind than the usual 2-4 (equivalent to 1 wing). If it did less damage than a lot of the heavy caps, but had better overall capabilities, it probably wouldn't be OP in that a simple counter would be to have SC protection, avoid SC focus (unless you really spam it), and have a few bruisers on hand to pound it. But if it's late game, it really just becomes another cap at that point. I don't see why it couldn't be done, BUT modeling and adding vessels is something we haven't tackled much. I have worked a 3-D rendering program, but am not terribly proficient.

As per usual, it boils down to 2 things. Bossman giving it a green light and someone volunteering to do it. If I do skins, it won't be me. Btw, has bossman mentioned anything for or against the skinning?

on Apr 22, 2010

I'm not thinking of a super-ship.  It'd just be a way to make the battles more massive scale in the late-game.  Still take 10+ to kill a cap ship, and cost at minimum 14 supply each, but you'd be able to field more overall damage of these types than the other specialized ships.  2 squads per ship for strikecrafts, just like Light Carriers, and they'd still use antimatter to replace them.

Basically, it would be a culmination of the empire's technology.  A Mini-Cap ship, if you will.

Just a suggestion.  I'm already uber-happy with this mod, and I've only played as tec so far.  Can't wait to see wat you did to Advent and Vasari.

I've also toyed with the theory of hybrid fighter/bombers in the past, but had a lack of modding capability(And will).  Thoughts?  (Not really a suggestion, unless you like it, but more me trying to figure out the nagging feeling that it'd be OP...)

Again, would be implemented at a high tier.

-Twilight Storm | My life for the Dahkri

on Apr 22, 2010

Oh, I was thinking that you were proposing a cap. Even then, it didn't sound OP. As a cruiser, it would be nice to see something a little more rounded or aggressive than the current. You have the Kodiaks, but that's about all you get in the way of a combat cruiser. I could see it. Above conditions still apply though.

As for hybrid SC, that's pretty much unlikely. I would say give it less anti-fighter punch than the gunship and less anti-cap punch than the bombers, but that might be a hard wire to walk. It would have to be very carefully balanced to be worth using, but not totally outclass some mix of other SC, which would make it rather pointless since SC don't have the same cost issues that make caps vs. cruisers such a big decision. I think it works better in something more fighter intensive (Wing Commander, Homeworld, EVE).

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