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 200)
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on Apr 22, 2010

Well Draak, the reason you only see one combat cruiser is because in the manual that comes with the box version of sins, maybe even a pdf with the digital download (I don't know since I purchased the box version), it clearly states that the frigates are your battle force and the "cruisers are only slightly larger and take on a more specialized support role."  It's clear intent by the developers that Cruisers in and of themselves aren't your fleet, nor your big guns, so no attention was given to them to be the "gap bridgers" between frigates and caps.  In actuality, the Kodiak really needs to trade places with the Protev since the Kodiak is a fighting machine and the Protev by definition is support through colonization.  If you really want to look at it, the Kodiak is the bigger brother of the Cobalt, and if you have entrenchment, the Ogrov is the bigger brother of the Krosov, so actually, some slight attention was given.  But even so, the frigates are your fleet.

If any ships are added, I'd like to see the pirates drop the use of the Akkan, Dunov, Vulkoras, and Halcyon, and someone model up new cap ships and strike craft for them.  Maybe not the strike craft...  *looking in SivCorp's direction for that.*  Maybe even add the Akkan replacement into the list of ships that makes the raids since they never colonize anything.  Hell, use the one he already modeled and posted in the lore.  It'd be fun to see pirates Ion Bolting ships.

 

The real issue here isn't the need for bigger and better ships.  PbHead will still beat us all.  It's the tactics employed by the player.  PbHead adapts to the battle faster then we do, that's why he wins with the exact same ships, even when 3 of us are ganging up on him.  (This weekend I'd like to see him try a 4 on 1.  )  Seeing cruiser versions of the Garda and the Javalis would be nice, but why?  Cruisers are for support.  Frigates are your fleet.  Changing that kind of changes the game, doesn't it?

on Apr 22, 2010

Don't forget... the next update the team will be doing a major nerfing of bombers

on Apr 22, 2010

What's wrong with more combat vessels?

on Apr 22, 2010

SpardaSon21
What's wrong with more combat vessels?

 

There is nothing wrong with more combat units, if they fill a specific role. Honestly there not any I can see that are not filled. I fully agree with what Stant said.

The unit Twilight has suggested seems to me to be OP. Just based on what he is suggesting currently. Sure they wont do the same damage as the units they are combining but once you reach a certaint point the numbers you will have will negate any reduced damage. And honestly once you have those there no reason to build anything else. So the whole balance format goes out the window. Not to mention even if you make a counter this ship does just about every damage type so...again once you reach a large number of these nothing will stop them.

LOL, thats all we need is another bombers late game.

 

This touches on the why we are nerfing bomber/carriers. By end game there is no reason not to build 100's of them and have 100's of SC. With the increased research alot of ships get crazy HP and damage. So, units that had advantaged in normal SINS have this amplified. SC are a prime example. Personaly, I hate how carriers are the end all be all of most fleets. I seriously would love to see carriers go back to just carrying 1 SC squad(2 for Advent). But I dont think that will happen. So instead Ive suggested we bump up the carrier fleet point heavly. So people can still use them but at an increased hit to any supporting ships one can field.

 

Anyhow, nothing wrong it suggestions and such. I just think combining units goes against what SINS is...role specific units working togehter.

on Apr 22, 2010

I wasn't necessary promoting anything, just dabbling. Unless I say "I'll do it!" I'm not the guy to say yes to squat. I'm lazy like that.

As far as cruisers not being the gap bridge, I see what you mean but also see how it could be added to in order to change that. But that is more than I think this mod is intended for. I'm not so much worried about the Dev's thoughts as much as ours. Hell, we can make the whole game about ponies with 1 HP and 5,000,000 DMG. Ah, the dream.

I would like to see the pirates get a make-over since that's already been done to some small extent. Especially with the new mixed abilities, it would be fitting. Once again, need someone committed.

And I do and don't agree with carriers being the end all. On the one hand, it would be nice to see two very different forces balanced in a way (especially if spam forces) where they stop one another dead in their tracks. On the other hand, it pretty much just fits recent military thought, where planes have a major advantage over other forms of military power. Missiles change that in real life, but the devs apparently missed the past 50 years of history. Meh.

As for me, I'm just taking suggestions for skins. I've got do three separate races and button panel for TEC. Anyone have more to spit up?

on Apr 23, 2010

Was just a suggestion.  8th tier, late game, and 1 for each race, making them to counter to eachother.  Everyone would have the option to get them at the same time, so unbeatable doesn't really apply IMO, but again, just a suggestion.

I started a reference chart, nearly done with the TEC portion.  Listed under Strategy if you're interested.  I'ma eventually do short explainations of unit purposes and add in all the buildings.

Other Races will be added on there, or made into their own threads.

-Twilight Storm | My life for the Dahkri

on Apr 23, 2010

We understand it's only a suggestion, this would be the counterpoint to the suggestion.  If you really want to see it considered, then you gotta get behind it and state why it's important.  The thing that's wrong with more combat vessels is that there's already enough to fill all of the roles of combat.  You would have a point, for example, if there was a need for a missile ship and none existed, however since there is one, making a bigger one, is only adding a bigger one, and a bigger one that can bombard planets and fight off strike craft is called a Marza.  Adding in a cloaked spy ship is an example of something that may be seen as being needed to counter the diplomatic ships.  I can get behind something like that.  But making a stand alone mini cap regardless of you only getting 1 or more then one doesn't really serve much of a purpose other then to satisfy players who are bored and want to see more ships, or those who fail in tactics and think this will solve their problems not considering that their opponent will get one too and will probably use it better then them as well.  Creating something like a ship that has the power of the super weapon (or a little less) for that particular race and takes double or triple the amount of resources to make and takes a lot away from your fleet supply, I could get behind that.  There currently is no such thing as a mobile super weapon.  I'd be nice to fire and go.  Free's up your planets for defenses and makes them harder to locate and take out...  Think of them as ICBM submarines.  You should be thinking along the lines of what is missing rather then combining two or more of what's already there.  You got a better shot at convincing people of the need that way.

 

Oh and twilight, you should link to your thread if you're going to promote it.  It won't always be easy to find.

on Apr 23, 2010

I know what Distant Stars needs: a combination flak/LRM cruiser!

on Apr 23, 2010

still backing my ponies

on Apr 23, 2010

Space ponies, +1000 damage when attacking anything Vasari.  Exhaust trails all have rainbows.

on Apr 23, 2010

If anyone can find some good Models to use for the Pirate cap ships I am open for suggestions. Just PM them to me and I will evaluate them

- Lord Ryat of the DS Pirates

on Apr 23, 2010

All my suggestion would have done would be making the fleets of the late-game dish out more damage overall.  At the start, the ships would be slightly underpowered for what they are, whish to say, basically an armed carrier.

Long Range Frigate Weapons.

Anti-Squadron Weapons.

Planet Bombardment Weapons.

2 Squadrons(Or maybe 1 would be a bit smarter  still want light carriers to be an option...)

A brace of special abilities.

Roughly Kodiak hull/shields/-1 from Kodiak's armor(4, i think)

Scenario:

Super Cruiser costs 14 supply

LRF Costs 4 Supply

Even if Super Cruiser doubles its damag output(I'm thinking 1.5x myself), while it would be aunit to be reckoned with, LRF would still have a place for a fleet where LRF are the main unit needed.

Scenario:

Super Cruiser Costs 14 Supply

Flak Costs 4? supply(Forgot to add supply costs to my chart...gonna have to do that.)

Same as above.

This ship would simply be designed so that near the end of the game, your fleet will dish out more overall damage, by needing less of each individual ship, leaving room for you to deploy the proper number of Envoys to get that game aspect where you want it, a large scouting force(Yeah, not hard on its own-10 scouts is 20 supply, but it adds up with the others)  and a handful of Colony Frigates scattered about to claim/reclaim planets, neutral extractors, and shipyards.

It would definitely need to take a very long time to get to, building the individual ships would yield better results for a specified fleet (i.e. if you wanted to take out a bunch of cobalts, the LRF fleet would be a better choice than the Super-Cruiser, but the Super Cruiser would be able to handle a wide variety of tasks in its own right)

The only problem would be in planet bombardment.  At 14 supply as I suggested, this ship would replace the Krosov altogether.  Perhaps bombardment should be left to the Krosovs in this instance, or raise supply cost for Super Cruiser to 16-18(Any higher and I think it would nulify the point of the ship)

To sum it up, it'd make the fights nastier, with the proper tweakage to the proposed unit.

Some stuff I may have spoken on twice here...I wrote it, then went back and added stuff in the middle...sorry bout that.

The numbers need changing, but as an idea in the infant stages, I like it.

-Twilight Storm | My life for the Dahkri

on Apr 23, 2010

Hey guys,

Really looking forward to future developments in Distant Stars. Especially integration with the Sins Optimization Project. Do have one question about that though. Does it mean the amount of lag will decrease as well? Because right now I'm facing quite some lag in the larger multiplayer games (as does everyone I guess) however at those moments my memory usage is at 700-800mb, not even close to the 2GB limit. Playing at lowest settings with a fast and fairly new PC. So I hope the Optimization mod will effect my gameplay as well.

 

Another question which you developers probably hate to get, but I'm trying nevertheless. Any idea on when we can expect a new release of DS? Anything like within a few weeks or something?

 

Keep up the good work guys! Cheers

on Apr 23, 2010

Ryat, were you talking just the model, or were you looking for something skinned?

on Apr 23, 2010

I think a decent ability for your LRF to have would be the Kol's level 1 flak burst.  Seems fitting.

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