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 203)
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on Apr 26, 2010

What's wrong with that? it's nice to see someone polite for once

on Apr 26, 2010

 

    Found it. 

    I love ManShooter's Volumetric Damage mod. But there is something in the particle and pipelineeffect folders that is causing the crash out. I replaced them with originals from Vanilla, and now its up and running. 

Thanks for the thought though.

Take care,

-Teal

p.s.  I thought i would stick out my tongue, just to be not quite so nice. 

just kidding,

 

on Apr 27, 2010

Awesome!

on Apr 27, 2010

I need to get back to working on my little vanilla DS project.  Kinda got busy with other things.

on Apr 28, 2010

Quick question, is there a way to change the stock maps (Huge-Random star) maps to have more of the additional planet types in it? I've tried several games and it generally loads the stock planet types with maybe 1 or 2 of the new types per sector, but I'm wanting more then 1 or 2. Thanks.

on Apr 28, 2010

map designer

on Apr 28, 2010

The short answer is yes, but not with the map designer.  (Actually, you can, you just have to move it to the right folder)  The not so short one is the map designer let's you create new maps, modify existing ones, and it has it's limits, but it may be a bit easier if you're trying to keep things random.  Ideally using the forge would be the best choice, but there's a lot of things you have to do to get planets, and phase lanes to show up randomly like in the 'random' maps.  If you just want to modify the current random maps, the easiest method is to get in your default sins directory (not the mod directory) in your galaxy folder you will find the maps called huge multi-system random, huge single-system random, large multi-system random, large single-system random, etc etc etc....

 

If you open it with wordpad, you'll see stuff like this:

    star
        type "RandomStar"
        radius 110
        connectionStarRadiusRange .65
        connectionChance .75        
        maxPlayerCount 5
        ringCount 4
        ring
            starRadiusRange
                minPercentage 0.2
                maxPercentage 0.3
            militiaColonizationPerc 0
            planetGroupCount 1
            planetGroup
                minCount 1
                maxCount 1
                planetTypeCount 1
                planetType "PirateBase"            
        ring
            starRadiusRange
                minPercentage 0.3
                maxPercentage 0.7
            militiaColonizationPerc 0
            planetGroupCount 1
            planetGroup
                minCount 9
                maxCount 9
                planetTypeCount 1
                planetType "WeightedRandom"
        ring
            starRadiusRange
                minPercentage 0.7
                maxPercentage 1.0
            militiaColonizationPerc 0
            planetGroupCount 1
            planetGroup
                minCount 15
                maxCount 15
                planetTypeCount 1
                planetType "WeightedRandom"        
        ring
            starRadiusRange
                minPercentage 0.3
                maxPercentage 1.0
            militiaColonizationPerc 0
            planetGroupCount 1
            planetGroup
                minCount 2
                maxCount 2
                planetTypeCount 1
                planetType "Wormhole"       

You can change the ring count (highlighted in red for you) and add more, change the planet counts (one example highlighted in yellow), change the planet type count (highlighted in blue) and add more planet types (highlighted in green).  You can also change the planet group count (orange) and add in more groups to each ring (Pink).  Weighted random already has 128 options attached to it in the galaxyscenariodef file (DS diplomacy 0.7 version does), so it's quite likely that you're just unlucky.  If you're playing the entrenchment version or the vanilla version the available choices in the "weightedrandom" group of planets could be different, in which case you would have to go into the mod folder, get into the game info folder, access the galaxysceneriodef file find the entry for "weightedrandom" and start adding in all of the planets you want, keeping in mind that the more you add, you'll have to adjust the planet count by that number as well.

on Apr 28, 2010

Actually, one other thing I forgot to mention for future considerations (this one's Ironclad's fault, not a mod issue):

The races' diplomacy research trees are mostly identical, except for one glaring issue:  TEC mysteriously gained the Labour Negotiations tech (and is completely unncessary, as TEC already HAS techs for building and ship build time reductions) while Advent and Visari appear to get NOTHING comparible.  I think it would be a good idea to come up with a new tech for Advent and Visari here to even things out research-wise, not to mention it's a fine opportunity to fill in some holes for Advent and Visari.  Advent could definitely use a late-game production boost, and with Visari this could be an opportunity to boost some of their neglected units (bonus for skirmishers and enforcers?).  You could even do something crazy here like make a Starbase Pact (+1-2 slots and/or an upgrade cost reduction?).

Just a thought for future versions.

on Apr 28, 2010

The pact might be harder based on the fact that they already have an even number of pacts and you also have to work the diplo end of stuff. Advent could always have a production boost based on "Assimilated Technologies" where they have taken ideas from their TEC counterparts and incorporated them for efficiency. For Vasari, it would have to be something Diplomacy based, like "Civil Compromise", where new rules protect the well-being of slaves and improve their output or viability, thus increasing populations or reducing planet improvement costs. These are suggestions for new researches and their respective descriptions.

on May 01, 2010

Great mod! Are starbases have maximum upgrade (17 level for TEC, 19 for Advent and 20 for Vesari)?

on May 01, 2010

no the starbases have the standard 8 max upgrade choices

on May 02, 2010

I believe there may be a slight misunderstanding here.  The starbases are still only upgradeable 8 times per starbase, just as Ryat pointed out, and yes, the TEC has 17 choices of upgrades, the Vasari has 19 choices, and the Advent has 20 choices (you had the Advent and Vasari switched FarenReman), just like their unmodded couterparts.  Basically, this mod hasn't done anything to the starbases yet aside from adding strikecraft variants to their buildable options.  They end up being pretty powerful as they are when you do the other research so changing things may end up making them too powerful.  It's hard enough just dropping one that's got a lot of research behind it.

on May 02, 2010

Well, I have right now 17 upgrades for tec starbases (and others 19, 20 for  vasari and advent), their are not too powerfull, expecially when we playing with Powerfull Piratec minimod (their are like armageddon )

If you dont wanna die quickly, its better to upgrade starbases to max level   to not cheat, give max upgrade also pirates and other races. Now, if U want to take sobe planet, you must prepare well upgrade and exprierenced fleet.

Without this, one well upgraded flagship may destroy standard starbase, where is the pleasure of victory?

on May 02, 2010

FarenReman
Powerfull Piratec minimod (their are like armageddon )

they were meant to be

muhahahahahahahaha

Lord Ryat of the DS Pirates Demands IT!

on May 02, 2010

Well, with diplomacy right now their are usefull as diversion   pay them 50 000 credisc and say goodbye to enemy planet   when enemies will be finished, I will payed pirates to attack me -> HUGE EPIC BATTLE...

THERE CAN BE ONLY ONE!   Great pirate battlecruiser, but it look familiar... ? In the future may be another models?

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