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 210)
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on May 30, 2010

btw is distant star working on a new mod. cause i was wondering if you could combine the solar sins mod into the distant stars mod.

if you want the few thing solar sins has that is not currently in the mod feel free to add it yourself to personalize your DS.

on May 31, 2010

so how do i ad it myself. all i want to add is the ability to colonize the star.

on May 31, 2010

How does one colonize a star and with what?  Especially considering a single molecule of iron (or any element heavier then iron) is all it takes to make a star go super nova, I'd love to hear the ideas behind that.  I'm not being an ass or anything I'm actually serious because if the ideas are at least plausible, I may do a little something in the DS lore based on it.

on May 31, 2010

@nguyenstar - you need to have transfer over the files for the stars, the entity files that define the ability to colonize a star, plus make sure the entity manifest is up to date with those changes (remember to update the count as well)

@Stant123 - I'm guessing a specialized shield system and anti-gravitational ability

on May 31, 2010

i was thinking of building space stations with shields around the star or even do what solar sins mod did by colonizing the moon that orbit the star. And since this is s sci-fi games, our imagination is the limit to how we can colonize a star.

on May 31, 2010

nguyenstar
so how do i ad it myself. all i want to add is the ability to colonize the star.

Well, depending on the changes being made it could end up being a very complex and time consuming operation for very little pay off.  First, you have to find the star's entity files, then you have to find every file those rely on such as meshes, abilities, buffs, bonuses, research, then you have to copy those over to new folders, edit the DS english.str file and make all of the additions needed there, add all of the new entity files to the entity manifest, and modify the research trees to allow you to do the research to colonize them in the first place if that's mandatory to do beforehand...  I know I'm forgetting stuff too, but that's just a quick rundown off the top of my head of what's likely to need to happen.

on May 31, 2010

Stant, there are stars with iron-nickel cores. How can that be correct?

And as for colonizing stars, I'm against it. First, the difficulty in securing a star is in the inability to set up a colony. Second, lasers are getting through shields. No reason a corona couldn't burn through it.

on May 31, 2010



@Stant123 - I'm guessing a specialized shield system and anti-gravitational ability

Plausible, I like it.

nguyenstar
i was thinking of building space stations with shields around the star or even do what solar sins mod did by colonizing the moon that orbit the star. And since this is s sci-fi games, our imagination is the limit to how we can colonize a star.

 

Hmmmm.  Some sort of plasma/ion/heat shielding to keep from melting down, being hit by solar wind, and avoid potential solar flares.  Shielding the entire star might be asking a bit much considering the immense power drain maintaining a shield under constant bombardment without failing would be, however using directional shielding akin to Vasari's frontal deflector shielding on their starbases could allow for aiming between the star and the structure orbiting it so the whole thing wouldn't have to be shielded, just the portion between.

Anti grav's a must for lower orbits, unless you're colonizing a moon nearby, but then you're technically not colonizing the star, and I already colonize moons in the lore so that's nothing special to pull off.  I'm thinking once I con Oranos into letting me dismantle a starbase of his, I convert it to something on the civilian side and park it in low orbit.

Imagination is the limit, but I do want some plausibility to it by using in game tech.  It's easier to justify, doing it that way.

 

 

I could make it work as a pet research project that ends up being overly costly to operate and yields no reasonable benefit ultimately calling for the structure to be abandoned and scuttled.  Thanks for the ideas.

on May 31, 2010

Draakjacht
Stant, there are stars with iron-nickel cores. How can that be correct?

That is not correct, there is no such thing as a star with an iron-nickel core.  Once there is not enough hydrogen to fuse and maintain hydrostatic pressure, the star is considered to be dead.  Once Helium starts getting fused into Carbon it's called a supernova, type II specifically.  (It just hasn't exploded yet)  I'm aware of the super massive Wolf-Rayet type stars that can build up large iron cores during their collapsing process, but the fact of the matter remains, once the fusion of hydrogen has ceased or slowed to a point where helium has to be fused to pick up the slack to maintain the hydrostatic pressure, the star is dead and on it's way to going boom.  Once iron is created by the fusion of silicon, energy is actually absorbed, not produced causing the former star to violently collapse in on itself because it's impossible to maintain hydrostatic pressure when all of it's energy is being stripped away by the iron production, and it explodes creating the imagery of the supernova we all know and love.  So like I said, once 1 single little atom/molecule of iron is created...  Boom!

on May 31, 2010

Let me rephrase this: I thought the limit for the iron-nickel core mass was 1.38 solar masses, meaning that the introduction of said material would assist a steady process towards doom, but one which could take millions of years, thus being far from an instantaneous explosion. Given that a great number of asteroids (including ones which become meteors) are iron-nickel, it makes sense given that some portion of said objects are sure to be drawn in by our star. It also explains why heavy elements are created by supernovae, but when the material spreads, we don't see a fatal colliding effect with nearby stars.

This all aside, still against colonizing stars.

on May 31, 2010

The core mass value is true, but from my understanding (from a decade ago) the process of helium being converted all the way down to silicon only takes a few days at most, and once silicon is converted to iron in that instant the process becomes an exponentially increasing runaway process that only takes seconds to a minute to reach that 1.38 solar masses depending on the overall size of the star because it rapidly absorbs energy forcing the former star to crush down on itself more, creating more iron, which strips out even more energy forcing it to collapse further creating more iron which saps even more energy, etc etc etc...  Larger stars, being much faster at this then smaller ones for the obvious reasons of greater gravity and more material to work with.  Larger stars also are the culprits for creating elements like silver and gold and heavier since iron is continued to be converted in however long of time it takes to explode.  Think of it this way, if it wasn't a run away process, wouldn't it just cool off and condense into some big hunk of whatever ball of layered elements it finally creates when it's gravity can no longer crush itself?

 

I'm against colonizing stars too, since there's no practical reason to, (seriously, only Chuck Norris would be able to live there) however landing structures nearby in low orbit such as research stations, while ultimately being prohibitively costly, could provide some scientific value.  So if I were to do something in the lore based on it, it would be an experiment that ultimately is decided to be not worth the effort to maintain.  Just something to do while waiting for other story arcs to develop/conclude. 

 

In mod terms, to each his own.  To me it's not practical since there are no resource asteroids that I remember seeing, and a starbase with a tradeport upgrade would end up doing the same thing as a planet for the most part.  Although, think of all the goodies you could throw down in the big DS map if you could colonize them...    Close to 80 main stars, and 100's of companion stars all with stuff...  Insane!

on May 31, 2010

Can anyone explain how i install this mod. Im new and this would be my first mod thanks

on May 31, 2010

Did you bother to check the original post for a link to some instructions?

Seriously, can't people learn to read the info provided by developers these days?

on May 31, 2010

Actually, even with the intense layer of elements, one of the big issues is that iron-nickel doesn't have the structural strength to resist such gravitational forces, and still manages to fall in upon itself. So even if it were slow, it would be like watching 9/11, where you sit in anticipation forever until SURPRISE! Too soon?

Anyway, I do have an idea regarding "Star Colonization" that you just inspired. What if you could research a production vessel like the Raloz or some form of star colonization that allows you to build a costly to maintain research station which can only function in the gravity well of a star, perhaps very close to reduce the usefulness of starbases protecting it (since you usually want them near phase lanes). This station would then open up a new branch of research which could either all be under one section or pockmark several categories. It could include things like anti-matter regeneration, shield strength, and/or armor strength. It wouldn't be a casual decision either because aside from the start up cost, we could find a way to make it a constant economic drag.

on May 31, 2010

sory ive been skimming throught the 126 pages so theres alot i could have missed thanks

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