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 212)
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on Jun 02, 2010

Yeah, I've got some sluggish issues going on. I'm playing that 11 star system with the 6 pirate bases around a central star (can't recall the map). I've got full diplomacy going on and throwing 40k pirate swarms at other factions while being their "good buddies"

 

There's something menacing about assaulting a pirate base that has 40+ capital ships at it. And stomping it into the ground.

on Jun 02, 2010

yeah the AI can barely handle the regular pirates, the DS pirates are something else and when Powerful Pirates is brought in? well I have lost to them several times

on Jun 03, 2010

16 Kostura cannons ended most of DS's deadly pirates at one base for me... Just the starbase survived, and with a lot less health.

on Jun 03, 2010

Funny thing that...

 

The Vasari are the only one's that can take the coward's way.

It takes balls to go face to face with your enemy.

on Jun 03, 2010

Heheheheh

I am usually a TEC player, but I like to play as Vasari in DS, because you can get the economy going crazy as just about any race.

on Jun 03, 2010

I'd like to ask the DS devs about how to modify something that has been bothering me about the mod.  What entity file would I need to change, and what specifically would I have to edit in said entity file, if I wanted for random planets to spawn no less than 2 resource extractors rather than 1?  It seems to happen far too frequent that I end up with a really bad start, where I have a couple or more almost completely worthless adjacent planets (usually dwarf asteroids) that only have 1 resource node in the gravity well.  This almost always spells out immediate defeat for me before the game even begins and its especially irritating that the the CPU rarely seems to get the same sort of bad luck.

on Jun 03, 2010

I think of it as karma. In a past life, you must have had too many smurf accounts.

As for the pirates, I say take them on direct! My brother finally has the pirates down to 700 ships after about 4 max fleet waves. Finally, a manageable number.

on Jun 03, 2010

@Manic

It's not that they start better then you it's that they being AI's get to cheat a little bit, plus AI's multitask a hell of a lot better then you and I.  I can almost guess that you're a turtle player in the sense that you don't expand quickly because you're busy covering your ass before you move on.  Before you mess with anything, try a new strategy.  It's called "get out there and grab some planets puto."

Basically, everyone is starting off with the same thing, send out your couple of scouts, build a colony cap ship as well as a colony frigate with a few escorts and send them off in different directions.  Your cap can fight it's own battles by itself so let it go by itself.  If you have options between a lightly defended planet and a heavily defended one, go after the light one first and don't waste the time on the heavy one until you have the ship count to make quick work of it.

You don't need to protect your home or any early grabs because no one has the ability to be producing an attack fleet much less anything that can lay down some orbital bombardment.  Just grab and go, get yourself out of the hole population upgrade wise so you have a positive tax income, but don't do any high stage upgrades until you're maxing out in population or orbital structures.  Your early expenditures will stay low and you can grab more planets and expand your fleet faster.

 

Later on if you're still feeling like you're getting the shaft follow these directions.

 

You can't do anything like how you're picturing it.  Random spawns are based on what planets are listed in the galaxyscenariodef file, so in order to change the number of resource asteroids you get, you're going to have to hit up every single planet.entity file there is and change the numbers yourself.  There are a lot of them so clear up a healthy chunk of time.

Changing these files is going to require you to have a way to change the files from binary to text and back.  One option is Harpo's textbin mod tool, another is the less updated Dekhranic mod tool.  Both do the job equally in this case.

Once you've got the planet entity files changed over to text, look for the section that follows the line planetResourceSetupInfo

This example is from the PlanetTerran.entity file

planetResourceSetupInfo
    asteroidSpawnAngleVariance 3.141593
    totalMaxResourceAsteroids 4
    metalResourceAsteroidSetup
        minCount 1
        maxCount 4
        extractionRate 0.400000
        refineryRate 0.060000
        maxRefineryCount 6
    crystalResourceAsteroidSetup
        minCount 1
        maxCount 4
        extractionRate 0.400000
        refineryRate 0.060000
        maxRefineryCount 6
    neutralMetalResourceAsteroidSetup
        minCount 0
        maxCount 0
        extractionRate 0.000000
        refineryRate 0.000000
        maxRefineryCount 0
    neutralCrystalResourceAsteroidSetup
        minCount 0
        maxCount 0
        extractionRate 0.000000
        refineryRate 0.000000
        maxRefineryCount 0

The important things to play with are the red green and blue numbers.  I don't want to explain them because it's obvious what you need to do.  If you can't figure it out, then...  Nevermind.

When you're done, you can leave them as text or make them binary again and put them back in the gameinfo folder.  Run your game and enjoy.  You'll have conflicting info with online players though so whatever changes you make, it's advised to make them into a minimod if you play online so you can simply turn them off for that (in entrenchment and diplomacy only.  vanilla is all or nothing.)  If you don't know how to do that, then just keep a copy of the originals in a special folder, and keep copies of the modified files in another special folder and copy and paste as needed into the gameinfo folder.

on Jun 03, 2010

Whats the checksum for the latest version by chance? Just wanna make sure im running it correctly.

on Jun 03, 2010

Hegemon76
Whats the checksum for the latest version by chance? Just wanna make sure im running it correctly.

Diplomacy-[36951860]

Entrechment-[36672790]

on Jun 03, 2010

Sweeeet don't need any help this time around lol.....great work guys!

on Jun 03, 2010

Stant123
@Manic

It's not that they start better then you it's that they being AI's get to cheat a little bit.  I can almost guess that you're a turtle player in the sense that you don't expand quickly because you're busy covering your ass before you move on.  Before you mess with anything, try a new strategy.  It's called "get out there and grab some planets puto."

I understand the factor that the AI gets a bonus resource income above hard difficulties, but I'm not talking about that.  What I mean is that I simply usually start out with a very crappy selection of random planets adjacent to my homeworld, such as dwarf asteroids with 1 single resource node, very heavily fortified "big" planets that are impossible to take early game, or planets that aren't possible to colonize immediately without research.  This makes it extremely difficult to expand my empire at a consistent rate and feasible manner every game like I am always able to without using the mod.  Also, I never turtle unless I absolutely know I have the upper hand and a well established choke point with a starbase up.  I colonize about twice the speed as the AI typically does on Unfair difficulty without the mod enabled, pretty much every single time.  Matter of fact, by the middle of the last game I played I had 14 planets colonized by the time the AI had 6 colonized (again, without using the mod).

Other than that, I already am familiar with the other points and strategies you mentioned.  Thanks for your help with what entity files I need to edit though. 

Stant123

You can't do anything like how you're picturing it.  Random spawns are based on what planets are listed in the galaxyscenariodef file, so in order to change the number of resource asteroids you get, you're going to have to hit up every single planet.entity file there is and change the numbers yourself.  There are a lot of them so clear up a healthy chunk of time.

I always play randomly generated maps.  From playing vanilla Diplomacy, I can tell that the resource asteroid spawns are always between 2-3 per planet, and on rare occasions 4, without exception (for every type of planet).  With your mod, it seems like the resource asteroids can vary between 1 and 6 per planet based on my experience, but for which planets I am not sure.  All I'm going to do is change the "minCount" to 2 so that the planets always spawn with no less than two of any type of resource asteroid. 

Again, thanks a lot for your help with what to edit in the entity files.  I'll take a good look at the information you provided and try to figure out as much as I can without bugging you any further.

on Jun 03, 2010

I always play randomly generated maps. From playing vanilla Diplomacy, I can tell that the resource asteroid spawns are always between 2-3 per planet, and on rare occasions 4, without exception (for every type of planet). With your mod, it seems like the resource asteroids can vary between 1 and 6 per planet based on my experience. Does that necessarily mean that all different types of planets spawn with a random number of resource asteroids within a specified variable?

If you tired of getting screwed by random maps, maybe make one ingame or with GF. Random maps are just that, but IMHO someone gets screwed by them. Its either you or the AI.

 

The resource asteroids vary depending on planet type and size of planet. The smaller the planet the less roids. The larger the more.

on Jun 03, 2010

The resource spawns are 0 to 6, all depending on the type of planet you get.  My memory is a little fuzzy since it's been a long time since I looked, but it goes something like moons have 0 to 2, dwarf have 1 to 3, normal have 2 to 4, and giant have 4 to 6.

If you use my better gas giants minimod, those can have 6 to 16 depending on which one and how lucky you are.

on Jun 03, 2010

Speaking of your Better gas Giants they are added  in the Online Update.

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