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 221)
562 PagesFirst 219 220 221 222 223  Last
on Jun 13, 2010

Mostly used for map makers if they want to make a starting planet a pirate base.

on Jun 13, 2010

Yeah, dumb question.  I figured that out after I saw "IceHome" and "VolcanicHome."  Thanks for the prompt reply.  One last question before I pass out: where do I put the map to avoid the "instant defeat" message?  I've tried moving it all around, but I've read on here that the Users\username\Appdata is no good.  That's the only place I can find the Distant Stars map names.  I'll try pasting it everywhere feasible and see if any of it works.  Thanks again for the help!

on Jun 13, 2010

Ah, looks like C:\Users\username\AppData\Local\Ironclad Games\Sins of a Solar Empire\GalaxyForge did the trick.  Sorry to bother.

on Jun 13, 2010

More specifically, pirate home is guaranteed 2 of each resource asteroid, the other is not, the home version has more population upgrades, civil slot increases, and artifact search levels, and the normal one has 2 guaranteed bonuses (black market and plundered booty) whereas the home has neither.

on Jun 13, 2010

Played my first really long match (200 planets, versus 8 hard, one unfair, FFA), and one thing struck me. After some time- even with low income rates, ships are so expensive I can pump them out non-stop anyway, which is something I'd hoped to avoid, to some extent. The time it takes for one average fleet to die on such a large map is very close to the time it takes to build a new one, and with the resource rates, I'd just end up spitting them out without any issue anyway.

So I'd like to propose a change to make larger games more costly even as they progressed and you got a ton of planets and thus income. I first thought of lower income rates, but that makes games horribly slow at the start. So rather, how does the idea of continuously increasing capital ship costs sound? I.e. first costs x amount of resources, then the next costs x+y resources, and the next x+y+z resources and so on. Seeing as how it's already in effect in some way (with the first one being free and all), I'd like it for at least to be considered, pretty please?

on Jun 13, 2010

Pro and Con. Pro: It would make longer games a little harder, though probably not noticeably. Con: No sense of realistic economics.

I have no idea which way I would go on this. Odds are that, since I play the entire early game with 2 caps, I would never feel the pinch.

on Jun 13, 2010

Well, income rates are what you make of it.  Adding in trade ports and doing the research for population and trade obviously increase the rates.  Late game you're supposed to have a powerful empire that can pump out the ships unless you're getting your ass kicked and losing planets left and right.  You can always abandon planets deep inside your empire and scuttle trade ports if you want to reduce your income rates.  I suspect, you'd be the only one doing it though.

 

I assume the whole deal using fleet supply upkeep as a percentage rather then a flat cost was a method to gut your wallet later in the game and essentially does the same thing.  Think about it, max fleet supply for someone with 300/sec income means their fleet upkeep is costing them 225 credits/sec.  Max fleet supply for someone with 2200/sec income costs them 1650 credits/sec.  What benefit does the higher cost get you?  Absolutely nothing, the 300 guy can field the exact same fleet as the 2200 guy even though the 2200 guy's remaining income is still higher then the total income of the 300 guy.  In real life the higher cost would gain you a hell of a much nicer, better equipped, better staffed, gigantic fleet over your opponent.  In sins, not so much.

 

Two problems with the x+y+z thing, first, it's not possible.  The game has no way of differentiating the cost of a ship based on the number you have built.   It reads a file that says this ship costs this much, and then stores in memory as you play you have this much supply available and you've used this much.  The two are unrelated, where expenses are concerned.

Second, when you build something, the more times you do it, the better you get at it and the cheaper it usually gets because you're faster and you refine your methods and needed materials lists so you have less waste, and as you expand you gain access to more resources and can pick and choose the cheapest supplier.  So if anything, the later you get in a game, the cheaper ships should end up being not more expensive.

on Jun 13, 2010

Didn't really think about that last point, but it's true. The M1 Garand (for those of you who know me, yes, I'm going there) originally used milled trigger components with a certain heft to them. As the war went on, John modified the design to incorporate machine stamped trigger housings and created small hole, which reduced the amount of metal used while not harming the structural integrity of the components. This allowed them to go from ~6,000 made in 1938 to ~1.5 million in 1942.

In Sins, after about 5 hours of gaming, I should be able to make near double what our unit cap is at.

on Jun 13, 2010

damn you Draakjacht for bringing guns again to the forefront of a conversation

oops sorry was channeling tseb there for a moment

on Jun 13, 2010

I take it you've noticed the rivalry there too.

Well, what better way to draw parallels than with a wartime statistic?

on Jun 13, 2010

This is a great mod, but the game crashes on me after 10 mins of play. Anyone have a fix for this?

on Jun 13, 2010

Stant123
Sorry to inform you, but karma and luck weren't programmed into the game.

I'm aware, it's just the way I like to run things.

Xer0 \^/

on Jun 13, 2010

Turn your graphics down.

 

Edit:

Frequently Asked Questions

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.

on Jun 13, 2010

dongsweep: Turn down your graphics, and turn OFF the skyboxes.

Xer0 \^/

on Jun 14, 2010

For me skyboxes and a large tech tree do it. Turning off skyboxes and unnecessary details (clouds and debris if you continue to have problems) do a lot. In game, trimming the tech tree is a must. I set only fleets to auto-pin. Starbases automatically pin one way or another, but you can unpin them as soon as you finish upgrading them. With planets and such not cluttering up the side of your screen, you get better fps, more battle visibility, and faster fleet management.

562 PagesFirst 219 220 221 222 223  Last