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 23)
562 PagesFirst 21 22 23 24 25  Last
on Apr 06, 2009

Well at least you didnt have that beat whore bugging you all day!!!!! HA ha!!!!

on Apr 06, 2009

are the abilitys on planets right now temporary or are you going to give them a little more oomph in the future?

on Apr 07, 2009

I know 5% doesnt seem like much but we just wanted to add some flavor and such to each planet. We didnt want to make any huge changes to combat yet. There might be increases in the future via research.

on Apr 07, 2009

will the ships in th next patch will have dynamic movements seems to be the latest trend

on Apr 07, 2009

I know that it's popular and easy to change, but I don't know if I like that idea. Not only do certain caps benefit from their current movement system (a Marza can't bombard efficiently making passes), but speed is a matter of thrust/mass ratio. With fighters, and maybe some cruisers, I could see quick, sweeping movements, but caps have a lot of mass to push. The only thing I can see being an improvement would be thrusters allowing for side to side movement, regardless of where the nose points. I imagine that it's hard to do though.

Btw, I'm taking a survey of planet abilities and found that a few (given tehir descriptions) are a bit problematic. I'll have a list for you tomorrow.

And if you are thinking of doing planet ability research, consider something similar to the Mad Scientist mod, but make research enhance the existing abilities rather than be their origin.

on Apr 07, 2009

of course not when bombing planets, even when using the dynamic mod, the seige vessels don't make passes when bombing planets, but it could work with caps when fighting ship to ship

on Apr 07, 2009

I would like to announce that it was with this mod that I discovered SPACE PONIES!

Thank you!

on Apr 07, 2009

adecoy95
guess who is friend and guess who is foe in this mass of ships

 

Reduced 40%Original 1420 x 888

Derek, there is pratically no way to decide just looking at the ship, but if you extrapolate from the planets you could decide.

on Apr 07, 2009

Orange is enemy

Teal is ally

Dark Green is ally

Purple is enemy

Blue is enemy

Am I right?

on Apr 08, 2009

Mooster
will the ships in th next patch will have dynamic movements seems to be the latest trend

TBH, Im not a super huge fan of the dynamic movement. Except on light frigates. They could use that fighter movement. Always should of used it in my opinion. Maybe Cap Battleships also to help make full use of their ability to shoot 360.

But Nancy has said in passing he is interested in adding it. Just alot of work so I wouldnt expect soon. Maybe in a post 1.0 patch.

on Apr 08, 2009

Mooster

Quoting adecoy95, reply 2guess who is friend and guess who is foe in this mass of ships

 

Reduced 40%Original 1420 x 888
Derek, there is pratically no way to decide just looking at the ship, but if you extrapolate from the planets you could decide.

 

true, i know at a glance you can tell who is an enemy to you and who isint, its tought to tell who is hating who outside of that tho

on Apr 08, 2009

Samurye
How do you overwrite previous downloads? I'm trying to use the Entrenchment version.

Samurye.

Copy & paste the files you extract, over the games directory and when it asks you to replace any files select yes.

adecoy95
how do ews strike crafts compaire to bombers?

Depending on the faction, changes the result of the craft, damage wise they are all relatively weak, however their effects can turn the tide of a battle rather effectively if used correctly.

Yokushin
Well, I was only having trouble pounding at the Pirate Star Base using Vusari since they dont have long range bombardants like the Advent and Tec. And similarly, if I bring a SB constructor into the pirate base, it will surely be swarmed to death before I have a chance to deploy. So basicly I am just stating that requiring Vusuari Players to have overwhelming losses to take over a Pirate is a bit unbalanced. I tried to take over a Pirate base as Tec, and I was able to overwhlemed the entire base with a lvl 6 marza, Kol, sova, dunov,akkan in no time.

I am hoping really badly that a long-range would be weapon would be added to Vusari side to even things out a bit.  

The Pirates are now truly a big threat to anyone that's for sure, I have considered adding a long range anti-structure ship to the Vasari however in doing so I would then either need to do something to the TEC/Advent to add a little more balance i.e. allow research or let their starbases move which tbh im not keen on, or do something else, like allow the Vasari starbase to construct much more quickly, which is certainely a possibility.
For now though as Ryat mentioned strikecraft (bombers) are a huge help, and never send your fleet against the pirates without support craft, treat them as another playable entity now, they really should never be attempted to be killed without a strong fleet, with plenty of support.

Teh_Defcon
Well I found one wierd thing.

When i was TEC, every time i tried to capture an ice planet. It always CTD'd without warning or minidump. Wierd.

Yeah that definetely shouldnt be happening, your version of the mod may have patched weirdly, id suggest re-downloading the whole mod just to make sure its not the mod's fault if you still get the same issues it definetely warrants investigating however no one else has encountered this I dont think? Also check the "checksum" for the version you are running to make sure it is correct (checksum number can be found in the file name of all of the patches/downloads).

adecoy95
guess who is friend and guess who is foe in this mass of ships

Reduced 40%Original 1420 x 888

Awesome picture adecoy95! That must have been a monstrous battle!

-Ue_Carbon
Well at least you didnt have that beat whore bugging you all day!!!!! HA ha!!!!

Makes a change from the norm I'll tell ya

adecoy95
are the abilitys on planets right now temporary or are you going to give them a little more oomph in the future?

As Carbon mentioned I do plan on adding research and so on to all of the planetary abilities in the near future splitting them up inbetween the races to give each race it's own tactical advantages for different types of planets.

Mooster
will the ships in th next patch will have dynamic movements seems to be the latest trend

I do like the look of the Dynamic Movement system however I do agree with carbon that most ships wouldnt really be doing hectic strafing in battle, ala capital ships would only really re-position to fire all batterys etc however smaller frigate class vessels are certainely a possibility, however due to the nature of this kind of thing it would require alot of balance testing and as such isnt a high priority thing however it is certainely something im looking in to for a future patch.

Any suggestions & idea's for how to implement the Dynamic movement system would be taken in to consideration as always!

Carbon also mentioned that it can be hell to target ships when they are flying all over the place which I do have to agree with it can become rather messy however we shall see!

Draakjacht
I would like to announce that it was with this mod that I discovered SPACE PONIES!

Thank you!

Congratulations! I also attained this using this mod not so long ago!

 

Updates:

0.6 is currently in the works im fixing bug's at the moment such as the graphics issues some of you have mentioned which will hopefully all be gone with the next patch (you will however need to delete your mesh folder once the patch is released).

I'm also looking at slowly integrating certain aspects of Celestial Bodies in to Distant Stars segmant at a time, the next patch should (aslong as testing is succesful) add Black Holes & Empty space to the galaxies, and hopefully improve the GasGiant & Tunneling researches.

Other things are in the works however I cant guarantee them as of yet so i'll not mention them

on Apr 08, 2009

Well, as promised (or threatened, depends on how you look at it) I was going to look over a few planets and comment on their bonuses.

Desert Planet: says they can fire recklessly, but suffer lower anti-matter regen. Instead of the usual shield weakness, it gives +5% hull restore (the opposite of the explanation).

Toxic Panet: reacharges anti-matter but weakens shield integrity. Shows -5% shield restore, the opposite of the anti-matter effect on other planets and not affecting the max shield points.

Paradise Planet: Want to stay, -5% Phase Jump charge up. Why leave so quick?

Savannah Planet: Want to leave, -5% Phase Jump charge up. Does same as Paradise, so kinda confusing.

Forest Planet: Low pop allows you to repair. +5% weapon cooldown doesn't make sense to me.

Ice Planet: increased anti-matter regen, but -5% shield restore. Contrary to other anti-matter regen planets.

I'm sure I've just complicated it for you. So have fun if you choose to change anything. And to chime in, I think the fighter movement might work for smaller frigates (realistically speaking), but I can see the difficulty in selecting targets. That's why I say caps (the most important targets) should not be faster.

PONIES!

on Apr 09, 2009

I just wanted to say how much I have enjoyed this mod.  Thanks !

on Apr 09, 2009

ever thaught of improving the cap ships, they need a major overhaul... just wondering if thats possible, love the mod 

562 PagesFirst 21 22 23 24 25  Last