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 233)
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on Jul 17, 2010

Well, you didn't say your weapons were disabled too, just that theirs were, so to me that means jump in and attack while they can't...  You also said they were your opponents, not one opponent and one ally, but that doesn't really matter...  Proper descriptions leads to better debugging/help/advice.  At any rate, like Draak said, with those three notices (invulnerable/weapons disabled/abilities disabled) looks like Armistice has indeed been activated, I don't know why though since autocast should be off by default meaning the computers won't use them, or mixes of those others I mentioned which result in the same thing...

If you want to end the battle in there, then do some damage, get in there with some Destras and kill off any Akkans you see.  That should remove most, if not all, of the problems, then go after any Hoshikos you see to stop the continued cycle of weapons disabled.  After that you shouldn't need to participate in it any longer since your ally should be able to remove the rest of the ships on their own.  Eventually, the battle will move somewhere else.  It'll take a while, but if you're only sending in Destras and staggering in their entry, forcing attacks on specific targets with all of them, then it should be resolved soon enough.

They won't ever leave because that's where the two fleets met and that's where the battle will be decided.  You just need to severely weaken one side or the other and force them into a retreat to get the battle to move elsewhere.  Starbases help forcing retreats.  Right now each time a ship dies, it get's replaced, and since they're not dying fast enough, nothing else is happening.  Attacking their worlds won't get them to pull out since they're committed to the battle.  I'd say just leave them be and have fun taking out mostly undefended territories.

 

 

If you want, quick start up another game as the TEC and build an Akkan to see if Armistice autocast is on or off, if it's on, tell us which version of DS you're running and we can give you a file or instructions on how to change it yourself to turn autocast off and this type of stalemate shouldn't happen anymore.  If it's off, then you have AI's using abilities they shouldn't be using, in which case, enjoy it, they rarely play that smart.

on Jul 17, 2010

If its on diplomacy the AI uses all the abilities for the cap ships and researches everything so that should explain the armistice being used.

And they always play smart on diplomacy lol .

 

on Jul 17, 2010

palidins
If its on diplomacy the AI uses all the abilities for the cap ships and researches everything so that should explain the armistice being used.

Research has nothing to do with Cap Ship abilities, so it explains nothing about armistice use.  The abilities of the frigates and cruisers definitely, but not Cap Ships.

As for the abilities themselves being used, yes the AI is supposed to use them, but no it doesn't always as is the case here, and in no way are they smart enough to chain the uses...  That just happens because by the time the third is used, the first one has fully recharged.  If for whatever reason the ability is on autocast, the ship will always use it, not just randomly use it, hence the asking if it's enabled or not.  If it is, then it needs to be turned off so there's a chance at fighting against 3 or more AI Akkans without suffering from the chaining effect that is happening.  If it's not on autocast, then that's just part of the randomness of the AI deciding that at least 3 of those favor that ability and made it a priority to use them, in which case, nothing is broken and once they're destroyed, things should go back to expected performances.

palidins
And they always play smart on diplomacy lol .

HAHAHAHAHAHAHAHA!  Damn that was funny. 

They're better then earlier versions for sure, but they're far from smart.  They don't scout gravity wells before jumps to clear out mines, they still have some difficulty in dealing with starbases, they don't retreat from battles that they will lose without taking massive losses first, they don't retreat to protect their planets, they don't adjust their fleet make-up to combat what you throw at them, they put their defenses/mines/starbases in dumb spots, they don't build up their starting planets until after you've reduced their outer planets, they just don't respond to anything very well at all.  Join the weekend MP games and after a few rounds, you'll see how pathetic the AI really is.  Of course, you'll need this patch for diplomacy.

on Jul 21, 2010

What the Vasari are really running from...

on Jul 21, 2010

ooooh omg lmfao

on Jul 21, 2010

Who made that?

That is hilarious.

If you made that Draak, thumbs up!

on Jul 21, 2010

I did. I accept your accolades.

on Jul 22, 2010

Just wanted to say great MOD guys & thanks.

on Jul 24, 2010

Draakjacht
What the Vasari are really running from...

Reduced 53%Original 1024 x 819

sweet pic dude.....Bison.....

 

 

press here for effect!!!!!

on Jul 24, 2010

Quick question: Is the diplomacy 0.7 mod the same as the 0.9951 entrenchment mod or is the diplomacy 0.7 mod an older version? 

on Jul 24, 2010

They are the same, yet different.  Each DS mod is for its respective version of the game.

If you only have vanilla sins, then you download Distant Stars Vanilla, which is at v1.01.

If you have the entrenchment micro expansion, you download Distant Stars Entrenchment, which is at v0.9951.

If you have the diplomacy micro expansion, you download Distant Stars Diplomacy, which is up to version 0.7.

 

Basically, don't compare them to each other by version number since they're actually 3 separate mods, one for each version of the game.  Content wise, DS Vanilla is actually pretty far behind the other two, it really doesn't even work with the current version of Sins without making some changes.  DS Entrenchment and DS Diplomacy are fairly similar, although the diplomacy version is just a little bit more up to date, but not by much.

Why are there three versions of the mod with three different version numbers for each you ask?  Well, honestly, what good is all that extra research for mines and starbases if you don't have Entrenchment?  It's all superfluous and game breaking.  Same thing with the little extras in diplomacy.  They're useless in entrenchment and vanilla.  That's why there are three different mods.  As for the difference in version numbers, sure they could be made to match up better, and in the end they will, but for right now, each is in a different stage of development, so each get's it's own number.

on Jul 25, 2010

Wow can't believe there hasn't been news from the top ranks

on Jul 25, 2010

There has been.  They just use invisible posts and cypher shifts. 

on Jul 25, 2010

I think it's a mixture of them talking on chat or TS and waiting up for us underlings. I know my profile work wasn't the quickest. Hope to do better on the HUD.

Fourth draft on HUD idea. Whatcha think? Going to have glowing holoemitters on the side projections, shining down on the mechanical inset. Matching colors on the top insets and gonna see if I can make them to glow using colors Stant plans to use for each version of the game. I want to have a floating holoprojection, so I'm going to edit out the glass, assuming that causes no technical issues for the program.

 

on Jul 27, 2010

Stant123
If your settings are on highest, you'll crash pretty quick, the lower you set them the longer it'll take, but eventually it will get there.  I recently played online with the diplomacy version with all of the settings on lowest and played out something like 8 hours before the first crash.

 

Can someone clarify this statement please.  I have read about the limit and understand the constraints. 

But my only question is even if I play at medium details my game will crash eventually?  If so, do this poster mean that this current game session will crash and I will just have to restart the game and keep playing?  Or does the poster mean that current save is lost because the size reached a certain limit within the current save and I will have to start a new game?

 

Thanks for the clarification.

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