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 236)
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on Jul 31, 2010

If only 1 of 10 they you're doing something wrong or completely neglecting two entire aspects of the game called economy and research.  Every single Dunov I build, if it doesn't earn it's own way up to level 6 or better, I buy it up to level 6.  Same with all of my capital ships.  It's dumb going to war underpowered if you can do something about it.

on Jul 31, 2010

Let me elaborate. Most of the games end in over 1 hour, in this time it's very hard to build more than 2-3 capitals without being overwhelmed. And those 2-3 caps are usually carriers, colonizers and planet busters, not battleships or support caps.

Also, my point was, that while a Sova can hold on its own without any support, a Kol requires a Dunov to actually become powerful. I don't know, in real life i think it's the other way around, a carrier would be very vulnerable and weak alone while a battleship could rezist and inflict some damage around.

P.s : You actually use money to level up the caps ? I imagine what kind of games are you playing

 

Also, when you face a Kol and a Dunov, which of one you focus ? That's right, the Dunov, because killing it means that the Kol won't pose a threat and also, the Dunov has aprox the same cost of the Kol. So, a capital support ship would most likely be killed first before the others.

on Jul 31, 2010

Okay, then let me elaborate.  Most games I play are with the intention of lasting a few hours at least, not quick and dirty and get it over with as fast as possible.  In this case I have the time to ramp up an economy as do my enemies.  Therefor we are able to push out more powerful ships as needed.  Even in the quick games, if you're not making a lot of stupid or unnecessary choices it's fairly easy to ramp up an economy...  (Unless you're Advent.) 

Your point, whatever it is, is actually a moot point because you fail to hold the real life carrier and the in-game carrier to the same standards.  Your comparison has the in-game carrier having the benefit of it's strike craft and missile platforms, whereas your real life carrier has absolutely none of that taken into account.  Therefore, your comparison can suck my left nut.  =]

Pit a Sova against any cap ship of equal level and don't use strike craft or missile platforms.  The Sova loses every single time.  It's actually with the support of the strike craft and the missile platforms the Sova ends up dominating the battlefield.  The same thing happens with a real life carrier.  All by itself, it's just a floating bulls-eye.  Take into account the strike craft it can launch and it dominates the battlefield.

Take WW2 for example.  Pre WW2, if your navy was to be taken seriously, you had to have at least one battleship.  Start the war in the pacific, the carrier, because of it's ability to project power much further, specialize it's attacks to the mission at hand, while also being faster to build, and faster to get from place to place, made it the ship to develop.  Mid way through the war, with all of the redesigns the US made to the carrier to improve it's survivability, the battleship was essentially unable to sink a carrier.  In fact, I don't believe there has ever been a single time in history where a battleship has sunk a carrier all by itself.  By the end of WW2, if you wanted your navy to be taken seriously, you had to have at least one carrier.  In real life, every time a carrier has faced a battleship with equal damage, the carrier won.  If both were fresh from the shipyards, or if both had just taken a beating, as long as the carrier could launch strike craft, it won.  In real life, count how many navies have carriers and how many have battleships in active service.  That should be all of the proof you need on which ship should win.

I really don't understand why people think the battleship is supposed to be this powerful ship and the carrier a fragile little weakling when if you look at the last battleships ever made which had centuries of development behind them, and compare them to modern super carriers which only have half a century of development behind them, the battleships lose in every single way.  Even if they went one on one in direct combat starting at sunrise, the super carrier spanks the hell out of the battleship and sits at home waiting for breakfast by the time the sun has completely risen above the horizon.

P.S. Yes, I use money to level up Caps all of the time, it's pretty much standard practice.  In longer games, it's an absolute must unless you like building them.  =]

When I face a Kol and a Dunov at the same time, you're absolutely right, I go after the Dunov first, but your reason is absolutely wrong.  It's not because the Kol get's weaker.  It's because I take less damage.  The Kol is the bigger threat in all areas.  It has the better guns, the higher armor, the higher hull, and the higher shields.  If I want to win, I kill off the Dunov first because it has the weaker armor, the weaker shields, and the weaker hull.  When it dies, that means there's that many less guns shooting at me and if I'm lucky I gain a level and get some insta hull and shields and better armor and guns to tackle the Kol with.  It's got nothing to do with the Kol being less effective.  Trust me, you're doing it for the exact same reason as me, you just don't realize it and you're trying to cover up that ignorance.

You have two ships shooting at you:
A does 30dps
B does 24dps
it takes 60 seconds to pop A
it takes 45 seconds to pop B

Going after A first means you take 4320 damage before you've dropped both.  Going after B first means you take 4230 damage.  A difference of saving 90 damage points by killing the weaker one first.  Those 90 points could mean the difference between winning and losing.  Same as the in the Kol and Dunov situation.  Replace A and B with Kol and Dunov and the result is still the same.  Killing the Dunov first, means you take less damage, plain and simple.  The Dunov boosting the ability of the Kol to increase it's damage and run it's adaptive force field more times only makes the gap between those damage numbers widen.  So if you don't go for the Dunov first in this situation, I think that legally makes you a retard.

on Jul 31, 2010

The problem with the Kol is that you pay roughly the same money to get a ship that is way more useless/weaker than a Sova. You said it yourself, a carrier beats a battleship with the aircraft, but in return i believe it costs alot more than a battleship. Ingame, this isn't true a carrier destroys a battleship with easy and costs just abit more. If not for realism, this should be changed for the sake of gameplay because as of now, Kols are build just for their Flak ability.

@The Dunov problem : I stated 1 argument in favor killing a Dunov beside a Kol. That doesn't mean i don't have/know others and certainly doesn't make me an ignorant, just that you seem you like to attack people

Also, what does a long game mean to you ? 2 hours, 3 ? We had those kind of games on tunngle/steam, and it turned to frigate spamfest, with less to no capitals. The reason ? The capitals get focused fired and get themselves killed before they can escape. Anyway, this is another problem, right now i'm worried about my poor little Kol.

@Stant : Try not to be so harsh about these things. It's a game, and i made just a suggestion. It's not a life-breaking thing and i certainly don't need to be treated like a noob

P.s : Maybe you want to play a game with us, to see for real what i just told you

on Jul 31, 2010

I'm cranky, I haven't slept in two days. 

 

That aside, it's really not a harsh response, you're just taking it that way because it's saying you're wrong and you don't want to be.  I understand, I don't like being wrong either...  I thought I was wrong once, turns out I was mistaken.

 

The cost of an aircraft carrier today is way more then that of a battleship if they were still being built, the only time you can do a cost comparison is during WW2 when they both were being built, in which case the carrier was cheaper because it lacked most of the technology that are in today's carriers and they were much smaller, as well as having less armor then the battleships of the time.  Metal cost a small fortune so using several hundred tons less meant saving millions.  $$$  Game wise, yes, they're similar, but then again, they're all similar in cost so unless someone wants to do an in dept cost to effectiveness ratio study and base the prices off of that, we're all just stuck guessing.

About the Dunov, I'm sure you know of more reasons to kill it off first, but you didn't state them.  The one reason you did give is a wrong reason at best.  Honestly, it's ignorant in my opinion and I said as much.  Killing the Dunov first does not in any way shape or form make the Kol weaker like you said.  It doesn't lose it's power just because the Dunov goes away.  It just means the Kol won't be getting the extra uses from it's abilities that the Dunov can give it.  Removing a bonus isn't a power reduction, it's removing a bonus...  I just took the time to correct the false claim.

Long game for me is 3+ hours.  Been in lots of 8 to 12's.

You combat frigate spam by building Kodiaks and upping your marzas to level 6.  Then all you have to do is sit back and watch those suckers pop.  Or my personal favorite, big red button on the starbase.  But I'm sure you already know that.  It's more for those that don't, so don't take it as me calling you a noob or treating you like one since I never did that.  In fact I do recall congratulating you on kicking my ass in a 1on 1 match we had not too long ago.  So if you're a noob then that makes me worse, so I know I wouldn't call you that.  Also, again for those that don't know, since I'm sure you know this one already, if someone is intent on focus firing on your caps, use it to your advantage.  Draw them into sucker ambushes.  There's a technique to combat everything.

See, the whole point of explaining tactics when they're brought up isn't to make someone feel stupid, it's just that a situation is brought up and if I'm brand new and reading this for the first time, then I'd like to read about the counter tactic, wouldn't you?  I don't half ass anything, not even answers.  Look at it this way, claiming that you only get a dunov to 6 or better only once every 10 games and that's what you leave it at giving the impression that we all have that issue (And you did leave it at that) It leaves it open to question what you're doing.  I'm obligated to let you and everyone else that may not know, that you're doing something wrong if that's what's happening.  That's a failure on your part to explain the situation you're commonly in that results in you having them that infrequently.  if you feel like you're being mistreated by the answer given then sleep on it and read it again tomorrow.

Again, it's not a harsh response, you're reading your own opinions and feelings into it, while I do agree that sarcasm doesn't come across in text very well, the one time I was being sarcastic, it got treated with the common practice of a smiley face after it, so if you can't figure it out, then that's on you.  I guess I did forget one at the very end, but that comment wasn't aimed at anyone specifically, so if you read it like that, then again, that's on you, not me.

 

The rest of it was mostly education with my own thoughts added in.  Honestly, I really don't care, I spent all night writing lore and mindless commenting is helping me recharge.

on Jul 31, 2010

I always thought that battleship caps were primarily supposed to be 'hero killers' while simply being good tanks in any other situation.  The Visari one does this perfectly with the passive manaburn and power surge.  The Advent one is great at screwing other caps, but its tanking ability doesn't improve its survivability much.  Then there's the Kol, which does neither.  The gauss cannon doesn't do enough damage to scare off other caps, and it doesn't have the antimatter to use it and the shield ability for very long.  Lets not even talk about what happens if a Kol goes up against one of the other battleships.  At level 6, it can finally start to do something but any cap generally becomes a beast at level 6.

Making the shield ability a passive (weakening it slightly of course) would improve it as a tank, while allowing for more antimatter to spam the cannon.  From there you could see if it was able to go toe to toe with the other battleships or if it still gets its ass kicked and adjust accordingly.  If you're against making the shield a passive, you could also make it a 0 antimatter ability with a longer cooldown.

on Jul 31, 2010

Official Distant Stars comment

We will be considering changes to the caps (as we have done over the whole course of the mod) after we complete the changes for the optimization mod.

We actually have nerfed the battleship's DPS and HP from previous versions due to their being so OP so we have tried it with the capital (battleships) ships being stronger.

on Jul 31, 2010

@Stant : Don't worry, i wasn't offended in any way, just i senced some hostility from you and i'm happy to hear that it isn't something personal

@Ryat : Well, the buffs should be minimal and be applied gradual, maybe in a Beta MP Patch, i don't know :-?? anyway, it's good to hear that the suggestions are being taken under advisement

on Jul 31, 2010

just remember that while they may be taken under advisement does not mean that they will be used please

on Jul 31, 2010

There's always hope

on Jul 31, 2010

Just to let everyone know where things stand on the Kol vs. Sova (this is important for DPS/HP changes), I ran a Kol and Sova without abilities or fighters against one another in a neutral environment.

Kol before the fight...

Sova before the fight...

Kol the second the fight ends. Thanks to Rotskull for his assistance.

on Jul 31, 2010

that's because, the SC and abilities give the Sova a slight edge (though it can be handled quite easily with some escorts for the Kol, wait, what? use frigates and cruisers as escorts? nah!)

on Jul 31, 2010

Hey, opinions aside, I wanted to give everyone a concrete, thorough experiment to work from. I believe in unbiased experimentation.

on Jul 31, 2010

it does on a 1v1 bases

which is not surprising given that a Kol/Kortul/Radiance will always beat any other cap ship on a 1v1 bases without  SC and/or abilities

on Jul 31, 2010

Stant123
...  Mid way through the war, with all of the redesigns the US made to the carrier to improve it's survivability, the battleship was essentially unable to sink a carrier.  In fact, I don't believe there has ever been a single time in history where a battleship has sunk a carrier all by itself.  ...

 

Might look up the Late War Battle off Samar part of the Battle of Leyte Gulf, and Taffy 3.  It's not an exact match to the example above, but it's pretty close.  At least one carrier was sunk and several damaged.

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