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 237)
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on Jul 31, 2010

that was the battle I was thinking of when stant123 made his commentary, but I believe that they had to sneak in close under cover of darkness and use of land masses of the islands to disrupt the radar used at the time, by modern standards, short of extreme stealth technology the battleship has little hope of holding it's own against a carrier

on Jul 31, 2010

 

USS Gambier Bay - Escort Carrier (aka light carrier) - Only US carrier to have been sunk by another ship.  (Read that as, only US carrier to have been sunk by something other then bombs or torpedoes dropped by aircraft.)  Though a battleship (The Yomato) did hit the carrier, what killed it?  Three heavy cruisers that got in close and turned it to Swiss cheese.  =]

Awesome battle though.  Has my favorite war quote of all time and several other awesome quotes.  Good book  3rd paragraph down, starting with On board White Plains,

Yeah if anyone is ever curious as to why I continue to fight with everything I've got even after my fleet got it's ass handed to it a long time ago, this is why.  My favorite quote ever: An officer in charge of anti aircraft guns was trying to motivate his crews as they watched destroyers and cruisers approach their ship, he said "Just wait a little longer boys, we're sucking them into 40mm range."

 

Further down the page is another great one.  After the Japanese had stopped firing and turned their ships away (read that as gave up kicking the crap out of the US fleet because of other information given to the Japanese Admiral) a signalman on the flagship for the severely damaged US fleet yells, "God damn it, they're getting away!"

 

Those are just some funny ass quotes. 

on Aug 01, 2010

I would never expect a Sova to win a punch match. I just wanted to show the numerical difference post-battle in case it assisted in any tweaks.

And yes, carriers do win the majority of the time for the obvious reasons. Granted, carriers are most affordable as escort carriers, developed by the British. The Cruiser Carriers of the game would be akin to that and thus why people spam them. Obviously, production in the game does not resemble any historical experience.

on Aug 04, 2010

Just some thoughts on the whole thing:

Kol: Making it's shield ability (IDK what it's called ATM) Passive would be BEASTLY, maybe even OP, but it'd make up for alot.  Increasing the Cap's range by a factor of 1.25 would also be interesting to see work out, other than that, no other major changes.

Sova: my only complaint is how underwhelming Heavy Strike Craft is compared to the Halycon's Adept Drone Anima. IMHO: Making Heavy Strike Craft the same as or similar to Adept Drone Anima would be a massive change for the good, but also might make the Sova OP.

Just some thoughts.

Xer0 \^/

on Aug 04, 2010

If you think it might make it OP, then it probably will be.

I've been comparing the numbers, does anyone find the Marza to be lacking?  The Marza has worse numbers in everything except for lasers, antimatter pool, and planet bombing damage.  It only beats out a Kol in those areas by a tiny bit as well...

I just played a game where I turned off the autocast of flakburst and the Kol performed much better antimatter wise.  Only plain fighters are killed off in a single shot of it at level 3, and most strike craft are so spread out when they make their passes that you don't even hit half of them.  Add in the fact, strike craft rebuild, instantly if a Sova has that ability in use, it makes it even more of a waste of antimatter.  Coming from an ability that fires every 12/10/8 seconds and costs 100 per use, it's a huge savings to not even fire it unless you're right at the very beginning of a fight when all of the strike craft are still clumped together.  The autofire doesn't even wait for the best use of it either.  As soon as a few strike craft are in range, it fires off, whereas when I'm in control of it, I wait for most of the strike craft to be inside it's range and let it go.  Then the Dunov and flak frigates mop up.

While I'm on the subject of abilities, I may as well toss in the turning off of the autocast of the gauss railgun while you're playing.  It has an extremely fast fire rate as well (6 seconds on the recharge) so it just wipes out the antimatter pool 75 points at a time, and the damage caused by it is nice, however the -100 speed lasts for 10/15/20 seconds which clearly causes an overlap in affect with how fast it fires when you're pounding away on the same ship, and since ships are all pretty much stationary in battle anyway, it's kind of useless to be using it unless you need that big punch in an instant.  The bonus damage it puts out is nice for massive quick damage, but isn't really worth it in my opinion to be blasting away with it at any point in the battle except for right at the end when your enemy's cap ship is on the run and your akkan can't stop it.

All I can say is try it out, turn off the autocast of the flak burst and the railgun when you add in those upgrades and let us know what you experience.

 

on Aug 04, 2010

Good point on autocast. Like Dunov's Flux Field, it's best micromanaged. I could see the shielding being passive, but it would also be brought down a bit to compensate. As for Heavy strikecraft, I think that since the Advent have a focus on strikecraft, it would make sense that they one up everyone else. Range I don't want to mess with. That's an Akkans job. The Marza is underwhelming, hence why I use only one or two for their barrage. More than anything, I think their defense is on the light side, especially for a ship originally built for combat (unlike the Akkan and Dunov).

on Aug 04, 2010

Marza's were originally a mining vessel turned military application (they helped mine big asteroids). They are more of a support/bombard cap then a frontline unit. But yeah, take off autocast (I do when using Kol) for both Flak and Gauss and you have no issues on Kol's survivability. As for the Sova's Heavy SC, let's consider two things. First, with this ability maxed out, the elite bomber as more armor than a Kol (maxes out at 23, Kol goes to 21 makes both higher then any other moving vessel). Second the damage increase is massive but not seen in the infocards. I believe it makes the TEC elite bomber the strongest in firepower, even over the Vasari elite bomber (not counting phase missile ability of passing shields).

on Aug 04, 2010

Huh, I thought the Marza was straight military. Well, nevermind. I still use it as cruiser suppression in my support line.

on Aug 04, 2010

Well, that's what the manual states. But yeah, the Marza is more of a cruiser suppression cap then a hold line battleship ship like the Kol.

on Aug 04, 2010

Specifically, the manual states "With modest beginnings as a small planetoid destruction and recovery workhorse, blah blah blah, TEC military retrofitting, blah blah blah, newest addition to the TEC arsenal."

on Aug 04, 2010

paraphrase paraphrase

 

I would make Heavy SC like the old adept drone anima. Give it an extra SC per squadron per level. That might not be OP.

on Aug 04, 2010

No it would make it OP. As I pointed out, while its damage is not modified on the info card, it is still modified and putting in another craft of similar strength would give it more firepower, making it stronger than a Vasari elite bomber with phase missiles fully researched.

on Aug 04, 2010

Correct me if I'm wrong (such as I was with the Marza), but doesn't Heavy SC also affect fighters? Think about the hell that the gunships unleash with that upgrade and the extra survivability the EWS get. I know that the Vasari and Advent have equivalent craft (which I wouldn't mind trying to change in the future) but my gunships rarely get dispatched when I have a well-equipped carrier.

I think that aspect is good. At this point, the thing I'm interested in seeing happen is the Adaptive Forcefield nerfed and made passive to free AM up for other things, if we change anything at all.

on Aug 04, 2010

Heavy SC affects all SC on the Sova yes, so you would have some very nasty SC groups with that implementation. I was just using the Elite bomber as an example. About the only one that wouldn't be OP would be the Elite Fighter tbh.

on Aug 05, 2010

So I'm digging through the files for DS prepping for work on more updates to the vanilla version and I open up the one that states the population loss for the planets that get shelled by a Novalith.  Now I've always assumed the loss was permanent since I've never really paid much attention to a planet that's been hit 3 times creating a 0 max population cap, so I stopped building them because what's the point?  I want those planets, shelling them to 0 pop makes them worthless to me unless I can trade port them up really quick.  Turns out, to my amusement, it only lasts for 30 minutes, so in my best Mexican gangster accent (which is really good if you ask those who've heard it before): "Oralé!  Death from afar, bitches!"

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