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 24)
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on Apr 10, 2009

Draakjacht
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!

Some of these are b/c giving Am regen proved to be harder than we thought. All of this will be fixed in the next patch.

gamerking345
ever thaught of improving the cap ships, they need a major overhaul... just wondering if thats possible, love the mod 

Ummm...care to elaborate on why you think caps need a major overhaul?!? They are already stronger than Caps found in Vanilla Entrechement and normal SINS. Some of the Caps (Aka Carrier Caps) have been reworked to make them even stronger. I dont think you could make them too much stronger.

on Apr 10, 2009

Alright, I re-downloaded the mod as normal, I defragged afterwards to make sure thee was no read-errors.

 

And guess what. Mini-dump.

 

This occured during Quick start, And i had 2 scouts randomly scouting, and the minidump occured while i was builing javelin figates.

on Apr 10, 2009

Well, to play devil's advocate, I guess gamerking is thinking that the caps could be stronger (a la Death from Above), but I think that given the tech tree here, the caps are a in a pretty good place, not overshadowing the importance of cruisers. Besides that, I've played cruiser only games against the AI... tough enough.

What I could see being changed would be the weakening of carrier caps and cruisers, at least in hitpoints. Why? Two reasons: 1) Carriers have historically operated behind the battle lines and have been more vulnerable as large warships go. 2) Carriers begin with more hitpoints in this game (at least the TEC) than the battleships, which I find to be counter to the idea of a battleship being a frontline vessel.

The devil rests.

on Apr 10, 2009

Oh, and I remember you saying AM regen was giving you guys issues and so I wrote off the shield regen as compensation. My biggest issue is when the description and traits don't match or are completely contrary. Many of the planet types were just fine. Hope I'm giving you useful input.

on Apr 11, 2009

Draakjacht
Oh, and I remember you saying AM regen was giving you guys issues and so I wrote off the shield regen as compensation. My biggest issue is when the description and traits don't match or are completely contrary. Many of the planet types were just fine. Hope I'm giving you useful input.

 

  Yeah, I know. I said the same thing to Nacey like 4 times! So its all good! Thanks for your input!

on Apr 11, 2009

Quoting gamerking345,
reply 20
ever thaught of improving the cap ships, they need a major overhaul... just wondering if thats possible, love the mod

Ummm...care to elaborate on why you think caps need a major overhaul?!? They are already stronger than Caps found in Vanilla Entrechement and normal SINS. Some of the Caps (Aka Carrier Caps) have been reworked to make them even stronger. I dont think you could make them too much stronger.

sorry, wrote that before i downloaded the mod, but i do think they could do more damage.  t i only played the mod for like 5 minutes so i dont know if they do a ton more damage at higher lvls though.

on Apr 12, 2009

They can do severe damage at higher levels. They are more powerful than starbases at higher levels.

Something Nacey might want to look into. Mind you the starbase dont need that big of an upgrade but a lvl 10 Kol (or equivalant) is pretty darn close to matching up with starbases. They(SB) just get extra hitpoints and armor.

edit: So they may need a mild attack upgrade

on Apr 12, 2009

I must say, Dev, playing this in Vanilla Sins really makes the game. My friend and I were literally shocked at the improvements you've added, and how smooth everything went. You've taken all of the best things of the great mods (just the fact that you took the time to make sure they were compatible gives you kudos), added in your own touches, and made one hell of a playing experience. On behalf of my LAN team, Thank You.

 

 

Somethings I suggest:

If you could change the market ratio from 2:1 to something more reasonable like 3:2 or even 5:3.5, that'd be amazing. This has really been something that has bugged me for a while, and if you agree, please do! It certainly enhances the playing experience.

If you could also look at refineries. I noticed you bumped the base rate of trade ships from like 1 c/s to 4.5 c/s - really cool, but I think you should also consider bumping the horrible refinery ship's like .3 mc/s to something more reasonable, 1 or 1.5 mc/s - refineries are just so useless and overlooked, that I really think they can be made an integral part of the game!

 

Thanks again,

Merovingian

on Apr 12, 2009

Have the stats for lvl 10 caps.
First three stats are hitpoints/shield points/ armor

TEC

Kol 14825/5670/18, beam damage 59, Autocannon damage 240, Laser damage 54

Dunvo 13550/7651/16, Autocannon damage 32, Laser damage 180, Missile damage 32

Marza 14850/4872/16 Missile damage 146, Laser damage 67, Autocannon damage 62

Akkan 19600/4725/16 Laser damage 74, Autocannon damage 38, Laser damage 80

Sova 17200/4977/16 Laser damage 10, Laser damage 97, Autocannon damage 53

Advent

Radiance 8208/8925/14 Beam damage 115, Plasma damage 88, Laser damage 181

Revelation 7650/7837/12 Plasma damage 187, Laser damage 91

Progenitor 11538/7497/11 Plasma damage 130, Laser damage 60

Halcyon 8991/9350/12 Beam damage 90, Laser damage 57, Laser damage 73

Rapture 7686/11058/12 Laser damage 56, Beam damage 51, Plasma damage 135

Vasari

Kortul 13181/6600/17 Wave damage 96, Beam damage 215, Missile damage 41

Skirantra 13822/6945/13 Wave damage 44, Missile damage 53, Missile damage 72

Jarrasul 17361/5355/13 Wave damage 49, Beam damage 67, Wave damage 19

Antorak 12231/8550/13 Beam damage 84, Missile damage 68, Wave damage 90

Vulkoras 12955/6007/13 Missile damage 127, Beam damage 55, Wave damage 41

As you can see the caps in this mod are beasts. These stats are straight, no buffs from artifacts or abilities

on Apr 12, 2009

I'm not sure where I would place starbases as revamp priorities go. On the one hand, when my caps are trained up, they can batter them pretty nicely. I really do think this has more to do with the special abilities though. I had a starbase with 30K+ hitpoints and tons more shielding and armor rating. I don't remember how the damage rating compared to caps, but I think it did a fine job of holding off a severe pirate assault. So I'm happy.

As for market and refineries: I could go either way with the market since I've worked in many fields where the products have the same bias in buying and selling. So it's not completely inaccurate.

As for the refineries, I do think that the output is a bit on the weak side. I was very happy to see the population loyalty dramatically increase the tax rate. Likewise, the trade ports can significantly boost an empire's monetary gains. The refineries lack the strength to make themselves attractive. I usually get the discount on the black market and just spend my cash acquiring minerals.

Btw, looking at Ryat's post above, I must reiterate my objection to the Akkan (a modified civilian vessel) and the Sova (a carrier) having greater hitpoints than the warships.

on Apr 12, 2009

Ok, i installed this mod and it is a pearl of greatness !

Nevertheless, i have some points i think that should be balanced : advent carriers are now far too expensive considering they host only two squadrons. And the beam turrents are far too much expensive too : ok, they were too cheap in the unmodded version but, there, they are 4 times more expensive with no bonus in firepower !

Barren planets need gas giant colonization to be colonized. Why ?

on Apr 12, 2009

my edit fonction is screwed up so i can't modify my previous post but i wanted do mean urban instead of barren in fact.

on Apr 12, 2009

Have the stats for lvl 10 caps.
First three stats are hitpoints/shield points/ armor

TEC

Kol 14825/5670/18, beam damage 59, Autocannon damage 240, Laser damage 54

Dunvo 13550/7651/16, Autocannon damage 32, Laser damage 180, Missile damage 32

Marza 14850/4872/16 Missile damage 146, Laser damage 67, Autocannon damage 62

Akkan 19600/4725/16 Laser damage 74, Autocannon damage 38, Laser damage 80

Sova 17200/4977/16 Laser damage 10, Laser damage 97, Autocannon damage 53

Advent

Radiance 8208/8925/14 Beam damage 115, Plasma damage 88, Laser damage 181

Revelation 7650/7837/12 Plasma damage 187, Laser damage 91

Progenitor 11538/7497/11 Plasma damage 130, Laser damage 60

Halcyon 8991/9350/12 Beam damage 90, Laser damage 57, Laser damage 73

Rapture 7686/11058/12 Laser damage 56, Beam damage 51, Plasma damage 135

Vasari

Kortul 13181/6600/17 Wave damage 96, Beam damage 215, Missile damage 41

Skirantra 13822/6945/13 Wave damage 44, Missile damage 53, Missile damage 72

Jarrasul 17361/5355/13 Wave damage 49, Beam damage 67, Wave damage 19

Antorak 12231/8550/13 Beam damage 84, Missile damage 68, Wave damage 90

Vulkoras 12955/6007/13 Missile damage 127, Beam damage 55, Wave damage 41

As you can see the caps in this mod are beasts. These stats are straight, no buffs from artifacts or abilities

 

Whistles... okay, not the first time ive been proven wrong

on Apr 12, 2009

Hi Nacey, got another mod to incorporate.

It should be easy, it just changes the avatars for your character.

https://forums.sinsofasolarempire.com/307477

on Apr 13, 2009

sweet pics. I wanna be the eggshell head... or the evil bunny.

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