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 242)
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on Aug 29, 2010

lol our next version will have some major changes that will help with lower end machines

just run with everything turned down to low settings and that should help

on Aug 29, 2010

nah, it's fine, apparently I was just scarred from Elemental lol

I'm having a blast so far, great mod as it always was.

on Aug 30, 2010

well im just too impatient and really want to get to play the mods. Not rly im usually very patient. i like tweaking the data files and renaming the in-game ships and stuff. i also made a galaxy forge but im not sure how good Filefront is and if it still works. i plan on getting back to that soon.

is the CB mod in the original sins release or just the entrenchment? either way im planning on getting the v1.15 patch. downloading right now.

on Aug 31, 2010

yes we incorporated the CB mod in the original days, we just need to update it

have been busy trying to get entrenchment/diplomacy up to speed 100%

on Aug 31, 2010

Thankfully there are confirmed rumors of another patch coming down from IronClad for Sins, just depends on when it decides to show up. No idea on what it fully contains other than a small fix which will allow for a huge multi-star map (100 plus stars) to be created. Running it is a different story but that's another challenge. In about a month I will have a map put together for testing that would utilize this fix.

on Aug 31, 2010

ok, did this a while ago but forgot to post the results(wondering if it matters now but oh well I'm doin it!!) Found out the thing fighting with running DS and Optimized together on the skyboxes was the graphics mod, explains why the new added ones had no troubles but the originals did, anyway END OF BELATED REPORT lol

 

 

                     BadTune~ What's this letter for?....oh.~

on Sep 01, 2010

yeah, we had already figured the out as we slowly worked the two mods together

and as we love our skyboxes we kept ours (plus MajorStress found out that it didn't really help all that much and put them back to normal)

on Sep 01, 2010

Hello DS Team,

  First off, amazing mod.  I always load it in when I play.  Love the added tech and the expanded planets and all the other goodies.  Keep up the amazing work!

  So onto my questions.

  Music.. is it possible to add more background music? is this something I can do myself perhaps? Does the music mod I've seen on this forum work with DS?

  Leads me into the next question.  What other mods on here work with the DS mod?

  A case of strange lag.  I find that when I've been playing an all out solo game (massive multi-star and planet area with 9 npc and myself) that it lags out after a while.  Someone else who plays told me that its the mines the npc players are seeding.  If that's so, is there a way that one might, turn of the mines? I'm more than happy to play without em lol.

  Have you guys thought about adding a new race perhaps? Or maybe some new ships to the next mod for each of the three races? Destroyer class ships? a super-cap (only one per race at a time)? Monitors (ships incapable of using jump lanes so they have to stay within the system)? Variant space stations?

  Just curious.  Anyways, keep up the amazing work and looking forward to the next updates.

on Sep 01, 2010

Yes you can add your own music to the mod.  The easiest way is to just replace the ones there with the one's you want, however, you can also just add to the list of music that plays if you have them in the right format so you have the ones included and more.

 

Technically you can play other mods with DS, but the largest problem is memory.  DS already takes the memory usage up to a very high level on it's own, adding another mod on top of it would likely prematurely crash your game.  Another not as big problem would be balancing.  Lot's of time has been spent balancing the units and tweaking everything so the game doesn't have any glaring one sidedness to a fight, nor with resource acquisition, adding a mod on top would change that balance.  Best thing to do is just try it and see if you're happy with the results.

 

Edit: As for the mines, you can reduce the allowable per gravity well, or you can remove the research for them all together by removing the mines from the allowable research list from the player entity files.

on Sep 01, 2010

It is my understanding that some of what the TSOP team has been working / worked on is reducing the resources required for the mines? This would help with late game lag somewhat correct?

on Sep 01, 2010

That, the trade ships, and the strike craft I believe.  As the game lingers on, these tend to build up in enormous numbers, and especially in the case of the trade ships, are unnecessarily complex.  Making them simpler means freeing up a healthy amount of memory.

on Sep 01, 2010

It does free up a lot of mem and helps down the lines. (been testing the latest build) But yeah mines and strike craft are the worst of the issues, once did a build that removed both and had very little lag issues.

As for bringing in others mods, the biggest issue is the entity manifest. Distant Stars has a very large and complex entity manifest (I believe it is almost double what the original is) and this creates a lot of issues when bringing in other mods. We have been successful a few times with merging (Hidden Alliance by SuperZero0 is one) but it takes a lot of work.

As for Music, that is relatively easy (or so I'm told). Carbon as already added a lot to it.

As for more ship types, maybe. We are throwing around a few ideas (no super caps, sorry) so we will see what pans out.

on Sep 02, 2010

Hmmm,  I'd forgotten about all those little refinery and trade ships.  Yeah they do breed like ants and rabbits don't they.  I know there's an option in the interface to turn off thier graphic.  I'll try that.

As for killing the mines, I don't know how to mod, same as for adding in music.  Not sure how its done. 

Are you guys planning another mod update??? sweet!!!  Looking forward to it.

If you're up to suggestions on music, a number of the pieces from Band of Brothers, Pacific, not to mention perhaps Dune and Children of Dune.   Some great pieces in there.  All four the Battle Star Galactica Season CDs has great music as well.  Some very epic sounding.

Well ok, so no supercaps, understandable, but destroyer class perhaps might be cool.  I mean wet navy usually goes frigate, destroyer, cruiser, bigger cruiser then carriers.  Hmm, how about sneaky ships for each race? sorta spy type thing.  Not the scout but sorta a cloaking thing, pardon the term.  A submarine equivilant.  No very powerful as a combat ship, like the scout, but used to jump in, see what defences are there but remain undetected.  Doesn't show up on psidar either.  When u lob a scout to a world the oppoent knows it coming and can instantly build defenses, but the "sub" is truely cloaked.  of course you'd have to include a system structure or addon type of thing that allows for the detection of such a thing... or suddenly mines are very very very useful because they can detect the "sub".

Jump gate ships? u get one in and it creates a link between a system many lanes deep in your territory and the place it is and you can insta jump the fleet through? the ship is one use only, basically sacrifices itself to form the gate. be an interesting Advent ship. 

Just some silly ideas.

 

on Sep 03, 2010

Yeah, they're silly alright.  I have a lot to say about everything you wrote but people tend to cry when I explain things to them so I'm just going to say none of that will happen because other ships already do that.

As for the mines...  There's a mod that does all of the work for removing them, I'm not sure how it affects DS, but you could probably do a forum search and find it.

on Sep 03, 2010

can't build that "submarine" idea, coding won't allow it

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