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 248)
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on Sep 24, 2010

they should be there. I've seen the free trade stations, though not often. The black holes only appear in galaxy forge maps because if they are included in random maps, the AI tends to fall into them repeatedly.

on Sep 24, 2010

The black holes only appear in galaxy forge maps because if they are included in random maps, the AI tends to fall into them repeatedly.

 

on Sep 24, 2010

Not sure if the face is sarcastic or not, so here I go. The blackholes tend to do what blackholes do, but the AI has not been designed to recognize and avoid the event horizon. So, when a blackhole is allowed to appear in any random map, there is a chance it will emerge at a point of interest, such as a bottleneck. If this happens, the AI will attempt to traverse this path much as it would any other game, but since the AI attempts to travel the shortest distance possible, it will very likely move through the center of the gravity well rather than skirt it, thus going straight into the blackhole. AIs have in the past continued to throw ships into the anomaly as if they were feeding an ongoing battle, thus expending a great deal of resources and leaving themselves open to attack. So, it was made that blackholes will only appear if inserted into the map by the player, such as in a galaxyforge map or map designer made map. This allows the creator to utilize the anomaly for multi-player purposes or control a single player environment to minimally interrupt the AI.

on Sep 24, 2010

No, meant as in the free trade stations and the black holes etc.

 

Free Trade Stations appear, but the chances are low.Make a bunch of Deep space grav wells, you will get one.

 

Blackholes have been explained. If you want one you need to add one manually.

on Sep 27, 2010

we need to start getting regular DS games going again most of the pros on DS have them. in fact the other night we had a random group of people had got a DS 3vs3 going

on Sep 27, 2010

Does this mod work with Vanilla sins v. 1.191??

on Sep 27, 2010

Tau_Empire
Does this mod work with Vanilla sins v. 1.191??
not directly, to get a DS onto vanilla sins 1.191 you need to create a 'Mods-V1.181' folder, extract the vanilla 1.181 version to the 'Mods-V1.181' folder you just created, then use my mod updater to update the mod to 1.191(this assumes you have run sins 1.191 at least ONCE to create the 'Mods-V1.191' folder), then start sins 1.191 & go to the options /mods and enable the DS mod and apply it, then make sure your graphic settings are at OR below the recommended settings in the OP.

harpo

 

on Oct 03, 2010

Well, as I have been having the urge to reinstall Sins, I was basically obligated to check out to see how this mod has been coming along. I have seen a lot about the optimization mod, and am excited for that being combined into DS. You guys still out there and working on it?

on Oct 03, 2010

Yes we are, but RL keeps getting in the way.

on Oct 03, 2010

Any word on the dynamic motion in Diplomacy yet? I may have missed mention of it.

on Oct 03, 2010

It's already in, but you have to have it as an add-on

on Oct 03, 2010

Yes we are, but RL keeps getting in the way.

 

Ah yes, I know the feeling. Just glad to see that it is still improving and all. I dunno if I could play this game without Distant Stars.

on Oct 05, 2010

Hey Distant Star guys! I love the mod!

Hey I'm wondering if anyone else has noticed a bug with the trade ports on the TEC Space station. For example I like to build them at the star for added defense, and usually I include a trade port for one of the points. However in the last game I just played I noticed that the star base was bringing in 0 trade resources despite having two points in that.

Has anyone else noticed this? I checked around my other starbases with trade ports and found that the bases that were in the same gravity well as a trade port also had trade coming in.

Was it intentional to remove the trade from star ports?

Thanks for making the mod!

on Oct 05, 2010

Nope, but that is a standard bug issue. Has nothing to do with our mod though we may see if we can fix it.

on Oct 05, 2010

Hmmm, I replied earlier, but I guess the forum update didn't actually let the post happen.

Anyway, I've looked into it before and couldn't find one good reason why it shouldn't, however my suspicion is the way the files are wrote.  If the ability was removed, then it wouldn't work for any of them, not just the one's plopped down at the star.  All stellar real estate, including non-colonizable areas, have upgrade categories for population, logistical, tactical, etc., and by extension, the ability to produce a trade income since there's the possibility for population even if it's never used.  Stars do not have this set up.

So my theory is that since stars were never intended to ever be colonized, there's no way you can get the benefit of trade from them.  Tourist attraction maybe, but you can't bottle up star plasma and sell it, so therefor, no trade value.  In vanilla Sins, trade routes automatically extend through uncolonizable areas including stars, in entrenchoplomacy you have to use the starbase to do it.  Take it for what it is, a resupply point for your ships to extend your route through.  The plus is you now know you only need to spend 1 point on trade on any of the 4 starbases in the star well to get the extension and you actually gain the benefit of trade in uncolonizable space even though you really shouldn't.

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