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 259)
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on Nov 15, 2010

Once again, great mod guys! I like it!

 

This moon thing gave me an Idea however.

 

Would this be possible, under certain conditions, to replace a resource asteroid skin by a "moon" skin?

 

For example, the larger the planet is, the greater are the chance for it to spawn a "moon", which would work like an asteroid but would yield more resources, or even both resources at once? And maybe also giving the current planetary bonus for having a moon if it's not too broken.

 

Also, I've got 2 concerns regarding planetary balance. I think Urban planet should the basic home planet for every faction. My point is, to an RP point of you, those planet are a great idea, but it doesn't make sense to colonize a fully functional urban planet. Its like saying that Manhattan was already built when the first explorer found it but it was empty for some reason. Such a planet should only exist within a very powerful space-faring empire IMO. Right now, the players who get one get incredibly more powerful then the others on the economic level, and this is especially worst on randomly generated maps. I think the only way to get one of these planet beside the one you started with should be to conquer the capital of an other empire. Also, right now, the bonus the Advent are getting from this planet once made the empire's capital is really really unbalancing with a star base and allure of the unity. Having a 250% allegiance with a 40% bonus to trade income ans a population of 900/900 is very powerful.

 

Also, regarding to colonization of gas giant. I think they should be treated like "dead asteroid" in terms of population. Dead asteroid are usually military outpost for a player. I think gas giant should be a mining outpost. Maintaining a colony there should be expensive, so it should not give positive tax income (or no tax at all) but, the amount of raw material you should be able to get from one should compensate for this if your empire is strong enough to economically and technological support such an endeavour.

 

Finally, I've got a broken texture problem with Urban planet and T.E.C. capital ship factory. I reported that a while ago and tried a lot of things to fix this, but never succeeded so I might be the only one with this problem.

Capital ship factory with mod

Capital ship factory w/o mod

Urban planet

 

Cheers! and keep up the good work!

on Nov 15, 2010

With the Capital Ship Factory we are actually using an older texture model for our mod, there may have been some corruption involved. As for the Urban planet goof, actually all the planets have it to some degree. We are working on it.

As for the other suggestions, personally I love the idea of using Urban as a homeworld concept, even recommended it to Nacey a while back. May have to code it out myself then turn it in. The Gas Giants are something to think about, though that is the reason why they have so little population (max out at 90 without upgrades).

The moon idea currently is a no go. It is possible but current issues with the 2 gig limit makes it unworkable from that angle. Hopefully the next patch up by the devs plus the TSOP integration will help make this workable again.

And yes, the huge Urban planets are very very powerful. I think the weakest is the Vasari version, but TEC and Advent are very close to be honest. The TEC get a lot of economical upgrades that the Advent don't to pull real close to one another. Don't have hard numbers but I did attempt to watch that closely to makes sure of the balance. And given the fact that the Advent don't have that powerful of an economy overall (especially with this mod) getting something like that is not bad for them.

on Nov 15, 2010

The problem with skinning asteroids would probably be that all asteroids in the game show up like that. Even then, it would make more sense than mining asteroids that close to a planet, but it also gets rid of the use of moons in GF. I would say either tend toward GF maps that make use of moons or hope for the moons trait.

I have some files I need to shoot in someone's direction. All just incomplete visual stuff.

on Nov 15, 2010

Sorry, I like overly complicated game with a lot of realism and obstacles

 

I think sins is a great game but my only problem with it is how easy the colonization and management part is

I'm a big fan of small fleet but long battles where you actually and to make tactical decision instead of just a giant fight where you don't see anything else then drifting debris and lasers.

 

But back to the colonization and management part. Your mod made the game so much more cooler with the variety it brought at the aesthetic and balance level. I like how every faction get to really stand out at what they are good at. But (there is always a but) I don't like how it's easy to colonize everything. A colony ship is dirty cheap and the actual ability to colonize doesn't cost anything but antimatter.

 

To my point on view, colonization should be a strategic decision and an actual empire could exist by controlling only a few planet. Starting a colony should take time, be very expensive and making profit out of it should not be that fast. Since some type of planet are harder to colonize, it be logic to wait before your empire is stronger before colonizing it.

 

So basically, anything that is not a solid planet should not be likely to have a population, and you should actually loose money from maintaining anything far from an actual colony. Cost for production should also be increase since you would have to import everything. However, it should still be possible to build civilian orbital structure since it make sense to have labs and refineries.

 

Also, reason for gas giant not being directly colonization are, really high escape velocity would make freight transport very expensive. Its much more cheaper to stay in orbit, where it would be easier to draw solar energy.

 

I know, I really like complicated stuff ^^ and that just me talking. I know I'm probably just talking about impossible stuff and a totally different game to make but I wanted to share

on Nov 15, 2010

Two points and a comment of praise.

 

1) Patch has been pushed back to January? This is the first I have heard of a date spoken outside of e-mails with Blair Fraser some months back. What's the news concerning this?

 

2) Will DS encorporate the fixes that TSOP has implemented?

 

Praise) This mod in many ways has brought a significant balance and even more joy to us casual LAN party gamers who routinely have 8 person bouts in their living rooms every now and then. Thank you!!!

 

P.S. If anyone has some truly interesting maps that are just out there, pass them around or get the DS team to spiff them up. They are part of the reason this mod is truly unique!

on Nov 15, 2010

1) Patch has been pushed back to January? This is the first I have heard of a date spoken outside of e-mails with Blair Fraser some months back. What's the news concerning this?

[/quote]

[quote who="Yarlen" reply="167" id="2822984"]

No word yet on when to expect the next update.  I'm still waiting to get dev team resources for it; so I wouldn't expect anything right now before January.  Odds are that if we do have something before then, we'll put out a beta version first to test things out beforehand.

 

Yarlen made it pretty clear. Outside of your emails with Blair, no one has heard from him on these forums in quite a while.

on Nov 15, 2010

thx ZombiesRus5, I was going to pull up that same comment for boshimi336

@Sicarii - Understandable about the realism factor. Much of Sins is unrealistic, like no planetary orbits around the stars (the devs did initially put that in but it caused too many issues) and population that skyrockets extremely fast. As such we mostly focus on the enjoyment of massive fleets smashing into each other rather than the whole empire build.

on Nov 16, 2010

hmm is there any reason to use normal ships besides capital ships and support ships in this mod?

I understand the reason to strengthen capital ships is to make them more viable in huge battles but I feel that the current stats seems overkill.

Crew supply should go back to 16 max on the multiplayer patch. You can actually have 32 capital ships even without supply pacts.

on Nov 16, 2010

JustAnotherName
hmm is there any reason to use normal ships besides capital ships and support ships in this mod?

Sure, LRFs and HCs are great for increasing the amount of firepower you have. HCs especially are good because they are tough enough to survive in such an environment where our leviathans exist and rule. LFs are about the only losers in the mod but considering that they are already having issue in normal game that's not to surprising. Best to put them in their own fleet and pull some flanking maneuvers on the other fleets support ships. But then again that is what they were designed to do.

on Nov 17, 2010

News from the big boss.

https://forums.sinsofasolarempire.com/400364

on Nov 17, 2010

hmm is there any reason to use normal ships besides capital ships and support ships in this mod?

I understand the reason to strengthen capital ships is to make them more viable in huge battles but I feel that the current stats seems overkill.

 

Sure is. If your not then your losing alot of firepower. Even though Caps are stronger, you have to put their new strength with in the context of the mod. Everything is amplifed. Everything. LRF hit over 2x as hard, HC are 2x as tough, SC are twice as evil, etc etc.

I guarantee you if you had played some of the MP games we had going a while back you see Caps die just as fast as they do in the un modded game.The only Cap that stands out to me as almost OP'ed is the Kol. It doesnt die late game, but Im bias and think that totally acceptable.

 

 

on Nov 17, 2010

Not to mention that the cost of the caps was ramped up as well to make it harder to buy them en masse.  I've not broke down the numbers, but I'm pretty sure you get more firepower and flexibility out of the frigates for the cost compared to a Cap.

on Nov 17, 2010

However, depending on your play style, tactics, and beginning 'planetoid' setup near your home planet AND where you're opponents are, the Capital ships are setup and priced in a way that really does make the game a LOT of fun to play. Thumb sup!

on Nov 17, 2010

Looking forward to the new update from Ironclad/Stardock. Should be very promising.

on Nov 18, 2010

The game still consistantly appears in the Impulse top 5 sellers list, so I think they must feel bad for having neglected it for so long despite Sins probably making up a significant % of their profits.  Still, this is great news.  If they're considering a major engine overhaul, It's a very safe bet they're planning a full expansion in the near-future as well.  Sins is still a cool game, just kind of stale and neglected.  This could give the game a rebirth.

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