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 272)
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on Feb 05, 2011

That Hidden Alliance mod, its not the agenda one is it?

on Feb 05, 2011

Yes it is. We are not incorporating into DS currently but he has done work for us and we gave him permission to use our mod with his.

on Feb 06, 2011

btw, I've tried to explain to a few people on the boards that they wouldn't be making a 64 bit .exe, but no one believes me, citing ambiguous statements from the devs as proof. Apparently it's too much to believe that the devs would use LAA or some other form of optimization over the massive project that would be a 64 bit .exe.

on Feb 07, 2011

Picture is up of first map. Go be over critical of it.

on Feb 07, 2011

Draakjacht
btw, I've tried to explain to a few people on the boards that they wouldn't be making a 64 bit .exe, but no one believes me, citing ambiguous statements from the devs as proof. Apparently it's too much to believe that the devs would use LAA or some other form of optimization over the massive project that would be a 64 bit .exe.

Are you saying that we can't play it on a 64 bit system?

on Feb 07, 2011

you can play it on a 64 bit system.....

on Feb 07, 2011

you can play it on a 64 bit system.....

I know, that's what I do currently, it just made it sound like they're about to stop that..

on Feb 07, 2011

A 64 bit system can play 64 bit and 32 bit programs. A lot people are claiming that the devs are creating a 64 bit .exe (the game is currently a 32 bit .exe). This is not true because it would require them to rebuild the coding from the ground on up. Instead, they will be using LAA (Large Address Aware). This will make those with 64 bit systems use an isolated chunk of memory rather than share the same 2 gigs with all the other programs. It will appear that the game works better (in some ways true) but does not enable modders to add more than they would be able to otherwise (cause you eat more memory and plop back to square one). It will, unless someone here knows of some sort of work around, make it so that 64 bit players will not be able to play MP with 32 bit players because the .exes will not be the same.

Better?

on Feb 07, 2011

Can't find many people online to play with anyway, let alone people who aren't seasoned vets. So okay this patch will improve performance for 64 bit users, I understand the principle of isolating the 2gig chunk. Does it add anything for you modders?

on Feb 07, 2011

Not really.

on Feb 08, 2011

Draakjacht
A 64 bit system can play 64 bit and 32 bit programs. A lot people are claiming that the devs are creating a 64 bit .exe (the game is currently a 32 bit .exe). This is not true because it would require them to rebuild the coding from the ground on up. Instead, they will be using LAA (Large Address Aware). This will make those with 64 bit systems use an isolated chunk of memory rather than share the same 2 gigs with all the other programs. It will appear that the game works better (in some ways true) but does not enable modders to add more than they would be able to otherwise (cause you eat more memory and plop back to square one). It will, unless someone here knows of some sort of work around, make it so that 64 bit players will not be able to play MP with 32 bit players because the .exes will not be the same.

Better?

Much. Danke.

on Feb 08, 2011

Bitte.

on Feb 10, 2011

Guessing you're going to have to do a new version of DS for the new patch?

on Feb 10, 2011

Not necessarily, but most likely.  A simple fix will probably be discovered pretty quick, whereas the more permanent solution will be included with the next release which has been getting worked on slowly for the past year anyway.

So don't worry.  ;]

on Feb 10, 2011

We are going to wait for the patch to stabilize.

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