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 282)
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on Feb 27, 2011

My Fleet is big enough to Capture the Planets (the only problem are the Mines wich i handle with Scouts or Replicas if they are on the other side on the Planet). And i build up everytime one or more Culture Center but it seems that they dont do anything now, i will give u a Screenshot .

 

With a bit Luck i can capture one of them in the middle an set one to my Home Planet and my Culture Spread Radius is big enough but im not sure and the Advent Culture is strong so its hard to hold a Planet if i cant capture them.

on Feb 27, 2011

Yeah, fighting the Advent can be rough due to their culture but just keep pushing. You will eventually break it. Remember it takes a while for a planet to go neutral, plus it still removes them from play altogether. So your enemy will still be weakened and you can back fill if you have too.

Oh, and cut back on your Empire Tree. You have to unpin the Starbases manually but it will help your FPS.

on Feb 27, 2011

The Point is that i dont want to kill the Enemys directly and fast, i like long Games and holding Planets isnt realy possible, anyway i will try to capture some on the left wich isnt that far away from the Home Planet and then i go more to the middle of the Map and set my Home Planet here.

 

And maaaaan.

After some Minutes i checked what u mean and how it works.

Only Fleets now and it runs much smoother. Not perfect but way better (and again, no difference between low and highest Settings).

 

Thanks.

on Feb 27, 2011

Edit: I was taking a little long so you beat me to it, but I'll leave the ideas here anyway.

 

If you clump units into fleets, then whittle down to just fleets being pinned. That allows you to micromanage your vessels from afar without too much clutter. Smaller vessels can also be stacked (which looks like you're doing).

If you go into the menu, look around for pinning preferences. Starbases should be the only ones requiring a manual unpin.

As for culture, it would help to have your home planet more toward the center and to overbuild comm centers on your rim worlds seeing that you have a good economy and all. Caps will be a powerful force in pushing back their culture both in their culture negation and in their ability to quickly skip across multiple worlds, destroying their comm centers.

Playing leap frog with your fleets to dig in two or three worlds deep would be devastating. They might put enough pressure to force you back a step, but if you withdraw your farthest fleet and move forward the closest (assuming that the world has been successfully bombarded) you can make a combined effort to hold 2 of 3 of the planets you just assaulted. Patton would hate it, but it's better than nothing. If that becomes a trend, move in minelayers with the third forward assault group to drop mines in your potential retreat path. You may still abandon the planet, but they lose a lot coming after you and that makes it easier to survive the encounter and even retake planet number 3.

And yes, free up fleet elements with heavy fortification. Mine like no tomorrow. As Vasari, you should be able to mine the nebulae and all.

on Mar 01, 2011

In case someone hasn't seen or heard of this yet...

 

https://forums.sinsofasolarempire.com/405918

or here

https://forums.sinsofasolarempire.com/405917

 

Why it got posted twice is beyond me, but whatever...

 

Enjoy SoaSE Rebellion.

on Mar 01, 2011

Nice. Many hopes. Many fears.

on Mar 01, 2011

Yep, time to for the DS crew to unite.

on Mar 01, 2011

Hasn't that already happened?  But the full expansion is still a year off or longer if it takes longer, so really no need to get all excited about it start planning the next phase of DS.

 

There's still lots of work to be done with the current patch.  ;]

on Mar 02, 2011

True, but things are already whirling in my head as is.

on Mar 02, 2011

I like how they introduced "Super-caps" when there were loads of threads between people who said it'd never work and those who said it would.

 

So... Rebels and Loyalists.

       Carbon and Iron

       Thenos and the High Psintegrat

They've been reading the Lore page haven't they...

on Mar 02, 2011

And private messages about the lore, I sent Carbon all kinds of rebel style story to type up that I was going to post for him should his absence be longer then it was...

on Mar 02, 2011

LOL

Yes, when Carbon gets on here he is going to flip out on the Titans. He hates the concept. Me? Meh.... a game is a game.

on Mar 02, 2011

Woooot.

Sounds very cool but i hope they look a bit on the Performance.

 

I think DS should be come without the Effects so we can have a better look at the new ones in Vanilla and deceide if we want new ones or not.

on Mar 02, 2011

That will be tested when we get there. Most of the guys here are pretty good about checking the angles.

Meanwhile, I daresay Carbon is well ahead of the curve with repsect to the rebels. As for the Titans, it's all a matter of balance. Keep in mind that the corvettes might turn the early game on its head as well. Personally, I prefer a Homeworld 1 or Cataclysm approach, where even small vessels can be brutal if used right. I imagine it's hard with these mechanics though.

As for rebel groups, I would hate to see the Lions have that issue given that they are already well out of water in the political landscape of DS. But I might have something close enough to make me happy later on.

on Mar 02, 2011

I see the Lions as being Loyalist.  I see the Free Traders as being Loyalist right now, save for the actions of a few in high places.  In the lore, I'll probably actually take on both factions (Similar to Oreo's current set up).  I won't be able to field more then any one else, but I'll field both types at the expense of having to provide the research stations and factories for both.

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