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 299)
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on Mar 22, 2011

That maybe an issue with


Multiple Stars Graphics Mod by Boshimi336:

Will talk to Nacey about it as I believe Boshimi336 fixed it.

on Mar 22, 2011

I would like to introduce the Flagship Mini-Mod. Currently in Beta form so please feel free to make suggestions/critiques. I am currently trying to figure out a way for it to be researched and while only allowing you to have one but allowing you to rebuild it if destroyed. Currently you begin with it and if you lose it, sorry. Other things like HUD icons and such may be changed as I figure that out, or outsource it.

The Vasari flagship doesn't sit right with me yet. Maybe it will grow on me.

I really like the Kol 2.0, but it would be cool if you used SuperZERO0's latest mesh that removes the backwards KOL.

The Advent flagship is just plain cool looking in game. I thought it was a little odd at first in the pictures posted but I really liked it up close in the game.

Here's a couple of pics to try out...

http://dl.dropbox.com/u/5790092/distantstars/advent_flagship_22x22.tga

http://dl.dropbox.com/u/5790092/distantstars/advent_flagship_28x28.tga

http://dl.dropbox.com/u/5790092/distantstars/advent_flagship_hud.tga

 

 

on Mar 22, 2011
So you're not sure if it's fixed?
on Mar 22, 2011

@Nolan_C - No I am not sure. I will get a PM to Boshimi336 to see if I can get a repair for it.

@ZombieRus5 - Yeah I kinda like the Improved version but I never got it so if you can throw it my direction I would appreciate it. Oh and how do I use those things you posted up. I don't do the pics very well.

on Mar 22, 2011

You just need something that can view tga files.  Like IrfanView.  It's freeware.

on Mar 22, 2011

@ZombieRus5 - Yeah I kinda like the Improved version but I never got it so if you can throw it my direction I would appreciate it. Oh and how do I use those things you posted up. I don't do the pics very well.

Sure, I have it somewhere on my comp. I'll try and locate it for you.

Also, I use Gimp which is free to edit images. However, I can make you a compatible set of textures and brush files for your flagship mod if want me too. Just let me know if you want to try it yourself or have me put it together for you...

Here's tutorial I did for Gimp in regards to research buttons...

on Mar 22, 2011
Man, everyone updates stuff and it breaks. I'm already looking into it this week. I'll let you know.
on Mar 22, 2011

With the beta stuff going on, it's going to be up and down for a bit. Then they'll do Rebellion with the ups, downs, and general overhauls that brings. This fall might be peaceful though.

on Mar 22, 2011

DS is an incredible piece of work.  I wouldnt be surprised if it was included as part of Sins 2 (the concepts at least, if not the actual mods as well).

 

Betas are done for a while now.  We wont see rebellion for a year  (maybe betas late fall?).

So, looking forward to DS 1.0!

on Mar 23, 2011

This is copy and pasted from the MSGM thread here: https://forums.sinsofasolarempire.com/348205

 

So I have found the issue with the MSGM not being 100% compliant with the DS mod.

 

Currently the DS mod is still utilizing the v0.2 version of MSGM. When v0.3 is overlaid it overrights everthing correctly, however the Icons_planets.dds v0.3 (TSOP Compliant version) is not properly setup to work with DS. It is inccorectly referencing sections of the Icons file and that is what is creating this problem. Below is a screen shot of what you can expect when you implement MSGM v0.3 over the latest DS build. This will be fixed, compiled and uploaded Thursday (3/24/11) for implementation with the DS mod.

A duplicate message has been posted over on the DS thread.

 

THIS WILL BE FIXED!

 

 

on Mar 23, 2011

thx boshimi336

on Mar 24, 2011

Hey Ryat, I modded your flagship mod a little bit just to be funny.  I made capital ships a 6 military lab research item and your flagships an 8 military lab research item...  I probably should link it to fleet research as well, but whatever, in due time.  It's kind of enjoyable not being able to build capital ships before being able to build cruisers.  You know, step up upgrades in size.

I've only done the TEC for right now, but if you want to have a look at the stuff, I can make it happen.

on Mar 24, 2011

Interesting idea... does force some of us to use more frigates and cruisers. At the same time, it makes the pirates and what not harder at the beginning. Also makes it hard to consider a cap OP since you don't get it until the enemy can have enough cruisers to down the beasts.

on Mar 24, 2011

Pirates harder?  Not really from what I've seen, they sent wave after wave of frigates after me in the hundreds, but I had mines to block their path in every time so I'm not really sure they're all that difficult.  If I play all factions as TEC, no one has caps early on, they spend their money on their own fleets, rather then the pirates.

on Mar 24, 2011

Let me rephrase this...

Assuming you don't tech up to mines early on, they can be harder. It sucks a little more since you can't use the pirates early on to lvl up your caps (assuming you're going for that). The mines do screw up the pirate dynamic at least until late game. I imagine that they might perform better with the Powerful Pirates mini-mod. I do find it interesting that the players all focus on their own fleets. If they put some cash toward the pirates early on, they might be able to really stick it to you. Then again, I could be wrong. Still, you ahve a point about teching up to the big dogs. At the very least caps should be tied in to weapons technology.

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