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 307)
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on Mar 29, 2011

What exactly are these issues? I use exclusively ATI cards and the Planet Mesh issue was the first Graphical Glitch I've ever had with Sins since I bought it in 08.

on Mar 30, 2011

I had the same issue with some of the planets textures looking messed up. I came the the same conclusion, after removing the mesh files "posted below" the planets went back to normal.  I suspect it has to do with this batch file you guys gave us to remove the older files. I think that the two are related to the issue happening.

 

This is the bactch file you guys gave us.

del "Dip Rebalance v1.2\Textures\PlanetDesert01-cl.dds"
del "Dip Rebalance v1.2\PlanetDesert01-da.dds"
del "Dip Rebalance v1.2\PlanetDesert02-cl.dds"
del "Dip Rebalance v1.2\PlanetDesert02-da.dds"
del "Dip Rebalance v1.2\Textures\Planetgas0-cl.dds"
del "Dip Rebalance v1.2\Textures\Planetgas0-da.dds"
del "Dip Rebalance v1.2\Textures\Planetgas1-cl.dds"
del "Dip Rebalance v1.2\Textures\Planetgas1-da.dds"
del "Dip Rebalance v1.2\Textures\planetglow.dds"
del "Dip Rebalance v1.2\Textures\PlanetIce01-cl.dds"
del "Dip Rebalance v1.2\Textures\PlanetIce01-da.dds"
del "Dip Rebalance v1.2\Textures\PlanetIce02-cl.dds"
del "Dip Rebalance v1.2\Textures\PlanetIce02-da.dds"
del "Dip Rebalance v1.2\Textures\PlanetTerran01-cl.dds"
del "Dip Rebalance v1.2\Textures\PlanetTerran01-da.dds"
del "Dip Rebalance v1.2\Textures\PlanetTerran02-cl.dds"
del "Dip Rebalance v1.2\Textures\PlanetTerran02-da.dds"
del "Dip Rebalance v1.2\Textures\PlanetVolcanic01-cl.dds"
del "Dip Rebalance v1.2\Textures\PlanetVolcanic01-da.dds"
del "Dip Rebalance v1.2\Textures\PlanetVolcanic02-cl.dds"
del "Dip Rebalance v1.2\Textures\PlanetVolcanic02-da.dds"

on Mar 30, 2011

Will let Nacey know when I contact him again.

on Mar 30, 2011

The portraits being off centered or otherwise messed up.  ATI cards have been doing this for a very long time.

on Mar 30, 2011
This is true, my labtop has an ATI mobility X1600 and this is the case with that computer. My desktop which has a GeForce 8800 GS does not.
on Mar 30, 2011

I did know about the mesh files being broken in B2 I sadly missed removing them before releasing B2 to the public and didnt suffer from that issue myself so it didnt get picked up, I only realised afterwards when thinking back "I removed the textures so why bother with the custom meshs?" hence their deletion (its fixed in my local copy which im currently referring to as B3 but it may just turn out to be 1.0 depending on how things go!)

Apologies for not suggesting it sooner I had just seen screenshots of the planet icons and didnt realise it was the look of the planet that was being affected too


But yes ATI cards do often render .dds files (mainly the player portrait files) incorrectly and thats something I have no idea how to really fix see'ing as the Direct X fix didnt work and converting them to .tga files will likely have no effect either.

Thanks for all the testing guys all helps to make it perfect ready for the next release!

on Mar 30, 2011

Question: Is it possible to have a random event consisting of a ship jumping into a random grav well?

on Mar 30, 2011

Glad to help out. So far I haven't run into any other problems whatsoever, and I'm glad that I haven't been hit with this mysterious .dds problem. 

So, not to sound like an ungrateful kid, but are there any plans for the Vasari Flagship, graphically? The other two flagships, despite being kitbashes, flow together really well and look like logical designs for their races, while still remaining unique. The Vasari one...not so much. Most of the time I'm unable to tell it from a Kortul, then I get a smack in the face when I flip to a different view and theres that seemingly random protrusion, and it really breaks up the model.

 

Obviously this should be taken as the observation of a random bystander, and not as a serious criticism, considering that I don't know the first thing about Sins Modding. (though, if you can use it, I might be able to whip something up in blender later this week.)

on Mar 30, 2011

blobness
So, not to sound like an ungrateful kid, but are there any plans for the Vasari Flagship, graphically? The other two flagships, despite being kitbashes, flow together really well and look like logical designs for their races, while still remaining unique. The Vasari one...not so much. Most of the time I'm unable to tell it from a Kortul, then I get a smack in the face when I flip to a different view and theres that seemingly random protrusion, and it really breaks up the model.

Yeah I might have to change that up a bit. Have a similar issue as well with it.

on Mar 30, 2011

Yeah I might have to change that up a bit. Have a similar issue as well with it.

What about SivCorp's Hellion mashup?

 

on Mar 30, 2011

That might work out better. Does he have an ability point (4 is what I use) at the front of the ship between those tusks?

on Mar 30, 2011

That might work out better. Does he have an ability point (4 is what I use) at the front of the ship between those tusks?

I've PM'd him to see if he still has his models. If it doesn't have them I should be able to add ability points as needed.

on Mar 31, 2011

Forgive me if this has already been suggested, but I have an idea.  I only play TEC, so I may be wrong about the other races, but I've noticed that only the military and civilian trees have final level researches, nothing for the defense or diplomacy trees.  Perhaps a final level diplomacy could be something like "officer exchange program" that increases the effectiveness of all pacts, or allows you to trade ships with allies (no idea how to make that work though).  I've put a little more thought into the Defense final level, it could be one of several things.  Another ability for the starbase, but i think they have enough.  Maybe something like "defensive mandate"  that increases tactical slots, or gives starbases one or two more ability points.  And my personal favorites, either an upgrade to the planet based defenses (seriously, have you seen how long it takes them just to take out a couple siege frigates) or yet another buff to the lowly gauss cannon, making it a credible threat. (this especially because of the limited numbers you can have, to make space for all those other tactical structures that take more points).  Well, that's my brainstorm.  Now it's in your hands.

on Mar 31, 2011

Some nice ideas Retsof90. Will look into them though the trade ships one is impossible TBH.

on Mar 31, 2011

Retsof90
Forgive me if this has already been suggested, but I have an idea.  I only play TEC, so I may be wrong about the other races,

You should play as them a few times, helps you learn how to play your faction better when you know the enemies strengths and weaknesses, as well as how suggestions for improvements to one faction causes balance issues for the other two factions.

Retsof90
but I've noticed that only the military and civilian trees have final level researches, nothing for the defense or diplomacy trees.

If by final level you mean 8th tier research items then you're not quite right.  The TEC has 1 for Military, 2 for Civilian, and 1 for Diplomacy.  The Advent have 1 for Hostility, 1 for Harmony, and 2 for Understanding.  The Vasari have 1 for Warfare, 2 for Empire, and 1 for Manipulation.  The Defense, Security, and Fortification trees stop at the seventh tier.

Retsof90
Perhaps a final level diplomacy could be something like "officer exchange program" that increases the effectiveness of all pacts, or allows you to trade ships with allies (no idea how to make that work though).

Pacts are hard coded and we can't mess with them, otherwise we'd have made them much better a long time ago.  Trading ships can be done in a round about way by making all ships capturable, but then it means your enemies can capture your ships too, which would be a bad thing.   Of course, Advent can already take your ships from you if they so desire so making all ships capturable would remove the uniqueness of the Rapture's Dominate ability.

Retsof90
I've put a little more thought into the Defense final level, it could be one of several things.  Another ability for the starbase, but i think they have enough.

I'm not sure if any more upgrade abilities can be added however there are a couple ability slots left on the starbase itself.  But like you said, they've already got enough stuff.

Retsof90
Maybe something like "defensive mandate"  that increases tactical slots, or gives starbases one or two more ability points.

Giving the TEC more tactical slots would mean that they have upgrades for both, logistic and tactical slots...  Unless the other two got both upgrades as well, I don't think it would be fair.  Besides, the Vasari have a pact item that does this.  So make a Vasari friend.  ;]  As for the starbase ability points increase, I believe those are hardcoded as well.

Retsof90
And my personal favorites, either an upgrade to the planet based defenses (seriously, have you seen how long it takes them just to take out a couple siege frigates)

Yes it does take time, planet defenses are supposed to slow the opposition down buying your fleet time to come back or support your fleet elements already present, not outright destroy another fleet, otherwise, no one would be able to take out a player with the economy to build up those defenses and there would be no way to achieve a military victory which is the by far most common win condition.

Retsof90
or yet another buff to the lowly gauss cannon, making it a credible threat. (this especially because of the limited numbers you can have, to make space for all those other tactical structures that take more points).

Another buff?  They already have rate of fire increases, range increases, burst rockets for hitting multiple targets at the same time, and the meson bolt cannon which reduces opponents armor rating for a short time...  It already is the most upgraded defensive weapon in the game.  It's hardly lowly, however, the glaring shortcoming is that it's immobile and even after the range increases, still don't cover much space, unlike the hanger defenses that field strike craft, or the orbital defense control that can hit anything in most of the gravity well, but at the cost of 1 tac slot point compared to the 4 and 10 respectively, and the ability to field them right from the start of the game without having to spend time and money building research stations and doing the actual unlocking research, they really are quite powerful for a good amount of time as well as for the price and slot count.  You really shouldn't be relying on them in later stages of the game when most people will just go right around them and a better defense option is always the starbase.

Retsof90
Well, that's my brainstorm.  Now it's in your hands.

Okay, thanks.

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