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 308)
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on Mar 31, 2011

And Stant shoots it all down.

on Mar 31, 2011

Not all of them, I'm all for changing or enhancing the pacts, but those are unmoddable...  Not my fault.

on Mar 31, 2011

OH!  I forgot one.  Perhaps something like "planetary militia"  that works similar to the rebel uprising, only on your own planets.  The only trouble I see with this one is to make them uncontrollable but still friendly.  They would be uncontrollable so that they do not take from your supply, and so that you can't just incorporate the free ships into your fleet.

And about the planetary defenses.  I just thought something that takes 10 slots should be less useless, and I'm used to the idea of a cannon with a whole planet underneath it being a behemoth that can oneshot frigates(yes, that would be a bit much).

About the defenses becoming unbeatable, sorry.  It's a bit of greed on my part.  I always try to fortify my planets as much as possible and only send in a fleet if absolutely necessary.  (which can be quite hard with DS's increased travel times, so by the time I figure out my defenses are falling it's too late)

on Mar 31, 2011

Again, is it possible to do random (or widely timed) events that bring a vessel into a random (no preference of player or planet type) grav well? I imagine so since it's similar to TEC rebel uprising, but I want it to exist from the start (or maybe when a player hits a certain tech level) and go any which way so to keep all on their toes.

on Mar 31, 2011

Draakjacht
Again, is it possible to do random (or widely timed) events that bring a vessel into a random (no preference of player or planet type) grav well? I imagine so since it's similar to TEC rebel uprising, but I want it to exist from the start (or maybe when a player hits a certain tech level) and go any which way so to keep all on their toes.

Similar to what I am attempting to do with the pirates with marginal success so far. The coding is there for it but it messes up the Insurgency ability for the TEC.

on Mar 31, 2011

Well, I'm not looking to do it with pirates, but fair enough. Hmm... I imagine that is part of your plan for Powerful Pirates MkII. If you succeed in making it happen, let me know. I have a disturbing idea.

on Mar 31, 2011

LOL

Pirates in general actually. The main issue is that the coding function only allows for three sets of fleets. Insurgency uses two so scaling the thing is not possible unless you remove Insurgency.

on Mar 31, 2011

LOL

Pirates in general actually. The main issue is that the coding function only allows for three sets of fleets. Insurgency uses two so scaling the thing is not possible unless you remove Insurgency.

Ya, it would be nice if Insurgency had more than 3 levels... You could really use this to create some random raids on planets between the various races.

on Mar 31, 2011
That would be very nice for the map I am working on. I don't want to have to create 150 mono-directional wormhole lanes from a pirate base ...
on Mar 31, 2011

So the insurgency uses two. I take it the pirates use the third? There's no way to have another group that kinda works in like insurgency does?

on Mar 31, 2011

Actually, I believe the three levels are no raid, small raid, and large raid.

 

Could be wrong...

on Mar 31, 2011

Stant123
Actually, I believe the three levels are no raid, small raid, and large raid.

 

Could be wrong...

Insurgency is separate from the pirate raiding levels. I believe Ryat may be using the unused third level (i.e. Tech only uses the first two levels) of insurgency to simulate unplanned pirate raids.

on Apr 01, 2011

ZombiesRus5
I believe Ryat may be planning using the unused third level (i.e. Tech only uses the first two levels) of insurgency to simulate unplanned pirate raids.

Fixed it.

on Apr 01, 2011

Okay then.

on Apr 01, 2011

So I take it there is no more room for an additional Insurgency style raid?

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