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 309)
562 PagesFirst 307 308 309 310 311  Last
on Apr 01, 2011


Quoting ZombiesRus5, reply 4617 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.

haha, well, I used "may" because I wasn't certain. Planning works too.

on Apr 01, 2011

I dont know about you guys but I dont like the current balance of the game.

 

i know that the advent are the more intensive ability,-firepoer,shield faction.Tec are the more eco based,unit spam more hull focused faction.

Could anyone tell me what vasari have as a difference? They fall in between the two factions and have more expensive units for no real advantage in dps,health or any other thing .In order to play vasari in the beginning,you have to kite,use hit and  run and so on. After researching suberters everything changes,now the vasari become the hunter and your enemy the prey.With their awesome later techs,they dominate.

In my opinion this is not right.This is a balance problem.A factionm becomes ultra good after the research of one unit and one ability?Cmon.

Tec being the spam faction is very lame,it is a nobrainer faction.Ever thought on chaning that? Like making them actually different in play style from the vanila Sins.While DS adds alot,gameplay stays the same as in he vanila,that is why I preffer SOGE. It adds different ways of playing the game,each faction plays differently.

 

The advent have start problems,beside disciple spam,there are not other solutions..Radiance still sucks as a cap ship.It has bad abilities,why not fix that by either changing those abilities or increasing hp dps or so?

 

The vasari on the other hand are unique for their phase missiles cool no? they have good abilities in the END game.Not hte beginning.

Should i always run like a girl when i see tec spam with vasari? Are vasari meant to be much more expensive for no real buff.I say,buff them more but INCREASE ship supply cost.THat way you have less vasari but actually worhty units.

Give a reason to build Frigates,LRM still own in your mod,albeit less because of cap s being actual beasts instead of pussies.

 

 

on Apr 01, 2011

OriLord
The advent have start problems,beside disciple spam,there are not other solutions..Radiance still sucks as a cap ship.It has bad abilities,why not fix that by either changing those abilities or increasing hp dps or so?

I don't disagree here. It's good at taking a capital ships abilities out of the game, but not much else past that. I'd like a rework of detonate anti-matter that is more geared towards damage dealing than AM Draining.

on Apr 01, 2011

Why so many links?

on Apr 01, 2011

Those things appear when I write sentences closly by and then space them.It could be a reason because of my NO SCRIPT for mozila.Just ignore those at best.

on Apr 01, 2011

You do realize that the inherent flaw of comparing DS to SOGE on the issue of gameplay balance is that DS is an enhancement mod, meaning we take what's already there and make adjustments, and SOGE is a total conversion mod, meaning it takes what's already there, throws it all in the garbage, and then makes all new stuff to take it's place.

Two completely different modding animals.  In a total conversion mod, if something isn't working out, you just get rid of it.  In an enhancement mod, if something isn't working out you tweak it repeatedly until as few people as possible are complaining about it.

on Apr 01, 2011

Now you pick on one thing I took as a comparision?

Cmon.Dont bash on a miniscule thing such as taking a not so goood comparison.

 

I just took it as an example becuz of that i playes differently.

 

Understand this,I am aware that DS is an improvement mod but nothing in this stops DS from IMPROVING the  GAMEPLAY. THe gameplay with DS does not really change.So,I only desire a bit of balance and gamplay changes so DS to enhance sins experience.Vanila sins is flawed.See me points on the last page.

 

An please,dont criticize for the sake of criticizing.Making some upgrades,abilites,firagtes and so on more useful would only make Sins better,

If you complain about the critic I put,only describes the fact that you did not even understand the critic.

 

on Apr 01, 2011

I'm not bashing or criticizing anything.  You're the one doing that by adding in your own emotions to what I said.  Read it again without your own opinions added in.  I merely explained the differences in the two types of mods and how, with the examples you've chosen to give, the difficulties in achieving gameplay balance.

 

Trust me, if I wanted to bash or criticize you, you'd know it because I'd pick apart your statement line by line and smack you over the head with it until you left the forums crying to your mommy that I was being mean to you.  You sir, owe me an apology.

on Apr 01, 2011

I however, will go ahead and give it a crack.

OriLord
i know that the advent are the more intensive ability,-firepoer,shield faction.

Not really. They are more intense with shielding, but they only benefit from firepower later in the game. Even then, the raw numbers support the Vasari due to their focus on phase missiles which bypass Advent shield focus. The abilities, in a stand alone form, are their focus. But when you combine Vasari abilities in the right order, they can deal out much greater damage. It means more micromanagement, but pays off even in the early game.

OriLord
Could anyone tell me what vasari have as a difference? They fall in between the two factions and have more expensive units for no real advantage in dps,health or any other thing .In order to play vasari in the beginning,you have to kite,use hit and run and so on.

The Vasari are kiters. Sound weird? For a lot of us, it is. I'm sure most people here live in countries that at one time or another could afford to use the Go Big or Go Home method of warfare. The Vasari are a limited few with precious few resources. Think Vietnam. The Vietnamese could not afford prolonged engagements or out in the open operations. The Vasari are much the same way. They have ships that can phase, can enhance their engines, and teleport your men behind enemy lines. These are very much their elements. They are a challenge precisely because you have to learn to obtain a difficult beachhead, but they pay off if you can do it.

OriLord
After researching suberters everything changes,now the vasari become the hunter and your enemy the prey.With their awesome later techs,they dominate.

In my opinion this is not right.This is a balance problem.A factionm becomes ultra good after the research of one unit and one ability?Cmon.

Not really just one ability, cause a fleet of subverters (IMO) will not stand alone. That aside, this is the payoff for surviving the early game. Then again, bring your cruisers in mass and watch a couple of Marzas wipe them clean while Akkan increase the enemy's bombardment range and a mixture of Gauss Railguns and Ion Bolts debilitate your fleet.

OriLord
Tec being the spam faction is very lame,it is a nobrainer faction.Ever thought on chaning that? Like making them actually different in play style from the vanila Sins.While DS adds alot,gameplay stays the same as in he vanila,that is why I preffer SOGE. It adds different ways of playing the game,each faction plays differently.

Stant is dead right on this. It's an enhancement mod. If the playing style changes, it's not the same game. As for the spam, TEC are capable without it, BUT it has become a mainstay of American warfare since the Vietnam War, a concept which is still ingrained in the military. Firepower is no longer measured in the number of rounds that strike the enemy, rather the number of rounds in the air.

I'm going to skip over a little because it's redundant.

OriLord
Give a reason to build Frigates,LRM still own in your mod,albeit less because of cap s being actual beasts instead of pussies.

LRM kinda own. Again, Marzas and Akkan can produce brutal results. Of course, the mentioning of caps being tougher probably chimes in on why we did that. In any case, the frigates are still somewhat useful. The colony frigate is a good choice for those less than eager to wait around for an Akkan, especially since you're better off investing in a Dunov or Kol as your primary fleet component. If you move fast, Colony frigates are worth it. Gardas are still the only anti-strikecraft vessel available (not counting abilities). The light assualt craft were never designed to be a mainstay unit the whole game through. LRM you already gave a thumbs up. Scouts are essential not only in NOT jumping into a cluster... screw... but they are also the only beasts that can see mines. With the enhancement of mines, we made them a necessity. So we really did change something up for the better of the previously ignored ships.

on Apr 01, 2011

"I'm not bashing or criticizing anything.  You're the one doing that by adding in your own emotions to what I said.  Read it again without your own opinions added in.  I merely explained the differences in the two types of mods and how, with the examples you've chosen to give, the difficulties in achieving gameplay balance."

Please explain to me kidd what was your aim again in the last post?I certainly dont understand what your point is?I mean,SOGE was an example of different gameplay.Even if it is a total conversion mod,it is still based on Sins.

Fun/

"Trust me, if I wanted to bash or criticize you, you'd know it because I'd pick apart your statement line by line and smack you over the head with it until you left the forums crying to your mommy that I was being mean to you.  You sir, owe me an apology."

You must be some sort of teenage kiddie roaming around here.Not suprized at all.

I pity you kiddie.

Now tell me kid,how old are you? 6?

Does your mommy know that you talk to strangers?

/fun

Now to the DS team,please keep away your trolls from people you like to give feedback.

 

Thank you.

on Apr 01, 2011

Draakjacht
I however, will go ahead and give it a crack.


Quoting OriLord, reply 4622i know that the advent are the more intensive ability,-firepoer,shield faction.
Not really. They are more intense with shielding, but they only benefit from firepower later in the game. Even then, the raw numbers support the Vasari due to their focus on phase missiles which bypass Advent shield focus. The abilities, in a stand alone form, are their focus. But when you combine Vasari abilities in the right order, they can deal out much greater damage. It means more micromanagement, but pays off even in the early game.


Quoting OriLord, reply 4622Could anyone tell me what vasari have as a difference? They fall in between the two factions and have more expensive units for no real advantage in dps,health or any other thing .In order to play vasari in the beginning,you have to kite,use hit and run and so on.
The Vasari are kiters. Sound weird? For a lot of us, it is. I'm sure most people here live in countries that at one time or another could afford to use the Go Big or Go Home method of warfare. The Vasari are a limited few with precious few resources. Think Vietnam. The Vietnamese could not afford prolonged engagements or out in the open operations. The Vasari are much the same way. They have ships that can phase, can enhance their engines, and teleport your men behind enemy lines. These are very much their elements. They are a challenge precisely because you have to learn to obtain a difficult beachhead, but they pay off if you can do it.


Quoting OriLord, reply 4622After researching suberters everything changes,now the vasari become the hunter and your enemy the prey.With their awesome later techs,they dominate.

In my opinion this is not right.This is a balance problem.A factionm becomes ultra good after the research of one unit and one ability?Cmon.
Not really just one ability, cause a fleet of subverters (IMO) will not stand alone. That aside, this is the payoff for surviving the early game. Then again, bring your cruisers in mass and watch a couple of Marzas wipe them clean while Akkan increase the enemy's bombardment range and a mixture of Gauss Railguns and Ion Bolts debilitate your fleet.


Quoting OriLord, reply 4622Tec being the spam faction is very lame,it is a nobrainer faction.Ever thought on chaning that? Like making them actually different in play style from the vanila Sins.While DS adds alot,gameplay stays the same as in he vanila,that is why I preffer SOGE. It adds different ways of playing the game,each faction plays differently.
Stant is dead right on this. It's an enhancement mod. If the playing style changes, it's not the same game. As for the spam, TEC are capable without it, BUT it has become a mainstay of American warfare since the Vietnam War, a concept which is still ingrained in the military. Firepower is no longer measured in the number of rounds that strike the enemy, rather the number of rounds in the air.

I'm going to skip over a little because it's redundant.


Quoting OriLord, reply 4622Give a reason to build Frigates,LRM still own in your mod,albeit less because of cap s being actual beasts instead of pussies.
LRM kinda own. Again, Marzas and Akkan can produce brutal results. Of course, the mentioning of caps being tougher probably chimes in on why we did that. In any case, the frigates are still somewhat useful. The colony frigate is a good choice for those less than eager to wait around for an Akkan, especially since you're better off investing in a Dunov or Kol as your primary fleet component. If you move fast, Colony frigates are worth it. Gardas are still the only anti-strikecraft vessel available (not counting abilities). The light assualt craft were never designed to be a mainstay unit the whole game through. LRM you already gave a thumbs up. Scouts are essential not only in NOT jumping into a cluster... screw... but they are also the only beasts that can see mines. With the enhancement of mines, we made them a necessity. So we really did change something up for the better of the previously ignored ships.

 

Ok then,good explanation,I agree on what you said here.At least it is clear to me now. Thank you that you took your time to answer in a good mannered way.

 

on Apr 01, 2011

Btw, not all your ideas are bad. Could the Advent use a boost here or there to deal with Phase Missiles? Yes, and we;re implementing that in various ways. As for replacing its abilities, that would be a major conversion, which we are not looking to do. So there are nuggets in there which we have thought about and would like to make better, but they are difficult or potentially undermining.

on Apr 01, 2011

OriLord
"I'm not bashing or criticizing anything.  You're the one doing that by adding in your own emotions to what I said.  Read it again without your own opinions added in.  I merely explained the differences in the two types of mods and how, with the examples you've chosen to give, the difficulties in achieving gameplay balance."

Please explain to me kidd what was your aim again in the last post?I certainly dont understand what your point is?I mean,SOGE was an example of different gameplay.Even if it is a total conversion mod,it is still based on Sins.

Fun/

"Trust me, if I wanted to bash or criticize you, you'd know it because I'd pick apart your statement line by line and smack you over the head with it until you left the forums crying to your mommy that I was being mean to you.  You sir, owe me an apology."

You must be some sort of teenage kiddie roaming around here.Not suprized at all.

I pity you kiddie.

Now tell me kid,how old are you? 6?

Does your mommy know that you talk to strangers?

/fun

Now to the DS team,please keep away your trolls from people you like to give feedback.

 

Thank you.

 

And this is an example of a person we on the Sins forums do not like to socialize with.

 

Become more intelligent yourself, and they might listen to more of your 'criticism', but from your first post i only got a bit of arrogance on your part. Learn a bit of humility in the face of the team giving you the mod that they make in their free time, without pay, and only choosing to grace your Sins Mod Folder with their work.

 

These people working on the mod deserve alot more respect than you give. The first answer you received may have lacked substance as to a direct answer, but the answer itself was still of merit. It really wasn't a good comparison, but still you shouldn't let anything get so under your skin like that. It just adds to the bad public relations you have. "some sort of teenage kiddie"? "How old are you, 6?"? Go home, because calling someone 6 years old on a forum doesn't make you look tough, it just makes you sound more like the schoolyard bully, and just as unintelligent as one. Not that your lack of spelling skill helps that much.

 

If you were less snippy with them, they might have been more plain in their answers, a la DraakJacht's post.

 

/rant.

 

DS Team, i was wondering if there was any plans to replace the current models for the Flagships, or to add more for each race to have more diversity between same-faction players? Different flagships with different firepower/abilities on teams could make for some serious powerhousing if done right.

on Apr 01, 2011

*Sigh*  This is why I'm not nice to people very often because when I am, I get this...

OriLord
Please explain to me kidd what was your aim again in the last post?I certainly dont understand what your point is?I mean,SOGE was an example of different gameplay.Even if it is a total conversion mod,it is still based on Sins.

First, off, you're the kid here since you're the one who blew up and went crazy...  Not me.  In fact, you're still the one going around being insulting whereas I'm showing restraint.  Based on that, alone, I think we know who the adult in this conversation is.

It's okay if English isn't your first language, I don't judge based on that, I only judge based on how you conduct yourself.  My point of my original post to you was to explain the differences between the two types of mods.  You made no indication that you were aware of any such difference, so I pointed that out.  I didn't bash, challenge, or critique any single one of your ideas so you attacking me makes no sense at all and screams of immaturity.  If I did, please show them to me and the world as we are waiting for the answer.

OriLord
You must be some sort of teenage kiddie roaming around here.Not suprized at all.

By your conduct, I'd say this comment reflects it's original poster, not it's intended target.

OriLord
I pity you kiddie.

Still with the insulting?  Okay then.

OriLord
Now tell me kid,how old are you? 6?

32 actually, and I just had a new nephew born at 3:26am Pacific Daylight Time.     So my patience with you is wearing thin.

OriLord
Does your mommy know that you talk to strangers?

*sigh*  Another baseless insult.

OriLord
/fun

You have a strange way of showing humor.

OriLord
Now to the DS team,please keep away your trolls from people you like to give feedback.

Now I'm offended by this...  You and your high forum member number and your 7 posts and 25 replies and 0 karma tells me that you're pretty new here.  Whereas my no where near as high member number as yours, 1 post, 1,245 replies, and 54 karma let you know that I've been around for quite some time and I actually bring a lot to the table, and you have the nerve to call me a troll?

How do you know I'm not a team member?  Because my avatar doesn't say DS Team on it?  That's pretty pathetic reasoning.

I have to laugh at that simply because for more then a year, I've been neck deep in DS modding.  I've been neck deep in DS testing.  I've been neck deep in DS updating.  I've been neck deep in DS lore writing.  I've been neck deep in DS multiplayer games, even giving up my Saturday mornings on ICO and TeamSpeak in an attempt to give the Aussies and Euro's a chance to play DS with someone like me and give them an outlet for their ingame feedback.  I'm neck deep in providing technical support for the DS mod.  I'm neck deep in creating maps for the DS mod.  I'm also the one who created and maintains the DS wiki page, which I've been told was used to help finish off the main Sins wiki page.  So hey, +1 for me.  I've contributed as much and in some cases more to this mod then some of the listed mod team members themselves.  Why am I not listed?  Because it's my choice.  Go ahead, ask them.  Troll?  I've been providing all of this since last January and you just join up and post a comment and call me a troll?  I think you've got yourself a little bit mixed up on who is what.

OriLord
Thank you.

You're not welcome, now GTFO.

on Apr 01, 2011

NHD-151

DS Team, i was wondering if there was any plans to replace the current models for the Flagships, or to add more for each race to have more diversity between same-faction players? Different flagships with different firepower/abilities on teams could make for some serious powerhousing if done right.

There are plans to change them up a little bit if Ryat has gotten the new models for them.  As for adding more, not likely, not unless Ryat switches to my version of his mod, but in either case, it requires us to figure out how to get Sins to only allow 1.  It could, we all have ideas, but so far technical issues are holding us back.

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