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 31)
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on May 04, 2009

Heya, redownloading the mod fixed my problem too!

But too bad the AI apparently sucks with this mod :- /

 

I definitely could live without the balance changes, but having the graphic, sound, sins plus and celestial bodies mod combined into one mod is massive win. Maybe you could quickly throw up a version without the balance and tech tree changes so the AI doesn't break? At least till it's sorted out.

Please?

 

Pretty please? ^^

on May 04, 2009

 

Edit: sigh doublepost. First the forum eats my post and when I repost it it decides to spit it out again :- /

 

on May 04, 2009


Quoting Dathian, reply 23
I dunno, I find capital ship diversity to be still alive.  Yes I use more battleships and the planet bombers more than others but in any naval fleet in WW 2 you saw an obscene amount of battleships.  They are the heaviest hitters.  It is meant to be that way. 

And my experience with DS the AI does research military, mind you I ALWAYS set the AI to brutal for a challenge.  Also remember the more ships shooting at a ships shields the more mitigation they have.  Vasari are shield based so they have high shields, good mitigation and cap ships can get up to 60% mitigation.  Combine that with the shield regen and I'd believe it'd take awhile.
By brutal level, do you mean unfair level ? I have been playing against 7 unfair allied against me (just for fun, i crushed all of them at my home world using a starbase with meteor storm) and after watching the replay they researched ships but only one of them researched weapons upgrade. and what he did was ridiculous : 1 lvl in missile, 1 lvl in laser. All after more than one hour of game !

For the shield, you are totally right : with mitigation and shield regen, you need to have three times the firepower of a Kortul to overpass only its shield !

For the other caps, you really kill the diversity of the game with that kind of logic because most capitals have powers that can make combo with other caps. Just using mere brutal firepower is less fun than managing the powers of a mixed fleet of caps (i play advent, by the way), at least for me.

 

The point is the other caps have great abilities, yes, but there isn't as big of a bonus in creating more than 1 or 2 of them as the abilities usually have short cooldowns and low AM cost so they can be used over and over by the single ship. 

 

on May 09, 2009

Started playing with this the last few days, I have to say that I love it! Can't imagine playing without it now.

 

 

The only, ONLY thing that irks me... combat ships seem to no longer be set to auto-join fleets after they're built. This is immensely annoying, as when I'm expanding or maintaining a fleet I just set the rally point on it, queue up the ships, and let them find their way to the fleet and auto-join it. Now I have to either manually re-create the fleet every time I want to add a ship, or I have to switch on their auto-join while they're en route to the fleet. Rather obnoxious.

Fix that and it's golden.

on May 09, 2009

I'm also having minidump problems. I fixed the minidumps that happened when loading a huge random map by turning things down to medium, even though it is a little ugly. Still, 5 hours into my game, I got a minidump after pirates were sent to a race NOT in my solar system, at a "Severe" level but only on a bounty of 500 credits. Also, an AI was the one to set that bounty.

I think this is the best mod out for Sins at the moment, and just wish that it didn't minidump like it does. I'm running Entrenchment, so perhaps that is the cause of any discrepencies between vanilla 1.16 pirates, Entrenchment 1.02 pirates, and this mod's pirates.

My system specs: (Yes, I know, I'm due for an upgrade, but it's coming)

AMD 5600+ X2 | GeForce GTX 285 | 2 Gigs of RAM | ASUS M2N-E SLI Mobo

EDIT: This was on a clean install. Fresh 1.16, fresh 1.02, fresh Distant Stars install.

on May 10, 2009

I actually find the auto-join being off to be a plus for me. To make everyone happy, I would like if there was a toggle in the menu options. Alas, can never make all happy.

Had to update my driver to avoid immediate mini-dumps. Will play the game and see how long, if at all, it takes for me to mini-dump.

on May 10, 2009

any updates on next release?

on May 10, 2009

JimStarluck
Started playing with this the last few days, I have to say that I love it! Can't imagine playing without it now.

 

 

The only, ONLY thing that irks me... combat ships seem to no longer be set to auto-join fleets after they're built. This is immensely annoying, as when I'm expanding or maintaining a fleet I just set the rally point on it, queue up the ships, and let them find their way to the fleet and auto-join it. Now I have to either manually re-create the fleet every time I want to add a ship, or I have to switch on their auto-join while they're en route to the fleet. Rather obnoxious.

Fix that and it's golden.

Thats something that was changed in the orginal SINS. And has nothing to do with changes in the mod.

 

BossDad
I'm also having minidump problems. I fixed the minidumps that happened when loading a huge random map by turning things down to medium, even though it is a little ugly. Still, 5 hours into my game, I got a minidump after pirates were sent to a race NOT in my solar system, at a "Severe" level but only on a bounty of 500 credits. Also, an AI was the one to set that bounty.

I think this is the best mod out for Sins at the moment, and just wish that it didn't minidump like it does. I'm running Entrenchment, so perhaps that is the cause of any discrepencies between vanilla 1.16 pirates, Entrenchment 1.02 pirates, and this mod's pirates.

My system specs: (Yes, I know, I'm due for an upgrade, but it's coming)

AMD 5600+ X2 | GeForce GTX 285 | 2 Gigs of RAM | ASUS M2N-E SLI Mobo

EDIT: This was on a clean install. Fresh 1.16, fresh 1.02, fresh Distant Stars install.

I would say try a redownload of DS. Sometime you get weird minidumps and such from odd installs. Also it might be the low ammont of RAM. This mod adds alot of visual and graphical changes that add onto the system requirements.

If that doesnt fix it, let me know I will try to recreate what ever your doing somehow, and see if I can troubleshoot more for ya.

 

The current patch is taking a bit longer than usual due to real life, and such. I can give you a very very very very basic list of what I know is included in the next patch as of right now.

-Drone Host will be reverted to 3 squads again.
-More tweaks to CB merge with DS
-Possible Galaxy Forge update to include CB and DS new planet types
-Different sizes for Sins Plus planets also.

 

Those are just what I know, and are subject to change. Nacey can tell you for 100% whats the game plan is.

on May 10, 2009

Actually Ue_Carbon, the unmod game has autojoin on, you have to turn it off. The mod does shut it off.

on May 10, 2009

Updated drivers and redownloaded mod. Minidump trying to make new game.

on May 11, 2009

I got a few minidumps if I tried to play some special maps. E.g. the map Fulcrum and the map before in the list (medium size, 6 players). I tried 5 to 6 times to start a game with these maps. Always resulting in a dump. After choosing a different map I could play without problems.

(2,4 GHz C2D, 4GB@3GB, 8600M GT 256MB, Win7 RC x86, graphics at 1440x900 all set to "high")

on May 11, 2009

Agreed -- this mod rocks.  Can't imagine playing the game without it.

 

But I'd also like to add my request to re-enable "auto-join."   It's a bit of a bummer to have to add ships to a fleet manually.

 

Thanks!

on May 11, 2009

But I'd also like to add my request to re-enable "auto-join." It's a bit of a bummer to have to add ships to a fleet manually.



Thanks!

just do it yourself, go to your mod folder open gameinfo, do a search for all frigates, cruisers, and cap ships and edit it one by one

on May 11, 2009

thanks for the tip!

on May 11, 2009

Mini-dump when trying to load Entanglement, Maelstrom, and one other map. Then tried again and mini-dump before menu. Already updated drivers, reloaded a fresh download of mod, and cleaned up my computer, each done before trying again. Mini-dump.

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