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 310)
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on Apr 01, 2011

It might simply be something that will only be perfected when Rebellion comes out. It sounds like some of the game mechanics will allow the flagship mod much more freedom in it's design.

on Apr 02, 2011

boshimi336
It might simply be something that will only be perfected when Rebellion comes out. It sounds like some of the game mechanics will allow the flagship mod much more freedom in it's design.

Possibly true. Kinda sad that we have no idea what's coming or we would be ramping up for it. In the meantime, he's looking at changing the model for the Vasari Flagship if we can get the right one. Beyond that, Ryat has only made clear that he'll be playing with balance numbers. Beyond that is conjecture at this point.

Oh, and that partially covers NHDs answer.

Stant123
How do you know I'm not a team member?

Stant is actually listed as a contributor if I remember correctly. So be cool.

Stant123
I've contributed as much and in some cases more to this mod then some of the listed mod team members themselves.

Yeah, I've contributed dick in comparison.

NHD-151
These people working on the mod deserve alot more respect than you give.

This is something I have a twisted opinion on, but it's a good general rule for survival.

Again, if you have suggestions, you can give them. What you have to keep in mind is that when you play a mod that's been out for some time and they have, for example, all the original abilities and classes of ships, they probably want to keep it that way for a reason. Poke around and get a feel for what it's about. Someone brought up the rebel fighters from Star Wars and you can probably guess why that was ignored.

on Apr 02, 2011

I am wondering where you guys got the music in your mod. It is pretty cool, can I find it somewhere on youtube or is it custom made?

on Apr 02, 2011

NHD-151
DS Team, i was wondering if there was any plans to replace the current models for the Flagships

Just the Vasari one. SuperZero0 tried hard to give me what I wanted but that didn't quite work out. ZombieRus5 is seeing if he can get another for me.

NHD-151
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.

Not currently.

 

@OriLord - Our mod is an enhancement mod. The vast majority of your suggestions will not be implemented. Some will and I am sorry if we don't post our IM/TeamSpeak meetings but we have discussed many issues, some of what you listed and some of which you haven't and what we are going to do about them. Its a lot of work and our time is limited by RL. As for our resident "troll" Stant123 he is a very valuable member of our team and if you attempt to insult him (or anyone else) again I will let him off his chain. Its not pretty and makes a big mess that has to be cleaned up, so please back off.

on Apr 02, 2011

I am wondering where you guys got the music in your mod. It is pretty cool, can I find it somewhere on youtube or is it custom made?

Mostly YouTube. Two Steps from Hell, and a few others plus some movie tracks (Transformers). When Carbon gets back he can help you more.

He's our music man.

on Apr 02, 2011

Alright, mines. Mines mines mines. What the poop is with the mines?

 

I decided to attack a system. Before I did, I saved the game. I jumped my fleet in, and watched as they subsequently instantly exploded. All my frigates were gone, most of my cruisers were on the brink of death, and my capital ships were crippled, losing their mostly upgraded shields and half of their tier-12 health and tier-8 armor. All to a handful of dirt-cheap instantly-built low-tech mines.

So, I reload, and go in the back way. While attacking the planet, my overzealous fleet AI wanders too close to the mines and blows itself up. I manage to wrangle control and escape with a few losses, then set them to not move. I build 10 scout frigates, figuring that this used to be more then enough to clear out a minefield. I bring them in, make sure the auto-minesweep is set up, and let them go. They go up to the first mine, the detection ability runs... and... nothing. The mine wasn't detected.

I manually move some of the scouts closer, well within range of the minesweeper ability. Still nothing. I get about halfway to the mine, and it *finally* detects it. My fighters destroy it. I move to the next mine, but just a tiny bit too close. Scout ship blows up and dies. The rest of the scouts use their auto-ability and run over to scout the mines.... again, even though the mines are within range, they aren't detected.

 

So really, I'm hoping that the fact that mines are completely undetectable now is a bug, but what is with mines in the first place? They're cheap, easy to build, extremely low on the tech tree, and capable of utterly annihilating all but the most highly upgraded capital ships. There is absolutely no way to actually counter mines, meaning if the jump-in zone is mined up, the only way to actually get into it is to build a huge horde of scout frigates, throw them into the minefield, and watch them explode. That's it. Clearly not a lot of thought went into this one.

Mines were annoying in the past, but they weren't terribly powerful. This was countered by the fact that they have always been a huge pain in the ass to disarm. You used to be able to let one or two scout ships run around and they'd detect and destroy mines on their own. Now you can't, you have to micromanage them. And if you screw up, they instantly explode and die, no question.

 

Seriously now, what the hell.

on Apr 02, 2011

OriLord
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.

That's probably it thanks. I was just curious as to why it occured.

 

Draakjacht
Firepower is no longer measured in the number of rounds that strike the enemy, rather the number of rounds in the air.

In the American military anyway.

 

I am wondering where you guys got the music in your mod. It is pretty cool, can I find it somewhere on youtube or is it custom made?

If the menu theme is the same in Entrenchment, (it's been a while since I've played Diplomacy, so I don't remember), then it's Ebla (I think) by ES Posthumus.

 

Frostiken
Alright, mines. Mines mines mines. What the poop is with the mines?

 

I decided to attack a system. Before I did, I saved the game. I jumped my fleet in, and watched as they subsequently instantly exploded. All my frigates were gone, most of my cruisers were on the brink of death, and my capital ships were crippled, losing their mostly upgraded shields and half of their tier-12 health and tier-8 armor. All to a handful of dirt-cheap instantly-built low-tech mines.

So, I reload, and go in the back way. While attacking the planet, my overzealous fleet AI wanders too close to the mines and blows itself up. I manage to wrangle control and escape with a few losses, then set them to not move. I build 10 scout frigates, figuring that this used to be more then enough to clear out a minefield. I bring them in, make sure the auto-minesweep is set up, and let them go. They go up to the first mine, the detection ability runs... and... nothing. The mine wasn't detected.

I manually move some of the scouts closer, well within range of the minesweeper ability. Still nothing. I get about halfway to the mine, and it *finally* detects it. My fighters destroy it. I move to the next mine, but just a tiny bit too close. Scout ship blows up and dies. The rest of the scouts use their auto-ability and run over to scout the mines.... again, even though the mines are within range, they aren't detected.

 

So really, I'm hoping that the fact that mines are completely undetectable now is a bug, but what is with mines in the first place? They're cheap, easy to build, extremely low on the tech tree, and capable of utterly annihilating all but the most highly upgraded capital ships. There is absolutely no way to actually counter mines, meaning if the jump-in zone is mined up, the only way to actually get into it is to build a huge horde of scout frigates, throw them into the minefield, and watch them explode. That's it. Clearly not a lot of thought went into this one.

Mines were annoying in the past, but they weren't terribly powerful. This was countered by the fact that they have always been a huge pain in the ass to disarm. You used to be able to let one or two scout ships run around and they'd detect and destroy mines on their own. Now you can't, you have to micromanage them. And if you screw up, they instantly explode and die, no question.

 

Seriously now, what the hell.

That sounds... frustrating. It's never happened like that to me, but I play the Entrenchment version.

on Apr 02, 2011

@OriLord - Our mod is an enhancement mod. The vast majority of your suggestions will not be implemented. Some will and I am sorry if we don't post our IM/TeamSpeak meetings but we have discussed many issues, some of what you listed and some of which you haven't and what we are going to do about them. Its a lot of work and our time is limited by RL. As for our resident "troll" Stant123 he is a very valuable member of our team and if you attempt to insult him (or anyone else) again I will let him off his chain. Its not pretty and makes a big mess that has to be cleaned up, so please back off.

As for the crazed flaming that's gone on previously can we try to keep it constructive please guys rather than falling in to little flame wars, it isn't clever and it doesn't help us keep track of useful comments which we often have to refer back to.


No, Stant doesn't have a "DS Team" avatar, no he's not an official member of the team for reasons he mentioned, however he is a valued member of the DS, hell the SoaSE community and does continually give to the mod/game without any of us ever asking him to, he is also very knowledgeable on everything SoaSE related. Please treat him with the respect you would everyone else you interact with.


Admittedly comments on the internet can sometimes come across differently from the way they are originally meant to but that is sadly just one pitfall of reading conversations than speaking them. So it's likely that all of this has just been a mis-communication error however please don't start ranting about others in threads that are used for development. Take it to Private Messages and question what was said there rather than in the public domain.

Anywho, back on topic...

The mines in Diplomacy had an upgrade to reduce the lag generated by the AI spamming them. Quite simply we allow 3x less mines in any given system (apart from the Pirate base at the moment). This in turn meant they needed to be much stronger than the originals.

After extensive testing on our end we set them to their current strengths now admittedly they are very powerful although isn't that kind of the idea of mines? I do agree however they can be somewhat incredibly destructive early on, late game they aren't much of a problem once you have an economy which affords the ability to send scouts in ahead of your fleets to check for mines / alternate routes to attack etc

I have considered weakening them somewhat as of late, however a balance needs to be found between being over powered early game and under powered towards late-game. As such a new technology (which increases the damage/blast radius of the mines) will need to be added in. This will take the extra levels from the mines as they stand at the moment and move them to a different technology further down the tech tree.

on Apr 02, 2011

Before I get to your post, just let me say "HAHAHAHAHAHAHA!  That happens to me all of the time."  The first time it happens, yeah, it suck, but eventually you learn to just deal with it.  Okay, now to answering your questions. 

Frostiken
Alright, mines. Mines mines mines. What the poop is with the mines?

They were made to have to be dealt with.  When the mines are first purchased, they're really not all that bad, it's just when the mine improvement research is done, they turn into a fierce defense.

Frostiken
I decided to attack a system. Before I did, I saved the game. I jumped my fleet in, and watched as they subsequently instantly exploded. All my frigates were gone, most of my cruisers were on the brink of death, and my capital ships were crippled, losing their mostly upgraded shields and half of their tier-12 health and tier-8 armor. All to a handful of dirt-cheap instantly-built low-tech mines.

Good thing you saved, imagine how pissed off you'd be if you hadn't?  I'm guilty of that little maneuver.  Anyway, sounds like you ran into some of the upgraded variety.  Nasty aren't they?

Frostiken
So, I reload, and go in the back way. While attacking the planet, my overzealous fleet AI wanders too close to the mines and blows itself up. I manage to wrangle control and escape with a few losses, then set them to not move. I build 10 scout frigates, figuring that this used to be more then enough to clear out a minefield. I bring them in, make sure the auto-minesweep is set up, and let them go. They go up to the first mine, the detection ability runs... and... nothing. The mine wasn't detected.

Yeah, I've been thinking about looking into that actually.  It's been annoying the hell out of me for a while now, but since no one else complained about it, I just never bothered figuring I was the only one who was taking issue with it.

Frostiken
I manually move some of the scouts closer, well within range of the minesweeper ability. Still nothing. I get about halfway to the mine, and it *finally* detects it. My fighters destroy it. I move to the next mine, but just a tiny bit too close. Scout ship blows up and dies. The rest of the scouts use their auto-ability and run over to scout the mines.... again, even though the mines are within range, they aren't detected.

I feel ya.

Frostiken
So really, I'm hoping that the fact that mines are completely undetectable now is a bug, but what is with mines in the first place? They're cheap, easy to build, extremely low on the tech tree, and capable of utterly annihilating all but the most highly upgraded capital ships. There is absolutely no way to actually counter mines, meaning if the jump-in zone is mined up, the only way to actually get into it is to build a huge horde of scout frigates, throw them into the minefield, and watch them explode. That's it. Clearly not a lot of thought went into this one.

Well, yes, it's a bug, the mines are in range and they're supposed to be detected, but they aren't, so...  The ability is set up to give the scout a range of 7500, whereas the buff is set up as something that get's upgraded with the first level range being 5125, the second 7500, and the third 10000.  As far as I can tell, there's nothing in the research items that upgrades this buff.  Soooooo...  Based on the original files from Entrenchment the ability range was 5000 and the buff range (the thing that actually does the work) is at 5125 and set up as a single level thing.  So the buff had a larger range then the ability.  I guess give me an hour or so (depending on how fast I can get my enemies to build mines) to change the buff so it matches the ability +125 like the original settings and see how it goes.  If it performs as I hope, I'll post a fix for everyone.

Frostiken
Mines were annoying in the past, but they weren't terribly powerful. This was countered by the fact that they have always been a huge pain in the ass to disarm. You used to be able to let one or two scout ships run around and they'd detect and destroy mines on their own. Now you can't, you have to micromanage them. And if you screw up, they instantly explode and die, no question.

Well, actually, in my experience, a fully upgraded TEC scout can actually take a blast and limp away with over 600HP left.  Maybe I'm not hitting the fully upgraded versions of the mines, but several hours into the game, I'd hope the factions that I'm fighting have researched these things...

Frostiken
Seriously now, what the hell.

I'm looking at the files as I type this and fixing them, and will be testing as soon as I post this and I'll get back to you.

on Apr 02, 2011

Okay so 9 vicious AI's on 8x speed get mines built pretty quick....  Anyway...  Here's the fix, the scouts jump in and act as legit mine sweepers.  Still won't protect you from jumping in on top of a mine, but that bad luck aside, they'll get down to business.

http://sites.google.com/site/steelers086/gamefiles/ScoutDetectFix.rar

Unrar to your desktop (3 files) cut and paste them (overwriting the current files) into your Mods-Diplomacy v1.2\Distant Stars (D) 0.99 B2\GameInfo folder...  Or what ever versions of the mod your using...  Put it into that GameInfo folder.

on Apr 02, 2011

 

I have not insulted DS or any team member nor his qualities.But dont expect me to stay back when one clearly beahves immaturely.

It is not my fault.Why is not somebody flamed when he/she says somehting like "what the hell about those mines?"

 

I took SOGE as an EXAMPLE,I dont want this to be radiacally changed,alas I did not know that DS does not want to get out of the borders of vanila Sins,ie no new abilities.

Nevertheless,I apologise if I created unnecessary flame.It was not my intention.However,I might suggest that maybe only some of you should answer user feedback,ie the guys who are in the development,not some random dude or a mapmaker.

Anyway,that is up to you.

 

.I play many games beside Sins and most mods for them have no clear idications of what they really aim but what they changed.I have seen many graphics mods that pondered with balance and many balance mods that pondered with graphics.

 

Neverthless,at least you agree that maybe advent need some change regarding phase penetrationj,or resource focus.

i really hope you buff the radiance,you know the reasons why it needs to be buffed.

on Apr 02, 2011




Quoting Khezef,
reply 4638
I am wondering where you guys got the music in your mod. It is pretty cool, can I find it somewhere on youtube or is it custom made?


Mostly YouTube. Two Steps from Hell, and a few others plus some movie tracks (Transformers). When Carbon gets back he can help you more.

He's our music man.

 

Where I get the music? Alot of places TBH. That is just a random selection of over 2.5GB of music ive added to my local version of DS.

I think I was sure to include I think, it might be a sad that im not 100% sure, Transformer stuff, Supreme Commander, Mass Effect, Total Annilation, MechWarrior 2, more E.S. Posmuthes, maybe some Two Steps from Hell.

At any rate, its wide spread of music, wish I could add more for yall without making the download extreamly large.

Shew....

 

on Apr 02, 2011

Love this mod! Keep up the great work!

on Apr 02, 2011

OriLord
I have not insulted DS or any team member nor his qualities.

But you did.  You called me a troll.  That is insulting to me, and as you have seen if you read everyone's replies, you couldn't be further from the truth.

OriLord
But dont expect me to stay back when one clearly beahves immaturely.

Who behaved immaturely besides you?  Certainly not me.  I chose to answer only part of your question because I was planning on only making a quick stop in and then head off to bed since I had been up all night waiting for my new nephew to be born and then hanging out with family following that, but you took an innocent explanation of something and blew up over it and are still trying to make it out that you're the victim.  Stop that.  Everybody sees through it.

OriLord
It is not my fault.

But it is your fault though.  I politely answered you explaining the differences between the mods and the troubles with balancing each type without critiquing anything that you had wrote, and you got upset because I didn't answer all of your questions and came back on ranting assuming I was just some random person in the crowd. (and it sounds like you still think that for some reason...)

OriLord
Why is not somebody flamed when he/she says somehting like "what the hell about those mines?"

Because Frostiken hasn't come back on here yet bitching up a storm over something that's really not that big of a deal.  Besides, you weren't flamed for it either, and you're still not being flamed for it, so stop acting like it.

OriLord
I took SOGE as an EXAMPLE,I dont want this to be radiacally changed,alas I did not know that DS does not want to get out of the borders of vanila Sins,ie no new abilities.

Maybe you missed this part of my original comment:

Stant123
DS is an enhancement mod, meaning we take what's already there and make adjustments,

In actuality there are quite a few new additions, however, as I was saying, we're not changing the base game because this is an enhancement mod.  We are only tweaking what's already there trying our best to achieve balance, while at the same time adhering to what the Sins Devs passed down to us.  Unlike in SoGE, they got to start from scratch and build from there maintaining whatever balance they felt like having.  That's all I said before, so there was no need to get upset over it.  To further that thought, in a total replacement mod, the only similarities between Sins and whatever mod is the engine and how the mod is built.  Nothing else is the same, hence the reason why it's called a total replacement mod...  They got rid of everything and started over.

OriLord
Nevertheless,I apologise if I created unnecessary flame.It was not my intention.

Apology accepted.

OriLord
However,I might suggest that maybe only some of you should answer user feedback,ie the guys who are in the development,not some random dude or a mapmaker.

Well, if you're referring to me, I'm in the development.  Just not officially.  You did see my fix I posted right before your last one, right?  If you go back through the pages you'll see that I've been posting all kinds of fixes.  When I think something needs to be fixed, like the ocean planet icons, or the new faction icons not showing up, or the galaxyscenariodef file being fixed up almost a year ago, when I see a change that needs to be made, I do it, then I post a copy for everyone else.  If you'd care to notice that when people ask if Vanilla DS will ever be updated, they're usually told to PM me to arrange getting a copy.  I also do support and trouble shooting, map making, lore writing, testing, and a plethora of other things.  I'm just a nice guy like that.  Perhaps you saw me post this info earlier?  Would it help you if I had a different avatar?  Like this one?

 April 1st...  A Day late...

The problem with that is when resized to 100 by 100 you can't read any of that very well. 

You see, the reason why I CHOOSE not to be on this team or any other team or use an avatar like that is because when I get sick and tired of someone, I can tell them off if I so desire.  I don't want my antics to reflect poorly on everyone else, and I've made this information perfectly clear for some time now.  That and I don't like being given deadlines since I never know just how much time I'm going to have to give at any one sitting.  Plus I like to freelance from time to time and do tiny bits and pieces to other mods.  There again, I take no credit for my work because I do it for the fun of it, not for the recognition.

on Apr 02, 2011

-Ue_Carbon
wish I could add more for yall without making the download extreamly large.

Make a sound mod. 

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