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 370)
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on Jul 19, 2011

lol I am doing the pirates and flagship.

on Jul 19, 2011

Stant's already got it up and working? X.X      holy crap is all that I can think of for this situation

on Jul 19, 2011

Direct translation is not that hard with the right tools. Nacey just wants to look it over and add/subtract more to improve upon the mode.

on Jul 19, 2011

True dat.  Just making the changes that are necessary to get it to work is one thing, making the changes that are necessary, then modifying those changes to maintain game balance is another.

Mad Scientist will take me much longer to do a proper job of outside of just getting it to run since no one besides me is really doing any updating to it.  =\

on Jul 19, 2011

...Ryat, since you're doing the tinkering with the pirates anyway, mind adding inter-stellar travel as a regular add in, or even as an extra mini-mod?

on Jul 19, 2011

Its a regular. Just not always guaranteed to be researched.

on Jul 19, 2011

lol I am doing the pirates and flagship.

 

Will the correct weapons be bound to the Vas flagship?  I noticed the last one wasn't right.....

 

Just askin

on Jul 19, 2011

Isn't that your issue?

on Jul 19, 2011

Depends.  If it's the weapon type that needs to be changed, then it's an entity issue.  If it's the location the weapon is firing from, then that's a mesh issue.

on Jul 19, 2011

Stant my internet is being awefully buggy tonight and I'm unable to update Sins. I'll have to give it a go when I get home from work tomorrow. Could you check that my current MSGM works with DS in v1.3? Also, please have Nacey check that it works with the final version before he incorporates it and releases the next DS update. Should just be a start game, surrender and then zoom around and look at the planet icons to make sure they look alright.

 

If it does not work correctly and barring an unsuccessful update for Sins I will have and updated MSGM up tomorrow night if required. Just let me know.

 

Thanks.

on Jul 20, 2011

Sorry, got distracted by dinner then by playing Dungeon Siege 3...

boshimi336
Should just be a start game, surrender and then zoom around and look at the planet icons to make sure they look alright.

Not quite, at least that's not how it's working for me.  When I surrender, any planet that I have not explored is a blank space with phase lanes attached, however, all planets that have been explored show up and let me see everything happening inside the gravity well.  Could just be something buggy on my end, could be the way Sins works now...  Don't know, don't really care since the point of it all was to make sure the icons were good and the swirls when zoomed out don't show up...

Anyway, as far as I can tell visually, MSGS runs as expected and does not need to be updated.  The planets all show up, nothing is skewed or missing or otherwise looking messed up, and the galaxy swirl is not there.

Looks like you're in the clear on this update.

 

on Jul 20, 2011

Thanks.

on Jul 20, 2011

The problem appears to be in the entity. It is firing from the correct points, just using the wrong weapons. I tried to change the file, but it would crash the game every change I made. I'm not very familiar with the entity format for this game yet

 

So I will need one of you professionals to help with this issue.  If there is a problem on the model, I can fix it, but the entity editing.... I just can't seem to get the details down.

on Jul 20, 2011

Its a regular. Just not always guaranteed to be researched.

is there a way to make it the first one researched? lol

 

Added: also, my idea on removing the ladder capital ship crew point research and replace them with "empowerment and upgrade" researches on page 220. Anyone wanna do that with DS 'cause I have no idea how to do it besides knowing that there are at least 6 files that would need to be severely altered for each race at a minimum. I'm ok with the changes doing anything, but some of the pacts got some of my favorite things i wanted in lol, like the multiple target banks(yes, it is for capital ships and starbases, yes the use of phase lanes of an allied Vasari is possible, yes it is totally awesome and abuse-able, and holy crap the comp spams WMD weapons and you get lots of talkie spam from "the voice")

Recap: So the idea was to take the last 4 researches dealing with "crew supply" or "crew points" and make them into something like, add such % to this, culture repel rate +this, or make range increase by such %  something along those lines to make 4-6-8 capital ships the max number and pretty much all you'll need for capital ships. Making then stronger or more effective for different situations or just over all monsters of the fleet. A Capital ship should be a small number of high performance, crew heavy, and heavily armor craft that a fleet forms around. Instead of, make a 16 capital ship only fleet and steam roll the cosmos into oppression.

on Jul 20, 2011

BadTune
is there a way to make it the first one researched?

Nope.  We can give them the research, even put it low on the tree....  Actually researching it and then using it is all up to the AI.

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