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 376)
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on Jul 23, 2011

The new mission system is set up with specific rewards and pay outs now, no offering 10k crystal to off 1 ship to your buddy anymore

The missions will not show up if you don't have the resources to pay them. so far I've only seen 3 levels of missions, then again by the time I'm making the kind of resources and income I've "out-grown" alliances >=3

 

Dramatization:"I'm sorry, we just don't see a reason to pay you for this anymore. We're considering letting you leave if you give us all you're collected thus far." "Th-that's not fair" "We have people in need of homes and a little more elbow room, and your empire doesn't seem to be doing much more than feeding off of our support and collecting dust. The higher ups would like use to start 'cleaning house' and get a few new establishments going...it's just business, you understand"  

           Military Victory

[Keep playing]  [Quit game]

on Jul 23, 2011

Retsof90

Quoting Stant123, reply 5615It's still a mission you can give.  Though I only notice it appearing as a mission for you to make faction X give to faction Y, not to yourself.

I don't think you are understanding me.  I did the research for universal negotiation, the one that links from bounty hunting.  The only missions that show up are the "kill X" kind.  I also made sure the other faction had given me a "give resources" mission as well, since the update said that mattered.  Do I need a certain amount of resources on hand to make it work?  Is there something else I'm not getting?

EDIT:  I did have to do the entity manifest fix, could it have something to do with that?

No, I understand you completely, you're just not understanding me.  Say you are faction A.  You do that research.  You can give resources to other factions, but the mission where you request resources is no longer there.  It's actually still there in the entity files as well as still in the manifest, so adding them again isn't going to do anything at all.

However, once you've done that research, and I assume after faction B has done that research, you tell faction B to give faction C resources in an effort to improve their relations as opposed to only being able to ruin their relations by making them fight each other.  I believe the give resources quests were retasked for this purpose since I've not been able to get it to come up for myself.

on Jul 24, 2011

Also, to change the target faction receiving the resources by clicking on the name of the faction(top middle button)

[Give Resources] [This button here] [Time they have to do it]

[Gold 1000] [Metal 0] [Crystal 0]

[X Cancel] [V Accept]

on Jul 24, 2011

But the mission type isn't coming up at all.  Not even to tell them to give to someone else.

on Jul 24, 2011

Retsof90: I'm not sure if this has been suggested, but, did the AI research the tech, too? Just because you've researched it, doesn't mean they have. They can offer it without you needing to research the tech, as long as you've researched it.

Start a replay and watch it from their view. See if they've researched it. Or, go multiplayer and make sure someone else researches it, and then try it.

on Jul 24, 2011

Is anyone else seeing some ridiculously sized initial pirate attacks?  I'm talking 30-50+ of most ship types, 20+ heavy cruisers, etc. I don't remember this happening prior to Diplomacy 1.3. It's rather impossible to stop at the 15 minute mark, considering they nuked a triple-upgraded starbase in under 15 seconds!

I thought I'd bring it up here, because I saw someone mention something similar in the new Mad Scientist thread. I'm curious if anyone else is seeing this in Distant Stars as well.

on Jul 24, 2011

Hi, I have got same problem. Pirates are way overpowered. first pirate raid contains about 30 maybe more ships. Its impossible to defend againts it. It seems to be like this since last update. Can someone have a look at it pls? 

on Jul 24, 2011

Seen it and it was happening after the last patch. I'm sure DS probably has some effect, but apparently the devs decided to make the pirates more of a force to contend with and when you combine that with what others have done, it gets outright ridiculous. Saw a game where 2/3 of the players were wiped out by pirates. Not those custom missions you give them either. People were bidding fairly low and it was a small map. No one else actually got to fight the other.

Edit: Ah, I forgot that a while back Stant was playing with pirate strength values. Here's his old post. Might help...

Gameplay.constants file

        raidStrengthThreshold:0 0             <--- Set to .1 or .05
        raidStrengthThreshold:1 .25
        raidStrengthThreshold:2 .45
        raidStrengthThreshold:3 .7
        raidStrengthThreshold:4 .9

 

As far as I can tell, 0 isn't valid (because that would technically mean no raid) so you get full strength, unlike the others which are fractions of full strength.  In my testing, at .05, the raid strength falls well in line with early game capabilities so long as the AI doesn't send the pirates on a mission to kill you at the same time.

 

on Jul 24, 2011

just tried your settings and it did not work. I made small random map againts one easy computer, just to try it out. First raid after 20 minutes, was arround 100 SHIPS !! no joking. Computer bidded only 250 credits againts me. Ridiculous

on Jul 24, 2011

Wow, they must have really pumped up the pirates. Hmm... I don't know what to tell you. This is why I stick to doing 2-D art.

on Jul 24, 2011

Well you have still helped me . Never edited anything in SotS but you pointed me in a right direction. I have found this settings and the same file in diplomacy, and copied entire pirate settings into distant stars, and instead of 100 ships, I have got 9 in first raid. Which is completely fine. I am not expert in this, however settings in distant stars is very different from vanilla one. And it seems like min and max values on each ship class create those crazy numbers.

on Jul 24, 2011

The pirates in DS are broken atm. They have been since diplomacy came out. We during Entrechement tweaked them so they were actually usefull and fun.

Then Diplomacy came out and IC tweaked them. Those tweaks plus the ones we have done have made the pirates like they are now. Ryat has been working on a total rework of both standard pirates and Powerful Pirate add-on.

Till then just turn them off or tweak the files yourself.

on Jul 24, 2011

So did you tweak the files in the mod folder or in Diplomacy directly?

And I can't take the credit, I just remembered Stant mentioning it.

on Jul 24, 2011

I actually think the pirates for once were balanced. A force to reckon with and as long as you keep them away until you get a starbase and some mines sat up you can handle them.  Once they hit the minefield (even their strongest force), it tares them up enough for a starbase and 2 cannons (TEC) to tare them appart.

 

As for taking out their base, simply wait until either a raiding party leaves or lure out the raiding party (death to the system you used to lure them out unless you "bribe" them to attack someone) then go in and take out their base!

 

 

Before he 1.31 patch, the pirates were wiping the floor with me no mater what I did!

 

EDIT: Just using standard pirates with DS and Dynamic Movement.

on Jul 24, 2011

Draakjacht
So did you tweak the files in the mod folder or in Diplomacy directly?

And I can't take the credit, I just remembered Stant mentioning it.

 

Yes, I have modified the file you said. I have looked at the same file in a vanilla game (diplomacy). Copied entire pirates section, from there, and pasted it into Distant Star. Worked well and pirates are fine now. No error at all.

 

Thx for suggestion about turning them off, however I do consider them important and fun part of the game, so I do not really want to play without them. Would be better if you just replace stuff which do not work, with vanilla one until you get something which does. 

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