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 380)
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on Jul 28, 2011

Stant123
I suggest making all of the pirate raids be based off of required min max settings. Of course the wider range you give, the more variation you'll see.

While that is the best fix you are limited to only 5 sets of required. It kind of limits your choices.

on Jul 28, 2011

Why not just have the top three raid levels have progressive more pirate caps? i.e. randomly choose 1 for raid level 3, randomly choose 2 for raid level 4, and just a bunch for raid level 5. *shrugs*

on Jul 28, 2011

Does everyone relize that pirate strength raid depend on several factor not including bounty?

Trade/Refinery Port and ships, and I thin overall Income of target.

So your options is even with tweaking is to make them Vanilla strenght or suck it up and give your ships an inspiring speech and proceed to kick ass and chew bubble gum.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Just saying.

on Jul 29, 2011

boshimi336
Why not just have the top three raid levels have progressive more pirate caps? i.e. randomly choose 1 for raid level 3, randomly choose 2 for raid level 4, and just a bunch for raid level 5. *shrugs*

That is the way it is set up now.

on Jul 29, 2011

-Ue_Carbon
kick ass and chew bubble gum

You go, Roddy Piper!

on Jul 29, 2011

-Ue_Carbon
Does everyone relize that pirate strength raid depend on several factor not including bounty?

Trade/Refinery Port and ships, and I thin overall Income of target.

So your options is even with tweaking is to make them Vanilla strenght or suck it up and give your ships an inspiring speech and proceed to kick ass and chew bubble gum.

Yes, we are aware, but the fact of the matter remains that as tested, you can sit at your home planet (normal start, not quick start) build nothing but scouts to send out and discover the universe, build nothing at all other then those scouts, expand no where, and you still get a shit ton of pirates sent after you on the first raid, even with them switched back to normal pirates.  That tells any reasonably thinking person that something's broken with the random setting dilly yo...

on Jul 29, 2011

Stant123

Quoting -Ue_Carbon, reply 5688Does everyone relize that pirate strength raid depend on several factor not including bounty?

Trade/Refinery Port and ships, and I thin overall Income of target.

So your options is even with tweaking is to make them Vanilla strenght or suck it up and give your ships an inspiring speech and proceed to kick ass and chew bubble gum.

Yes, we are aware, but the fact of the matter remains that as tested, you can sit at your home planet (normal start, not quick start) build nothing but scouts to send out and discover the universe, build nothing at all other then those scouts, expand no where, and you still get a shit ton of pirates sent after you on the first raid, even with them switched back to normal pirates.  That tells any reasonably thinking person that something's broken with the random setting dilly yo...

 

I am with stant123 on this one. I am not talking about raids which are 1,5h in a game. But about first one or second. Its just stupid to have 250 ships coming after you, with 250 credit bounty in first raid. Plus capital ships... There is still something wrong, I do not mind challenging pirates, but this is just broken. 

 

However since you quick fix, this does not happen always, I had raid which had several ships. But that happened once or twice. Since then everytime I have got this huge massive fleet of pirates right from the start.

on Jul 29, 2011

I've got a couple of sounds that sometimes loop. They are DS only cause I've not had this without mod. No idea what sound it is, but it is from combat ability. And I think it is a pirate one as iirc it only happen in battle with them.

Can make it go away by reducing the effects volume to 0 and back up again

 

Any quick fix for the crash with diplomacy tech?

From what I've seen so far, it will crash with a dump after researching the ability to offer others cash/missions.

on Jul 29, 2011

jtillung
I've got a couple of sounds that sometimes loop. They are DS only cause I've not had this without mod. No idea what sound it is, but it is from combat ability. And I think it is a pirate one as iirc it only happen in battle with them.

Should happen with the phase gate too.  The root of the cause is the sound you are hearing is stuck in an infinite loop due to it being set up as a periodic effect with an infinite action count rather then set up as an instant effect which would then be allowed to expire at the end of it's play length, or be cancelled early when you zoom away from the gravity well, or be refreshed when the buff is refreshed.

jtillung
Can make it go away by reducing the effects volume to 0 and back up again

Can also many times make it go away by zooming all of the way in on a battle not in the same gravity well as the offending sound.

jtillung
Any quick fix for the crash with diplomacy tech?

From what I've seen so far, it will crash with a dump after researching the ability to offer others cash/missions.

Haven't experienced that one myself, but I'll try to get a couple dozen games in this weekend to see what happens depending on if a new patch is released or not.

 

on Jul 29, 2011

shouldnt have to try a dozen..I get the diplomacy crash bug every game..

would it make sense to move all pirate changes into the "harder pirate" extras patch?

on Jul 29, 2011

enoeraew37
shouldnt have to try a dozen..I get the diplomacy crash bug every game..

Nacey is aware of it. I game tested all the races.

enoeraew37
would it make sense to move all pirate changes into the "harder pirate" extras patch?

Yes and no. I like to spice up the pirates with more then the "lets throw more cannon at'em yarrrrrr" routine. Plus the idea right now is to get the pirate raids under control.

on Jul 29, 2011

Thanks for the hard work.  Just played another game and wanted to report that with the pirate fix installed they are still overpowered.  I know you are working on it but just wanted to let you know.  Had a game where the 2nd pirate raid in the game was directed at me (the pirates were on 2nd level "Guarded) and the raid consisted of about 70 frigates, 40 cruisers, and a cap ship.  Of course I lost the planet rather quickly.  Every raid following that one resulted in no other way but losing the planet and anything in orbit.  I think either the 3rd or 4th raid of the game which was against an AI consisted of almost 100 frigates, 40-50 cruisers, and 3 cap ships (I had a scout there and watched this happen).  This doesn't seem to be right.

on Jul 29, 2011



Quoting enoeraew37, reply 5695would it make sense to move all pirate changes into the "harder pirate" extras patch?

Yes and no. I like to spice up the pirates with more then the "lets throw more cannon at'em yarrrrrr" routine. Plus the idea right now is to get the pirate raids under control.

oo can you add more yaarrrrrr!

on Jul 29, 2011

I think I might know what is wrong. A little experiment I did a while back (Entrenchment days) may have come back to haunt me.

on Jul 30, 2011

enoeraew37
shouldnt have to try a dozen..I get the diplomacy crash bug every game..

I do have to try a dozen because there's the whole concept of giving it multiple runs just to be sure the error is fixed, rather then just doing it one time and assuming it worked.

enoeraew37
oo can you add more yaarrrrrr!

Good question...  We can always change the taunts in the string file.  Not sure if we can add more taunts though.

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