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 383)
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on Aug 02, 2011

What pisses me off about deadly secrets is, that I usually find it coupled with an artefact, effectivaly taking the Artefact in question out of the game for good. And that the AI constantly tries to re-settle it, resulting in "our ally has lost a colony" every two minutes, if there are any bots involved.

on Aug 02, 2011

I like this Mod because works.  My first choice was a star wars mod but it doesn't then I tried star trek mod and it didn't work. Then I found  Distant Stars. Yippie!

My question is What is good map to play? and another map that has all 12 artifacts, so I am asking about 2 different maps. I do like Whirlwind a large map but it only has 8 artifacts in it.

Thank you

Edit: I chose Balanced Resources and it has 13 artifacts. Any other good maps would be fine too

on Aug 02, 2011

Artifacts are random but you can increase the amount of artifacts that appear by using Galaxy Forge. Just make sure to use our modifications for best effect. It should come with the current download.

on Aug 02, 2011

Is there a way to edit Whirlwind for more artifacts. That would be nice.

I have never used Galaxy Forge so I would have read the manul.  

on Aug 02, 2011

SaintMina
Is there a way to edit Whirlwind for more artifacts. That would be nice.

In Galaxy Forge yes.

on Aug 02, 2011

You'll find the property in the planet menu, so you have to go through each one and up the probablility, iirc.

Anyway, I've never had Deadly Secret coupled with an artifact, BUT I have had an ally try to resettle over and over. I ease the pain by getting all defensive, orbital structures up and running (planet logistics matter little) before I explore so that even if I lose the planet, I at least have some firepower in orbit.

on Aug 02, 2011

<snip>

Ofcourse fixes for the current mission bugs, pirates being over powered, Relic Planets and a few other bits here and there too. Oh and Compatibility with 1.31 ofcourse. Oh and I forgot for a second there... Draakjachts new images will also be included in the final 1.0 version (this is what im currently working on making perfect... these images are more fickle to code than the entity files I swear! lol)

 <snip>

 

Does this mean that the current version of Distant Stars is not compatible with Diplomacy 1.31? In the original post it says Diplomacy 1.31 compatible and that is what I downloaded. However I have been having some Mini Dump errors and trying to figure out if it is Distant Stars that is causing them.

on Aug 02, 2011

Thy_Sens_Fan
Does this mean that the current version of Distant Stars is not compatible with Diplomacy 1.31?

It should work.  Most people that have the beta 4 release are playing in 1.31.

Thy_Sens_Fan
However I have been having some Mini Dump errors and trying to figure out if it is Distant Stars that is causing them.

Here's the thing, if you don't have any errors when not playing with any mods, but you get an error when you do enable a mod, then most likely it's the mod causing it.  If you're stacking multiple mods, then there may be a compatibility issue.  If it crashes when a certain activity is being performed and it happens repeatedly, such as every single time you try to do a specific research, let us know and we can try to get it sorted out for you...  Be advised, an update for Diplomacy (version 1.32) is expected on Thursday, so depending on what is changed there, there may or may not be more errors that crop up.

on Aug 02, 2011

Stant123
Here's the thing, if you don't have any errors when not playing with any mods, but you get an error when you do enable a mod, then most likely it's the mod causing it. If you're stacking multiple mods, then there may be a compatibility issue. If it crashes when a certain activity is being performed and it happens repeatedly, such as every single time you try to do a specific research, let us know and we can try to get it sorted out for you... Be advised, an update for Diplomacy (version 1.32) is expected on Thursday, so depending on what is changed there, there may or may not be more errors that crop up.

 

 

on Aug 02, 2011

Yeah. That's what I was planning to do, however just wanted to make sure that the version I downloaded was compatible. When I find the time, I'll play a game without Distant Stars enabled.

Thanks guys.

on Aug 03, 2011


SaintMina
Is there a way to edit Whirlwind for more artifacts. That would be nice.


In Galaxy Forge yes.

Or you can just open the .galaxy file of the map you want to change with notepad or any other text editor and increase the "planetArtifactDensity".

And as always, best make a backup before changing anything, just in case.

on Aug 03, 2011

I had a game crash and how do I let you all good folks know about it? When I click on Diplomacy Pacts button or when I click on my cease fire buddy now in Blue to see what mission he wants me to do like destory 3 Civi structures.

Thank you for the help. I changed planetArtifactDensity to 40% and I increaesed my money , metal, and crystal to 9000 and that help deal with the pirates raiders. I play turtle tactics!

Do think changing any of this made it crash?

homeplanetupgradelevel: population           4
homeplanetupgradelevel: civilianmodules    4
homeplanetupgradelevel: tacticalmodules   4
homeplanetupgradelevel: home                   1
homeplanetupgradelevel: artifactlevel       2
homeplanetupgradelevel: infrastructure    4

If you want a bug report please tell me how to show you what you want?

Here is data on my CPU from GC2 ToA

DirectX Version: DirectX 11
Machine Name: PAPA
Operating System: Windows 7 Home Premium 32-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.110408-1631)
Languages: English (Regional Setting: English)
System Manufacturer: Gigabyte Technology Co., Ltd.
System Model: 945GCMX-S2
BIOS: Award Modular BIOS v6.00PG
Processor: Intel(R) Core(TM)2 CPU          4300  @ 1.80GHz (2 CPUs), ~1.8GHz
Physical Memory: 4096MB RAM
Page File: 1567MB used, 6758MB available
Windows Dir: C:\Windows


Display Info
Display device 1:
Device Name: \\.\DISPLAY1
Card Name: ATI Radeon HD 4770
Manufacturer: ATI Technologies Inc.
Chip Type: ATI display adapter (0x94B3)
DAC Type: Internal DAC(400MHz)
Key Device: Enum\PCI\VEN_1002&DEV_94B3&SUBSYS_29001682&REV_00
Display Memory: 1913 MB
Current Display Mode: 1280 x 1024 (32 bit) (60Hz)
Monitor Name: SyncMaster 731B/731BF/731BA/730BA(Analog)
Monitor Max Resolution:
Driver Name: aticfx32.dll,aticfx32.dll,aticfx32.dll,atiumdag.dll,atidxx32.dll,atiumdva.cap
Driver Version: 8.17.0010.1070
Driver Date: 3/9/2011 04:56:56
DirectX Acceleration Enabled: Yes



on Aug 03, 2011

Currently the mission giving research is a bit broken. Don't use it.

on Aug 03, 2011

-Ue_Carbon
Oh the horror, THE HORROR!!!!!! So much space junk, oh the JUUUUNNNKKK!!!!!!

AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

hehehehe....silly Advent scum, your SC are useless to you now.

We've made a rather interesting tactical modification to the strikecraft and how the strikecraft deal their damage for the final release which is one of the reasons play testing is taking a while. Initially the change was causing a minidump however hopefully that is resolved now by no longer overloading the game engine lol.

Quite simply the "elite" strikecraft have been nerfed down to the stats of the regular strikecraft. The regular strikecraft (those from cruisers) have now been nerfed by 66% unless they are close to the cruiser that launched them. If they are close to the cruiser that launches them they gain a +66% damage buff (making them the same as the standard ones).

This change has primarily been made to stop the spam of strikecraft in to infinitum towards the end of the game to hopefully require more skill from our players and also stopping the Cruiser Carriers from sitting at the back of the battle entirely out of harms way.

We're still sorting out the strikecraft for the other Capital Ships and Hangars etc. These are now likely to be classed as "Elite Strikecraft" so as not to require a buff and still be able to used any where in the gravity well without requiring a buff. As ever only support ships and hangars will be able to construct the new Electronic Warfare and Gunship strikecraft variants.

Currently the mission giving research is a bit broken. Don't use it.

It will be fixed in our next patch along with hopefully all of the other bugs that currently exist in Distant Stars (just waiting on some play testing by the guys to see how its holding up ). However we will hold off with v1.00 until the new patch comes out this Thursday (hopefully, wow its Thursday tomorrow isnt it? ) and we can then do one big fix / release shortly after that.

If the final patch will take longer to release and 1.32 breaks Distant Stars however I will make a quick fix patch to get it working again until we release 1.00

 

on Aug 03, 2011

If carrier cruisers have to be at close range for their strikecraft to be effective, why build them as opposed to heavy cruisers? I thought the whole point and idea behind carriers was the fact that they can strike remotely and with speed.

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