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 384)
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on Aug 03, 2011

To Norbert and any others with the deadly secret problem, the simple solution is a starbase with the "backup" government upgrade.

on Aug 03, 2011

I just wanted to drop a quick note to say thank you to the creators and maintainers of this mod; our local LAN group has gotten hours of enjoyment from playing Distant Stars.  Also the information on this thread has been very useful as we are beginning to make some small changes to the game ourselves.

The nerfing of strikecraft is a good idea as our large map games tend to lag badly after a few hours due to each player making giant strikecraft battleballs, especially around stars.

on Aug 03, 2011
How large is the range on the strikecraft bonus? I fear if it is too small that carriers will be degraded to glorified defense vessels. Other than that, GENIOUS move DS team!
on Aug 03, 2011

goodgimp
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.
SivCorp
How large is the range on the strikecraft bonus? I fear if it is too small that carriers will be degraded to glorified defense vessels. Other than that, GENIOUS move DS team!

We will soon be testing the range to get the best balance. As goodgimp said, they are designed to stay back and let the strike craft do the work. Flip side we are attempting to increase the vulnerability of the cruiser carriers so that they won't be the end all, be all of the game. I suspect that a slightly longer range then LRMs will be the final range but that remains to be seen.

on Aug 03, 2011

just waiting on some play testing by the guys to see how its holding up

Yesa masta' we are doing what we can masta'.

*cringes in fear*

on Aug 04, 2011

*looks over shoulder*

on Aug 04, 2011

SaintMina
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.

Pretty much just like what you did.

SaintMina
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

No ma'am.

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

You've provided more then enough.  It's a known issue.

The fix, as you seem to be a competent modder is as simple as opening up the entity manifest and re-adding the line entityName "QuestKillCivilianModulesLow.entity" and upping the entity count by 1 at the top.  Should stop the diplomacy screen crashes.

 

goodgimp
If carrier cruisers have to be at close range for their strikecraft to be effective,

Strike craft are still effective across the gravity well en masse.  Just not as good as they used to be thus allowing ships that deal with them the opportunity to actually deal with them before they rape your starbases and capital ships one by one.

goodgimp
why build them as opposed to heavy cruisers?

That's kind of the point, isn't it.  The goal is to reduce the numbers of strike craft present in a game.  Though if you're bold enough, you can move your carrier cruisers closer to the action and thus buff your strike craft and let the devastating waves of pain and punishment begin, but at the risk of losing those cruisers.  It's a decent trade off, tactically speaking.

goodgimp
I thought the whole point and idea behind carriers was the fact that they can strike remotely and with speed.

And they still can.  They still field strike craft and can still do so from the safety of sitting at the edge of the gravity well.

 

HartLord
To Norbert and any others with the deadly secret problem, the simple solution is a starbase with the "backup" government upgrade.

It's only a problem if you let it be one.  Though that is an excellent 'defense', it doesn't fix the AI's issue with colonizing, losing, recolonizing, losing, recolonizing, losing, etc...  Another way to deal with it is to just send your own colony ship over and colonize it after the AI loses it and not doing the planet exploration upgrades since you know it's a bad thing.

 

SivCorp
I fear if it is too small that carriers will be degraded to glorified defense vessels.

Why would you say that?  If they're not good enough to be included in the attack force, then they sure as hell won't be included in a defense force.

 

just waiting on some play testing by the guys to see how its holding up

Will get to that tomorrow. 

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

Unless I beat you to it! 

 

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).

I'd like to suggest that instead of reducing the elites to the normal levels, adding in light strike craft to be used by the light carriers.  This way you could still keep the elite strike craft in and only field them by starbases to limit their use to defenses primarily.

on Aug 04, 2011

Stant123

Why would you say that?  If they're not good enough to be included in the attack force, then they sure as hell won't be included in a defense force.
 

 

Defense vessels as in the aircraft defense ships, not defending position.  Silly stant

 

 

A range of slightly over the farthest LRM range sounds good to me.  I always take my carriers with me in my battle formations.... So I guess I will not notice much of a difference.

on Aug 04, 2011

SivCorp
Defense vessels as in the aircraft defense ships, not defending position. Silly stant

In my defense, the wording doesn't say that.

SivCorp
I fear if it is too small that carriers will be degraded to glorified defense vessels.

It says that their status will be changed to the lesser status of defense (as opposed to assault).  See, not so silly am I? 

SivCorp
A range of slightly over the farthest LRM range sounds good to me. I always take my carriers with me in my battle formations.... So I guess I will not notice much of a difference.

In practice, you won't notice any difference if that's your usual method.  I don't and I'm specifically looking for it.  Though with enough carrier spam I can still pop a starbase in a single pass.  =Þ  The range I'm looking at making it is a little higher then the TEC starbase missile range.  Currently, they are just within range of the missile frigate.  Putting them close to the star base, but just outside it's range gives the strike craft a buff on every run from that side and also forces the starbase to either move closer in the case of the orky, or reach out with it's own strike craft, or to rely on the hanger defenses in the gravity well.

on Aug 04, 2011

Stant123
If you want a bug report please tell me how to show you what you want?
You've provided more then enough. It's a known issue.
The fix, as you seem to be a competent modder is as simple as opening up the entity manifest and re-adding the line entityName "QuestKillCivilianModulesLow.entity" and upping the entity count by 1 at the top. Should stop the diplomacy screen crashes.

Thank you I will give it a shot.

Like this 2201 +1

TXT
entityNameCount 2202
entityName "QuestKillCivilianModulesLow.entity"

 

There is one thing I like about this Mod the firgates move around to do thier attacks. I though it was odd that the ships would sit still and then fire making them easier targets. I thought that ships would fire on the move not sit and fire but that's just me.

Eidit: That therr bug is goone and what aboout thoose pirrates. 

on Aug 04, 2011

SaintMina
Like this 2201 +1

TXT
entityNameCount 2202
entityName "QuestKillCivilianModulesLow.entity"

Exactly.

SaintMina
There is one thing I like about this Mod the firgates move around to do thier attacks. I though it was odd that the ships would sit still and then fire making them easier targets. I thought that ships would fire on the move not sit and fire but that's just me.

If I were to place a bet on how many people like dynamic movement versus those who don't, I'd probably lose, but I do know that I, as well as the majority, don't like it... But it is included as a minimod add on for those who do like it because there is a large enough group that does like having it.  It's not up to date though.  To do this is somewhat easy as well.  All you have to do is grab a copy of all of the combat frigates and change the focus fire and use fighter attack values to these:

prefersToFocusFire FALSE
usesFighterAttack TRUE

The hardest part about it is just making sure you got all of them.

SaintMina
Eidit: That therr bug is goone

Good.

SaintMina
what aboout thoose pirrates.

If they amuse you now, wait until the updated powerful pirates graces your PC.    Personally, I want to retro the pirates back to their uber hitpoint and DPS starbases.    Now that looked like some seriously good fun.

on Aug 04, 2011

Stant123
If I were to place a bet on how many people like dynamic movement versus those who don't, I'd probably lose, but I do know that I, as well as the majority, don't like it... But it is included as a minimod add on for those who do like it because there is a large enough group that does like having it. It's not up to date though. To do this is somewhat easy as well. All you have to do is grab a copy of all of the combat frigates and change the focus fire and use fighter attack values to these:
prefersToFocusFire FALSEusesFighterAttack TRUE
The hardest part about it is just making sure you got all of them.

I am lost, what folder am I looking for

on Aug 04, 2011

SaintMina

Quoting Stant123, reply 5756If I were to place a bet on how many people like dynamic movement versus those who don't, I'd probably lose, but I do know that I, as well as the majority, don't like it... But it is included as a minimod add on for those who do like it because there is a large enough group that does like having it. It's not up to date though. To do this is somewhat easy as well. All you have to do is grab a copy of all of the combat frigates and change the focus fire and use fighter attack values to these:
prefersToFocusFire FALSEusesFighterAttack TRUE
The hardest part about it is just making sure you got all of them.

I am lost, what folder am I looking for? 

 

My bet would be the entity files in the Dynamic Movement's mod folder. Usually located (If in Windows 7): "C:\Users\{Your User Name}\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.31\Dynamic Movement\GameInfo"

 

My Question is... What do I use to edit an Entity file with so I can have my Dynamic Movement working right?!?

on Aug 04, 2011

SaintMina
I am lost, what folder am I looking for?

GameInfo folder where all of the entities for the frigates are kept...  You'd take them out of the Beta4 release and overwrite the ones currently in the Dynamic Movement minimod and change those values.

DavidFalcon
My bet would be the entity files in the Dynamic Movement's mod folder

That's where they will end up...

DavidFalcon
My Question is... What do I use to edit an Entity file with so I can have my Dynamic Movement working right?!?

Any text editing program you feel comfortable using...  That is, after you've converted the files to text format...

 

Edit:

Converted the .99B4 files over...
http://sites.google.com/site/steelers086/gamefiles/DynamicMovement0.99B4.rar
Download and give me feedback.  In the mean time, I've got some other testing to do...  And hopefully the Diplomacy patch is released before I have to leave.  =]  That would be fun.

on Aug 04, 2011

Stant123

Quoting SivCorp, reply 5753Defense vessels as in the aircraft defense ships, not defending position. Silly stant

In my defense, the wording doesn't say that.


Quoting SivCorp, reply 5748I fear if it is too small that carriers will be degraded to glorified defense vessels.

It says that their status will be changed to the lesser status of defense (as opposed to assault).  See, not so silly am I? 


Quoting SivCorp, reply 5753A range of slightly over the farthest LRM range sounds good to me. I always take my carriers with me in my battle formations.... So I guess I will not notice much of a difference.

In practice, you won't notice any difference if that's your usual method.  I don't and I'm specifically looking for it.  Though with enough carrier spam I can still pop a starbase in a single pass.  =Þ  The range I'm looking at making it is a little higher then the TEC starbase missile range.  Currently, they are just within range of the missile frigate.  Putting them close to the star base, but just outside it's range gives the strike craft a buff on every run from that side and also forces the starbase to either move closer in the case of the orky, or reach out with it's own strike craft, or to rely on the hanger defenses in the gravity well.

 

Yeah, that was bad wording.... my bad.  You get the point now.  I just didn't want them to just have to sit there and guard against bombers and thats it.

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