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 392)
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on Aug 20, 2011

SaintMina
In my notepad it looks like this so what do I do with this? Add or Change?

You don't have to do any of that, I already updated the dynamic movement and posted it.

Stant123

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.

Though if you use any of the tools that convert from binary to text, you can see exactly what was done by comparing the files so you have a starting point for your own education.

(Edit:

@ReadyMan - Well technically you just need to change the count from 2201 to 2202 I believe.

I'm redownloading B5 just to be sure of it.

Edit2: after 2 hours of playing and allying and getting all of the pacts and getting and giving all kinds of missions...  B5 is working without editing anything.  And no, the count is correct for the manifest.)

 

Btw, anyone following my little blurbs about error squashing, fixed a few more yesterday and now I'm down to only getting 6 or 7 errors about buffs on the load which I intend on fixing tonight (pending any interruptions from my daughters like last night, little cock blockers.  ).  Once I get those, and pass the fixes along, should they all get used, then we'll have a smooth loading DS once again which will definitely make future problems much easier to figure out...

on Aug 20, 2011

*goes about modifying the usual files before dropping DS into the mod folder* ahh, why do you guys keep these things around~

Dynamic movement mod: all scouts must be deleted, otherwise they kamakazi the mines they try to sweep.....

Dynamic Movement mod: The Turret's movement speed......honestly......this one has no right to exist

Aside form those six files, everything else i touch is personal ascetics and taste so i won't post those =X

 

ahem, btw........before anyone catches me for flaming, i'll let you all know now I practically refuse to play without DS anymore.....they've spoiled me

on Aug 20, 2011

BadTune
Dynamic movement mod: all scouts must be deleted, otherwise they kamakazi the mines they try to sweep.....

Dynamic Movement mod: The Turret's movement speed......honestly......this one has no right to exist

Because we don't care for the DM mod.

on Aug 20, 2011

pssh, I like it and others may too. Joke was on me anyway though, apparently the extras weren't included in the release this time.

Suppose it would cause conflicts if I cut and paste the rest of them in Ryat?

 

(besides, dynamic movement makes a few "area effect skills" a little more effective, such as the enforcer's for example)

anyway, still wanna ask how to change the lighting effects of those(OMG I'M BLIND) sky boxes you guys added in, i got the background changed but the reflections on the ships elude me ;O

on Aug 20, 2011

BadTune
Suppose it would cause conflicts if I cut and paste the rest of them in Ryat?

I doubt it. But don't quote me on that.

BadTune
pssh, I like it and others may too.

Sadly the one DS modder that did like it left a while ago. The rest of us that don't maintain it but that is it.

on Aug 20, 2011

well, it's not like there's been anything to break it anyway, so just adding it in was enough I guess.

Taking things out is far better than trying to put things in anyway so there is that.

maybe if I get some free time or a lull in my home work once rebellion comes out I'll try updating it. I'll have to figure out the movement mechanics from referencing between vanilla and dynamic files, but that shouldn't be too difficult to figure out...i mean it's not like there's much to change or alter in the case of new files.

I'm well aware that by saying that I may have just gotten ryat to think, "Ha, that's what he thinks now" but oh well ;O

Edit: also, a handy hint, if you don't feel like having folder spam for every version of sins in your files...just rename the current one and edit the text file in there to say 0 instead of 4(in my case). Saves time with copying stuff from the old folder to the new one, since nothing is moved.

And this has been another Wasting time with Bad tune

System Message:wisdom -99 points for reading this message skill:Sentient thought no longer available

on Aug 21, 2011

I liked that skill!!!!

on Aug 21, 2011

BadTune
*goes about modifying the usual files before dropping DS into the mod folder* ahh, why do you guys keep these things around~

I gave Nacey a list of files that are completely unnecessary as of the B3 or B4 release, in the version 1.00 release, nearly all of them have been removed, so when this version is made public, you'll only get the files you need to have, not what you're getting right now.

BadTune
Dynamic movement mod: all scouts must be deleted, otherwise they kamakazi the mines they try to sweep.....

Okay, I'll take them out.

BadTune
Dynamic Movement mod: The Turret's movement speed......honestly......this one has no right to exist Aside form those six files, everything else i touch is personal ascetics and taste so i won't post those =X

I assume they were made to turn fast because ships fly by now rather then stopping.  At their slow rate, the ship would have time to turn around and make another pass before the turret turns around to take another shot.  That's one of the things I actually like about the DM minimod.

Because we don't care for the DM mod.

I know I don't.  I prefer the old style of naval warfare where ships run up on each other then hit 'em with every cannon on the broadside.  Reminds me of naval warfare pre 1850's.  Yarrrrr!

BadTune
Suppose it would cause conflicts if I cut and paste the rest of them in Ryat?

Nope, but if you ever get the urge to play someone online, you're kinda screwed until you put the old files back.

BadTune
anyway, still wanna ask how to change the lighting effects of those(OMG I'M BLIND) sky boxes you guys added in, i got the background changed but the reflections on the ships elude me ;O

The skyboxes DS added in are missing their properties and thus don't show up in game.  I fixed them over a year ago and they never got included, so I had to 'fix' them again for version 1.00.  Their cube environments are not in the proper format either which causes a few more issues with them.  Undo your changes and download this: http://sites.google.com/site/steelers086/gamefiles/DSSkyboxFix.rar   Put the meshes in the mesh folder the textures in the texture folder and the skybox properties in the GameInfo folder.  If you open up the properties file, you will see hex color codes for diffuse and ambient light colors, on the dark backgrounds, those are for lighter colors, on the two light DS backgrounds, they are darker colors so you shouldn't be getting blinded by having light on light.  I may make a few more DS backgrounds, so don't go too crazy into playing with things.  You'll just mess up my work. 

Sadly the one DS modder that did like it left a while ago. The rest of us that don't maintain it but that is it.

Pretty much.

BadTune
maybe if I get some free time or a lull in my home work once rebellion comes out I'll try updating it.

Been done already.  See my previous post in the quote box for the link.  There really is nothing else to update about them.

BadTune
i mean it's not like there's much to change or alter in the case of new files.

Nope.  Which is why you don't need to do something I've already done and posted for the public.

 

 

Maybe I'll get to these buff errors sometime tonight...  =\

on Aug 21, 2011

Update on 1.00:

All of the minidump errors are now fixed, it turned out to be 5 separate errors all generated by different combinations of units and so on generated via the GalaxyScenarioDef file.

All research costs, research times etc have now been normalised across all research trees (something that should have been done a long time ago).

The majority of errors have now been fixed bar a few thanks to Stants help for fixing quite a few of those.

There are only a couple of final things left for me to check / create and for us to play test before the final release is ready now

Dynamic Movement:

I'll be updating this once 1.00 is finished for the moment its fallen a little out of date and quite a few little changes that have been included in the core DS for a while now.

on Aug 21, 2011

Nice work Nacey and Stant

@Stant: All the changes I really made was altering the 2 skyboxes with Gimp, toned down their lighting a bit. But with B5 I just went to the manifest this time and stopped the game from looking for them. This way your work isn't touched and they don't appear at the same time(my gimp changes came out a little pixiled anyway, I'm not that used to the program yet) I was kinda rude in how I described them though, sorry stant.

I understand the reasoning behind lowering the turning speeds of the turrets a bit, but with what they were set at, by the time the turret turned to fire, it's target would be behind it again. slowed down is ok, but a dead crawl is not. I could understand if they turrets had a MASSIVE dmg increase for this, but as it stands, it's a long wait for a small result.

Glad to hear that the changes for DM don't require much of anything from another person lol, was thinking more about when Rebellion comes out though, see what could or shouldn't be added at that time for the Titans.

 

Added: also, still trying to figure out exactly which files need to be edited how for changing the planetary elevators. I'd like them to look a bit larger and more like floating continents than small structures.

on Aug 23, 2011

Stant123
Been done already. See my previous post in the quote box for the link. There really is nothing else to update about them.

 

I must be blind because I found no link for the updated Dynamic Movement.  What was the reply nunber?

on Aug 23, 2011

I haven't played in awhile....

 

I assume if I download trinity I can still use this mod correct?

on Aug 23, 2011

Hegemon76
I assume if I download trinity I can still use this mod correct?

Trinity is just a fancy way of saying you bought all three games. So yes. You have access to the Diplomacy version and the Entrenchment version. Vanilla is a bit behind though.

on Aug 23, 2011

Thanks Ryat

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