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 397)
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on Aug 29, 2011

1st raid(s)

1 Dunov
3 Corsairs
7 Cutthroats
8 Rogues
3 Reapers
(No bounty)

1 Dunov
15 Corsairs
18 Cutthroats
29 Rogues
17 Reapers
(250 bounty placed)

1 Dunov
14 Corsairs
41 Cutthroats
53 Rogues
25 Reapers
(No Bounty)

1 Dunov
3 Corsairs
6 Cutthroats
11 Rogues
4 Reapers
(No bounty)

1 Dunov
4 Corsairs
17 Cutthroats
23 Rogues
12 Reapers
(No bounty)

1 Dunov
2 Corsairs
13 Cutthroats
10 Rogues
8 Reapers
(No bounty)

 

Only one that got out of control...

on Aug 29, 2011

That is kind of what I see. I think those parameters are best. Down the road is the bigger problem though.

on Aug 29, 2011

Hai.

 

I've had an idea for a while now. Not sure if this is anything you can or want to do - but the skill called "Shield Regeneration" that the Progenitor Mothership has is way too weak once you've upgraded most shield-upgrades.

I was thinking that making it a %-value instead of the set value as it is now (unless I'm mistaken). I don't know what a reasonable value would be though. Maybe 5%?

It just feels like when I've upgraded my shields as advent past 100%, then the silly 62.5 per second is far from effective anymore - since the enemy gets more upgrades to their weapons as well. The ability simply does not scale.

Sincerely

on Aug 29, 2011

Something to consider. We have changed one or two abilities to better fit the mod (Kol's Gauss Gun for ex.). I will bring this before the council.

edit: Not sure if it is possible though.

on Aug 29, 2011

IIRC the Kortul's Power Surge used to be a percentage boost to shield regen instead of a flat rate like it is now.  It was something huge like 300% or something when fully upgraded.

on Aug 30, 2011

The Oceanic planets have increased shield restore rate by a percentage, so my guess would be that it is possible.

Also earlier in the thread, someone posted a little fix that moves the planet ability icons of swamp and relic worlds from the left to the right side of the interface (so they don't get hidden beneath the building icons after colomization). Any chance this fix could add that fix into the mod?

Edit: Found the post by Stant123: https://forums.sinsofasolarempire.com/335474/page/223/#2971021

on Aug 30, 2011

Ok so you wanna do change the sheild restore, that would mean you have to change every ability to a percentage. Every healing and damaging ability.

As good as that sounds, i forsee huge issues with it. Can anyone say Missle Barrage?! Just saying.

 

The 62.5 may sound weak but its not. If your using that in combat that basically reducing all damage to your ships by 62,5 per second. In fact your lucky b/c with the mod you now have more sheilds aka more breathing room to use it before your ships take hull damage.

If someone wants to take the time to make a mini mod for such changes so we can see the pratcial application of such changes go ahead. I forsee balance issues, but I wouldnt mind be wrong.

on Aug 30, 2011

-Norbert-
Any chance this fix could add that fix into the mod?

It is included in version 1.0  As an added bonus of the icons not being hidden it also fixes an error issue one get's when selecting the planet after colonization.

on Aug 30, 2011

Hi, I was wondering, what is the title/name of the song used for the distant stars opening theme? I can't seem to find any info for it.

Thank you.

on Aug 30, 2011

Ebla, from E.S. Posthumus

on Aug 30, 2011

Star Dragon
Hi, I was wondering, what is the title/name of the song used for the distant stars opening theme? I can't seem to find any info for it.

This question so needs to be put in a FAQ.

on Aug 30, 2011

It was at one time.

on Aug 30, 2011

Cool, thank you.

on Aug 30, 2011

It was at one time.

Actually, it had said it was from E.S. Posthumus, not that it was ebla.  The mod's website still has the old info. http://distantstars.mmobase.com/

 

on Aug 30, 2011

Would there be any benefit to reworking the ability on the Vasari Carrier Cap that allows strike-craft to jump around? Right now all three upgrade levels are for the same range as far as I can tell and it is worthless upgrading it? Why not make the starting level be a smaller radius and with three points it brings it up to the current range value?

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