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 4)
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on Jan 16, 2009

Hello

I really want to try out this excellent mod for sins 1.1+, but I can not download the mod from the link given, could you upload the mod for sin 1.1+ and patch  tho filefront please@@?

I just tried the links. Work just fine for me.

Might help if ya give us some more details on what going on. Did you try to open it in another tab or page? Is your browser blocking the download?

on Jan 16, 2009

-Ue_Carbon

Quoting vamky, reply 20Hello

I really want to try out this excellent mod for sins 1.1+, but I can not download the mod from the link given, could you upload the mod for sin 1.1+ and patch  tho filefront please@@?

I just tried the links. Work just fine for me.

Might help if ya give us some more details on what going on. Did you try to open it in another tab or page? Is your browser blocking the download?

The link should be fine for most of countries, however in China there is a large number of websites that we can not browse, unfounately blacklotusHQ happens to be one of them, I simply can not open that website.

on Jan 16, 2009

Ah well that explains it all!!!! lol

 

Nacey said he be out most the weekend and would be back on Monday. He might pop in thought. He is the with the plans and fixes. 

on Jan 16, 2009

-Ue_Carbon
Ah well that explains it all!!!! lol

 

Nacey said he be out most the weekend and would be back on Monday. He might pop in thought. He is the with the plans and fixes. 

 

Thanks for the info! I will be patient

on Jan 16, 2009

Ok a few things I've noticed.

 

I am also having the bug where it turns the color of my ships to whatever color I am using (for me its blue). So many of my ships have this funky blue look to them.

Also I am suppose to be able to build the Tachyon Generator when I get done researching it, as there is no option for me to build it, and when I mouse over it, I get a string not found error when mentioning what it unlocks.

 

Also something I've noticed, but I am not sure if it is this mod, or possbily the patch, but it seems that the AI is taking a lot longer to make decsions. I'm not just talking about a computer player, but my own ships. They can set there for 10, 15, 30 secs before they do anything. This includes selecting a target to attack, to my colony ship colonizing another planet

on Jan 16, 2009

CharlesLeverett
Ok a few things I've noticed.

 

I am also having the bug where it turns the color of my ships to whatever color I am using (for me its blue). So many of my ships have this funky blue look to them.

Also I am suppose to be able to build the Tachyon Generator when I get done researching it, as there is no option for me to build it, and when I mouse over it, I get a string not found error when mentioning what it unlocks.

 

Also something I've noticed, but I am not sure if it is this mod, or possbily the patch, but it seems that the AI is taking a lot longer to make decsions. I'm not just talking about a computer player, but my own ships. They can set there for 10, 15, 30 secs before they do anything. This includes selecting a target to attack, to my colony ship colonizing another planet

 

The tachyon generator automaticly upgrades your PJI. The strings not found is know. But the ability itself work perfectly. Its great to see a AI fleet jump in all big and bad thinking its got a easy planet to kill, when my fleet jumps in and it does that annoying 'oh crap run' routine and turns tail only to get stuck as I sit across the gravity field and let my fighter have some target practice. Muhahahahaha

on Jan 16, 2009

The Vasari Subverters are glitched.  I've researched them (and their skills) all the way up and they don't move correctly.

I'll move the fleet to another planet and everyone will be gone except for the Subverters - they'll sit there forever.

on Jan 18, 2009

I noticed that there are a lot of changes that are not documented

The Defense turrets have increased power and much increased cost, for example, and lots of many little to changes to, for example, LRM frigate that have reduced range, more speed, less missile speeds, more damage, different costs, etc...

I feel disappointed because it will be a big difference when playing MP if all of this is not documented

on Jan 18, 2009

Well then document it. If you didnt noticed he is just picking off where the orginal modder left, so he might not be aware of all the little changes.

on Jan 18, 2009

Sorry, didnt want to be rude. I don't know the history of the mod, i just expected the changes listed in the summary, i am by no means trying to shun his work.

 

Anyway, i noticed that the Marza Dreadnought still is bugged, the missile barrage ability does not work, like pre-patch.

It seems like the GameInfo files are from an old patch set?

on Jan 18, 2009

An additional thing I noticed was the firepower of the Main Battleships( Kol, Radiant, Kortul) are seriously under rated. U get more firepower from the other vessels. Dont know if this was intentional and you hate these ships or did not balance the firepower correctly.

 

on Jan 19, 2009

I know he planed to rebalance the Caps cuz they are all out of wack.

on Jan 19, 2009

Hey all, sorry for no updates on what I've been doing as UE-Carbon mentioned I've been away for the weekend and not long got back.

Just so everyone is aware the texture colour bug that exists at the moment will be fixed in the next patch, thank you Madeiner for finding & fixing that, saves me alot of effort trying to do that myself.

I'll be uploading a mirror to Filefront of the entire mod + patches once I release the next patch for people just like Vamky, apologies for not doing so before hand.

An additional thing I noticed was the firepower of the Main Battleships( Kol, Radiant, Kortul) are seriously under rated. U get more firepower from the other vessels. Dont know if this was intentional and you hate these ships or did not balance the firepower correctly.

I'am currently working on re-balancing all of the capital ships I do realise that the strengths of all of them are completely out of phase with what they should be and I will be compensating this in the next patch.

Madeiner
Anyway, i noticed that the Marza Dreadnought still is bugged, the missile barrage ability does not work, like pre-patch.

It seems like the GameInfo files are from an old patch set?

The Marza will be fixed in the next patch also I'll import the fixed files from the dev's in to the next patch. The reason this wasnt fixed before is because the MOD was originally created for 1.03 so the files are being updated each time a patch comes out so im currently trying to get them up to 1.12 standards & fixing whatever I can before Entrenchment comes out & I have more work

Madeiner
I noticed that there are a lot of changes that are not documented

The Defense turrets have increased power and much increased cost, for example, and lots of many little to changes to, for example, LRM frigate that have reduced range, more speed, less missile speeds, more damage, different costs, etc...

I feel disappointed because it will be a big difference when playing MP if all of this is not documented

I Know the patch notes are incomplete, and im planning on updating them to be more detailed however at the moment im concentrating on getting everything fixed and then documenting all of the changes like the LRM Frigate, just so you know I will be increasing the range of the LRM to that of the default in the next patch also to re-introduce a little more balance.

on Jan 19, 2009

Nacey


I'll be uploading a mirror to Filefront of the entire mod + patches once I release the next patch for people just like Vamky, apologies for not doing so before hand.


Thank you! You are my god of the day!

on Jan 19, 2009

I apprecitate your hard work Im sorry I seem to complain the over all mod is excellent. I recommend checking out Real Capital Ships V1.1 on the mod download website. I combined them in the mod to build some truly awesome Cap ships.

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