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 409)
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on Oct 02, 2011

Nice job Draak....elloco smiley

on Oct 03, 2011

All in all I definitely give these icons and color choices a thumbs up! I'd play with them hands down!

on Oct 03, 2011

Draak, your latest iteration of planet icons is beautiful.  Just what the doctor ordered.

on Oct 03, 2011

Yeah I like the one from your last post. I think they will be unique and stand out well enough.

EDIT: I dont see how you could even tweak it like i was going to suggest. So lets just forget that.

Anyhow...

on Oct 03, 2011

Well, keep in mind that the skyboxes won't be an issue, as I noted earlier. That's good. If there was anything in my past shots that was close and you wanted to rework or if you just want to take another stab at it, I could.

As for the size icons, the markers themselves are 3 pixels wide, matching the average girth of the lines in the icons. The markers are 2 pixels apart. I can reduce it to one pixel. This is just a dry run. I still need to play with the fleet markers to see how closely I can hug them to the icon. I'll pop out another variation, probably tomorrow.

on Oct 03, 2011

Yup.

Your doing good buddy old pal.

I dont think there much you can do with the size icons...unless you do what we have already as part of the icon itself. Dont think thats the road we want to use since it may mess up the look of your icons.

 

More than likely Im gonna have to see them in game before I can judge then properly.

on Oct 03, 2011

I considered having them as part of the icon. It would require me to reconsider some of the shapes. Squares, Circles, and maybe Triangles are okay. Diamonds are a no go.

And yeah, I'll have to see what I can do, but I admit that past making the alphas, I seem to have a disability to tell the comp what to use where.

on Oct 04, 2011

Maybe the lines could be part of the shape like the circle is in your 'moon' example.  A circle in the upper right of the shape is a moon.  Replace the circle with a single line and that is a dwarf.  Put a line in the upper right AND lower right and that is normal size.  Put a line in Upper right, AND lower right AND lower left and that is huge,  Put a line in Upper and lower right, and a line in upper and lower left and it is Giant.

on Oct 04, 2011

There's only three sizes necessary. That is a consideration to be made, and I have considered something like it. I might have to get rid of some symbols having internal lines to avoid confusion, such as the basic Terran planet. I'll continue playing.

on Oct 06, 2011

Is there any news on the portraits and planets appearing wrong? I really like the mod, but I don't like playing it when portraits and planets look weird.

on Oct 06, 2011

If you have an ATI graphics card, then there's really not much we can do other then to tell you to make sure your card's drivers are all up to date, your directX is up to date, and have you use the TGA version of the portraits rather then the DDS version...  But I misplaced the link so unless someone wants to do me a favor and find it, you'll have to wait until I have the time this weekend to dig back and look for it.

on Oct 06, 2011

Hey, I couldn't backtrack it and find it, but I thought one of you guys said you came up with a reasonable fix for the first pirate wave on modded diplo. I played with the constant file, but couldn't figure exactly which numbers to toy with. What do I edit?

Btw, assume I'm starting from a fresh file and I do know which one it is and I know where to find the pirate entries. You know, I'm not an idiot and such.

on Oct 06, 2011

Not being an idiot, you should see values for Random and Required.  You can remove the randoms and use only the required, but as the game only allows 5 items of each per level, you'll have to give up using some capitals or frigates.  Personally I don't think that's such a bad idea.  In the level 0 raid, only using frigates, and by the time you get to the level 4 raid, you've got the pirate battleship, carrier, siege, one of the support ships, and a spot left over for their heavy frigates.  At this point all that's left is playing with the numbers.

on Oct 06, 2011

Yeah, I saw the Required, but I wasn't sure if it was a calculation for what to minimally send if there was no bounty or if it is what you said. Okay, so I can kill off the Random, nice. I'm not worried about this for myself, but my dad can't manage the game under those circumstances. I would suggest he cut pirates out completely, but bad players don't like it when you suggest they are just that.

I assume that at level 4, it just sticks in place?

on Oct 06, 2011

You can or you can add in the heavy frigates or some other frigate like the antifighter frigate to do more offensive or defensive damage depending on his style of play.

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