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 411)
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on Oct 08, 2011

Awesome stant thanks.

I imagine there will be added options on the research tree as well with the added races and units.

Really looking forward to it!

on Oct 08, 2011

Hegemon76
added races

No added races from us. Everything else is a yes.

on Oct 08, 2011

Hegemon76
I imagine there will be added options on the research tree as well with the added races and units.

According to what we know, there are no added races, just a forced split into one of two sub factions of the main three depending on what research items you complete.  This split doesn't change who you are, it just changes what research you can and cannot do after the change has occurred.  (Rebel techs for going back to all out war, and loyalist techs for continuing to work on a more peaceful solution.)  There will be more items on the research trees for sure, and hopefully the ability to add more trees altogether so I can redo Mad Scientist properly. 

on Oct 08, 2011

So I downloaded this Mod once, now I'm on a new computer and such. Downloaded it fine, following the instructions to the letter. Yet every time I click 'Enable Mod' (or if I'm lucky and that works 'Apply'), my system does a Minidump and the game crashes.

Known error, or am I an unknown failure?

 

Edit: Totally forgot to mention this bit. When I try to extract the files via Winrar, it constantly pops up with 'Diagnostic' error messages. 'Unknown Method' for like 2000 different things.

on Oct 08, 2011

Trace222
Edit: Totally forgot to mention this bit. When I try to extract the files via Winrar, it constantly pops up with 'Diagnostic' error messages. 'Unknown Method' for like 2000 different things.

You need to unzip it with the most recent version of 7zip.  The file was archived in a newer format.

Trace222
Yet every time I click 'Enable Mod' (or if I'm lucky and that works 'Apply'), my system does a Minidump and the game crashes.

Considering you're not able to unzip it properly, you should be getting a 0 checksum when you enable which means hitting apply should do nothing.  At any rate, if you're not getting the checksum of 73603744 when you hit enable, you need to either unzip it again or redownload the mod.  Only hit apply if it's the same.

Trace222
Known error, or am I an unknown failure?

Why don't we try getting it extracted properly before we decide which one it is.

on Oct 09, 2011

Still a fantastic mod; any information on the dynamic movement update?  Last I checked/played, it wasn't compatible with the newest release.

 

If not, no biggie - doesn't hurt to ask.

on Oct 09, 2011

I updated it to work several pages back.  Mooster is busy doing a complete overhaul for the diplo 1.00 release.

 

http://sites.google.com/site/steelers086/gamefiles/DynamicMovement0.99B4.rar

 

on Oct 09, 2011

Stant123


Why don't we try getting it extracted properly before we decide which one it is.

 

I was using WinRAR, guess it doesn't like it. 7zip worked great. *sigh* Thanks!

on Oct 09, 2011

Don't feel bad, when one updates to a new compression format, it takes the other a bit to catch up. That's how they maintain competition.

on Oct 11, 2011

Stant123
If there are a dozen caps, then absolutely. If it's just the standard cannon fodder, then not so much. Should go for 150 to 200 in the case of the latter.

 

That's a lot of freaking ships!!!! For the fourth raid?! 

 

I don't suppose we could have a 'weaker pirates'  add-on mod (i.e. what Draak is working on) available upon release?

 

on Oct 11, 2011

That is the weaker pirates.

 

If you want weaker still, then just turn them off.

on Oct 11, 2011

on Oct 11, 2011

Well, it's not on the fourth raid, rather more like a tier system, 0-4. 0 is when there's little to offer the pirates (early game, no cash on the table, etc.) and 4 is when it's all good (late game, thousands up for grab, etc.). So on the fourth raid you can still be only tier 1. And my experience is that only the first run in diplo is out of whack. After that it makes sense and you have mines up to make mince meat of the forces.

I can run my little pirate mod through some testing and throw it out there to anyone fed up with the current runs.

Hell, I can even look to tweak only the first wave if I can manage that.

on Oct 12, 2011

Tiers 0-4 with those numbers mentioned above seem fine then.

 

The first wave can sometimes be a lot to handle if it gets out of wack.

on Oct 12, 2011

boshimi336
The first wave can sometimes be a lot to handle if it gets out of wack.

Its difficult to balance. The easiest method is to simply use the require command but I like to randomize things.

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