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 43)
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on Jul 02, 2009

I fixed the random mini dump issue, atleast for my system. I used the .82 full download file and i copy+pasted "Bailknight-Entrench" particle, particle effects, texture animation and texture files into the .82 mod folder. Been working 100% since w/o mini dumps unless its from my own doing. I attempted the same procedure starting with the .7 full DL files patched to the newest version but had no success. With the working files, can run a match flawlessly w/ all the entity files converted to text (entity files in binary seem to run smoother than being in text in my experience).

Also note that within the PlanetSwampMoon.entity, i have located typo.

typeNameStringID "IDS_PLANETTYPE_SWAMP_Moon"   should be typeNameStringID "IDS_PLANETTYPE_SWAMP_MOON"

Just wanted to point that out.

on Jul 02, 2009

I don't think Sins is case-sensitive

on Jul 02, 2009

mooster I have some bad news for you. it IS EXTREMELY case sensitive in that a single character in the wrong case WILL cause problems, and even one character in  the wrong case in a filename or command does cause crashes

harpo

 

on Jul 03, 2009

Is there a way to open the minidumps to see what caused it, I think there's some specific action that's triggering mine but I can't pinpoint it.

on Jul 03, 2009

Harpo,

Thank you for pointing that out to me, at least, next time, if I fail to get a string, I'll just remember the most basic rule in programming, It'S ALL CaSe_SenstiVE.

EdisonStricher
Is there a way to open the minidumps to see what caused it, I think there's some specific action that's triggering mine but I can't pinpoint it.

check the buff and the ability of the mine, if not, use the developer.exe

BTW did Nacey delete the title Pic?

on Jul 04, 2009

I'm not understanding the first half and I can't find the developer.exe.

on Jul 04, 2009

EdisonStricher
I'm not understanding the first half and I can't find the developer.exe.

O, You need to download the developer.exe from the Downloads section of the site and then paste the program into the sins program folder and then run it. It tells you the potential errors that you have...

on Jul 04, 2009

He is reworking his server for RL things. He might not even know pic link went poof. I will tell him Monday when I talk to him.

on Jul 04, 2009

Mooster



Quoting EdisonStricher,
reply 11
I'm not understanding the first half and I can't find the developer.exe.


O, You need to download the developer.exe from the Downloads section of the site and then paste the program into the sins program folder and then run it. It tells you the potential errors that you have...

Would that be the Sins main directory in Program Files or the mod under the Documents, etc folder?

on Jul 04, 2009

edisonstricher, it is in the program files sins folder ONLY

harpo

 

on Jul 04, 2009

Yeah, when I say main directory I'm saying Program Files -> Stardock Games -> Sins of a Solar Empire.

Okay, I have a log. What next?

on Jul 04, 2009

Hello again Nacey just want to report on a copule issues

first is one that has been bothering me for a while- TEC gets 26 caps but Vasari and Advent only get 24

Next is the issue is about the shield mitigation for the advent- a level 9-10 cap gets 78-80% shield mitigation plus full tech of culture and shields equals 22%. Therefore a level 9-10 advent cap can have a maximum of 100-102% shield mitigation. This renders them invulnerable. I have had 3750 fleet points of ships firing on one of these caps and it lost no shield points. I have even sent one into a pirate base and it cleaned it out (took forever to take down the starbase but again no shield points lost).

I recommend reducing the culture mitigation down to half (12% to 6%) and reducing Raised Shield Harmonics from 10 points of research to 8 points of research (10%-8%). This will render a level 10 Advent cap to a maximum mitigation of 94% which I have found to still be a tough nut to crack (as should a level 10 cap should be) it is not nearly as OP.

hope to hear from you soon and thanks for the good mod

PS I am currently working on checking the planets (a very time consuming process) and will give a report when I can

on Jul 06, 2009

Hello again Nacey just want to report on a copule issues

first is one that has been bothering me for a while- TEC gets 26 caps but Vasari and Advent only get 24

Next is the issue is about the shield mitigation for the advent- a level 9-10 cap gets 78-80% shield mitigation plus full tech of culture and shields equals 22%. Therefore a level 9-10 advent cap can have a maximum of 100-102% shield mitigation. This renders them invulnerable. I have had 3750 fleet points of ships firing on one of these caps and it lost no shield points. I have even sent one into a pirate base and it cleaned it out (took forever to take down the starbase but again no shield points lost).

I recommend reducing the culture mitigation down to half (12% to 6%) and reducing Raised Shield Harmonics from 10 points of research to 8 points of research (10%-8%). This will render a level 10 Advent cap to a maximum mitigation of 94% which I have found to still be a tough nut to crack (as should a level 10 cap should be) it is not nearly as OP.

hope to hear from you soon and thanks for the good mod

PS I am currently working on checking the planets (a very time consuming process) and will give a report when I can

I think the things you said are intended or already known to Nacey and the dev team.

on Jul 07, 2009

pssst....he is consitered part of dev team in my book and Nacey. He is the master bug finde r.

on Jul 07, 2009

didn't realize, but couldn't he just pm Nacey?!

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