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 438)
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on Dec 16, 2011

I didn't report cause I thought it was on purpose. And I've always used the cruiser carriers for fighter cover.

Hmm...

Anyway, since Elite Fighters/Bombers are used for most things, I was figruing to use the originals for the mining squadrons. I support the squadron being at full size (maybe not expanding due to research although it makes sense with the Advent) but I think it should be tested and can always be kept at 1 squad per bay. And do keep in mind I was thinking tier 5+ research.

on Dec 16, 2011

Draakjacht
Anyway, since Elite Fighters/Bombers are used for most things, I was figruing to use the originals for the mining squadrons. I support the squadron being at full size (maybe not expanding due to research although it makes sense with the Advent) but I think it should be tested and can always be kept at 1 squad per bay. And do keep in mind I was thinking tier 5+ research.

 

As long as it is is one actual fighter/bomber per squad (not a squad of 7) I think it would be a nice little touch to the mod. If we are not careful however, many planets will no longer have a reason to build hangar bays and that is why, even at a Tier 5+ research, I believe these mining outpost 'old strikecraft' (Like this idea!) should not only be Non-Elite, they should be kept to a minimum both in quantity and in damage output etc. They are not regular military craft, let alone Elite. The 'Old' label works good in my eyes.

 

 

on Dec 16, 2011

boshimi336
As long as it is is one actual fighter/bomber per squad (not a squad of 7) I think it would be a nice little touch to the mod. If we are not careful however, many planets will no longer have a reason to build hangar bays and that is why, even at a Tier 5+ research, I believe these mining outpost 'old strikecraft' (Like this idea!) should not only be Non-Elite, they should be kept to a minimum both in quantity and in damage output etc. They are not regular military craft, let alone Elite. The 'Old' label works good in my eyes.

Maybe. Maybe 3 per squad, but Militia Fighters/Bombers. Nice and weak. I support more than 1 per squad just to make sure that a single round of flak doesn't vaporize em all.

And hangars are still the only way to get flak cover and more advanced craft.

on Dec 16, 2011

Draakjacht
DGB246 brought up the idea in another thread of having a research (md to high?) that would add 1-2 squadron capacity hangars on mining rigs. The contribtuion would be at the mercy of the grav well's nature.

How are you planning on doing this as Extractors (assuming this is what you meant) do not support strikecraft in their entity files.

on Dec 16, 2011

ZombiesRus5
How are you planning on doing this as Extractors (assuming this is what you meant) do not support strikecraft in their entity files.

Well, that's where I need programmers to throw me a yay or nay.

on Dec 16, 2011

Draakjacht

Maybe. Maybe 3 per squad, but Militia Fighters/Bombers. Nice and weak. I support more than 1 per squad just to make sure that a single round of flak doesn't vaporize em all.

 

Maybe, I personally would not like to see them being a very effective defense (or offense I guess) or have any other role than secondary support to a fleet that is already present (or something to raid cargo ships from enemy trade lanes). I really don't happen to have a problem with a flak vessel getting a 'lucky' shot. All in all it will all depend on balance.

on Dec 16, 2011

Draakjacht
Quoting ZombiesRus5, reply 6559
How are you planning on doing this as Extractors (assuming this is what you meant) do not support strikecraft in their entity files.
Well, that's where I need programmers to throw me a yay or nay.

Nay!

Alternative work arounds.

Resource Asteroids have an ability that buff the number of strikecraft (FightersPerSquadron) or squads (BonusMaxSquads) of nearby Hangars.

or

Resource Asteroids have an ability that buffs the anti-matter regen rate of nearby structures with strikecraft.

Maybe crystals buff antimatter and metal buffs strikecraft per squads.

Just some random ideas.

 

on Dec 16, 2011

ZombiesRus5
Resource Asteroids have an ability that buff the number of strikecraft (FightersPerSquadron) or squads (BonusMaxSquads) of nearby Hangars.

That's a maybe. It gives you a boost and could be called 'militia assistance' but then you have to station hangars out of the way of the usual. Then again, that might force a choice concerning your flak cover.

ZombiesRus5
Resource Asteroids have an ability that buffs the anti-matter regen rate of nearby structures with strikecraft.

Wouldn't pair them together, but...


ZombiesRus5
Maybe crystals buff antimatter and metal buffs strikecraft per squads.

Interesting twist. Makes them useful for totally different purposes, both limiting their impact and forcing decisions concerning tactical placement.

boshimi336
Maybe, I personally would not like to see them being a very effective defense (or offense I guess) or have any other role than secondary support to a fleet that is already present (or something to raid cargo ships from enemy trade lanes).

No, not looking for an end all be all of power. Just something that will give a little boost for the purposes of aiding against Insurrection or other light attacks. Zombie has a nice idea that might give a boost but still require you put in other resources. I call dibs on naming abilities and making research buttons!

boshimi336
All in all it will all depend on balance.

Always! I'm even tempted to promote the mod to MPers to see what they think of the balances... granted, it'll only really change the power of flak and LRM. Ha!

on Dec 16, 2011

Carbon is warry of adding more SC.

SC he does not like.

And you want to limit the impact of raiding? Not like the current mechanics already discourage you from making scout raids and small frigate attacks.

 

I remain skeptical. Though this sounds like another fine mini mod project!

on Dec 16, 2011

so can we give mines strike craft or is that officially out?

 

on Dec 16, 2011

DL'ed.  I see Dynamic Movement is still in limbo?

on Dec 16, 2011

boshimi336
so can we give mines strike craft or is that officially out?

It's officially out cause it's not mechanically possible.

-Ue_Carbon
Carbon is warry of adding more SC.

SC he does not like.

Not so much worried about adding SC or limiting raiding. Just thinking of ways to add juice to existing resources. What do you think of giving boosts to structures near extractors? Like the AM buff from crystal? Maybe repair buff near metal? Even if we did do the SC boost near metal, I'm talking one squad per hangar (no effect for vessels) and most are not going to cluster their major flak defense around one or two spots.

on Dec 16, 2011

Retsof90
DL'ed.  I see Dynamic Movement is still in limbo?

Limbo pretty much. I might have time over break to do some editing, no guarantee, I got major stuff to do in real life.

on Dec 17, 2011

I've been thinking of adding some more "deep space" skyboxes (likely just darkening and adding more transparency to the colorful ones), since I like to be able to see my ship's past the glare of the colors.  Now, I know how to do image editing and I found the skybox textures before, but i have no idea how to go about getting them back in the game...

on Dec 17, 2011

Ever since the 1.00 version came out, Ive noticed that Deep Space Free Port systems no longer show up at all on the maps Ive designed and played around with. The phase lanes just connect to the next gravity well. Also, the deep space observatory systems more often than not fail to spawn an actual observatory, where as before they used to always spawn one. Anyone else notice these problems?

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