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 441)
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on Dec 20, 2011

The granted experience for small ships (frigates and cruisers) is in each individual ship file.

The capital ships work differently. In the file "Gameplay.constants" you have the experience values for the capships (experience needed for levelup, experience gained for killing it and cost of training). Those values are shared for all capships, no matter the race.

on Dec 20, 2011

justinian66
Does the game allow for a second capitol

 

No, we already tossed that idea around internally. Game engine just doesnt support it. You can though change in your gameplay data the drop rate per jump for culture. If you want no drop just change each number the the max i.e. 200%

 

 

on Dec 20, 2011

-Ue_Carbon
That version is outdated and will not work with the latest vanilla version.

We not got around to updating that version since its older than dirt and the .exe updates found in Diplo and even Entrenchment make the mod and game run better.

Stant has been working on an up to date version for the latest vanilla patches, he may have it still.

As you can read from the OP, its for these version:

 

1.14 - 1.181 Compatible:

 

 

 

Ok so if i purchased the diplomacy micro addon i still wouldnt be able to play the MOD correct?? Sorry for asking the questions but i have heard nothing but good things about the game.

IF i am unable to play the MOD could someone tell me of one or a way i can up the pop cap limit? I know nothing about mods for this game but have heard there is something i can do about the cap.

 

Thanks,

John

on Dec 20, 2011

Reaper1729
Ok so if i purchased the diplomacy micro addon i still wouldnt be able to play the MOD correct?? Sorry for asking the questions but i have heard nothing but good things about the game.

If you purchased Diplomacy you would be able to play the latest version of the mod, since it is made for the latest version of Diplomacy.

on Dec 20, 2011

Reaper1729
Ok so if i purchased the diplomacy micro addon i still wouldnt be able to play the MOD correct?? Sorry for asking the questions but i have heard nothing but good things about the game.

IF i am unable to play the MOD could someone tell me of one or a way i can up the pop cap limit? I know nothing about mods for this game but have heard there is something i can do about the cap.

 

You could. If you look at the OP. You can see there are different download for each version we support.

For vanilla we supported till 1.181

Entrenchment: 1.051

Dipolmacy: 1.34

on Dec 20, 2011

I'm with juntinian66 on learning how too do stuff myself...

So I got a second question, What is the process you guys use too raise the level cap on %bonus research. AKA Laser's/Armor stuff like that? Any answers would be nice

on Dec 20, 2011

Once upon a time I downloaded a mod called "TEC Laser Beam Mod" for Entrenchment and I quite liked it, but since it stayed at only the TEC and an older version of Entrenchment, I decided to put my own laserbeam mod together.

For those not familiar with the concept of spotH3Ds original and now also my mini-mod:

Since a laser is a ray of light, traveling at lightspeed, it has to be a beam, not a blob or projectile. Of course in a vacuum you couldn't even see such a beam of light, but who cares about that in a game with sound in space.

Anyway back to the technical... I replaced all projectile laser (and I mean really ALL lasers) with short-lived (between 0.1 and 0.3 seconds depending on race and size) beams.

With the Advent I tried to stick as close as I could to the colors of the original blobs (blue for light, violet/pink for heavy). I also fiddled a bit with the weapon colors of ESW and Elite bombers to visually put them apart from standard bombers. All Advent beams use the nice and regular Advent beam graphics.

With the TEC (and derelict ships) I got a bit more creative, since their original lasers are all the same color (boring...). They use the more irregular beam graphic found in the Kol's forward beams. Their light lasers start out as yellow (with the yellow light pulegun muzzle and impact effect, since it fits better than the red laser effects), their heavy lasers have the same orange color as the Kol's beams and the medium are pretty much in between.

The pirates use the "pirate capitol beam" graphics that DS put into the game and all their lasers are blood red. Since they use far less laser weapons than the TEC, all lasers having the same color isn't a problem for them I think.

The mod, in it's current form is based off the DS 1.00 files and only replaces graphical effects. It has no impact on balance. Just make sure it is enabled above the DS mod in the mod-manager, or it won't have any effect. It was made specifically for Distant Stars (D) 1.00, so I'd advice against using it for anything else.

56k warning: Packed in a rar archive this mini-mod is 91 KB big (about 340 KB unpacked).

I hope some of you will enjoy it as much as I do.

Distant Stars Laser Beam Fan Mod

Just in case: I am not part of the DS team (though I did ask wether I may post my mod here).

on Dec 20, 2011

Downloading!

I love mini mods!!!

 

*cough*You kids need to make more*Cough*

on Dec 20, 2011

ChaosMaster130
I'm with juntinian66 on learning how too do stuff myself...

So I got a second question, What is the process you guys use too raise the level cap on %bonus research. AKA Laser's/Armor stuff like that? Any answers would be nice

By process what do you mean?

on Dec 20, 2011

Ok Carbon likes the Lazor Mod.

 

TEC lazors are a bit harder to see, but thats b/c it lookes like they are not Bailknight's style FX's unlike the Advent.

 

But this is going to a pera addon for me. Makes my pew pew so much cooler!!!!!!

on Dec 20, 2011

Interesting.

on Dec 21, 2011

By process I guess I meant what files did you tweak too raise the research level cap on them. As in how TEC laser research (both of them) are 4 levels each (5% per level) for a total of 40% boost instead of 2 levels each for a total of 20% boost.

Also still wondering how you guys made the Faster research setting make research go Ultra-Fast. Would be really nice too know

on Dec 21, 2011

Those answers are very simple that I can happily give you before crawling into bed.  In the research files themselves, you will see this line: MaxNumResearchLevels 4  It used to say 2.  Also in the research that is next in the chain such as the second set of laser research, there is this section:

Prerequisites
    NumResearchPrerequisites 1
    ResearchPrerequisite
        Subject "RESEARCHSUBJECT_WEAPONDAMAGE_LASERTECH0"
        Level 4

That level used to say 2 as well, but since the previous research got changed to 4 levels, the change here needed to be made as well so that you couldn't research it before completing the previous.  You can change all of the numbers to 8 instead of 4 and thus give another doubling of the effect.

Alternatively you could just look closer to the bottom of the research files in the section that has this:

researchFloatModifiers 1
researchModifier
    modifierType "WeaponDamageAdjustment"
    baseValue 0.000000
    perLevelValue 0.050000
    linkedWeaponClass "LASERTECH"

All you would have to do is change the per level value adjustment.  Currently its a 5% per level gain.  You could change that to .1 to give it a 10% per level gain.

 

 

 

research speeds are set in the gameplay.constants file.  Look for this section:

    researchSpeedData-Slow
        researchRateGameSpeedScalar -4.75
    researchSpeedData-Normal
        researchRateGameSpeedScalar -1.3
    researchSpeedData-Fast
        researchRateGameSpeedScalar -0.15
    researchSpeedData-Faster
        researchRateGameSpeedScalar 7.5

 

That 7.5 is why things happen at warp speed compared to the other numbers that have negative values.  The higher the number the faster it is, the lower the number, the slower it is.

on Dec 21, 2011

Flaghips mod? or will it be added later?

on Dec 21, 2011

palidins
Flaghips mod? or will it be added later?

Added later. Like when I have time to review it and make any necessary changes. Right now work is crazy. UPS.

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