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 443)
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on Dec 26, 2011

Meant that those are the Roman names, but yes, I know the Greeks came first and all that jazz. Sad that we give the Roman names preferential treatment in astronomy, IMO.

Speaking of which, you'll want to play the Sol map when my icons come out. Each planet/moon has a custom icon specific to them.

on Dec 26, 2011

Thought they already had custom GUI icons and textures already

Also I kinda snuck in 2 extra starbases for the gas giants, I mean common, their gravity wells are massive. No way in hell would someone just build ONE starbase and expect it to cover ALL that area all by it's lonesum.

2 was fine, but 3 gives a nice variety of placement options since they can be "phased in" at about any direction thanks to all their moons >.>

New subject:

I've been working on a little mod myself, calling it "embellishments" it makes the planetary "traffic" look a little more realistic/smoother, the fighter "tails" now stay long enough where you can actually make out their paths, it's pretty neat, just need someone to alter the planet elevator .entity files to make them slightly larger, and I lack any kind of modeling know how on that one but I'm tinkering with it. I also altered all the planetary defensive turrets so they're worht a damn, mainly their abilities.

Gauss: Increased dmg and cooldown of it's heavy gun, made the armor reduction - 1 but stackable to -5 and increased missile range to 5000, dmg to 100, and cooldown to 60 seconds. It may sound OP or nerfed but trust me, I tested them thoroughly and they can rip apart small numbers and do decent dmg against fleets. anti-module frigates are HIGHLY recommended lol

Beam Def: added synergy's stack to 5 from 4, it's enough

Addy Hangars: made shield regen stack-able to 2 so the regen is 8 from 4. so 1 hangar adds +4 shield regen, 2 make it 8,and  5 hangars, it's still 8

Missile defense: added the charged missile ability from the LRM frigates for vasari, still working on their activation but it's looking very promising, and I raised their volly from 2 to 3

Overall it hasn't made gameplay too different besides the defenses(minus a starbase) are a little more difficult to deal with than just steamrolling with a ton of anti module frigates.

on Dec 26, 2011

BadTune
Thought they already had custom GUI icons and textures already

Yes, but since we're changing the icons to more of a computer HUD design, I figured to do them too. Trust me, it'll look nice.

The mod sounds interesting, moreso if you're looking to appeal to turtle players and those who want to lean more of structures for defense. As for gas giants, I might cut it at 2 if I was concerned for balance, especially with Vasari.

on Dec 26, 2011

Yes, but most of the Sol system maps are Tech only, that's why i brought it up to 3. if they could move about freely then yeah, 2's plenty

And I'll admit, I am a bit of a turtle player =X

i take a planet, build it up with my fleet there, move to the next, repeat and build up my fleet and planets the more resources and supply i have =X, plus with culture following my fleets, every race gets that nice huge boost in stats for ships and modules

 

Edit: blah, all the elevators are mesh files and it's completely out of my element for those, anyone know what to do to scale them up just slightly? Or replace them all together with someone large things that look like facilities(like the research labs for Tech)

on Dec 26, 2011

BadTune
Yes, but most of the Sol system maps are Tech only, that's why i brought it up to 3. if they could move about freely then yeah, 2's plenty

Okay, I thought you meant you were upping the starbases in your mod as a general rule.

on Dec 26, 2011

nope, just the Sol Gas Giants, be kinda ludicrous to have that many starbases around

not to mention I'd be at the frame by frame game play in no time with all those advent bases lol

on Dec 26, 2011

BadTune
not to mention I'd be at the frame by frame game play in no time with all those advent bases lol

I don't think Advent bases would kill you as much as if you made a bunch of trade focused TEC starbases. Even with the lower tradeship count in DS, it would still busy up the playing field.

on Dec 26, 2011

nah, the Advent starbases have about 5x the faces of the other starbases and are about 3x the size as far as data goes, they devour your ram lol. That was the last thing I remember the major and civ were looking into optimizing and cutting down their face count but I haven't seen anything about it since they update.

on Dec 26, 2011

yeah, I could see that. But I guess that's why everyone gets a few strikecraft to reach out and touch someone versus lacing the well with stations.

on Dec 26, 2011

Happy Holidays everyone, back from vacation and I come bearing a gift.

Links updated, please see this post:

https://forums.sinsofasolarempire.com/335474/page/271/#3055017

 

For all of those wanting the mini mods, I slapped something together when I got home and there it is.  Here is the included read me:  (Now slightly out of date, so be sure to read the new one!)

 

 

These are the unofficial updates to the previously packaged minimods plus a couple others for fun.  I used earlier versions and updated them to work with DS Diplomacy 1.00 when possible.  Future updates by the minimod's actual creators may change things drastically.  Here is the breakdown of what's included.  --Stant123



BETTER GAS GIANTS by Stant123:
This just adds a lot more resource asteroids to the gas giants as well as refinery capacity thus making them extremely beneficial to hanging on to for any empire, especially those with income issues on smaller maps.


DS 1.00 EFFICIENCY by Stant123:
This is just a pack that makes various changes to the included files to improve upon loading speed, reduce errors, and include omitted content from earlier versions of the core mod.  This does not change game play in any way, shape, or form.  Copy and paste the files over the existing ones for the mod (preferred method, will change your checksum), or run it as a mod on top of DS Diplomacy 1.00 so you can quickly revert back should you want to play someone online with the mod who does not have this.

(Optional) Delete the file BuffRadiationBombSpreader.entity from the core mod's GameInfo folder as it is unnecessary.
Removed spaces and unnecessary data from files in GameInfo Folder.
Supplied all missing background and effects sounds from an earlier version.
Included missing Psi Bomber texture that was missing from the core game.
Window folder, removed unnecessary spaces from files, added in missing buttons for super weapons, and reduced the number of appearances of DS load screen content by over 200 lines so you'll see the original tips and images more often.
Included entity.manifest that has all duplicate entity references removed.


DS LASERBEAM by -Norbert-:
This minimod group changes many of the Advent and TEC ship weapons from projectile beams to laserbeam types.  Vasari were left untouched.  This minimod was broken up into groups to allow it to stack with Powerful Pirates and/or Dynamic Movement and/or Flagships.  DS Laserbeam DM-DFS is the file grouping to use if you want to use Laserbeam with Dyanamic Movement or Dynamic Movement and Flagships.  DS Laserbeam N-FS is the file grouping you want to use if you want to use Laserbeam without DM (Normal Movement) or with Flagship.  DS Laserbeam PP is the file set for use with Powerful Pirates.  Special stacking instructions are provided at the end of this document.


DYNAMIC MOVEMENT by Mooster:
This changes the attack behavior of every ship that has a weapon.  Rather then pull up to a fight and shoot in place, the ships all continue to 'fly' around the gravity well making passes at each other.  Only the behavior was changed, the damage values are still the same as the core mod unlike in previous versions where some had greater front damage and weaker or no side and rear damage values.  Using this minimod will also negate some of the special abilities used in powerful pirates if you are running both minimods.


FLAGSHIP by Ryat:
This adds in very powerful flagships who's abilities effect all ships present rather then just itself like other capital ships.  They're also much more powerful then your standard DS capital ship which is already more powerful then the standard game's capital ships.


FLAGSHIP DYNAMIC MOVEMENT by Stant123:
This just combines the critical files between the two minimods so they can both be played at the same time.


FLAGSHIP POWERFUL PIRATES by Stant123:
This just combines the critical files between the two minimods so they can both be played at the same time.


GALAXY FORGE DS by Stant123, Masakary, and others:
This includes all of the files necessary to use the Galaxy Forge and build maps with a full set of icons for DS Diplomacy 1.00.  I believe I got them all, but since there are so many options available, I may have missed one or two.  Don't worry, it's not going to kill you if you build a map using an option with a missing icon, the game knows what you want there and will use the appropriate images in game.


POWERFUL PIRATES by Ryat:
This minimod greatly improves the pirates ability to make your life miserable.  They have additional research and abilities that can make you wish you outbid your opponent.  Its just an updated version of an earlier release.


!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!

STACKING ORDER:

Start With (Any Order):
Better Gas Giants
Dynamic Movement
Flagship Dynamic Movement

Followed By:
Flagship Powerful Pirates

And Then (Any Order):
Flagship
Powerful Pirates

And Finally:
Distant Stars Version 1.00


NOTE:
Obviously, if you like everything except Better Gas Giants and Dynamic Movement, you would not stack Better Gas Giants or any minimod that has Dynamic Movement in the name.  The same thing goes for Powerful Pirates.  If you don't like it, then do not stack any minimod with Powerful Pirates in the name.


-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-

SPECIAL STACKING ORDER for DS Laserbeam

Start With:
Better Gas Giants

Followed By:
DS Laserbeam DM-DFS (For Dynamic Movement or Dynamic Movement & Flagship)
-OR-
DS Laserbeam N-FS (For Normal Movement or Flagship)

And Then (Any Order):
DS Laserbeam PP
Flagship Powerful Pirates

Next (Any Order):
Flagship
Powerful Pirates

And Finally:
Distant Stars Version 1.00


NOTE:
If you do not want to use Powerful Pirates, do not stack anything that says Powerful Pirates (PP).  If you do not want to use Flagships, do not include Flagship Powerful Pirate or Flagship in the stacking, but do continue to use the Laserbeam DM-DFS or Laserbeam N-FS (depending on if you are using Dynamic Movement or not).  The game will simply ignore the flagship entities included with these since they will not be on the entity manifest used by the game.  If you do not want to use Dynamic Movement, then do not use Laserbeam DM-DFS.  If you do not want Better Gas Giants, then do not stack it.

 

 

 

Enjoy.

on Dec 26, 2011

and Karma for Stant

on Dec 26, 2011

Awesome Stant.

on Dec 27, 2011

Hmm, the dynamic move and beams not getting along is irritating me now >.>

Thought I had it worked out but..you know those "funny coincidences" that happen...yeah, game started up, got them all shoing on the list....somehow a few of them dropped out between play and game start.......Rawr......back to square one, but I'm not givin up!!

Update: BAH!!! all that nonsense for nothing!! the flagship part of the dl got corrupted, won;t even stack alone with DS without a minidump, *kicks file Factory* faulty crud -.-

 

Ran it with the Dev exe, looks like it's got some problems with some flagships' ability conditions and the ability Adventescapebuff

in particular This was with just DS and flagships stacked. and i can't get that ability file to convert from bin to txt either *glares at it*

 Buff_____Escape.entity are refusing to convert for me and I've narrowed the issues down to just these 3 files. but reading their pairing Ability______Escape.entity, these are apparently the ultimate skills. I downloaded the file 3 times and these 3 still refuse to convert so I'm wondering still if something got corrupted in the upload, or if anyone else if having these problems.

And the BuffFlagship_____Self.entity's aren't converting either, but lets focus on one issue at a time, shall we?

on Dec 27, 2011

Hi guys

 

I just purchased Entrenchment and the version is 1.053.

 

Am I correct in assuming this mod won't run with that?

 

If so, would purchasing the latest version of Diplomacy allow me to play this mod?

on Dec 27, 2011

The entrenchment version of it should, yes. I think 1.053 is just steam's 1.051

why they added 2 to all the versions, lord knows >.>

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