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 446)
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on Jan 01, 2012

It took less time than I thought.

I finished adapting the Laserbeam mini-mod for Dynamic Movement and Powerfull Pirates. Both of them include all the files of both mini-mods, so you only need to select the combined mini-mod, instead of stacking them.

While I havn't played through a whole game with them yet, I did start a game with every faction present with both of them, without getting any crashed or mini-dumps.

I also included the files for the Flagship mod (in normal and dynamic movement variants) in the archive, but since I can't run the Flagship mod, I wasn't able to actually test it. Just drop the files into the GameInfo folder of the laserbeam or the dynamicM laserbeam folders, depending on which one you want to play wiith the Flagship mod, or make a new folder for them.

And that brings be to a small matter, to avoid any confusion. I dislike extremely large folder names, so I took the liberty to abbreviate a bit. "Powerfull Pirates" I turned into "PPirate" and "Dynamic Movement" into "DynamicM".

http://members.chello.at/~sattler_norbert/DS%20Laserbeam.rar

on Jan 01, 2012

Regarding Stant's Addon pack, I noticed that the Powerful Pirates minimod crashes the game when it's time to send out the first wave.

Will look into the cause.

-Norbert-
for the Dynamic Movement mod than changing "usesFighterAttack FALSE" to true?

That's what I do, however to do a proper job of things, the side weapons should have their values decreased, and the rears made almost nonexistent.  Whatever was taken away should then be added to the front.

-Edit-

Just to clarify what I mean, this actually isn't that easy because for a ship like the Akkan that has several guns on one side, simply doing a take one from here here and put it there isn't going to work DPS wise.  Taking one away from the side ends up removing like 7 DPS so the front would then need seven added to it's value for it's single gun to make up the damage difference.  Others that have more guns at the front, like the Marza and Kol would have a different problem, taking a point away from the side would only add a quarter or less of a point to the front to make up the difference...  Also some acceleration and turning values need to be adjusted so ships don't take forever to make each pass.  It's actually very time consuming to get everything worked out properly.

-End Edit-

-Norbert-
I also included the files for the Flagship mod (in normal and dynamic movement variants) in the archive, but since I can't run the Flagship mod, I wasn't able to actually test it.

See reply #6662 for two links to give you the files you need to be able to play it until I get everything reuploaded.

-Norbert-
"Powerfull Pirates" I turned into "PPirate" and "Dynamic Movement" into "DynamicM".

Why not PP and DM? 

 

If I don't get everything done tonight, I'll definitely get it done tomorrow since it's a holiday and today I'm actually kind of busy, but tomorrow I don't know that I'm doing anything at this present moment.

on Jan 01, 2012

Oh I use abbrevations like that for myself, but I thought something that's a bit more obvious at first sight would be better when giving it to other people, so I compromised between ultra short and precise naming.

And due to what Stant just wrote, I'd advice against using my current combination of laserbeam and dynamic movement mods, till it's been overworked.

on Jan 02, 2012

Okay, as I sort of promised, here's the add on pack again, only this time using flagships or powerful pirates shouldn't crash anything.

Links updated, please see this post:

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

 

Norbert's expanded Laserbeam thing was also included, although changed up a little bit to make stacking easier.  See the read me that is included.  Questions or issues...  Post them and I'll see what I can do.  Now, what's for dinner? 

 

Edit:  I forgot how Carbon likes to go big or go home so...

 

Huzzah!

on Jan 03, 2012

Stant123
Huzzah!
*slaps* not good enough!!

like this *deep breath*

    ************HUZZAH!*******

on Jan 03, 2012

on Jan 03, 2012

Boshimi, I think you meant to put up this one:

 

 

 

Oh, and by the way, I fixed the missing string and icon in flagships while I was at it.

on Jan 03, 2012

Thanks Stant for all your hard work.

on Jan 03, 2012

Stant123
Edit: I forgot how Carbon likes to go big or go home so...



Huzzah!

 

BadTune
Huzzah!

*slaps* not good enough!!

like this *deep breath*

************HUZZAH!*******

 

Im not sure if this was a compiment or an insult. I'll take it as both!!!

 

 

 

on Jan 03, 2012

*strangles Stant* Stop ignoring my input!!!!!

 

you forgot to fix the vasari Flagship research in your re-release >.<

*rolls back folder* <--love that function

on Jan 03, 2012

It is an homage. We plan on erecting a statue come Rebellion. I mean, unless you want to erect one now. Just make sure the boss doesn't catch you.

on Jan 03, 2012

BadTune
you forgot to fix the vasari Flagship research in your re-release >.<

What was wrong with it in the first place?  What do I need to do to fix it?

on Jan 03, 2012

Draakjacht
It is an homage. We plan on erecting a statue come Rebellion. I mean, unless you want to erect one now. Just make sure the boss doesn't catch you.

Can I get this in a signed contract?

on Jan 03, 2012

SpardaSon21

Quoting BadTune, reply 6685you forgot to fix the vasari Flagship research in your re-release >.<

What was wrong with it in the first place?  What do I need to do to fix it?

it is un-select-able and appears half way behind the bombing range increase tech

gotta change the block line to block 2 and the coordinates from [ 5 , 4 ] <---hanging off the bottom of the tech tree

to [ 5 , 1 ] <--- 2 tiers right of hull tech

on Jan 03, 2012

Damn, the files are in BIN format, and I can't get Harpo's GUI to work.  I guess I'll have to do some command-line stuff then.

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