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 447)
562 PagesFirst 445 446 447 448 449  Last
on Jan 03, 2012

his textbinner not working?

 

on Jan 03, 2012

I downloaded his latest one in his utilities pack, and when I tried to run it, it gave me a runtime error about a module not being found.

on Jan 03, 2012

Just played for exactly 4 hours and 45 minutes before ragequitting.

I'm using DS 1.00, DS 1.00 Efficiency, Powerful Pirates and Dynamic Movement and I have to report that everything works perfectly (except for the occasional crach, but that's due to the game's limitations), except for something that happened seconds before I quit.

That something was a massive explosion (either the effect or the cause, not sure) showing me that 20 of my cap ships, along with 10+ allied had just blown up, after being at full hull and 50% shield (mine, allied were down to 50% hull) just seconds before in a massive pirate base fight (Pirates had about 5 out of 30+ caps left before the kaboom and the Starbase and most of the runts were already destroyed).

If I didn't know better I'd say someone popped a nuke, but, all the Pirate ships were unaffected (not to mention they were all lvl 1 or 2, while ours were 6 or higher).

So, anyone have any ideas of a Pirate superweapon or anything else that could do that to our ships?

 

P.S.

In case you're wondering how could the Pirates have so many cap ships at one base, it's due to my allied AI being too stupid to take out any of the 3 waves sent at him and letting them return to their base and just wait there.

on Jan 03, 2012

Just out of curiosity, were they any Vasari players in your game.....

on Jan 03, 2012

Yup, my ally was Vasari (I was TEC). Also, our opponents were an Advent and a Vasari, but they weren't involved in the fight.

on Jan 03, 2012

Hmmm, unless you stumbled upon a bug. I'll say you was hit by the Vasari super weapon, the Kosteru (sp?)

on Jan 04, 2012

Nope, the base was already destroyed (thanks to my 27 TEC superweps ), so they couldn't fire theirs at it, and even if it was their superwep, it would damage the Pirates aswell.

on Jan 04, 2012

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

I didn't ignore it, I actually did it in my text copy of everything and forgot to copy it into the bin version once I had everything all worked out.  I mean I did fix your other complaints right?  Like all of the missing strings and images, as well as including the fix to the planets as part of the efficiency pack...  So you really have no basis for claiming I'm ignoring you, because if I was, I wouldn't have done any of that either...

Why so hostile to me?  You know that's just gonna piss me off and an angry me is not good for anybody. 

 

Anyway you ungrateful turd...    Re-uploaded once more, just for you, with the Vasari thing fixed and all previous links to it pointing to the new one also.  For everyone else who doesn't really give a damn about it, don't worry about it, it still works, it's just a little bit cut off...  For anyone who just wants the single file, download it from here and put it into your flagship's gameInfo folder.

That something was a massive explosion (either the effect or the cause, not sure) showing me that 20 of my cap ships, along with 10+ allied had just blown up, after being at full hull and 50% shield (mine, allied were down to 50% hull) just seconds before in a massive pirate base fight (Pirates had about 5 out of 30+ caps left before the kaboom and the Starbase and most of the runts were already destroyed).

Hahahahahahaha!

Hang on a second...

Hahahahahahaha!

You have no idea how happy it makes me to hear that.  In Powerful Pirates, some of the pirate ships give up some special abilities that they would normally have and instead replace them with the same ability as the TEC starbase's self destruct.  So in essence, the pirates had done the research and someone had almost killed a ship with that ability and they unleashed hell on you.    Lord Ryat's pirates don't screw around with making your death entertaining to me. I'm not lying when I say we want them to be a force to be reckoned with.

Now to get them starbases back to having 1K dps and tens of thousands of hitpoints and adding in pirate mine layers with uber powerful mines. 

 

SpardaSon21
I downloaded his latest one in his utilities pack, and when I tried to run it, it gave me a runtime error about a module not being found.

You may have to dig back in one of the threads, but I believe something like this was mentioned before and a fix posted.

Edit:

Not sure if it's this or not, but it's something.  https://forums.sinsofasolarempire.com/353296/page/5/#2532275

on Jan 04, 2012

SpardaSon21
I downloaded his latest one in his utilities pack, and when I tried to run it, it gave me a runtime error about a module not being found.

sparda ,what is the file name being complained about?

was it MSFLXGRD.OCX or RICHTX32.OCX, I would expect it to be the RICHTX32.OCX as the grid control was not used on the textbin gui.

harpo

 

on Jan 04, 2012

That something was a massive explosion (either the effect or the cause, not sure) showing me that 20 of my cap ships, along with 10+ allied had just blown up, after being at full hull and 50% shield (mine, allied were down to 50% hull) just seconds before in a massive pirate base fight (Pirates had about 5 out of 30+ caps left before the kaboom and the Starbase and most of the runts were already destroyed).

Muhahahahahahahahaha!

FEAR THE PIRATES OF DS!

on Jan 04, 2012

lol, only got violent 'cause i dled the the DAY AFTER i fixed that file and it irritated the piss out of me

I don't mean 24 hours, I mean I fixed it 'round 1am and installed yours around noon time

it's like carrying boxes up 4 flights of stairs and someone dropping them down the stair well when you get the last one up there

 

and I may have to look into the Powerful Pirates a bit more, and thank my lucky stars I load all my caps that CAN disable abilities with that god send of a skill apparently

Frontal shield<Detonate Antimatter

Self-Destruct<ion bolt/Magnetize

Self-Destruct In Progress<Phase shift >=3 Yes, I use a lot of Marauders, and yes they piss off pirates quite well when you jack up anti-matter and armor Techs As Vasari I make at LEAST half my total cap ships are marauders when fighting Ryat's Legion of swashbucklers

on Jan 04, 2012

harpo99999

Quoting SpardaSon21, reply 6692I downloaded his latest one in his utilities pack, and when I tried to run it, it gave me a runtime error about a module not being found.

sparda ,what is the file name being complained about?

was it MSFLXGRD.OCX or RICHTX32.OCX, I would expect it to be the RICHTX32.OCX as the grid control was not used on the textbin gui.

harpo

 

It doesn't list a file name.  It says there's a run-time error with a bunch of numbers after it, then below that it says there's an automation error and the specified module could not be found.  All of your GUI programs throw the exact same error when I try to run them.

on Jan 04, 2012

Stant123

Hahahahahahaha!

Hang on a second...

Hahahahahahaha!

You have no idea how happy it makes me to hear that.  In Powerful Pirates, some of the pirate ships give up some special abilities that they would normally have and instead replace them with the same ability as the TEC starbase's self destruct.  So in essence, the pirates had done the research and someone had almost killed a ship with that ability and they unleashed hell on you.    Lord Ryat's pirates don't screw around with making your death entertaining to me. I'm not lying when I say we want them to be a force to be reckoned with.

Now to get them starbases back to having 1K dps and tens of thousands of hitpoints and adding in pirate mine layers with uber powerful mines.


Muhahahahahahahahaha!

FEAR THE PIRATES OF DS!

Awesome, didn't know the Pirate ships could do that. It was annoying when I thought it was a bug, but now that I know it's intended, it's downright godlike .

Keep up the good work.

on Jan 04, 2012

Stant123
Hahahahahahaha!

Hang on a second...

Hahahahahahaha!

You have no idea how happy it makes me to hear that.  In Powerful Pirates, some of the pirate ships give up some special abilities that they would normally have and instead replace them with the same ability as the TEC starbase's self destruct.  So in essence, the pirates had done the research and someone had almost killed a ship with that ability and they unleashed hell on you.     Lord Ryat's pirates don't screw around with making your death entertaining to me. I'm not lying when I say we want them to be a force to be reckoned with.

Muhahahahahahahahaha!   

FEAR THE PIRATES OF DS!

You sneaky bastards, I didn't know they did that!!!!!!!!Ack2

on Jan 04, 2012

G_Bison
You sneaky bastards, I didn't know they did that!!!!!!!!

They've been able to for a long time it's just that the pirate research was a little buggy.  That got fixed in one of the recent patches to the game so they actually do make a serious attempt at researching things...  My games never last more then a couple of hours, so I never know if they've ever researched it or not.

 

BTW, Ryat, on a more serious note, I think that we should also add in the ability that the Advent have that let's their caps slowly gain levels, just cap it off sooner like at level 4 just so, 4-5 hours into the game, all those ships just left unchecked would be somewhat on par with everyone else.  Something to consider for Rebellion.

562 PagesFirst 445 446 447 448 449  Last