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 451)
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on Jan 10, 2012

Wonder if this is an issue with the Steam version. Try running the game from the files and not Steam.

on Jan 10, 2012

Assuming it crashed when you hit Apply Changes, the first thing to do is try unzipping your original download again. Make sure you have the latest version of 7zip.

If that doesn't do it, then you can try redownloading them. Every so often a corruption occurs during the transfer.

If it's still messed up, then we have an issue. I get a minidump on start up once every 50 times or so, but nothing consistent. You can try what Ryat suggests, as I know nothing of Steam's function, BUT what I know for sure is that you want to test it with the same add-ons every time. You change a variable and the whole experiment doesn't mean squat.

 

on Jan 10, 2012

ah Steam,just when you think the game can't get any better, they release an unnecessary patch that does the exact opposite and then you have to reinstall and deny the patch each time you log in.....ah "progress"

.....honestly have nothing to contribute this time.....just making the above statement

on Jan 11, 2012

...

on Jan 11, 2012

good hustle, boshimi

on Jan 11, 2012

Well I tried redownloading and re-extracting but those two mods still cause mini-dumps for me when I try to apply them to the game. :/ Oh well. The main part of this mod is absolutely awesomely amazing. I also run the game from the files as I do not trust steam, or their fancy overlay. lol

I have another question. Is it possible to add envoy ships in the Forge? I am making a map and placing a few units in certain places, but I noticed that envoys are not one of the options available. I look around the forum and found the Diplomacy Forge which claimed that it had envoy ships in it. So I took a look and noticed that it did have that as an option to add to planets and the like. I remembered that stant, at least I think it was stant lol, said that you can use any mod in the Galaxy Forge if you use it's GalaxyScenerioDef file. So I found the entries in the Diplomacy Forge for the envoys, copied them into the GSD for DS, incremented the planetItemTypeCount by 3, and saved that file. Then I put that new envoy GSD in my own mini-mod and the Galaxy Forge folder. Made a simple test map where the PLayer0 planet should have one of each type of envoy at the start but alas, it did not work. There were no envoy ships, but there was a few of the standard things that I added in. Any ideas?

If this is the wrong place for this question, I'll move it to wherever it is better suited.

EDIT: I discovered that Flagship has it's own GSD. Whoops! Silly of me to not check all the mods I have active. Moving my mod to the top solved the problem! Although I still added the changes in Flagship to my mod for safety. I think I'm starting to get a hang of this modding thing. lol.

on Jan 11, 2012

senort11
EDIT: I discovered that Flagship has it's own GSD. Whoops! Silly of me to not check all the mods I have active.

So for the record, before I start tearing my shit apart again trying to recreate your mini dumps, everything is working and what wasn't working was something you messed with, but is fixed now?  Am I understanding that right?

senort11
I have another question. Is it possible to add envoy ships in the Forge?

Yes.

senort11
I remembered that stant, at least I think it was stant lol, said that you can use any mod in the Galaxy Forge if you use it's GalaxyScenerioDef file.

Yes, but the options will only work for the mod you took the GSD file out of, well, the options that aren't shared.  Many mods incorporate Sins Plus and Celestial Bodies, so those options would carry over between, but other custom stuff wouldn't.

senort11
So I found the entries in the Diplomacy Forge for the envoys, copied them into the GSD for DS, incremented the planetItemTypeCount by 3, and saved that file. Then I put that new envoy GSD in my own mini-mod and the Galaxy Forge folder. Made a simple test map where the PLayer0 planet should have one of each type of envoy at the start but alas, it did not work. There were no envoy ships, but there was a few of the standard things that I added in. Any ideas?

Did you also put that GSD in the top minimod's folder?  You sound like you're doing things right, but I just want to make sure you used the upper most minimod's GSD file (if it doesn't have one, then go to the next one in the list until you have one) and made the changes there and then copied it over to your forge.  If you just took it from the core game and then used flagships, for example on top of that, then your changes wouldn't show up in the game because the GSD for flagships wouldn't have those changes.

on Jan 11, 2012

senort11
Moving my mod to the top solved the problem!

Go with it, Stant.

on Jan 11, 2012

Honestly, I do want to know, I made some tweaks and silently updated all of the links a little while back.  If things got broken again, then I'd have to fix them again...  Plus now I know I need to make some changes to all of the GSD files to include envoys for forge placement (and create a couple icons for new content added), so might as well get it all done in one shot if there is a mini dump problem.

on Jan 12, 2012

Hey Stant,

 

Not everything is working. I still have the same problems from earlier in the thread where trying to activate Power Pirates or any the DS Laserbeam mods still causes 100% consistent minidumps, if that is what you are asking. I'm still not sure why this is happening.

 

The mod I created to add envoys to the forge is separate from the mini-dump problem I was/am having. I can try any other suggestions you have. It's probably just a problem on my end if no one else is having this problem. 

on Jan 12, 2012

From GoaFan's 4x mod...

Improved Diplomacy and Espionage

In an attempt to make Diplomacy easier to pursue, the functions of Vanilla envoy cruisers have been given to a new entity called embassies. Embassies are built by envoy cruisers around planets owned by other player and cost no fleet supply, potentially allowing one envoy cruiser to build enough embassies to max out your relations. The embassies themselves have the former abilities of envoy cruisers, but do not have diplomatic immunity, so you should only build them on friendly planets. Also to make up for embassies being easier to deploy and maintain, the max relationship bonus per planet has been reduced to +1, so you will need to have more embassies than vanilla envoys.

To give envoy cruisers another use after building enough embassies , they have been given 3 new espionage abilities. One shared among all three is the ability to deploy a phase probe, which is basically a mine modified to spy on the gravity well it is deployed in instead of explode. Like other mines it can only be removed by scouts once set up, and are a great way to get intelligence on distracted players. They will only work in neutral or hostile gravity wells however, to prevent players from laying them in friendly gravity wells of players they intend to backstab.

The other two abilities are unique for each faction, but they are all used against enemy planets, with one lesser ability that can be used a safe distance away from the planet and one greater ability that needs to be used right next to the planet. Their effects range from simple trade penalties to completely halting population growth, and last for several minutes, though the cool downs are even longer to prevent them from being used on multiple planets. Also the diplomatic immunity ability has been mortified to prevent envoys from using other abilities while invulnerable, so its best used to allow your envoys to escape after using the abilities, not for breaking into fortified planets.

Enhanced AI

While the Sins AI is not very moddable, a few modders, most notably ZombieRus5, have discovered a few tricks that can improve their performance. A few of them have been included in this mod.

The advent homing mine squadron has been removed from advent carrier cruisers (the AI would often just build many squadrons of mines, then bring them into combat without deploying them, making carriers a dead weight on its fleet supply and economy). Instead, the carrier can deploy homing mines with an ability like the Vasari minelayer. While this means you can no longer deploy squads from across the gravity well, the ability to keep your strikecraft deployed at all times should more than make up for it.

Each faction's AI has been given certain techs it now prefers to research. The AI is quick to get research that unlocks ships or abilities, but other abilities are mostly ignored unless it has so many resources it doesn't have anything else to use them for. While the AI will still prefer to max out its available fleet supply than research, it will now get certain techs, like Phase Missiles for the Vasari or Armor for the TEC, much quicker than normal.

----

Have we ever considered creating a new frigate or cruiser to perform the espionage abilities and add that research to the diplo tree?

Have we incorporated any of the AI ideas here? Advent homing squadrons (when used by the AI) do suck after all.

on Jan 12, 2012

senort11
I still have the same problems from earlier in the thread where trying to activate Power Pirates or any the DS Laserbeam mods still causes 100% consistent minidumps, if that is what you are asking.

Yes, that is exactly what I'm asking.  Thanks.

Draakjacht
Have we ever considered creating a new frigate or cruiser to perform the espionage abilities and add that research to the diplo tree?

Have we incorporated any of the AI ideas here? Advent homing squadrons (when used by the AI) do suck after all.

Continue development after release?  WTH? 

on Jan 12, 2012

That sounds fracking awesome, I may have to get Dip and try this out, instead of waiting for Rebellion...

on Jan 12, 2012

*Swats Bison starting a stampede*

Run my friend, run.  You and your companions all need to be getting diplomacy and crush anyone who doesn't have it.

on Jan 12, 2012

Stant123
*Swats Bison starting a stampede*

Damn bitch, move....

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