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 452)
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on Jan 12, 2012

Stant123
Continue development after release? WTH?

We were.

Then SWTOR showed up.

on Jan 12, 2012

Quoting Stant123,
reply 6762
Continue development after release? WTH?

We were.

Then SWTOR showed up.

ba-zing!

on Jan 12, 2012

Yeah, between that and Minecraft, Star Ruler, League of Legends...Carbon is out of the mod loop.

 

Forgive me Peons and Thralls [e digicons]'[/e]

on Jan 12, 2012

*chucks Thrall's hammer at Carbon* I have 4 papers to write, reciprocal teaching assignments, and  I'm goin on dates man, and I still have time to contribute/antagonize DS team while tinkering in the mod. Common Carbon, you're better than all that noise, i know you can push DS back into the schedule. Just imagine how backwards it would be if I ended up in the DS "contribution" list and had my name in there on the loading screen >.>   even weirds me out  a bit

 

also..I miss the rants

on Jan 13, 2012

senort11
EDIT: Well, the mod started working on it's own randomly. So I tried to add all the mini-mods back in to see if they would work too, and they didn't. I am still getting minidumps. However, after trying many combinations of mini-mods and DS, I have found that having Powerful Pirates and/or the Laserbeam mod active. The game does not crash with any of the other mini-mods enabled, including the PP compatibility mods for DM and Flagship.

So I've figured out that when running flagship and powerful pirates together, I missed an entity reference in the merged portion and thus the game would crash, I fixed that.  However, I haven't been able to duplicate any crashes with the laserbeams, nor am I getting any unexpected errors from the Dev.exe.  So you're gonna have to remove the minimods that you have and start over one last time and if you're still experiencing crashes 100% of the time, let me know exactly what you did with the efficiency part of the pack (ran it as a minimod or overwrote the files in the main mod) what you have enabled and in what order and what your checksums are for each option that crashes so I can match things up exactly as you on my end and try to come up with something.

 

 

Anyway, that aside, I made some further optimizations to the GSD file (removed unnecessary spaces, I think I got them all now, and removed a couple duplicate entries) as well as added in the envoys so they can be added via the Forge.  Removed unused icons from the forge folder and added in the two missing deepspace options so everything present should be used, and every option should give a unique picture (except for the Sol Star since it's a yellow star after all)...

Here's the link for the latest:

http://www.filefactory.com/file/c174e27/n/DS_Efficiency_-_AddOn_Pack.rar

 

For those that have already downloaded it before, if you get this one, delete all earlier copies before moving it to your mod folder.  As always, let me know what isn't working.

 

Update: fixed the little errors that pop up in the minimods so they play as smooth as they can like the core mod.

on Jan 13, 2012

How many mods can claim to have this variety of mini mods?

on Jan 13, 2012

Draakjacht
How many mods can claim to have this variety of mini mods?

none

on Jan 14, 2012

I dont know,

Zman work has alot of mini mods if ask me. But thats only b/c he does a plug and play style to get a customized mod for your playing exeperience

 

on Jan 14, 2012

but is it part of a greater whole?

Although yes, Zombie does mucho moddo

on Jan 14, 2012

Draakjacht
but is it part of a greater whole?

Ya. I don't think anyone has more mini-mods that build on top of the main mod than my stuff now. Though I'm glad I can point at DS for their mini-mod work when people bitch about mine.

I have:

my own variation of flagships (from my previous mini-mod) for each faction in my mod including BSG.

3 different planet packages (more possible) that will also change out the random encounters and home planet textures.

A militia mini-mod for each race, besides flavor/RP it kinda ranges from really easy militia to uber hard 

My moon base addon (WIP)

My artifact addon (WIP)

Some other silly addons

Each race is basically a mini-mod too with Alliance (Pending), Archailect (Pending), Hypercorp, Rogue, Nephilim, Plague, Colonial and Cylon. TEC, Advent and Vasari are treated like mini-mods too for my extensions as well as removing them from race selection.

And the Core which is basically the one ring that unites them all.

 

I'm also looking at how I create a Distant Stars compatible version with my factions. It just needs to be something scripted so I don't have to do a lot of manual work each time something changes in my mod or DS.

on Jan 14, 2012

Well, I guess my question was more like, given the way it's described, are those all mini-mods or is there a unifying whole. I guess the BSG core components fill in that role. Nice work.

Even still, DS has a good number and I don't care what people say about the difficulty in making sure they stack right and all, I think having those options is great. I really just play with lasers and flagship on top of DS Efficiency (as I call it), but I am looking to start having fun with someone else's graphics package, whether I tear it up for myself or not.

on Jan 14, 2012

Draakjacht
Well, I guess my question was more like, given the way it's described, are those all mini-mods or is there a unifying whole. I guess the BSG core components fill in that role. Nice work.

The unifying piece is the SotF Core. If you want a BSG only mod you'd activate the Colonials, Cylon and Core. If you wanted to take the Colonials up against the Plague you'd activate the Colonials, Plague and Core. And so on and so forth. The mod you play is based on the pieces of the mod that are activated in addition to the stock components that aren't overridden.

Draakjacht
Even still, DS has a good number and I don't care what people say about the difficulty in making sure they stack right and all, I think having those options is great. I really just play with lasers and flagship on top of DS Efficiency (as I call it), but I am looking to start having fun with someone else's graphics package, whether I tear it up for myself or not.

Definitely agree here. It's nice to be able to change things or try out new ideas within the constraints of the mod/game you already enjoy.

on Jan 14, 2012

ZombiesRus5
The unifying piece is the SotF Core. If you want a BSG only mod you'd activate the Colonials, Cylon and Core.

Okay, for some reason it wasn't clicking with me that you did SotF. I get it now. It's definitely a unique design in that the nucleus alone serves all the mini-mods more than it stands on its own. Great for adding/subtracting races without fighting with the memory limits. Personally I would like to play with the Homeworld version of that, but I cry in knowing that the mechanics are not compatible.I've said elsewhere that such a beast would have to be structured like the Total War series, seeing that micro-managing multiple battle in HW fashion would be too difficult for most to do simultaneously.

on Jan 14, 2012

Minimods...

How do I hate thee? Let me count the stacking ways.
I hate thee to the depth and breadth and height
My monitor can display, when feeling out of sight
For the ends of files all need a space.
I hate thee to the level of everyday's
Most headache giving need, by sun and screen-light.
I hate thee freely, as men strive to debug Right;
I hate thee purely, as the Karma counts Raise.
I hate thee with a passion put to use
In my old files, and with Harpo's Tools I have faith.
I hate thee with a hate I never seemed to lose
With my lost versions, --- I hate thee with the breath,
Swears, beers, of all my life! --- and, if the Players choose,
I shall still hate thee more after the core mod's death.

 

 

 

BTW, since there was only 1 download, I went ahead and updated the last link again early this morning because I had finished going over the minimods and reduced their load up errors to 0.  There's still a couple in game ones I need to track down, but whatever.  In due time.

on Jan 14, 2012

*gives Stant a new Steeler's jersey, a 12 pack, and a (looks like)gold watch* thank you for your ongoing years of service and dedication.

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