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 464)
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on Feb 15, 2012

It's not a problem with the mod, it's the map you're choosing.  Read its description.

"Fleeing as outcasts from the Sol System, the ancestors of the Advent reach Sirrius."

DS incorporates Celestial Bodies into it and the CB in front of the name means it comes from that.  Many of the CB maps are set up like a campaign with a specific purpose in mind.  This particular map pits Advent against the Vasari.  You're not getting a random faction.  The map will override your selection every single time because that's how it was set up.  It's the same thing as the CB map Birth of the Trade Order.  All four factions are TEC no matter what you pick because it wouldn't be very correct to have Advent and Vasari on that map as they didn't exist (technically) during the creation of the Trade Order.

Play one of the other maps that isn't prefaced with CB and you should be fine.

on Feb 15, 2012

That is a CB(Celestial Body) map. Most of those are suppose to be played as the faction it gives you.

Its what the designer of those maps had in mind for map based story/campaign.

on Feb 16, 2012

So Ryat.  Guess what I just saw?  I'm playing a 6 player game (as Vasari) against 5 AI's trying to get the thing to crash, and I cycled through the players and queued up the flagship research for every player and continued playing the game...  After awhile I get word that I lost a couple of caps one after the other and I look...  3 of the AI's brought in flagships to spank my starbase and fleet holding a choke point into my empire.    So at least I can confirm that as long as the item is researched, they will build the ship...  And as long as the escape pods stay as the cargo role type, they hide at home until converted.  Though the in game behavior is to respawn the damned thing immediately after the escape pod reappears leading to a chain of fighting forever, so we'll probably need to have a look at creating a delay before the ability can be used so that they flee first.

on Feb 16, 2012

AWESOME!

True, maybe a 5 minute delay or something.

on Feb 16, 2012

Hi, 

First of all let me tell you that I am having great fun with the mod after being away from the game for quite a while. 

One thing that I remember reading in this thread was how to remove the ability of the AI to use the superweapons but for the love of god (and my sanity) I am unable to find it even with Google search . (I bet its somewhere close and I just can't see it). 

Anyway, could anyone tell me how to remove the ability of the AI to use/build superweapons? 10v1 Hard AI feels kind unfair as my planets get bombarded all the time. 

It would be great if there was a mini mod for it as well, as I would hate losing both my 10h+ savegames

 

Thanks!

on Feb 16, 2012

You'll have to edit the entity file for the super weapons to turn autofire to false.  I don't have the time right now, otherwise I'd do it myself, but if you haven't worked it out on your own, I should get to it by Sunday.

 

Other options are to build starbases with the aux government upgrade so you can't lose them from that, send out strike teams of structure killers to handle the superweapons, use your own superweapons back on them so they can't use it on you.

on Feb 16, 2012

edit: Plug for possible Sins roleplaying game.

Carry on...

on Feb 17, 2012

Stant123
You'll have to edit the entity file for the super weapons to turn autofire to false.  I don't have the time right now, otherwise I'd do it myself, but if you haven't worked it out on your own, I should get to it by Sunday.

 

Other options are to build starbases with the aux government upgrade so you can't lose them from that, send out strike teams of structure killers to handle the superweapons, use your own superweapons back on them so they can't use it on you.

 

Thanks for the reply. 

 

 

Other options are to build starbases with the aux government upgrade so you can't lose them from that.

 

I am already doing that, but my OCD tell me that I must have all the planets in perfect condition. Sometimes it gets worse and they all need to be of the same color as my homeworld

 

Send out strike teams of structure killers to handle the superweapons.

Already doing that, but playing in a huge map with 5 galaxies against a hoard of enemies sometimes I feel they are re-building them instantly

Use your own superweapons back on them so they can't use it on you.

I think superweapons detract from the type of long scenarios I usually do so I don't even research them

 

But thank you for the reply, I will look into what you suggested. 

on Feb 17, 2012

By autofire I mean on the ability entity files ( Ability(Phase/Psi/Tech)OrbitalCannon ) look for the lines that says "isAutoCastAvailable" and "isAutoCastOnByDefault" and set them both to FALSE.  They're not included in the DS mod, so you'll have to go to your core game's GameInfo folder and copy them from there and put them in the DS GameInfo folder.

on Feb 17, 2012

Can I combine Distant Stars 1.00 with 7 Deadly Sins 2.5?

Both Mods are individually very good. But how is it possible to play both at the same time without bugs?

 

And can someone translate 7 Deadly Sins into German?

on Feb 17, 2012

No, you can't combine the two mods, and you'll get a German translation as soon as someone who speaks German volunteers to do a translation for us once our strings are finalized.

on Feb 17, 2012

Jeremy0022
Can I combine Distant Stars 1.00 with 7 Deadly Sins 2.5?

Both Mods are individually very good. But how is it possible to play both at the same time without bugs?

Well yes and no.

Yes in that it is "technically" possible.

No in that it would require so much recoding and testing that it would be easier to write a new mod from the ground up.

on Feb 18, 2012

Not to mention that you'd blast your way past the 2gig limit for Entrenchment so fast that it really wouldn't be worth the time to do.  Sorry dude.

Jeremy0022
And can someone translate 7 Deadly Sins into German?

According to Sparda, no, but Distant Stars has translations posted by ZombieRus I believe a few pages back or so...

on Feb 20, 2012

Playing a huge single map with 10 players. Effects settings turned all the way down. 7 hours in. Every time I get hit with a super weapon it dumps. http://illuminist.net/sinsdump.rar

on Feb 20, 2012

Arakcheev
Playing a huge single map with 10 players. Effects settings turned all the way down. 7 hours in. Every time I get hit with a super weapon it dumps. http://illuminist.net/sinsdump.rar[/quote]

You're dump does not good. Give a save game and your checksum.

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