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 474)
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on Apr 09, 2012

about savannah planets, I think they should be slightly smaller in populations. As for city planets, its all fully blasted city, no surface water, just a huge planetopolis. So I expected about 1,500 to 2,500 pop. Though it might generate an unfair amount of credits, but eh, if the enemy wants it they have it.

on Apr 09, 2012

Twilight_Storm
I like to view the populations as each 1 as how many millions of people there are.  It's a lot more realistic that way, otherwise as slow as the populations rise, there's no way you would have enough people to crew all those frigates and stations. 

-Twi

 

I posted in a dead threa that 1 unit of population is equal to 25 million people. And the reason asteroids have 500 million people is because most live inside the asteroid as I believe. City planets have 25 billion which would be moderate for a planet completely covered in a shanghai/new york enviornment. I used 25 million as a reference off of the normal unresearched terran pop of 280/7,000,000,000 and I get 25,000,000. Which pretty much settles it. figure out the rest with the equasion to find out planet populations.

on Apr 09, 2012

wot?

don't try to apply logic to SOASE, it just blows up things.

on Apr 09, 2012

Eye spy with my little eye....

 

 

 

DS Lore posts!!!

 

I should get back to that.... Kinda left it hanging....

on Apr 09, 2012

Applying logic doesnt blow things up if you connect the entire game.

The distance between a planet and the closest ships can get is a way of changing scales. That is about all the planet logic I got.

 

on Apr 09, 2012

RHEmpire300
Stant, I downloaded your file but it had an error and closed the little window showing it when I opene it with winrar, all I got was a folder with gas giant and normal efficiency, is that supposed to happen? Because I was searching all the folders and there were no icons.

No that's not what you should have, the file is supposed to be 14.1 megs packed, 20.6 unpacked, and contains 13 minimod folders.  One of the folders in there is labelled as galaxy forge where you will find all of the icons.  I PM'd you with an alternate location of where you can download it from me directly if the other link is being retarded again.

on Apr 09, 2012

stant it was fixed on the second download.

on Apr 09, 2012

-Norbert-
Is it normal, that the pirates get riduculously high damage in a long game?

Something like 1400+ damage with the starbases missiles, 130+ from the Corsairs autocannons, or 70+ from the rogues lasers?

And all that without the powerfull pirates!

Maybe not that high but yes they can get very powerful if you feed them long enough.

on Apr 09, 2012

Though, guys, if you want to answer me this. Then quote my question and answer if ya like.

 

What if your favorite planet?

on Apr 09, 2012

There is a problem with TEC on this mod.

 

It's happened to me a few times and I'm not sure how to get around it. I play full tilt. Big maps, multiple enemies, large fleet (32 capital ships).

 

TEC opponents get up to eight Akkan Battlecruisers and just spam Peace Accords (or whatever the skill is). So I'll have a single battle last for 30 minutes as I slowly, and I mean slowly, widdle them down maybe 1000 hitpoints at a time with everything focused on a single Akkan. I've had a single battle last an hour because of this. Once the Akkans are down, its over. It's just sort of ridiculous that they can do that for so long.

on Apr 09, 2012

leuthesius, just study their strategies, then you use it yourself, look at any mistakes, and improve with that strategy.

on Apr 09, 2012

It's happened outside of this mod, but yes, sometimes they do that... annoying. The good news is that you can draw off numbers by striking elsewhere.

on Apr 10, 2012

Leuthesius
TEC opponents get up to eight Akkan Battlecruisers and just spam Peace Accords (or whatever the skill is). So I'll have a single battle last for 30 minutes as I slowly, and I mean slowly, widdle them down maybe 1000 hitpoints at a time with everything focused on a single Akkan. I've had a single battle last an hour because of this. Once the Akkans are down, its over. It's just sort of ridiculous that they can do that for so long.

An issue with the AI. I thought we had changed that ability to not autocast (the only way to get an AI to use it) but I guess not.

on Apr 10, 2012

Maybe not that high but yes they can get very powerful if you feed them long enough.

So does that mean there is something wrong with my installation, because those numbers are not exaggerated. I still have the savegame, so I could show you screenshots.

And I was mistaken in one regard. The one with 76 damage wasn't the rogue, it was the cutthroat, which starts out with 9 damage. That's 8.4 times the base damage and naturally caught me as simply wrong. I mean the player can get something around 80% damage boost with research, treaties and kinetic intensifyer and the pirates get more than 700% boost?

That just can't be right.

The only thing that I changed myself was adding two lines of research that boost disintegrator (chaosbolt) and psionic surge (spiritblade) damage and add two additional stages to the starbase defense upgrade research (unbreachable hull, ect), but neither of those ever caused any problems in older DS versions.

So the questions remain, what went wrong and what can I do about it?

on Apr 10, 2012

Leuthesius
There is a problem with TEC on this mod.

 

It's happened to me a few times and I'm not sure how to get around it. I play full tilt. Big maps, multiple enemies, large fleet (32 capital ships).

 

TEC opponents get up to eight Akkan Battlecruisers and just spam Peace Accords (or whatever the skill is). So I'll have a single battle last for 30 minutes as I slowly, and I mean slowly, widdle them down maybe 1000 hitpoints at a time with everything focused on a single Akkan. I've had a single battle last an hour because of this. Once the Akkans are down, its over. It's just sort of ridiculous that they can do that for so long.

 

Its not a issue with the mod, Vanilla Sins will this also.

 

 

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