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 480)
562 PagesFirst 478 479 480 481 482  Last
on Apr 29, 2012

Need more info.

 

Did you download version 1.00 (for Diplomacy/Trinity) from the link in the OP?  http://distantstars.mmobase.com/diplomacy/Distant_Stars_(D)_1.00_%5B45685027%5D.7z

When extracted and placed in your mods folder, do you have the correct folders in the correct places?

When you run the game and enable the mod, do you get the correct checksum?  45685027

Have you added in anything extra like my efficiency pack which will change the checksum?

 

 

When you first noticed that you had a bad checksum, did you redownload the mod or did you just re-extract what you had?

When you extract the mod, do you unarchive it to your desktop, or do you unarchive it in the mods folder?

When you had the mod extracted from the archive, did you delete everything out of your mod folder or did you just overwrite old data?

on Apr 29, 2012

I have it in the diplomacy 1.34 folder.

 

I DELETED everything before re-downloading the mod. I put the mod in the correct folder. I noticed the checksum in game right when I went to apply the settings.

 

Clearly it doesn't work in game so that's why I went here.

on Apr 29, 2012

Humm I might have downloaded the wrong one though. Re-downloading now.

on Apr 29, 2012

Humm the link up top is the wrong mod. I downloaded your link and it works.

 

Thanks!

on Apr 29, 2012

Glad you got it working.

 

on Apr 30, 2012

Come to think of it, why are black holes normal system nodes (like planets, asteroids ect.) and not like suns (with connections to other sunsystems)?

Since black holes were suns once, wouldn't them being key nodes (or however you want to call what suns are at the moment - I have no idea how the games calles them) make more sense?

on Apr 30, 2012

It does make more sense in a reality sense. Game sense, unfortunately, is that the AI can't handle the black holes so they are limited.

on Apr 30, 2012

This story also takes place more than 1,000 years from now, yet they stll refer to chemical propellants and laser cannons. Honestly, I'm not playing this for its realism.

on May 01, 2012

Black holes can still be used as stars on custom maps using the forge or the in-game map creator.  See black 5 for example.  They were removed from the random settings because as Ryat said, the AI treats them as they do every other star and takes the shortest route through ultimately costing them their fleet.  You'll see this behavior even with the companion black holes.  Unless the phase lanes are at a 90 degree angle (or less) from each other where the AI can easily avoid the damage, they just plow head first right into it and die.  It's fun to watch and a godsend for newbie players needing relief from pirate raids, but anyone with any amount of skill who can take on an AI and win can simply just exploit them and abuse the dumb AI.

 

Of course, if you're like me and you enjoy the random games having them, all you have to do is open up the galaxy scenario definitions file (it's already in text format) and right there at the very top (so you don't have to go searching for it) are the random non green and random star lists.  Just increase the count in each by one and add in a line for "BlackStar" to both and poof, they're right back in.

on May 02, 2012

Thanks for the tip, I'll try that out when I got some time to play.

But why does the game differentiate between green stars and others?

on May 02, 2012

well, particle forge always says it stopped working right when I try to run it so your outta luck, and the converter opens up the cmd but the cmd immediately shuts down, so you are outta more luck. And I am outta the team

on May 02, 2012

-Norbert-
But why does the game differentiate between green stars and others?

Because the core game has red, yellow, blue, and green stars, and while it's technically not impossible to have a green star, the circumstances involved to make it happen are so slight that in reality, the universe doesn't produce any...  So a judgement call by the devs was to add in an option so that random generated maps could have any of the three colors we DO see in real life, namely red, yellow, and blue and have them show up randomly.  Planet mods further expanded the options to include pulsars, magnetars, and black holes...  Probably more then that by now, but I haven't bothered to look in years.

on May 03, 2012

RHEmpire300
well, particle forge always says it stopped working right when I try to run it so your outta luck, and the converter opens up the cmd but the cmd immediately shuts down, so you are outta more luck. And I am outta the team
I have not run particle forge, so can not help with it, BUT the convertdata exe's ARE a commandline driven program, ie if no instructions given in the command line to the exe then it WILL close without doing anything ( it is better to think of the convertdata's as DOS commands for a very precise function) and as that is HOW my text bin gui treats the convertdata's and it has proven fairly successful for the job of converting folders between text & bin modes, it would appear that this view of the convertdata's is workable.

harpo

 

on May 04, 2012

Hey guys, first time poster here.

I downloaded Distant Stars for 1.34 a few days ago (I'm running Trinity on Steam) but when I go into the game to enable the mod the UI will change to say Distant Stars on the main menu (as I assume it's supposed to when enabled), but when I load a game there seems to be no difference whatsoever from the regular game. Am I doing something wrong?

on May 04, 2012

What checksum do you get in the mod menu?

Also check to see that you don't have a folder within a folder issue.

562 PagesFirst 478 479 480 481 482  Last