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 482)
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on May 09, 2012

Probably. I'm not a programmer, so that does help. thanks.

on May 09, 2012

Draakjacht
Probably. I'm not a programmer, so that does help. thanks.

In that case, to be more precise, the superweapons should be under the tactical modules section, like so for the TEC:

    planetModuleInfo
        Page:0
            count 9
            entityDefName "PLANETMODULE_TECHORBITALMETALEXTRACTOR"
            entityDefName "PLANETMODULE_TECHORBITALFRIGATEFACTORY"
            entityDefName "PLANETMODULE_TECHORBITALCOMBATLABORATORY"
            entityDefName "PLANETMODULE_TECHORBITALTRADEPORT"
            entityDefName "PLANETMODULE_TECHORBITALCULTURECENTER"
            entityDefName "PLANETMODULE_TECHORBITALCRYSTALEXTRACTOR"
            entityDefName "PLANETMODULE_TECHORBITALCAPITALSHIPFACTORY"
            entityDefName "PLANETMODULE_TECHORBITALNONCOMBATLABORATORY"
            entityDefName "PLANETMODULE_TECHORBITALREFINERY"
        Page:1
            count 7
            entityDefName "PLANETMODULE_TECHORBITALGAUSSDEFENSE"
            entityDefName "PLANETMODULE_TECHORBITALHANGARDEFENSE"
            entityDefName "PLANETMODULE_TECHORBITALREPAIRPLATFORM"
            entityDefName "PLANETMODULE_TECHORBITALJUMPBLOCKER"
            entityDefName "PLANETMODULE_TECHORBITALSHIELDGENERATOR"
            entityDefName "PLANETMODULE_TECHORBITALCANNON"
            entityDefName "PLANETMODULE_TECHDEEPSPACEMINE"

To remove the Novalith, delete the bolded line and set the number after count to 6 (down from 7). This is the quickest and simplest way. The research item will still be present for the Novalith, even though it cannot be built by the player. The AI won't mind and simply won't research the item, unless of course it unlocks something else for research.

on May 09, 2012

Cool. Not so much interested for myself but for my dad. He likes to play big games against the AI and they're prone to throwing those things out like candy now. I figure before he gripes about it, I can head it off and kill it outright. He never builds the things anyway.

on May 09, 2012

Is this the mod where you can invade a planet instead of just bombing it?

on May 09, 2012

Just wanted to thank you guys for the great mod.

 

Btw, it would be nice if in the next update you could balance the kol to make it a true battleship.

You could make its ultimate increase its firing rate by 50% as well as all the other stuff it already does

OR, you could make it so that the ultimate gives you 3.5 antimatter per second rather than 2

 

Just some ideas.

 

Thankyou again.  OH! i almost forgot.  The orbital defense thingy which causes missiles to be fired from the ground is underpowered.  Make it do lke 40% more damage or something.

Chao!

on May 09, 2012

Polistes
Is this the mod where you can invade a planet instead of just bombing it?

 

No.  

Atleast i havent been able to after about 150 games.

on May 09, 2012

Polistes
Is this the mod where you can invade a planet instead of just bombing it?

No, that mechanic doesn't exist in any mod.  Though technically, all you'd have to do is replace the bombing graphics with colonize graphics and it would look like an invasion rather then a bombing...  But according to the game, you'd still be bombing the hell out of everything and have to rebuild the infrastructure and everything else anyway, so why bother?

AseOfSpadez
Btw, it would be nice if in the next update you could balance the kol to make it a true battleship.

You could make its ultimate increase its firing rate by 50% as well as all the other stuff it already does

OR, you could make it so that the ultimate gives you 3.5 antimatter per second rather than 2

It's already pumped up to be a better tank then the standard Kol.  If you find yourself needing to conserve antimatter, turn off the flak burst autofire.  Works a lot better player controlled.

AseOfSpadez
The orbital defense thingy which causes missiles to be fired from the ground is underpowered. Make it do lke 40% more damage or something.

It does retaliation damage too.  I can't really justify making it stronger since I've seen it lay waste to entire fleets when it has the support of a starbase.  Do remember that planetary defenses aren't there to fortify and hold the planet indefinitely.  This game is designed around fleets, so it's your fleet that needs to defend your empire.  The planetary defenses are at best supposed to be a delay tactic to give you time to get your fleet, or at least part of it, over to the invasion point.  Changing that would be beyond the scope of this mod.

on May 09, 2012

Beyond the scope of a mod...  Thats Hearsay

yeah but any skilled player will just send their fleet after the weak orbital defense sattelite.  What do you mean by retaliation damage?  Like if they're bombing the planet?  

And the kol's current upgrades really only make it slightly better than usual since all the caps were upgraded.  To become competitive against kortuls it needs a better final ability.  Getting more GRG's in or upgrading the dps would go a long way in that direction.  Tell me, at the moment what percentage of your caps are kols?

on May 09, 2012

Stant123
It's already pumped up to be a better tank then the standard Kol. If you find yourself needing to conserve antimatter, turn off the flak burst autofire. Works a lot better player controlled.

I find that the flak is worth squat anyway. I just keep Gardas with it, seeing that its AM is better used elsewhere and the Gardas can chew them up without recharge or power loss.

Stant123
Do remember that planetary defenses aren't there to fortify and hold the planet indefinitely. This game is designed around fleets, so it's your fleet that needs to defend your empire.

On the one hand, it's true that a planet is so large that ground forces will get the first shot, seeing that the origin of the PD will be unknown to the enemy fleet. On the other hand, once the location is known, any surviving ships (pretty much everyone outside of the first targets) would be able to pound them into the ground. When you think of the PD, think of it like the ground defenses in Star Wars, Star Trek: Deep Space Nine or Homeworld 2. They make for a good show and all, but mobile forces will have more options and quicker resupply, thus winning out consistently. Besides, you have other tactical slots, which I predominantly use for PD, PJI, Repair Bays and Hangars.

on May 09, 2012

AseOfSpadez
Tell me, at the moment what percentage of your caps are kols?

For me, it use to be 50% as they made a skirmish line. Now I fall back on strikecraft more so they're down to about 25% at most.

 

on May 09, 2012

Exactly.  Kols are battleships and so should make up about 50% of any given fleet.  This is because the other caps are support ships.  SUPPORT.  By their nature they fill niches and so should only be needed in limited numbers (unless you want to bomber spam.)   Realistically, the battleships should have at least double the firepower they have now since they are meant to fill the role of overwhelming firepower.  (though to balance this they should be weak to special abilities and bombers).

Of course this isn't going to happen but you know what i mean.

 

By the way, you should try getting 32 kols together sometime.  Its alot of fun and doesn't really lose you much since you do not need fighters if there are no enemy fighters to kill and you do not need dunovs if you have lots of hoshikos and research antimatter regeneration and max trainable level.  Belive me, its amazing.  I spent an afternoon with a friend in a deadlock in twin empires.  We made a deal that we each had an hour to make the biggest fleets possible then we would meet in the asteroid belt to do battle.  I ended up with 32 kols, 50 celios, and 2000 supply points in hoshikos.  Those kols were indestructible.  I only lost one and that was because when he say that he was losing he said "what the hell" and he hit the middle of my fleet with 13 cleansing brilliances at once...  I lost close to 300 hoshikos and 1 kol...       wow

 

Anyway, i ended up crushing him with sheer indestructibility and it was a shitload of fun.

 

Try it sometime.

on May 09, 2012

AseOfSpadez
Exactly.  Kols are battleships and so should make up about 50% of any given fleet

 

Just b/c they are called 'battleships' doesnt mean anything. Going Cap heavy usually isnt a great idea. Focus fire and all. All Caps are support. It the nature of their low DPS and multiple abilities. The Kol has the highest Armor of any ship in game, its can take a load of punishment. I dont see how changing anything your asking for is for the better.

 

What your asking is to change a core game mechanic. You want a Titan/I Win Button. Go play Rebellion.

 

AseOfSpadez
Try it sometime.

 

I take that challenge and raise you 32 Dunovs.  I win.

on May 09, 2012

With the caps the ONLY cap that got a DPS increase were the Battleships. All others just got hull and shield increases. We game tested these changes quite a bit. The Battleships are fine though they will get a second look in Rebellion due to its cap changes.

-Ue_Carbon
What your asking is to change a core game mechanic. You want a Titan/I Win Button. Go play Rebellion.

Titans don't equal an I Win Button. I have learned that the hard way. If anything Titans makes Battleships more viable as a they can put the hurt on an unsupported Titan.

on May 09, 2012

Challenging me eh?  Been awhile.  Don't go down this road...  Please don't...  Many have tried, none have succeeded. 

 

AseOfSpadez
Kols are battleships and so should make up about 50% of any given fleet. This is because the other caps are support ships. SUPPORT. By their nature they fill niches and so should only be needed in limited numbers (unless you want to bomber spam.)

50% of your fleet as battleships is ridiculous and easy to counter, it's downright pathetic by today's standards.

Carrier caps are not support ships.  Not in this game, not in the real world.  Neither is the Marza.  It's used for bombing of planets and eating of enemy ships (Missile Barrage, omnomnomnom XP).  The Akkan and the Dunov?  Yes, but it says just as much in their description.  Hell at the end game they're listed as support too.  This isn't pure 18th century style warfare we're dealing with.  The battleship doesn't rule.  It's still fairly powerful and commands respect, but so do the other ships, even the support ships.

AseOfSpadez
Realistically, the battleships should have at least double the firepower they have now since they are meant to fill the role of overwhelming firepower.

They have more then double the firepower when compared to their non DS counterparts.  Of course, so do the other capital ships, but none of them alone is going to take on a Kol and win.  The Kol isn't a beat you into the ground with overwhelming firepower unit, it's a tank.  That means hit me, hit me some more, hit me as many times as you can, then hit me again, not I can kill you in a few shots.  Look at it's special abilities.  3 of the 4 abilities are defensive.  You could argue flak burst is offensive, you'd be wrong, but you could argue it.  Even it's offensive ability has a defensive hint to it by reducing the target's speed.  If you need to retreat from a ship that's owning your fleet and you have a Kol at your disposal, GRG the bitch.  Bet you get away.  Of course, I'd just use armistice and walk away at my own leisure, but that's just me being lazy.

AseOfSpadez
Of course this isn't going to happen but you know what i mean.

I could make it happen, it's not like I haven't taken ideas from people and put them into the mod before, but I don't really see the need to unbalance things.  ;]

AseOfSpadez
By the way, you should try getting 32 kols together sometime.

I've done that so many times it's boring.  I've been playing Sins and modding it for over 4 years now.  You really want to try out something fun, build 32 Kols, then create the TEC's flagship which is basically an uberpowered double Kol.  But for some real good times, field 40 to 60 Kols each with a good support fleet and send groups off into three different directions.  I've done that too.

AseOfSpadez
Its alot of fun and doesn't really lose you much since you do not need fighters if there are no enemy fighters to kill and you do not need dunovs if you have lots of hoshikos and research antimatter regeneration and max trainable level.

Except that you've committed your entire fleet to fighting on the front lines and if I bring in say 20 carrier caps, you're screwed because you lose 2 or 3 kols for every pass my bombers make regardless of how much damage your hoshikos are capable of repairing and I can send in 3 akkans, 3 dunovs, and 6 Marzas and wipe out your entire empire before you have a chance to even come close at rebuilding a fleet that's worth anything.  Granted, that's resorting to bomber spam, but it's a legitimate WW2 tactic for clearing the oceans of its battleships.  Again, one on one, the Kol will win, but fights are almost never one on one.  The more balanced fleet (and by that I mean the fleet designed to counter their opponent), if not fielded by a total idiot, will eventually prevail.

AseOfSpadez
I spent an afternoon with a friend in a deadlock in twin empires.

Pics or it didn't happen!    Kidding.  This I can believe especially if your friend is fielding nothing but battleships as well.  Granted, fielding support ships reduces the firepower they're bringing to the fight, but if you guys were deadlocked, that should more then prove that you can bring less to the fight with a more balanced fleet and hold your own against a stronger fleet.

AseOfSpadez
Those kols were indestructible.

Only because he didn't use bombers.

AseOfSpadez
Anyway, i ended up crushing him with sheer indestructibility

Your 32 Kols, versus my 14 Sovas and 18 Akkans.  I win.  I assume we've both had some time to buy a couple of levels for our ships.  The Akkans shut down more then half your fleet, while the Sovas pick off the rest.  By the time your remaining just more then half are back in the action, my Sovas are ready to pick them off too.  If no time for training was done, then I just field more sovas then akkans and let the bombers give me levels before you're even close to firing range.  Then I have more powerful ships then you and can get back to my original plan while you're already busy replacing ships.  It's kind of not fair of me to even show up for the battle.  The hardest part of my day is designating targets for the Akkans during their first strike.  Yeah, I might lose some ships in the battle if you gang up on them, but it's so lopsided it doesn't even matter.  I can replace my losses faster and cheaper.  Didn't think of that one did ya?    The Kol costs more and takes longer to build.  Even if you do manage to put up a good fight, eventually, you're going to run out of ships simply by not being able to build them fast enough, or you run out of resources.  Another advantage I have is limping a damaged Sova back home and using rapid manufacturing and my fleet is full strength very quick, two and a half times faster then it was already quicker, or I can sneak one into your ship yards and use embargo and you ain't building a damn thing and I get your taxes.  =D  Ask Carbon how angry Embargo makes me.

AseOfSpadez
and it was a shitload of fun.

I'll bet it was.  Sins has provided me with years of good times.  Far more then many other games.

AseOfSpadez
Try it sometime.

You know, I read your posts and I just get the feeling you think I'm as new to this as you are.  I know you know that I'm not a newbie to this, but you're posts read like you think I am.  Back in early 2008, yeah you might have been able to introduce me to a tactic or a challenge I haven't done before, but it's not 2008 anymore.  Been there, done that.  These "which is better, battleships or carriers" discussions....   Definitely been there and done that repeatedly.  Forum search it, you'll see my posts in many of those discussions.  I'm usually on the side of the battleship because post WW2 they don't get the respect they deserve, so I feel ya on that, but still...  The other caps demand respect as well, even the support ships, namely the Akkan and Dunov in this particular case.  Ask anyone who's been around the block a few times about the greatness of the missile barrage the Marza can do and you'll field a few of them in all of your big battles.

 

 

Yes, I could just up the power and armor and everything to the battleships to make them much harder to kill and make them just giant space guns which would make you a happy boy, but then I diminish the roles of the other caps and throw out what balance we do have, which makes everyone else very unhappy.  Here's what we can do though.  If you go ahead and get yourself something like Harpo's tools and make copies of the battleship files, I can give you a quick punch list on things to do to make yourself a little minimod that you and your friends can run on top of DS and you can make the battleships as strong as you want.  Then having this knowledge at your disposal, you can tweek the other ships to your likings and basically customize DS to your heart's content.  Sound good?

 

 

 

And now since I haven't posted it in a while....

 

See this post and download the Distant Stars Efficiency Pack.  https://forums.sinsofasolarempire.com/335474/page/271/#3055017  It has fixes for the mod, includes the mini mods, as well as has the galaxy forge icons, and has the other more awesome music that someone mentioned before.

on May 10, 2012

Stant123
Ask anyone who's been around the block a few times about the greatness of the missile barrage the Marza can do and you'll field a few of them in all of your big battles.

Pity you don't get to see what they do now in Rebellion. MB is kicked up a notch (with the leveling up to a second tier) that can ruin even a DS fleet groups day.

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