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 489)
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on Jun 04, 2012

Even some things that hopefully will help with Bomber spam.

 

You all are welcome.

on Jun 04, 2012

I didn't thank you.  =|  Remove steam and I will. 

on Jun 04, 2012

I thought corvette spam killed bomber spam.

 

on Jun 04, 2012

Um no, not really.

Stant123
I didn't thank you.  =|  Remove steam and I will. 

Would if I could.

on Jun 04, 2012

I know...  =\

on Jun 07, 2012

Hi everyone,

First time poster and wanted to start off saying I love this mod. I just have two quick questions since I decide to check out some of the mini mods that come in the DS Efficiency - AddOn Pack. Question one is about the DS LASERBEAM group of mods, I like this mod but I also like to play as the Vasari how hard is it to add them to this mod (do it myself) or has someone already done so?

My second question is about special stacking order for DS Leaserbeams in the read me. If your using DS Laserbeam DMPP (For Dynamic Movement and Powerful Pirates) near the top of the order why would you need to use DS Laserbeam PP ( which is for powerful pirates) near the bottom of the list.

 Is it better to copy DS 1.00 Efficiency to Distant Stars folder or keep it above DS as a mini-mod?

Thanks for your time

on Jun 07, 2012

Demondan2005
Hi everyone,

Hi.

Demondan2005
First time poster and wanted to start off saying I love this mod. I just have two quick questions since I decide to check out some of the mini mods that come in the DS Efficiency - AddOn Pack. Question one is about the DS LASERBEAM group of mods, I like this mod but I also like to play as the Vasari how hard is it to add them to this mod (do it myself) or has someone already done so?

Welcome to the forums and thanks for showing the love.

The Vasari don't use lasers so they don't get the changed effects.  Do note that I said effects.  The files that are changed do not change anything other then how the lasers look and behave.  It's fairly easy to change up their files to give them something similar, but there's really no point since their primary weapon is the phase missile and should be used liberally against those TEC cockroaches and their mutant witch sub cockroach counterpart species.

Demondan2005
My second question is about special stacking order for DS Leaserbeams in the read me. If your using DS Laserbeam DMPP (For Dynamic Movement and Powerful Pirates) near the top of the order why would you need to use DS Laserbeam PP ( which is for powerful pirates) near the bottom of the list.

Because of the way the game reads modded files.  It reads them top down according to the stacking order.  The reason why I have you stack them that way is because in the laser beams powerful pirates folder, lots of stationary pirate objects are given the laser beam change treatment as well as the ships.  The ships, however, aren't set up for dynamic movement.  The DMPP one has the pirate ships with the laserbeams and dynamic movement.  So by enabling the DMPP above the other one, the game reads the ship files from the DMPP and uses those, and ignores them in the PP folder but still uses all the other files for the stationary objects.  It's just the simplest way I could make it all work out without including duplicate files in every single folder.  Small download sizes are more important to me and to everyone else who wants a quick download.  If I didn't give a rat's ass about download sizes, I'd just include everything in each folder so all you'd have to do is enable one single minimod to get what you want.  Realistically, as long as the DMPP one is above the PP one, then it will work.  It doesn't matter if there are 0, 1, 2, 3, or 4 other minimods between them.  Trust the stacking order I listed though, I spent a lot of time working it out so that people could play with any combination of the minimods they wanted.

Demondan2005
 Is it better to copy DS 1.00 Efficiency to Distant Stars folder or keep it above DS as a mini-mod?

Thanks for your time

It's mostly personal preference.  I personally overwrite the DS files with the efficiency ones so I have one less minimod to think about when I change things up to play the type of game I want to play.  However, that means if I want to play DS online, everyone else has to have it done the same way too since the checksum is changed.  So if you like to play online, it's better to run it as a minimod and not mess with the core DS mod so that you can turn it off easily and play with someone who might not have it.

on Jun 07, 2012

Thanks for the reply

on Jun 10, 2012

The Vasari already have the pulse beams, but if you want to change the pulse-gun and/or the wave guns into lasers, that is pretty easy too and shouldn't change balance at all (wether the projectile hits the fraction of a seconds sooner or later won't matter).

With missiles though it might actually impact balance, since they travel for several seconds and in rare cases even slower than the craft they chase (enabling the craft to jump out before taking damage, or being repaired, ect.), so I wouldn't change missiles into beams.

Now to the technicallities for projectile to beam conversion.

Each weapon has two lines labeled "WeaponType" that determine which of the three kind of weapons it is: PROJECTILE, BEAM or MISSILE.

You need to change both lines from projectile to beam (if they don't match up, the game will mini-dump before getting into the main menu).

Since projectiles have a duration of 0, you want to change that line to something long enough to be seen (ligh lasers on tech and advent ships in my mini-mod have 0.1 duration for example). Also the travel time should be set to 0.

Last you need to replace the actual graphic of the shot. For projectiles you'll find a line "projectileTravelEffectName" at the very bottom of the weapon block. That needs to be replaced with the following lines, defining the looks and sounds of the beam:

        beamEffectSounds
            soundCount 2
            sound "WEAPON_PHASECAPITALFLASHBEAMHEAVY_TRAVEL"
            sound "WEAPON_PHASECAPITALFLASHBEAMHEAVY_TRAVEL_ALT1"
        beamGlowTextureName "PhaseCapitalBeam_Core_Light"
        beamCoreTextureName "PhaseCapitalBeam_Core_Light"
        beamWidth 50.000000
        beamGlowColor 5affffff
        beamCoreColor ffffffff
        beamTilingRate 9.000000

This particular example is the Vasari Evacuater's pulse beam, so it will produce a small, green beam with a wavy pattern (looking a little like the beams, the ghost busters fire come to thing of it).

You can also get away with making the beamEffect Sounds empty (leave the two "sound" lines and set the soundCount to 0), but the other lines are mandatory. If they are missing, the game will mini-dump.

After you finished, take the time to carefully proof-read the whole thing, since at certain places a singe wrong character can make the game mini-dump (especially a comma instead of a dot can be hard to spot). If you edit just a single ship, it's obvious which file has the error, but if you edit several ships and the game crashes on startup, tracking down the error can be a real pain.

If you want to change the looks of the beam, you can fiddle with the color codes. The last six numbers are RGB code (Red, Green Blue) in hex numbers, though since the used beam texture also impacts the end-color, the ingame colors might look different from the actual RGB defined color (ffffff for example should be pure white, but the Vasari beam will be a bright green anyway for example). The first two digits are the intensity, changing them to something lower makes them less visible.

Beam width, is pretty self explenatory and what exactly beamTilingRate does, I don't know myself. That one value I just took over from the DS source files.

 

For the reasons Stant123 already explained and so you can start over again, if you can't track down the error that crashes the game, I suggest to drop any modified files into their own mini-mod folder and put it on top of the list, when enabling the mods, rather than overwriting existing files.

on Jun 10, 2012

-Norbert-
With missiles though it might actually impact balance, since they travel for several seconds and in rare cases even slower than the craft they chase (enabling the craft to jump out before taking damage, or being repaired, ect.), so I wouldn't change missiles into beams.

Actually no as all weapons technically are recorded as hit the second the ship fires. The effects (which we can control) have no bearing on this. Try using only LRFs and watch as the damage will go down before the missiles even reach the target. Or better yet, as the target runs away with the missiles chasing it, by the time they reach and impact the ship it will receive no damage as the damage has already been calculated.

on Jun 10, 2012

*reserved*

on Jun 12, 2012

Thanks -Norbert- for the info

 

on Jun 12, 2012

And so Rebellion is released, we've already started work during the beta on the Distant Stars release for Rebellion so it shouldn't be too long now before we release the first iteration of DS for Rebellion, how stable this is going to be I'm not sure just yet but it should at least allow you to complete most games (otherwise whats the point! ).

We'll also be releasing an update for Diplomacy around the same time also which should merge quite a few of the changes Stant made in to the standard variant of DS as this is how the final 1.00 should really have been released however due to time constraints on myself at the time the release was pushed out with a few bits missing.

Just wanted you to all know we're on the case with Rebellion!

on Jun 12, 2012

We you guys, keep up the good work, love the mod and cannot WAIT to play with it in Rebellion

on Jun 12, 2012

Hey, I have a quick question about one of the choices in special effects. When the Vazari flagship uses its ult....why is the effect image a black hole?

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