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 5)
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on Jan 20, 2009

How do I install this properly? Do I download Beta A with patch 1, put that folder in the mods folder and then put the contents of Beta A with patch 2 in the same folder?

on Jan 20, 2009

I apprecitate your hard work Im sorry I seem to complain the over all mod is excellent. I recommend checking out Real Capital Ships V1.1 on the mod download website. I combined them in the mod to build some truly awesome Cap ships.

It's not a problem, complaints help build the mod and give me ideas about areas I can tweak and improve the mod, I'll take a look in to his capital ships mod, thanks for the suggestion.

Sorkenlol
How do I install this properly? Do I download Beta A with patch 1, put that folder in the mods folder and then put the contents of Beta A with patch 2 in the same folder?

You download the full version with Patch 1: http://www.blacklotushq.com/sins/Distant Stars v1.0 BETA A with Patch 1 [463784001].7z

and then apply Patch 2 seperately: http://www.blacklotushq.com/sins/Distant Stars v1.0 BETA A Patch 2 [463784492].7z

 

on Jan 20, 2009

Game keeps crashing 3 minutes into playing any form of a match and I get a "Sins Of A Solar Empire has stopped working" message.

I'm gonna reinstall the game and try again, it's probably my fault and not the mod.

On the bright side the menu music is great.

 

on Jan 21, 2009

Patch 3 has now been released, which can be downloaded from the main post above. It includes Patch 1 & 2. The patch notes are also in the first post above, I'am currently uploading the full version with all three patches in one file now which should be uploaded within the next hour.

Hope you all enjoy the fixes! As ever balance changes and ideas for anything you would like added to the MOD are welcome!

- Nacey

on Jan 21, 2009

Awesome work again!   Whats the next step?

 

 

Edit: I just occured to me that this balance means the Dunvo wont have the power to destroy all.   I atlast I understand the need to balance. Cuz a lvl 9 Dunvo had a average damage of 227 with maxed upgraded weapons. And I though the Marza was Overpowered lol

on Jan 21, 2009

I moved all my effects settings down to High and it runs fine now.

 

Great mod, and seriously though, the theme from Band Of Brothers .. Beautiful. Just beautiful.

on Jan 24, 2009

-Ue_Carbon
Awesome work again!   Whats the next step?
 

Edit: I just occured to me that this balance means the Dunvo wont have the power to destroy all.   I atlast I understand the need to balance. Cuz a lvl 9 Dunvo had a average damage of 227 with maxed upgraded weapons. And I though the Marza was Overpowered lol

Indeed the Dunov is no longer the power hitter it used to be but it is for the greater good! lol

From here, i'm moving on to balacing the technology costs a little better, currently there are some rather large inbalances in how the tech prices progress so i'll be releasing a patch shortly to fix that, I'm also looking in to increasing the movement speed of some of the ships & also reducing the lag that fighters & bombers cause due to the sheer number you can build in distant stars the game can get heavily bogged down by them so im currently working on a way to re-balance their strength somewhat but at the same time keeping performance.

From there I need to decide on where to take the mod, suggestions for changes are more than welcome!

on Jan 24, 2009

Might I suggest you redo the the cap carriers? I mean for 75 suppy they should have alot more SC. ALOT.

Also might wanna changed some Cap ablities around just to see if it presents a more or different combat enviroment.

 

Can you also add new artifacts? Maybe new abitlites to further the difference between the races? Idk, just thorwing ideas out.

on Jan 25, 2009

Great work on the mod! Love everything about it. (except the new music, but I happen to like the sins soundtrack )

I noticed something the other day, wasn't the TEC Carrier supposed to have missiles? 'cause there clearly are launchers and I think I remember it firing missiles in vanilla.

Like -Ue_Carbon said, for 75 supply you don't get much strikecraf. But not much firepower either.

on Jan 25, 2009

This is a great MOD, I have really been enjoying it!  I have a couple of questions about the ship grave yard. 

1. I noticed that the captured capital ships do not have any options for abilities.  Can that be changed so that they are just like the cap ships you build yourself? 

2. The capital ships you capture don't require an available ship crew, but all of the captured ships count against your available supply (if you don't have enough at the time, you just go negative until you upgrade your Fleet numbers).  Is there a way to make the supply requirements for captured ships zero?

Thanks!

on Jan 25, 2009

gtorr144
This is a great MOD, I have really been enjoying it!  I have a couple of questions about the ship grave yard. 

1. I noticed that the captured capital ships do not have any options for abilities.  Can that be changed so that they are just like the cap ships you build yourself? 

2. The capital ships you capture don't require an available ship crew, but all of the captured ships count against your available supply (if you don't have enough at the time, you just go negative until you upgrade your Fleet numbers).  Is there a way to make the supply requirements for captured ships zero?

Thanks!

 

#1: No. They are older modles that were scraped thats why they are weaker and dont have abilites.

#2. Why make it zero? There are no such thing as free ships. Your using ship crew to crew them just like any other ship.

on Jan 25, 2009

Just tried out the latest of your mod. Really appreciate the fact that you used my suggestion about the caps. Now the main battleship are true powerhouses, the Kortul fully upgraded puts out a monstorous 1000 plus attack with overcharge ability OUCH! !

There is still the graphical problem for the Vasari HC and bomber. The meshes look misapplied, sorry there re no visuals I cant seem to figure out how to upload screenshots. Also you might want to tone down the phasic transmissions upgrade to 15%. This severly unbalances the Vasari with too many ships. Finally check the behavior of the Subverters. They never do anything unless you cammand them to move and that is all they can do, they cant even shoot their popguns.

Other than that. This is one Cool Mod   Keep up the good work. cant wait to see this mod for entrenchment.

 

on Jan 25, 2009

-Ue_Carbon, thanks for your reply!  What I was thinking was a map on which that the graveyard was very scarce and if the ships were basically free, then getting to them first would be very valuable.  In a FFA match, this could help swing the tide for whoever can get them first.  Other things I was thinking about was to put them behind a pirate base and/or putting some active defenses up in the graveyard so you would have to work for it.

Just some thinking out of the box...

on Jan 25, 2009

gtorr144
This is a great MOD, I have really been enjoying it!  I have a couple of questions about the ship grave yard. 

1. I noticed that the captured capital ships do not have any options for abilities.  Can that be changed so that they are just like the cap ships you build yourself? 

2. The capital ships you capture don't require an available ship crew, but all of the captured ships count against your available supply (if you don't have enough at the time, you just go negative until you upgrade your Fleet numbers).  Is there a way to make the supply requirements for captured ships zero?

Thanks!


Thanks for the kind words about the mod, it's always nice to hear about people enjoying it.

I have cosidered adding weaker, much less effective abilities to these ships due to them being relic's in comparison to the current technology being used however it wont make it in to the next patch, although its certainely under consideration, thanks for the suggestion.
#2 I have addressed in the patch already however "free" ships arent really a great idea as I have previously played games with 4 or 5 graveyards it would then give who ever captured those an insane advantage (despite the ships being weaker) over the other races

Just tried out the latest of your mod. Really appreciate the fact that you used my suggestion about the caps. Now the main battleship are true powerhouses, the Kortul fully upgraded puts out a monstorous 1000 plus attack with overcharge ability OUCH! !

There is still the graphical problem for the Vasari HC and bomber. The meshes look misapplied, sorry there re no visuals I cant seem to figure out how to upload screenshots. Also you might want to tone down the phasic transmissions upgrade to 15%. This severly unbalances the Vasari with too many ships. Finally check the behavior of the Subverters. They never do anything unless you cammand them to move and that is all they can do, they cant even shoot their popguns.

Other than that. This is one Cool Mod   Keep up the good work. cant wait to see this mod for entrenchment.


Not at all, thanks for the suggestion about the capital ships! I still cant find whats wrong with the Vasari HC & Bomber(s) however i'll look in to it some more, honestly there shouldnt be a problem with them as the meshes used are the default one's from the official game folder & those ships are barely modified from their default however I will look in to it further.
The Subverters are like this in default sins as far as I am aware and sadly as far as I've seen it is a hard coded problem with them, however again I'll look in to it and see how it goes.
Your Phasic Transmissions research has been implemented & will be included in Patch 4 thanks for the suggestion, I hadnt noticed how unbalancing it was before. Thanks for the kind words about the mod!

-Ue_Carbon
Might I suggest you redo the the cap carriers? I mean for 75 suppy they should have alot more SC. ALOT.

Also might wanna changed some Cap ablities around just to see if it presents a more or different combat enviroment.

Can you also add new artifacts? Maybe new abitlites to further the difference between the races? Idk, just thorwing ideas out.

I believe artifacts are hard coded in to the game sadly so I wont be able to tweak or create new one's of those, would be nice to add new one's though!

All capital ships in the next patch cost 50 fleet supply again, I had also noticed the odd carrier costs & have fixed it - thanks for pointing it out again for me

I will see what new abilities can be created or adjusted for the future patches, nice idea to tweak them & upgrade them somewhat.

Flexomatic
Great work on the mod! Love everything about it. (except the new music, but I happen to like the sins soundtrack )

I noticed something the other day, wasn't the TEC Carrier supposed to have missiles? 'cause there clearly are launchers and I think I remember it firing missiles in vanilla.

Like -Ue_Carbon said, for 75 supply you don't get much strikecraf. But not much firepower either.

Glad your enjoying the MOD, there's plenty more to come thats for sure! The TEC Carrier in default Sins only has Lasers no missiles, I was just looking at this my self in the Forge Tools, there's no mention of missiles only lasers

 

Patch 4 is now undergoing heavy testing here's the current change log there's quite a huge list of fixes, changes & tweaks, bare in mind it isnt 100% concrete yet but its coming along nicely.

Patch 4:
Change Log:
General:

- Numerous changes have been made to the strengths of ship vs ship combat, to bring it more in line with the regular sins ships, now ship vs ship combat hasnt changed much from original Sins 1.1x (Minor tweak barely noticeable change)
- Ship Graveyard capital ships now cost 10 fleet supply instead of the random amounts they were previously charged, the frigates & cruisers are un-changed at the moment
- Build speed has been slightly increased for each of the game modes slow, normal & fast
- Research rate has been slightly increased on the fast game mode setting to scale better with the other speed changes made in distant stars
- Gravity well sizes have been standardized across many planets to improve travelling distance, ships will no longer seem slow across certain gravity wells


All Races:
- Research prices have now been standardised across ALL races for balance
- All capital ships now cost 50 fleet supply
- Hangers now have a maximum of 3 squadrons except Advent which can be increased to 5 with the appopriate research
- All fighters and bombers have been re-balanced according to their races traits
- Trade Ports & Refineries now only produce 1 Trade Ship & Refinery Vessel each, however to compensate the cargo holds on these ships have been increased to compensate, the amount each of the three races can carry in their holds has also been re-balanced due to it being in the TEC's favour previously, this is mostly an asthetical change due to Distant Stars generating lag at times with masses of fighters, trade ships and refinery vessels flying around
- All ship's have had their prices, hull, shields & slot count adjusted slightly to bring them further inline with the regular sins ships to better help transition from Sins 1.1x to Distant Stars, this also helps bring the game in to balance greatly (exact details will be added once the new stats are finalized)

TEC:
- The Kol ability "Finest Hour" is level 6 again
- Rebellion research has been significantly re-balanced

Advent:
- "Skilled Hangar Anima" research now has two levels of research instead of 4 but increases maximum squadrons from a hanger by the same amount (2)

Vasari:
- Kostura Cannon can now be fire at any planet, to enhance the effect of the cannon, this greatly enhances the usefulness of this cannon as it can now be used tactically to save a planet
- Planet Bombardment Turret should now be deployed within range of a planet to bombard
- "Phasic Transmissions" research now has two levels of research (to grant a maximum of +15%)

This isnt all the changes that have been made as some are still in testing and are yet to be finalized.

on Jan 25, 2009

Hey not a problem, just trying to help when I can. I honesty dont mind the carrier costing more or even the battleship. After all the battleships damage is been boosted greatly for all races and the extra 10 doesnt sound bad for the damage. The main point I was making was the carrier still needs more starting strikecraft, no matter the supply cost. After the rebalance of the Cap damage they feel super weak. All I was suggesting was increase the SC to compensate for the lack of firepower. Hell, you could even lower it further if you add more SC. After all its a Cap carrier not a light carrier.

 

Bummer about the artifacts, but thats what ideas are for.

 

Also look forward to the new patch!!!!

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