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 501)
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on Jul 15, 2012

DaxxTrias
I am wondering if DS includes Yarlens hotfix? 

 

If it does not, can we safely enable it? (Does it have to be installed before, after, or does it not matter?)

I am not sure. I don't think so. If you do enable it you I think it would need to be on top so as to override any issues underneath but it may mess up somethings.

on Jul 15, 2012

K i might have found a bug the advent loyalist are not researching there research   they stay at armor 3 and capship armor 8 and  its like they don't realize all the new levels of research.

also the pirates keep getting stronger their attacks of 200 and 300 up on cap ships late game.  don't know if that's meant in the mod or just the old bug returning even tho it  makes it funner

also they hardly use frigates and cruisers only the pirate capships that makes em to easy

on Jul 15, 2012

palidins
K i might have found a bug the advent loyalist are not researching there research they stay at armor 3 and capship armor 8 and its like they don't realize all the new levels of research.

That's not something we can fix really.

palidins
also the pirates keep getting stronger their attacks of 200 and 300 up on cap ships late game. don't know if that's meant in the mod or just the old bug returning even tho it makes it funner

also they hardly use frigates and cruisers only the pirate capships that makes em to easy

Pirates will be getting a serious reworking soon.

 

on Jul 15, 2012

That's not something we can fix really.

This is false. You can get the AI to research everything in the game. It is time consuming to set up however.

on Jul 15, 2012

This is false. You can get the AI to research everything in the game. It is time consuming to set up however.

My experience is that the AI will research everything given enough resources. Problem is it will prioritize building ships far above it in most cases, save techs that unlock something. Since the AI tends to lose a lot of ships, it never stops building and thus doesn't have money for research. Hence the system our mods are using of tricking the AI into thinking other techs are important.

on Jul 15, 2012

After playing standard Rebellion regularly for the last few weeks, I'm noticing some significant balance issues with Distant Stars, which sorta feel like things that were changed between Sins/Entrenchment/Diplomacy and Rebellion have been reverted to their earlier state by the import, or some things that are just weird. Also, a few visual effects that looked better in standard Rebellion have actually been degraded in DS, rather than the overall improvement that I've come to expect.

So far I've noted:

- Structure costs much higher (labs, trade ports and culture towers at least, possibly others)

- Some ship weapons being very weak (the Kol Battleship's Beams and Lasers inflict a very small amount compared to its Autocannons)

- TEC Laser bolts look less visually impressive, and in some cases sound worse (the latter mainly noticed on the Krosov Siege Frigate)

- The "Faster" settings on Research and Ship Construction seem proportionally way faster relative to the other settings, which I remember happening in the older versions after the "Faster" setting was first introduced

 

Mind you, this was based on just one game that minidumped after an hour or two. Other things look and sound and feel just as good as I remember them. I'm still absolutely in love with the beefier TEC Autocannon sounds, and the volumetric explosions are just as pretty as before. As I play more with the mod, I'll try and note stuff that doesn't seem to jive with the rest of it.

on Jul 15, 2012

Remember folks, this is Alpha is a straight up port of the Diplo version.

 

We have already found some issues that porting has made, and Im sure you all will find more. But we did this so those who wanted a DS feel for Rebellion could have it. 

We are still a long way off from having a true DS:Rebellion.

 

 

As another P.S.A. : Make sure to turn down your graphics and stuff. Till we get all these new options running well enough for DS.

on Jul 15, 2012

I wasn't complaining; I know that as a hasty alpha import there'd be stuff like this. Just trying to help you guys find what needs fixing.

on Jul 15, 2012

JimStarluck
I wasn't complaining; I know that as a hasty alpha import there'd be stuff like this. Just trying to help you guys find what needs fixing.

 

Wasnt directed at you.

 

Just a general P.S.A.

 

 

on Jul 15, 2012

So I followed the installation guide. Downloaded 7zip and I was able to extract the files to the folder I created and moved it to the appropriate folder for the game to be able to see it. I went into the game and activated the mod and hit apply changes. Upon hitting that button the game reloaded and it appeared the mod was indeed working. However, when I launch a game I do not have anything different, no different tech tree's, no different planets, I think there are some minor changes to sounds and visuals, but nothing as far as research, planets, etc. Any advice?

on Jul 15, 2012

Do you get a checksum number? If so what is it?

on Jul 16, 2012

SWEET DOWNLOAD ALL THE AWESOMENESS

 

 

 

wheres the damn up-vote button

on Jul 16, 2012

mikefacciola
wheres the damn up-vote button

It's the thumbs up button below all of Ryat's posts.

on Jul 16, 2012

Honestly, I don't know anything about doing checksums. I just took the assumption that if I unzipped it without a problem, followed all the steps to a T about where to place it and how then it should work without a flaw (I know this is not bulletproof logic). 

I did a google search on doing checksums and don't really understand how to do it. I know I'm running something to get a value, comparing that value to the prior known value to ensure that everything went smoothly, but where I place commands in to get this value I do not know. Also I have now downloaded the file for a 3rd time, unzipped it w/ Z file followed all the steps and I still do not have anything happening in game after loading the mod. I load the mod, apply the changes, after the load I start up a randomly generated map and click on tech and I see the same tech tree from before, the planets also are all the same planets as if there we no mod. I know I have to be doing something wrong, but I don't feel it is with the file that I am downloading. I think the flaw must be in where I'm placing it, or how I am placing it in the directory, heck maybe it's with how I'm telling it to load the mod... I honestly don't know whats wrong. I will field any suggestions  at this point.

on Jul 16, 2012

When you enable the mod, on that same page it will show the checksum of the mods you want to enable. Kinda hard to miss.

Per the instructions posted a long time ago. (Note: Rebellion changed the mod path, so might wanna check that also. C:\Users\USERNAME\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion)

-Ue_Carbon
Well all thats left is to start up the game, go to your options. Click on Mod tab, and enable the mod. REMEMBER!! After you move the mod over check the checksum! It shoudl match the number found on the end of the download. For example [36816020]. If it dont match something when wrong. Could be one to many extra folders, or a bad download. When it matches go ahead and click apply on the bottom right. Simple mistake many make is forget to click apply. Game will load the mod and you are then clear to rule the Distant Stars!!!!!

 

 

 

 

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