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 504)
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on Jul 20, 2012

It doesn't work or me, I tried it on my VL scout, and TR colonizer, I even went with the TR cap ship with the capture ship ability.

 

Unless I'm missing something, it's simply not working for me. If I could get it working I'd gladly keep those planettypes (I don't even know what the heck relic is supposed to do, it just seems to cycle invulnerability on me over and over, and doesn't seem to be anything remarkable)

on Jul 20, 2012

DaxxTrias
It doesn't work or me, I tried it on my VL scout, and TR colonizer, I even went with the TR cap ship with the capture ship ability.

 

Unless I'm missing something, it's simply not working for me. If I could get it working I'd gladly keep those planettypes (I don't even know what the heck relic is supposed to do, it just seems to cycle invulnerability on me over and over, and doesn't seem to be anything remarkable)

 

Does your ships have the antimatter for capture netural ability?

 

The Relic has a planet ability that gives it a shield. That the invunerability thing you see cycling.

 The Swamp has something similar. But doesnt prevent bombardment.

 

As for certiant grav well being useless...Anything but Terren, Volcanic, Ice, Or Desert...is more or less 'useless' But all the type found in game are there to add some flavor. Each has some uses honestly. 

on Jul 21, 2012

I made a mistake with Relic. Mostly my own ignorance, anyways added that 1 back into my pack.

I again double-checked deepspace however. Me and a friend kept playing games, and he'd surrender repeatedly until I could find a map with a deepspace node on it. (I noticed the problem on random generated maps, so I wanted to keep that criteria the same. Maybe pre-generated maps don't have the bug?)

When I found a game with the deepspace node, after he had quit so I had no more opponents, I just sent my scouts to that gravity well with auto-colonize turned on (VL scout) and went afk. Came back and they were full AM, nothing was captured. Tried to manually capture, still no go.

 

It is with this in mind, that I am decided in releasing my next addon update.

 

DS Tweaks

0.2:
- Fixed count bugs in Gal Scenario Def file, potential CTD fix
- Added Relic worlds back. DeepSpace/Graveyard still gone.
- Reinitialized all DS Included maps, No more missing planets

http://d-h.st/Ctn

 

edit (7/21/12 @ 6:30pm CST)

Theres a bug with Total Assimilation -> Deliverance Engine for Advent. I overlooked it, apologize, next update will correct it.

on Jul 21, 2012

I have a problem. I downloaded the mod and put it on the mod folder. I enable the mod, but then I try and apply the changes to play with it I go to a loading screen followed by the game freezing up and a minidump being generated.

 

Obviously this is just an Alpha release, but reading through the most recent posts I haven't seen anyone else with the same issue and was wondering whether anyone knew what has gone wrong or if there's a known issue with Sins and a simple way to fix it.

 

Thanks for any help anyone can offer.

on Jul 21, 2012

Possible bad download. What is the checksum?

on Jul 21, 2012

DaxxTrias
When I found a game with the deepspace node, after he had quit so I had no more opponents, I just sent my scouts to that gravity well with auto-colonize turned on (VL scout) and went afk. Came back and they were full AM, nothing was captured. Tried to manually capture, still no go.

 

There is nothing to capture grav well wise, its an uncolonizable along side the graveyard. Much like plasma storms and such.

 

There might be structures or ships found within them that are caputrable but the grav well itself is not. 

 

Well some are not, a work around with some of the unique structres have a milita owning the grav well. and in theory you can cap it. But it does nothing for you.

 

 

on Jul 21, 2012

Make sure you kids are checking your checksum when you enable the mod if your getting issues. If it doesnt match the number found in the [] then its a bad download or you have an extra folder.

 

Please please please, give us better info if you have a bug or dump. Telling us its minidumping does us nothing to narrow down the cause.

on Jul 21, 2012

-Ue_Carbon

There is nothing to capture grav well wise, its an uncolonizable along side the graveyard. Much like plasma storms and such.

 

There might be structures or ships found within them that are caputrable but the grav well itself is not. 

 

Well some are not, a work around with some of the unique structres have a milita owning the grav well. and in theory you can cap it. But it does nothing for you.
 

 

Sorry I should have clarified, I didn't think deepspace or graveyard's were ever colonizable, I meant the derelict ships inside them.

on Jul 21, 2012

Possible bad download. What is the checksum?

 

Checksum is 45859818, which is, I believe, correct.

Is there anyway to find out what specifically caused the minidump? Perhaps by opening the minidump itself?

on Jul 21, 2012

Is there anyway to find out what specifically caused the minidump? Perhaps by opening the minidump itself?

Nope. But it could still be a bad download. Also Rebellion is now at 1.031. I do find the occasional minidump now because of it.

on Jul 21, 2012

here anyway to find out what specifically caused the minidump? Perhaps by opening the minidump itself?

 

If you run the Dev exe, it gives you more details about the problems.

 

It might not say the cause of the crash, but it also might tell you it too

on Jul 22, 2012

VL Players rejoice, introducing DST 0.4.

 

I've revamped all of the DS planettypes (that were colonizable) and adjusted SttC values & properties accordingly. In DS 0.10 the numbers & effects were copy/pasted from a vanilla asteroid. So this caused all planets to vanish when consumed for one, rather than leaving dead asteroids. It also meant that stripping gave you practically nothing in return so it was not even worth it to strip, except perhaps to prevent an enemy from taking hold of the planet.

 

0.3 Also had an advent bugfix, a mistake I made on my part. Sorry about messing up you're Jyhad cannon.

 

Value #'s (Until the dev's of DS comes out with their own, or I find problems with these numbers, they will stay what they are at.)

http://pastebin.com/HbuetGYU

 

Changelog of DST

http://pastebin.com/s4j7RD3b

 

DST 0.4

http://d-h.st/jiO

on Jul 23, 2012

The strikecraft from Capitals appear to have the wrong values on them. The TEC fighter strikecraft are dealing 1 autocannon damage...and the bombers are dealing 2 (from the TEC carrier capital). It also doesn't say "Elite" like the starbase ones do and theres no option to build the ewar or gunships strikecraft on the capitals either.

on Jul 23, 2012

That the non-elite strikecraft are weaker than the Elite isn't a bug, but an intended design decision.

Elite (which should only be buildable by Starbases, Hangars and the Capital Carriers) are supposed to be stronger than the others. If I'm not mistaken this was done as a countermeasure against spamming carrier-cruisers.

To compensate for the lack in firepower of the non-elite strikecraft, the carrier-cruisers have an aura that buffs strikecraft damage by 66%.

If Carriers can't build Elite strikecraft and EW bombers, that is indeed an unintended bug, but then it's an alpha version (alpha means that not all features are implemented yet).

on Jul 23, 2012

-Norbert-
If Carriers can't build Elite strikecraft and EW bombers, that is indeed an unintended bug, but then it's an alpha version (alpha means that not all features are implemented yet).

All capital ships are reverted to normal until we can rebalance them all properly.

 

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