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 507)
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on Jul 30, 2012

Flak would make sense to me.  Also Light frigates and maybe Missile Frigates.  On a more specific note, I wouldn't mind the TEC Cielos being able to so they're not just sitting there getting blown up in between abilities, but I can live without that if I must. 

-Twi

on Jul 30, 2012

Naw, only flak.

That's the only one that really even makes sense, since they have to chase the fighters and shoot them down.

on Jul 30, 2012

as far as ships I Don't want to have the fighter movement, SCOUTS for crap sake x.x otherwise you end up needing one scout per mine to clear a minefield -.-; the long range missile frigates/illuminators and the anti-module and siege ship. and please, no capital ships. What's the point of all those weapon banks if their mainly using the forward and left/right peripheral ranges(at the very least, not the support type caps)

and that's about all I wanna keep in stationary ship movement really =/

on Jul 30, 2012

I think I'm gonna have to more or less agree with BadTune on this one.  Most of the ships make more sense to be stationary (primarily the caps and support/long range types.  Well, and siege, since they're suppose to sit there bombing worlds.).  Which generally just leaves the Anti-SC, light frigates, and heavy cruisers and their counter parts as the logical mobile units.  Though I have also thought that it might be nice if those mobile ships also had at least one weapon on either side (well, the anti-sc already have that), just so their not *entirely* useless while they try to turn around.

on Jul 30, 2012

I apologize if this has been asked before, but if I wanted to edit some elements of this mod, such as level of research abilities, or # of strikecraft, how would I go about doing that?  Is it something simple?

I love this mod so much that it's the only one I'm ever able to play!  But there are some parts of it that I'm just dying to edit, just to use personally. 

on Jul 30, 2012

Scouts would be a bad Idea in mine-fields.  They would make a pass at one and set off more on their way through.

-Twi

on Jul 30, 2012

jaredddbrown
I apologize if this has been asked before, but if I wanted to edit some elements of this mod, such as level of research abilities, or # of strikecraft, how would I go about doing that? Is it something simple?

I love this mod so much that it's the only one I'm ever able to play! But there are some parts of it that I'm just dying to edit, just to use personally.

You would need to change the files from BIN to TXT using the ConvertData file that comes in the game. Use harpo99999's tools to use that file. After that Notepad is really all you need but I recommend Notepad++ to make things easier. Others have tools that are useful as well.

on Jul 31, 2012

...do TEC have an ability to destroy my factories without entering my gravity well?  If not, then I have a seriously annoying glitch to report here.....

-Twi

on Jul 31, 2012

Nope, only the Vasari with the Kostaru Cannon.

on Jul 31, 2012

Just played through a bit.  Seems to run great with no issues.

I noticed the pirate base parts added to the starbase are sort of poorly textured in comparison.  Didn't know if that was something intended or not.

It's the first time I saw a derelict shipyard.  Really well done.  They had been taken out last build I played and put back later.

I wasn't sure how yourds and Balknight's older effects would stand in Rebellion but they really do work well.  Kudos there.

Great fun to run around in.

I remember reading a long while back about the pirate starbases but how is it they get built?  I kind of assumed you'd just have the constructors on autocast but that doesn't seem to be the case.  What makes them build?

Also haven't looked through files but I loved the shaded moon texture you added.  Did you guys strip down the planet textures some or leave all the old ones in?

on Aug 01, 2012

Well, I keep having a problem where my frigate factory disappears for no apparent reason as if it were destroyed.  I was playing Advent Rebel, on the fastest game settings, and it happened 3 times between 2 games...

-Twi

on Aug 01, 2012

Sinperium
I noticed the pirate base parts added to the starbase are sort of poorly textured in comparison. Didn't know if that was something intended or not.

It maybe due to the change in models in Rebellion. As soon as I can get a hold of SZ0 I plan on asking him to look those things over unless I can grab another modeller to help.

Sinperium
I wasn't sure how yourds and Balknight's older effects would stand in Rebellion but they really do work well. Kudos there.

Still some issues going on but not too bad. We are thinking of upgrading them to what Krdxkhn has done.

Sinperium
I remember reading a long while back about the pirate starbases but how is it they get built? I kind of assumed you'd just have the constructors on autocast but that doesn't seem to be the case. What makes them build?

Ask Nacey. He was the mastermind behind that.

Sinperium
Also haven't looked through files but I loved the shaded moon texture you added. Did you guys strip down the planet textures some or leave all the old ones in?

There have been a lot of changes made here through our work and Starclad. Not sure what got done where.

@ Twi - that is odd, will look into it.

on Aug 01, 2012

Sinperium
I remember reading a long while back about the pirate starbases but how is it they get built? I kind of assumed you'd just have the constructors on autocast but that doesn't seem to be the case. What makes them build?

 

It's all setup in the templates Sinperium ... if I get some time I could go over it with you. I've done some pretty rad things with those. Just need to write a short documentation file and I'll be able to upload my templates expansion mini-mod that was based on GoaFan77's.

on Aug 01, 2012

Thanks for the replies.  Glad to hear your mod is near Boshimi.

on Aug 01, 2012

Set the ability to passive as well.  If it has a cost, they don't like to build, especially right at the game's start.

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