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 508)
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on Aug 02, 2012


Quoting jaredddbrown, reply 7596I 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.

 

I hate to be "that guy", and if it's not too much trouble, could you be a bit more specific?  I'm going through the files right now; just opening them up with notepad++, and don't really see any values to change.  

 

I'm a complete idiot when it comes to modding, and I'm not afraid to admit that.  I usually bash people like me on forums, and now for the first time, I find a game I actually WANT to mod, and I of course have no idea where the hell to start.

 

Which of harpo99999's programs do I need?  The only things I really want to change are # of strikecraft per squadron, the damage output of some capital ships, and increasing the level of research for a couple of things for all races.

on Aug 02, 2012

@ J Brown : For harpo's tools, you can get them from a quick search from that little box at the top of the page, just look for "Harpo's Txt binner" but you'll have to look into it being up to date.https://forums.sinsofasolarempire.com/353296 Or click this link and read up on it, and look for the latest version.

Who did the gravity wells this time 'round? x.x it's a pain in the ass to maneuver around a sun or gas giant. reminds me of those "stacked system" maps I used to make(the trick is to move them to the farthest possible edge in the direction you want to go, then shift+click the destination)

If you guys want, I can probably run through the planet files and tweak the well radius of each for you, just might take a few days between having work and life, but I do so enjoy tweaking the planets . Changed my copy of ds for diplomacy have rings on every one =3 only takes a grand total of about 20 minutes to change when ya use Notepad++

on Aug 02, 2012

BadTune
Who did the gravity wells this time 'round?

On the premade maps?  I did, and as I don't have Rebellion, I was unable to know what was going to happen by simply porting over the values from Diplomacy.  See my reply on the previous page for values that do work.

BadTune
it's a pain in the ass to maneuver around a sun or gas giant.

That's what I hear.  That's why I changed the values, had a kind soul test for me, and I posted the new values for all to see.

BadTune
If you guys want, I can probably run through the planet files and tweak the well radius of each for you, just might take a few days between having work and life, but I do so enjoy tweaking the planets

The thing about Rebellion is that the values listed on the entity files don't matter anymore.  The values that got added for every single planet/star entry in each map overrides anything the entity for the planet/star says to use, so to fix it, one has to go back though every single map and change the thousands of values.  Be advised it took me a few hours to go through with a script to add in the lines in the first place and that was a fairly hands off approach.  Changing each entry to appropriate values should be expected to take at least a few days of dedicated time, most likely longer.

BadTune
Changed my copy of ds for diplomacy have rings on every one =3 only takes a grand total of about 20 minutes to change when ya use Notepad++

I used a semiautomatic script to add in the values and it took hours.  Going to each value individually to change them to appropriate values should take days to a week of dedicated hands on work.  Again, the problem is in the maps themselves, not the entities.  Have fun.

on Aug 02, 2012

If I could spare the cash, I'd give you a copy Stant.  The reality is my wife will kill me if I start buying games for people.

on Aug 02, 2012

jaredddbrown


Which of harpo99999's programs do I need?  The only things I really want to change are # of strikecraft per squadron, the damage output of some capital ships, and increasing the level of research for a couple of things for all races.

You don't "need" harpos tools, though they do make it easier (or so I heard, I am comfortable enough with the "bare necessities" that I havn't tried them yet).

The number of strikecraft per squad are not in the ships entity files, those only contain lines for how many squads (and which) a ship can have.

For the number of units within a squad you need to edit the "Squad<Faction><type>.entity file, (for example "SquadTechBomber") and search for the line "baseMaxNumFighters".

 

If you want to edit the number and kind of squads a ship can start you'll need these lines:

squadTypeEntityDef:0 "Squad<race><type>" (like SquadTechBomber)
squadAntiMatterCost:0 0.000000

CommandPoints
    StartValue 0.600000
    ValueIncreasePerLevel 0.200000

The first two lines determine the kind of squads the ship can build and how much antimatter is used up per strikecraft. The other three lines determin the starting value of command points and how many the ships get's per level-up (this was taken from a cap-ship file. Small ships and stations only have one value called "baseCommandPoints" or somesuch). This particular ship can only build it's first squad at level 3 (once the command points are >= 1.0)

 

Damage output is in the ships entity files. Each weapon has it's own values for each angle (front, left, right and back):

    DamagePerBank:FRONT 64.959999
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000

 

And for the level of research you need to edit the "Researchsubject<name>" files (like "RESEARCHSUBJECT_WEAPONDAMAGE_BEAMTECH0.entity"). In there you have the line "MaxNumResearchLevels".

In this context you might also be interrested in this paragraph:

Prerequisites
    NumResearchPrerequisites 1
    ResearchPrerequisite
        Subject "RESEARCHSUBJECT_WEAPONDAMAGE_BEAMTECH0"
        Level 4 --> especially this line
    RequiredFactionNameID ""
    RequiredCompletedResearchSubjects 0

The line I marked with the red comment, determins how many levels the prerequisit research must have unlocked, to allow you to research this tech.

Unfortunately each race has their own techs, so you can't just change one research file and be done with everyone.

on Aug 02, 2012

Stant123

The thing about Rebellion is that the values listed on the entity files don't matter anymore.  The values that got added for every single planet/star entry in each map overrides anything the entity for the planet/star says to use, so to fix it, one has to go back though every single map and change the thousands of values.  Be advised it took me a few hours to go through with a script to add in the lines in the first place and that was a fairly hands off approach.  Changing each entry to appropriate values should be expected to take at least a few days of dedicated time, most likely longer.

....one more executive decision that was made with no thought process behind it. Thanks for the reply Stant, I'll go find those values then but it seems harpo's txt binner doesn't wanna work with your mod, just get a massive fails count and all the files remain bins =/

edit: and now I found the values, and I have to figure out where to put them all. Every map needs personal attention for the change you said? Can this be done through altering the .galaxy into another format or does it require the galaxy forge? Or insert other method I'm ignorant of here_____________...

on Aug 02, 2012

BadTune
Stant, I'll go find those values then but it seems harpo's txt binner doesn't wanna work with your mod, just get a massive fails count and all the files remain bins =/

which version of the text bin gui are you using?

I do have a rebellion, dip,entrench & vanilla workable in beta (due to the changed path for the mods in rebellion in non-english windows(does work fine in english windows)).

harpo

 

on Aug 03, 2012

I downloaded the latest listed off that forum thread for it. The mod folder is in my documents/my games/etc..


Edit: yeah, was my fault, a tiny oversight on my end. Fixed the mistake, works like a charm again, thanks again for the tools harpo, I have to try to put them together right in the future.


*tries to thread a pin back into a grenade...keeps missing* x.x

on Aug 03, 2012

Sinperium
If I could spare the cash, I'd give you a copy Stant.  The reality is my wife will kill me if I start buying games for people.

It's not the money, I have plenty.  It's Steam (Valve) I have issues with.  See I forget how many pages ago for my reasons behind that.  As long as Rebellion forces me to use Steam, I will not buy it.  And don't say pirate it either because that won't happen, nor do any real gamers condone such activities.

As soon as there's a version without it, assuming the game is even still relevant, I'll buy it.

 

 

 

 

 

-=Notice=-

Before any more of you fanboys come here again trying to put me on blast for not liking Steam, do yourselves a favor and read back a some pages on how the others were handled and then just shut the hell up and keep your thoughts to yourselves.  Trust me, you'll be doing everyone a favor.  Fair warning.

on Aug 03, 2012

BadTune
and now I found the values, and I have to figure out where to put them all. Every map needs personal attention for the change you said? Can this be done through altering the .galaxy into another format or does it require the galaxy forge?

Yes, every single map needs personal attention and lots of it.  I use a text editor...  Doesn't really matter which one, just search for the radius values and change accordingly.

on Aug 03, 2012

Wow...had no idea the .galaxy files could be edited strait out with a txt editor. Oh well, less steps for me, and alot of search and replace for me

 

 

I see now the task set out before me and I am humbled by it's magnitude......

This is gonna take a long time, if anyone's got them finished...or some of the maps finished I'd appreciate an upload. though I guess I could do one or two maps a day

on Aug 03, 2012

LOL Stant...I recall.  Apparently they also got a gag order for your intellectual property case too.

It's not totally inconceivable that a way may appear one day to do this.  You never know.  I bet Google does.

on Aug 03, 2012

Are the Alpha particles used in this taken from Trinity or Rebellion?

on Aug 04, 2012

Thank jebus ds is in rebellion now! I find it very difficult to play sins without this mod

Just a few pointers from the alpha, i have random minidumps on startup and during game, random ie; often the first time i try to start sins it will dump out, then work the 2nd time, weird eh? Feel free to message me if i can help at all by sending crash dumps or w/e.

Other thing was I think someone needs to have a real good look at the particle effects because i noticed quite alot arent up to scratch with the new rebellion ones, most of the explosions still look good but quite alot of the gunnery effects seem off. If i get time this weekend ill do some side by side screenies to illustrate which ones

 

Thx for the hard work guys, much appreciated making this game better

 

on Aug 04, 2012

MIKEYK255
Thank jebus ds is in rebellion now! I find it very difficult to play sins without this mod

Just a few pointers from the alpha, i have random minidumps on startup and during game, random ie; often the first time i try to start sins it will dump out, then work the 2nd time, weird eh? Feel free to message me if i can help at all by sending crash dumps or w/e.

That's been an ongoing issue with DS since it's inception.  To my knowledge, they still have yet to figure out certain ongoing crashes related to mod content.  Can't blame them since the mod is on the bigger side.

Rebellion, from what I've seen on the board, is still a little unstable.  I experienced some of that during the first 3 weeks after game launch.  Subsequent patches and optimizations from my mod core has made me avoid the majority of situations that seem to conduce minidumps (I haven't seen a gameplay minidump in over a month now.  I only see them from mod development.).  Like everybody else, I'm still looking to push the game length on moderate maps to 10+ hours (if need be) with moderate game lag.  I'm getting late game lag by that point (which, even then, is still playable).  Probable won't be able to do that until TSOP is converted.

Other thing was I think someone needs to have a real good look at the particle effects because i noticed quite alot arent up to scratch with the new rebellion ones, most of the explosions still look good but quite alot of the gunnery effects seem off. If i get time this weekend ill do some side by side screenies to illustrate which ones
DS already uses custom community VFXs.  I know the Alpha is basically a direct port with major compliancy bug fixes in it.  I'm curious if they ever updated the particles before releasing it.  I don't play in DS enough to tell.

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