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 509)
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on Aug 04, 2012

BadTune
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 =/

Here is the thing. This dynamic movement will not be part of the main mod but rather as a separate addon to it. Completely optional, however, if you have the mod the files, so will the other person. I am surprised personally that no one said the light frigates should have fighter movements, we should agree on that front. In respone to maybe bombers have movement, bombers don't have movement when it comes to bombing planets, but when it does fight other ships is where I am looking it from.

on Aug 04, 2012

BadTune
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

My thoughts exactly when I first started in on them.

It's literally thousands of values.

Every so often I'll jump in and do a few of them, though I'm going to start on the lore maps first which aren't included in the DS releases yet, and considering the big map has more then most of the others combined...  It'll be a while before I get there.  =P

Sinperium
Apparently they also got a gag order for your intellectual property case too.

Yeah, bastards!     I was sad when the hate mail stopped.

MIKEYK255
Feel free to message me if i can help at all by sending crash dumps or w/e

Only the developers can read the minidumps and they don't support mods, so don't bother hanging on to those, we can't use them.  It would be great if we could because we could pinpoint some of the more elusive crashes...  As for the random crashes there are a couple of known things that cause these but since they're sort of built into the core of the mod, eliminating them is out of the question.  For example, would you play without the ship grave yards, deep space trade ports, and autobuilt starbases for the pirates and other gravity wells?  Probably, but the removal would definitely affect the experience.  These things don't always cause problems, but they create much more then other things.  (Actually, I think the deep space trade ports got removed from the official diplomacy release.  I don't recall exactly, I run my own version that has extra stuff in it.  Something in the 0.7 release got yanked out because it was causing just too many issues.)  Rebellion is probably picking up on other errors that diplomacy didn't really care about and is creating some of its own problems, so you're getting more minidumps then usual.  When the Beta release comes out (meaning a version actually designed for Rebellion as opposed to the current Alpha port over from Diplomacy) this 50/50 chance of crashing I keep reading people talking about should be more like the 1 out of 15+ games that Diplomacy is averaging.

Basically, if you come across a situation that causes the game to crash every time it happens, report it.  Give us as much info about what is going on that leads up to the crash, and what happens that actually causes the game to crash, and if at all possible, a link to the last saved game prior to the crash so we can download it and play it ourselves without having to take all of the time to set up the situation you're describing.  Even if it's a situation that happens more times then not, or rarely happens but still can be forced, report it.

 

 

on Aug 04, 2012

MIKEYK255
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.

Actually we do know and had a fix for it for a while but Rebellion brought new issues.

MIKEYK255
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

Rebellion brought new effects into the equation and Bailknight's fx pack is now hopelessly out of date. We will be incorporating new effects soon.

on Aug 04, 2012

We will be incorporating new effects soon.

 

Correction:

 

"We will be incorporating new effects SOON™."

on Aug 04, 2012

Sorry for the bad translation, I'm from Russia.
The mod you have just a wonderful, guys, but it looks like Alpha as there is a problem.
I want to know how to solve a problem with it:

Slot ActionSetRallyPoint can't be setup over ACTION_CAPITALSHIP_ABILITY_4.

I just can not play. Error is constant.
Or I'll just delete the files from the ability of the planetary "entity" of the planets, until problem is solved?

on Aug 04, 2012

Annatar108
Sorry for the bad translation, I'm from Russia.
The mod you have just a wonderful, guys, but it looks like Alpha as there is a problem.
I want to know how to solve a problem with it:

Slot ActionSetRallyPoint can't be setup over ACTION_CAPITALSHIP_ABILITY_4.

I just can not play. Error is constant.
Or I'll just delete the files from the ability of the planetary "entity" of the planets, until problem is solved?

In your Setting folder, in the same folder as the mod folder, find a file called "rebellion.user". Open it in notepad and find a line called "ShowErrors". Make sure its set to FALSE, not TRUE.

on Aug 04, 2012

Glad to see the DS mod is up and ready for Rebellion now .

Quick question though. On the map CB Birth of the Trade Order, is there any way for the galaxy forge names (i.e. Union of Earth, Martian Venusian Alliance, Saturn League, Neptunian Empire) to still be displayed in the actual game?

on Aug 04, 2012

justinian66
Quick question though. On the map CB Birth of the Trade Order, is there any way for the galaxy forge names (i.e. Union of Earth, Martian Venusian Alliance, Saturn League, Neptunian Empire) to still be displayed in the actual game?

Will need to be rebuilt for that. And they will be.

on Aug 05, 2012

GoaFan77

In your Setting folder, in the same folder as the mod folder, find a file called "rebellion.user". Open it in notepad and find a line called "ShowErrors". Make sure its set to FALSE, not TRUE.

Thanks a lot, it helped. Just not yet learned to catch the error in another way, share your experiences please)))

I understand that the developers of DS already overwhelmed by different requests and suggestions, but let me add, too, by itself, it may be useful:
I was going to make a map of the solar system and nearby stars, but most of the stars that surround us double or triple. So I ran the mod DS. But there is one problem. Unfortunately companion star, not seen as normal stars until they find, as a simple planet. And it's sad. I myself have tried to fix it, but it looks like the changes you need to do in the game engine.

on Aug 05, 2012

FYI--I love the ship graveyards so much that I am making "wrecked ship" models for you.  I have a prototype Kol already done that can use the normal Kol texture or your graveyard ones.  Looks good either way--I've already tried it in game.  You won't have to add textures to the mod--just the meshes.

The Kol as an example has bent antennae, dented armor, blast holes showing internal wrecked machinery, damaged hangar bays--you get the idea.

I'm also going to take some of the smoke, flame, etc. particle effects and add those in too as an option.

An extra would be to add some slight damage edits to the textures for the normal Kol--because my model will match the already existing texture for it, it would be very easy to add some scorch marks and throw in little touches like that.

So this is my spare time hobby.  I'm doing a bit at a time when I have some.

on Aug 05, 2012

Annatar108

 But there is one problem. Unfortunately companion star, not seen as normal stars until they find, as a simple planet. And it's sad. I myself have tried to fix it, but it looks like the changes you need to do in the game engine.

I may be misunderstanding what you mean but if you are talking about planets with star meshes not being able to be seen as stars are--there is a easy fix for this (if what you want is for them to be visible at the game start).

Since they are "planets" to the game itself, just create a GalaxyScenarioDef template and add ships by player slot.  Mod in a combat turret ship with no weapons and a self destruct ability that autocasts as part of the planet template.  At game start, each player will see the star and the turrets will vanish.

on Aug 05, 2012

Sinperium
FYI--I love the ship graveyards so much that I am making "wrecked ship" models for you.  I have a prototype Kol already done that can use the normal Kol texture or your graveyard ones.  Looks good either way--I've already tried it in game.  You won't have to add textures to the mod--just the meshes.

The Kol as an example has bent antennae, dented armor, blast holes showing internal wrecked machinery, damaged hangar bays--you get the idea.

I'm also going to take some of the smoke, flame, etc. particle effects and add those in too as an option.

An extra would be to add some slight damage edits to the textures for the normal Kol--because my model will match the already existing texture for it, it would be very easy to add some scorch marks and throw in little touches like that.

So this is my spare time hobby.  I'm doing a bit at a time when I have some.

 

This is awesome!!!

on Aug 05, 2012

Here's the mashup sample i did just to see if it could work.  You have to be able to see it in game and rotate the angles to catch a lot of it but some of the effect can be seen here.

I'm working on a much more detailed one now--holes showing the ship interiors, proper seems and the like, etc.

on Aug 05, 2012

Annatar108
I was going to make a map of the solar system and nearby stars, but most of the stars that surround us double or triple. So I ran the mod DS. But there is one problem. Unfortunately companion star, not seen as normal stars until they find, as a simple planet. And it's sad. I myself have tried to fix it, but it looks like the changes you need to do in the game engine.

A work around is to use actual stars and not companion stars.  Using the forge, you can group the stars near to each other and set the radius to like 1.  Not the move or exit radius, but the build radius.  The one that puts the white circle around them.  As far as my understanding of the numbers, when zoomed out, you should see the stars grouped near each other.  When zoomed in, they'll be treated as separate systems, but it doesn't really matter if the non main stars are just there and don't have any planets grouped with them, visually, it'll all look the same.  You just won't see planets unless you're on the main star.

on Aug 05, 2012

Stant123
A work around is to use actual stars and not companion stars.  Using the forge, you can group the stars near to each other and set the radius to like 1.  Not the move or exit radius, but the build radius.  The one that puts the white circle around them.  As far as my understanding of the numbers, when zoomed out, you should see the stars grouped near each other.  When zoomed in, they'll be treated as separate systems, but it doesn't really matter if the non main stars are just there and don't have any planets grouped with them, visually, it'll all look the same.  You just won't see planets unless you're on the main star.

The fact that I experimented with a lot of Galaxy Forge and the stars can not be placed side by side. The problem is that if the primary star has a planet, then the z coordinate for the second star is random. And it can not be changed, at least I tried. Perhaps it is written somewhere in the game engine.
I need the stars were very close to each other - "two giant fire visible from the planet, which revolves around them."


Sinperium

I may be misunderstanding what you mean but if you are talking about planets with star meshes not being able to be seen as stars are--there is a easy fix for this (if what you want is for them to be visible at the game start).

Since they are "planets" to the game itself, just create a GalaxyScenarioDef template and add ships by player slot.  Mod in a combat turret ship with no weapons and a self destruct ability that autocasts as part of the planet template.  At game start, each player will see the star and the turrets will vanish.


This is exactly what you need. Only now I have to razobratsya. What is this "Mod in a combat turret ship with no weapons and a self destruct ability"? And as this turret placed on the companion star at the start.
As I understand it you need to create a GalaxyScenarioDef planetItemsTemplate for these stars, there should be understand. If you do not complicate, show an example of planetItemsTemplate.

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