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 512)
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on Aug 17, 2012

Hey guys,

 

Is this mod really buggy as you all say as there is mixed views on this, also how does it compare with Maelstrom?

on Aug 17, 2012

chilly06
Is this mod really buggy as you all say as there is mixed views on this, also how does it compare with Maelstrom?

Maelstrom adds races to the game whereas we do not. As for buggyness, its fairly stable but it has some quirks that need to be fixed (like the pirates).

on Aug 17, 2012

I am getting frequent crashes trying to load it up.  Half the time it works, half the time it doesn't.  I'll try a new DL tonight.

on Aug 17, 2012


Quoting chilly06, reply 7667Is this mod really buggy as you all say as there is mixed views on this, also how does it compare with Maelstrom?

Maelstrom adds races to the game whereas we do not. As for buggyness, its fairly stable but it has some quirks that need to be fixed (like the pirates).

 

Ta for that I will give it a try tonight, wish me luck

on Aug 17, 2012

Hey all,

 

every time i try to enable the mod my Soase Rebillion crashes could you help me ?

on Aug 17, 2012

Who would I need to ask for permission to use the TEC styled pirate capital ships?

on Aug 17, 2012

ZombiesRus5
Who would I need to ask for permission to use the TEC styled pirate capital ships?

SZ0

SquallxLeonhart1
every time i try to enable the mod my Soase Rebillion crashes could you help me ?

If it is doing constantly then its a bad download and you need to redownload the mod (please make sure you are downloading the right one as well). There is a small bug that will crash the game from time to time but it doesn't happen all the time like you are talking about.

on Aug 17, 2012

Quoting ZombiesRus5, reply 7672
Who would I need to ask for permission to use the TEC styled pirate capital ships?
SZ0

Thank you.

on Aug 17, 2012

Ok everthing is working fine now. It seems as it really was just a bad download.
Its great so far but does a mod exist in which the dmg output is increased ? I am asking this because it seems so unrealistic when your capital ship needs 1 minute to destroy 1 fregatte.

 

on Aug 17, 2012

SquallxLeonhart1
Its great so far but does a mod exist in which the dmg output is increased ? I am asking this because it seems so unrealistic when your capital ship needs 1 minute to destroy 1 fregatte.

We currently shutdown that part of our mod for rebalancing. There are files that come with the mod that you can put into the GameInfo folder that will give the capital ships more firepower but they are a bit unbalanced.

on Aug 17, 2012

A couple quick questions:

1. What languages are being used to mod SoaSE?  (usually the core is C++ and then scripts are done in Lua, Python, Ruby, or something similar).

2. "We currently shutdown that part of our mod for rebalancing. There are files that come with the mod that you can put into the GameInfo folder that will give the capital ships more firepower but they are a bit unbalanced."  What would it take to create a balance in the capital ship system?  Just editing files (I'm assuming XML or something), or hard-coding parameters?

3. Is the DS team open to a part-time coding helper?

Background: mathematics student, recently software developer for robotics companies and gov/intel defense contractors.  let me know.

on Aug 17, 2012

1. Not sure as to the language but you can read it (once converted) in Notepad those we prefer Notepad++

2. LOL Just editing the files. We left them at base.

3. Sure, our other part-time helper has decided not to buy Rebellion due to its usage of Steam.

on Aug 17, 2012

Gauss156
1. What languages are being used to mod SoaSE? (usually the core is C++ and then scripts are done in Lua, Python, Ruby, or something similar).

It's done in English.  No special coding language is needed once you convert the files from binary to text.  It was done like that to encourage modding and make it very easy.

Gauss156
2. "We currently shutdown that part of our mod for rebalancing. There are files that come with the mod that you can put into the GameInfo folder that will give the capital ships more firepower but they are a bit unbalanced." What would it take to create a balance in the capital ship system? Just editing files (I'm assuming XML or something), or hard-coding parameters?

It just takes testing and feedback which is mostly done internally between updates.  Editing is again done in English once the files are converted to text.  You have to look at rate of fire (prebuff cooldown and delay), damage (Bank damage value), and how quickly the weapon hits it's target (travel speed) to figure out overall damage output.  On the surface it looks pretty simple, in the game, tweeking one too much can seriously over power or nerf a ship, so getting it right takes time.

Gauss156
Is the DS team open to a part-time coding helper?

Depends.  Learn how to mod the game https://forums.sinsofasolarempire.com/407617 and post up some stuff.  It's generally easier to accept someone with a body of work to show rather then take it on faith that they'll figure it out along the way. 

3. Sure, our other part-time helper has decided not to buy Rebellion due to its usage of Steam.

And yet, I still find ways to get things put together.  I just have this embarrassing side effect of releasing buggy stuff because I can't test it before I pass it along.    How's the Flagship mini looking?  Hoping I did better with that then the maps.  =|

on Aug 17, 2012

Stant123
And yet, I still find ways to get things put together. I just have this embarrassing side effect of releasing buggy stuff because I can't test it before I pass it along. How's the Flagship mini looking? Hoping I did better with that then the maps. =|

Ugh, haven't even looked at it. Too many issues like having my teeth pulled and other unfun stuff for my vacation. Can't wait to get back to work.

on Aug 17, 2012

Stant123
It was done like that to encourage modding and make it very easy.

But more frustrating to those who do know how to code, since it limits what you can do.

 

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