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 524)
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on Sep 28, 2012

When  I have more time, we need to talk about your insane pirates. Best damn game played in a year...Helps being on vacation too....

on Sep 28, 2012

Stant123 you are forgetting something very important, which in my opinion is THE very reason why the TEC was able to fight both the Vasari and the Advent into a standstill: Numberical and economical superiority.

They have more people and more material, which means they can have more soldiers and ships.

But if they outnumber the enemies and still "only" can hold their own agains them, that must mean they have some disadvantage against them which prevents them from just grinding the enemy slowly into submission in a long war of attrition. And that disadvantage in my opinion is their inferiour technology and shipdesign.

If TEC technology really was on par with the Vasari and superiour to the Advent as you suggest, there is just no way the two other factions could possibly hold out, unless they both form an allienace against the TEC, which they didn't do... they still fight each other just as much as they fight the TEC.

on Sep 28, 2012

Well, to be fair, technically the TEC fight eachother as much as the others as well. 

And It's not necesarily that they have inferior technology.  They just haven't needed to fight a war in who knows how long.  The vasari are a dictatorship/slaver empire, and the Advent have spent the last 1000 years thinking of nothing but revenge, while the TEC are only what, like 25 years old?  It's a matter of experience.  Before the War, the TEC really only had Sovas as Capitol Ships, do deal with Pirates, and Cobalts as a main fleet.  They had no need for anything else as far as a warship is concerned.  Even he Kodiaks were re-purposed from asteroid clearers.

-Twi /)

on Sep 28, 2012

GoaFan77
That said, back in the day you guys were the masters of pluging and advertising on a large scale.

That was all Carbon, I swear. 

lankymon
TEC is a "USA gone galactic" faction much like sooo many others in SciFi.

Technically it's all post industrial revolution countries gone galactic.

lankymon
Vasari are your standard "evil" strong strange aliens.

I prefer to see them as WW2 Nazis.  To them, they're just doing what they've always done.  They don't consider themselves evil, and while there may be some among them that view what they are doing as questionable or even objectionable, in large part, this is just the way they do things.  Basically, if you study Europe between WW1 and WW2, and Hitler's rise to power, what's really going on and why he is able to do what he does is because Germany is just screwed six ways to Sunday, shitty economy, shitty morale, debt out their ass, maps being redrawn giving them less territory...  All Hitler had to do was prove he could get their land back, improve their economy, get the country out of debt, and unite the people.  No simple task, but he did pretty much just that.  For a short time, he really was the best thing for his country.  He just got greedy and then went crazy with power.  The Vasari where the masters of their domain.  That is until some bigger bad ass came along and kicked them out.  For all we know it's a coalition force of the beaten down and abused with some help from an outside force, like the allies in WW2, that not only kick them out, but are hunting them down.  To everyone else they're greedy, murderous, evil, whatever...  It really just depends on your own personal morals on how you see them.  Most would agree, slavery is bad, so that's a negative on them, but then again, most people could agree that if a military force attacks you and kicks you out of your home and is hunting you down, and you're just refugees looking for a place to hide out, then you can be pitied and deserve help.  Depends on the person to decide which is the more influential aspect.  The fact that they take slaves, or the fact that they're beaten and being hunted.  Amongst other things of course, I just don't want to get into every little detail and break them down.  I don't have that kind of time these days.    Basically, how different would your view of the Vasari be if they entered the Trade Order territories asking for a place to stay or begging for help rather then entering with guns blazing taking worlds (and slaves) for themselves?

lankymon
Note that despite existing planets with "rebel" factions on them are supposed to be human, the TEC still conquers them to bring them into their order!

That depends on your view of what happens.  In the base game most planets do not have defenders on them.  In DS they do.  You say conquer, I say colonize.  Regardless, there are several ways one can look at the situation:

One way is that these are individual planets that are just too inconsequential for the Trade Order to have worried about them so they never bothered to do anything with them.  Likely they were cooperative, maybe even were good customers all things considered, such a small population, maybe not even a united planet yet, like Earth, meant there was never any need to even bother with them.  Post invasion, every person and resource is a step closer to victory.

It could have been a relatively new colony pre invasion.  There are two ways this one plays out.  They're desperate for resources and are willing to be rejoined with some political or corporate entity, or they're bitter that they were forgotten and have figured out how to sustain themselves and want to be their own political or corporate entity.  Your interpretation of the colonization of this planet and what exactly happens may not be similar to mine.  My faction is a corporation, when I 'colonize' I deal less with the political, and more with the bringing them into the realm of interstellar trade.  DS Lore-wise, I really do both.  Pre lore where I go over my background, I do nothing with the planets other then run their economies.  In the lore, I overthrew a governing body to get what I wanted out of the system and am in some quasi ruling, but not really, state.

They're a group of undesirables.  The Advent were kicked out and exiled because of what they were doing before they were called the Advent.  Australia is a good example of where in our society, we sent people that couldn't behave according to a set of standards to another place to get rid of them, only we did it so much that they built up their own nation.  Now that's not entirely what happened, so if you're an Aussie, don't crawl up my ass.  It's generally accepted that Australia was a prison colony for a long time, and that's what I'm working with.  I've been told that's how Japan got it's start too.  Chinese undesirables were shipped off and eventually there were so many that, maybe with some help, or maybe not, they created their own nation.

They're refugees from first attacked systems.  Too weak to fight back, their people are scattered and they're just there waiting out the war.  Enter the TEC and maybe some would rather be left alone, whereas others want some payback.

They're split offs from other nations or corporations.  The USA was a part of the British Empire until it 'broke away'.  Several dozen nations were a part of the USSR until they 'broke away'.  I had a list of companies that were once divisions of much larger ones but now their on their own in my head, but by the time I got here, I forgot what I was going to put down...  Point being early on, the US was easy pickings and made some good allies to ensure it's survival.  These planets, post invasion, probably don't have that luxury.

Pretty much what I'm getting at is it all depends on what you believe is happening is how you describe it.  The TEC could be invaders, or they could be colonizers.  The other two factions are pretty much only invaders.

lankymon
What happened to the nice policing of the trade order territories?

That's easy, the Vasari invaded. 

lankymon
Surely if they ran a peaceful economy with all shiny bells and whistles, there would be no pirates to start with...

The two aren't exclusive with each other.  There are literally dozens of social and economic factors that would lead to piracy in an otherwise peaceful environment.  Let's go back to the mid 1990's.  The average cost of a CD was around $25.  Most record labels based in California and New York pushed prices up that high for CDs that had on average 10 songs, where one, maybe two if them, the consumer actually wanted.  The internet was tapped to pass around digital versions of these CDs, or more appropriately, the one or two 'good' songs from the CD, from one person to their friends so they didn't have to pay a bullshit price for an unsatisfactory product.  Then they passed copies along to their friends, who passed them along to their friends, who passed them along to their friends, even some going as far as requesting on internet forums if anyone had a copy of a song they were looking for and wouldn't mind sending it to them.  Now all reasonable people can agree, this is piracy.  No money was given to the rights holders of this music each time a copy was made.  The 90's weren't exactly full of turmoil, there weren't massive wars being fought on all fronts, and the economy was having it's usual ups and downs, but generally remained strong.

Economic instability, political collapse, social injustice, rampant neglect, war...  These are things that definitely don't help to prevent piracy, but the underlying issue really has nothing to do with any of that.  It's more so due to people believing a product is overpriced, or believing that they are owed because they were either screwed over/ripped off by some company, or just feel entitled to some free stuff.  Piracy on the scale that Sins deals with in game (meaning post invasion) is more along the lines of piracy in the Caribbean and Mediterranean Seas for example.  They're basically a group that doesn't play by the established rules.   Some are state sponsored rebels, others are not.  Pre invasion pirates were probably more like bandits raiding trading caravans.  Whatever their reason to take what the caravan had is their own reason, but it might not have anything to do with the powers that be.

lankymon
Makes for an every changing game with highly variable tactics in a few distinct phases. Certainly challenging! But quite a complex set of in-game events. Especially since Sins at present doesn't posses a mechanic for them that I'm aware of.

I would certainly like to see that myself.  Would be a very entertaining map to play on, but like we all know, maybe for Sins 2.     (I just hope it doesn't require Steam so I can enjoy it.)

 

-Norbert-
Stant123 you are forgetting something very important, which in my opinion is THE very reason why the TEC was able to fight both the Vasari and the Advent into a standstill: Numberical and economical superiority.

I didn't forget it, that was the main advantage I gave to the TEC and focused on it.  All things economical belong to them, they are the industrial juggernaut, it is the faction that can pump out cheap ships fast.  These are things I did clearly state.    Oh and they fight the Vasari to a standstill, the Advent are largely just a nuisance that is strong enough and opportunistic enough to need to be dealt with.  Technically, it's the Advent that are fighting the TEC to a standstill when they retaliate.

-Norbert-
They have more people and more material, which means they can have more soldiers and ships.

Yes and no.  But I did say this too.  The TO's reach and influence is everywhere.  The other two factions are just invaders by comparison.  While support to beat back and be victorious over invaders can draw lots of people to your military, the will to not fight can be just as strong.  Not everyone can get behind a war, even if every reason says they should be supportive of it, aside from the whole killing thing, but that is usually enough to turn people off of it and even speak out against it and actively deny people or resources to those that are fighting the war.

-Norbert-
And that disadvantage in my opinion is their inferiour technology and shipdesign.

At first yes, which is why planets fell with little to no resistance.

-Norbert-
If TEC technology really was on par with the Vasari and superiour to the Advent as you suggest, there is just no way the two other factions could possibly hold out, unless they both form an allienace against the TEC, which they didn't do... they still fight each other just as much as they fight the TEC.

On par but less mobile and I did give the Vasari the advantage of having phase missiles which the TEC has been unable to copy or effectively defend against.  Tech wise, they are on par on every way except these two things.  These two should be enough that the Vasari can still win, but they can't.  Why?  Because the TEC is still waaaaay too massive.  Also do remember that this is just an invasion force by the Vasari, it is NOT their main force.  That still remains to be seen.  What tech to they bring with them, how massive is this main force?  We do not know yet.

As for the Advent, their tech by late game is inferior.  By all accounts it is superior while they're planning and plotting their revenge in the lore, but the TEC catches up before the Advent even reappear thanks to the Vasari, and all things considered, if the only way you're getting your revenge is because you're hitting places already completely worn down and ground away by war from the other two, your tech isn't that good.  Basically, had they come in and fought the Trade Order rather then the TEC, they win easy victories, lots of them, take over vast portions of the industrial might, and potentially steamroll the entire TO, brainwashing everyone along the way.  Clearly, they win and they win HUGE.  Complete and total victory.  But timing is everything.  They weren't ready to fight yet before the Vasari invaded, they've lost their technological advantage, and the only reason why they're here now is because they decided to take advantage of the weak worlds and that is the key point from the official lore.  If they were still technologically superior or even on par, they wouldn't have to take advantage of the weak worlds, they could go after the more developed, better equipped worlds and flip them to their side and use the industry to their advantage.  But they don't...  Because they can't.

Their claim to fame is synergy bonuses and shielding tech.  Vasari look at shields as something that they have an easy way around, and the TEC just throw more guns at it and grind it away.  Their ships pop easily.  They have no standout weapon, hell even their superweapon is pretty much worthless compared to the other two in my opinion.  That doesn't mean it doesn't have it's uses though.  Everything from the core game screams "I can't win in a heads up fight (unless I'm on defense)."  Inferior economy, they lose their trade ports if they want to mine more...  Their tech is just awful.

 

Twilight_Storm
Well, to be fair, technically the TEC fight eachother as much as the others as well.

Absolutely!

Twilight_Storm
And It's not necesarily that they have inferior technology. They just haven't needed to fight a war in who knows how long. The vasari are a dictatorship/slaver empire, and the Advent have spent the last 1000 years thinking of nothing but revenge, while the TEC are only what, like 25 years old? It's a matter of experience.

The TO's economical tech is by far superior and this does translate in the game.  Their political/social tech is inconsequential.  Their military tech is vastly inferior.  But only in the beginning.  Like I said, the TEC being only a quarter century, younger actually by the time they match the Vasari tech, did all of this in a very very short time.  Given the rapid advancement in that time, double or triple it and once again, if the other two aren't prepared to keep up, the TEC becomes the dominate military force and wipes the other two out.  Imagine the TEC swarm armed with phase weapons and jump anywhere without using phase lanes tech adapted from the Vasari, and shielding that nullifies all energy based weapons adapted from the Advent and hulls that absorbs all other types of weapons due to their own advancements...  They're pretty scary.

Twilight_Storm
Before the War, the TEC really only had Sovas as Capitol Ships, do deal with Pirates, and Cobalts as a main fleet. They had no need for anything else as far as a warship is concerned. Even he Kodiaks were re-purposed from asteroid clearers.

To my recollection they only had Dunovs and Marzas pre invasion.  Dunovs being part of the massive trading fleet and Marzas being part of the mining fleet.  These being the only ship designs still in service from that massive fleet, not that they were the only capital designs.  The Kol was the first Warship from the TEC and it stands to reason the Sova was developed at the same time but fielded second.

on Sep 28, 2012

Ahhh great. Now with the 1.41 update the alpha version you've released doesnt work anymore.  Anyone else have this problem?  Guess its time to try this E4X mod of GoaFan's finally.

on Sep 28, 2012

It should work as 1.041 just fixed with the saved games.

Will give it a run through to check though.

on Sep 29, 2012

What would you say is the hardest or the most toughest part when making/updating the mod?

on Sep 29, 2012

Liondrome
What would you say is the hardest or the most toughest part when making/updating the mod?

Time.

on Sep 29, 2012

Liondrome
What would you say is the hardest or the most toughest part when making/updating the mod?

Not having Rebellion to check my work against.  =|

on Sep 29, 2012

G_Bison
All right Ryat, my question to you is what you did not give to the pirates? These are the pics I took while playing Entrenchment DS on my netbook. Here are a few of the shots.

Hehe, just about everything. Which makes them a bit pissy to convert to Rebellion properly.

on Sep 29, 2012

Pretty much everything, including the red phase lanes can be put back in.  It just takes a lot of effort to add in the new lines of information and checking in game to make sure everything is working like it's supposed to all the while filtering through the slew of other errors that have cropped up with the converting over process.

 

on Sep 29, 2012

hi distant stars developers, haven't been on the forum in a while but I would like to make an imprtant Q

 

are you able to put 4 starbases around companion stars? and if not then the next mod update can at least have 3 starbases (due to a companion star being slightly smaller than the main one) max around it.

on Sep 29, 2012

RHEmpire300
are you able to put 4 starbases around companion stars? and if not then the next mod update can at least have 3 starbases (due to a companion star being slightly smaller than the main one) max around it.

We will consider it.

on Sep 29, 2012

oh okay, cool

on Sep 30, 2012

Sorry for waltzing in thread, but I'm experiencing a freeze when I select a dead asteriod, it's easily solved by pressing Escape, but it's really annoying when I read the bug report it says this: "Slot ActionSetRallyPoint can't be setup over ACTION_CAPITALSHIP_ABILITY_4."

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