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 536)
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on Dec 19, 2012


Quoting zwijnstijn, reply 8024Should make the planet defenses build on planet and not in orbit just a thought


Quoting Ryat, reply 8018
Quoting noobsauce94, reply 8016One more thing, a suggestion:

Either have an upgrade, or put it as a planetary bonus, have planets have the ability to attack by themselves, have a slow-firing, powerful weapon (Guass for TEC, Laser for Advent, Missile for Vasari; switch it around a bit if u want) and have it's attack radius near where most bombardment ships would move into range to attack. Also have it able to attack as many ships as it can target, but still with that slow, powerful weapon (Think Advent Assault Cruisers how they can attack multiple structures, but it fires at each at the same rate. When it attacks just one, it's the same rate as it attacking 3)

That way, planets without orbital defense would still be able to defend against one or two bomber frigates

We tried, it can't be done.

 

What about E4X?

 

 

on Dec 21, 2012

Ya sorry i read that it Can't be changed

By the way whats up with disabling cannons ( setting them to 99 slots in cannon files) and they still build them .

I checked and the file because maybe the game changed it back ... but still says 99 slots to build , still they can build them.. so i figured i change all the cannon files in rebellion folder and DS mod section.. they still build them.

Sorry for placing this here , because it's not about DS .. but if anyone has an idea how to disable them let me please know

I am not a modder  , but if anyone could make an extra mod to load so we either change the cannons to something usefull and less annoying or disable them i would be greatfull and with me a lot others i guess .

I also tried to copy and change the files to the mod folder and place it above the other mods , but it does seem you get random crashes loading the game , sometimes i have to restart sins a couple of times and pray theres no minidump.

on Dec 21, 2012

Am I correct in believing that Distant Stars won't work, currently, with v1.37 of Trinity/Diplomacy?

Thanks.

on Dec 22, 2012

Incomitatus
Am I correct in believing that Distant Stars won't work, currently, with v1.37 of Trinity/Diplomacy?

Haven't tried it but from what I have seen of the changes it shouldn't really affect the mod much.

on Dec 22, 2012

I was wondering if someone could elaborate on how trade income from ports work in this mod.  The reason I ask is because I
have always been bothered by the fact (I think I remember it works this way) that each trade port gives you a set income
rate (I think it's 2.0) that can be increased by having a longer trade route, or by planetary/artifact abilities, or by
some research.   The reason this bothers me is that it doesn't really make much sense that you can have a small asteroid
that has little to no trade goods with 5 trade ports that each bring in the same amount of income as the first one built
AND are equivalent to those on a more hospitable world like a Terran planet.

If it is possible to code this I think ports should have a diminishing return the more of them you build in a single
gravity well.  I also think it would be nice to have each planet have a somewhat random 'Trade Goods' value (we'll
designate that as 'G') that would be a random number within a range based on the type of planet involved.  The values I
have in mind are below.

G = Starting 'Home planet' - always 1.0
      Gas Giant, Toxic - 0.1-1.0
      Terran, Savannah, Paradise, Ocean - 0.8-1.8
      Swamp, Ice, Volcanic, Pirate, Military - 0.6-1.6
      Asteroids, Barren, Relic, - 0.4-1.1
      Industrial, Urban - 1.0-2.5

Now as to the number of trade ports' diminishing returns they could work out with a simple math equation where each
new port gives less than the previous one.  The one I came up with is as follows: (P= # of trade ports in a gravity well)

(2.0 X P) X (4/(P+3)) X G = Planet Trade Income

Let us see how this equation works out on your home planet (where G=1.0 so we can remove that from the equation):

(2.0 X 1) X (4/(1+3)) =  2.0  - So far so good, the first trade port gives us 2.0 AKA the normal rate.

(2.0 X 2) X (4/(2+3)) =  3.2  - OK, not as much as the first but still a decent amount of an increase.

(2.0 X 3) X (4/(3+3)) =  4.0  - Your increase per port is really starting to slow now...

(2.0 X 4) X (4/(4+3)) = ~4.6  - It is getting to the point where the increase in ports is really not worth the investment

Now that you can see the way it works, you can also see why I included the 'G' value concept as well.  On a goods rich
planet it would make adding ports stay economical for a longer period of time while adding more than a single port to a
poorer planet to complete a trade route would be a waste.  This is more like we would expect in a 'realistic' trade
environment.

Of course, other planetary benefits would also apply as they already do, so you still may end up with a Barren planet
where you would like to build 5 ports by random chance, and again, building a port to make a trade route longer will always be worth the cost as it benefits trade for your whole empire.

So would something like this be feasible?  Agreeable?  What do you think?

on Dec 22, 2012

Huh. When I tried it, I kept getting the vanilla research tree. The additional types of planets seemed to be working fine, though.

 


Haven't tried it but from what I have seen of the changes it shouldn't really affect the mod much.

on Dec 22, 2012

Aliksander
*snip

That may take a level of coding that is beyond our limits but I like the suggestion. There are things we can to do to implement it but it would hinder other things. As for as I know Trade is Trade in Sins.

Incomitatus
Huh. When I tried it, I kept getting the vanilla research tree. The additional types of planets seemed to be working fine, though.

 

Will look it over but it almost sounds like a bad download or the unzip system doubled the file system (put DS Mod in a DS Mod folder). Check your checksum number and see if it matches 45685832

on Dec 22, 2012

I forgot to mention that the checksum matched. It did.

I also removed the mod, re-downloaded, re-installed, and re-checked. Checksum still matched, problems still persisted.




Will look it over but it almost sounds like a bad download or the unzip system doubled the file system (put DS Mod in a DS Mod folder). Check your checksum number and see if it matches 45685832

on Dec 22, 2012


Quoting Aliksander, reply 8031*snip

That may take a level of coding that is beyond our limits but I like the suggestion. There are things we can to do to implement it but it would hinder other things. As for as I know Trade is Trade in Sins.

 

I was afraid of that.  Thanks for considering it though.

 

Oh and thanks again for the great mod guys!!!

on Dec 23, 2012

Huh. On the THIRD attempt, all appears to be working. Guess the third time is the charm. Real headscratcher, though.

on Dec 23, 2012

Best way I could think to implement the trade thing is to add a small amount to each planet's ability, increasing trade income by a set percent.  (If you can do random, even better, but I don't know if that's possible...)  Although now that I think about it, if you can target specific planets with population upgrades, how much harder would it be to do the same with trade modification?

Regardless, DS Rebellion is at the top of my wish list.  (Was going to say X-Mas list, but even I am not that opptimistic.)

-Huzzah!

on Dec 25, 2012

To the entire DS Team, (Yes, you too Stant )

                                 Merry Christmas

                         blue christmas tree snow graphic

 

on Dec 25, 2012

Am I right in assuming that this is not compatible with steam sins (Edit: Rebellion) which has auto updated me to the 1.1 patch?

 

Thanks... And Merry Christmas!

on Dec 25, 2012

Dizzy_XC
Am I right in assuming that this is not compatible with steam sins (Edit: Rebellion) which has auto updated me to the 1.1 patch?

It works. Just have to endure a few MiniDumps now and then.

on Jan 01, 2013

Hey is Galaxy Forge refusing to start up for anyone else with DS's resources installed in it? I like to make my own maps for my matches and I would hate to have to use the in game map maker since I can't edit the artifact and bonus chance any with it.

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