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 54)
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on Aug 17, 2009

I have killed wave after wave or pirate raids in numerous locations on the map "Kingdom of Heaven" and have yet wanted to venture into the three Pirate bases there (looking forward to a huge battle with the Pirates, might need my entire fleet supply for those three bases)... I like to take them out last and work around their paths so as I expand and take out more AI players I keep up a nice bounty on the others AIs to keep them off balance and away from my growing empire... course we all have different tactics and strategies, which makes this game great cause only a few play the same so the odds always change...

on Aug 17, 2009

Draakjacht
Well, Grendel, that's an interesting idea. I can see why you would want to have tactical slots around something like a wormhole. Now that I think of it though, it seems like a bittersweet proposal. On the one hand, the jumpgate could allow anyone through, but that's just what a wormhole is. Of course, the original challenge is holding onto it with no tactical slots. I find that kinda fun. But if the enemy could go through it AND you can mine it, then the odds of an enemy getting through? Not much. Think DS9. How many Dominion ships made it through the wormhole? None. So I don't know if there would be any challenge to it. An extra perk, yes.

As for the pirates. I typically keep trade ports close to my starbases, and mine the most common flight paths. The mines whack the cruisers and caps are weakened by previous starbases and mines, making them easy peasy for my orbital defenses. No extra vessels necessary. Of course, you could keep an Akkan around to extend the starbase range.

Oh, and that reminds me. Pirate caps are normally lvl 1, but I had an enemy AI stuck behind their base. They kept trying to get through, only to die again and again. By the time I was ready to assault the pirate base, the caps were up to lvl 6. Crazy hard.

better yet when they wipeout an AI fleet and come back, sometimes leveled up to 3 or 4 and almost 30 caps at that level. very crazy hard.

oh and agree with the wormhole idea, would not be bad if it was random but to make all would be lame

on Aug 18, 2009

Interestingly, if I convert the files to Text, it mini-dumps upon loading a map. Changing them back to binary fixes it, though. Odd.

 

on Aug 18, 2009

so there was some talk a little bit back about some minor update to DiSt... has that been released yet or is it still in the works?

on Aug 18, 2009

TheRezonator
so there was some talk a little bit back about some minor update to DiSt... has that been released yet or is it still in the works?

it is supposed to be released soon, Nacey mentioned something about finding the root cause of the minidumps and so pushed it back a little more so he can possible fix it

 

on Aug 18, 2009




Quoting TheRezonator,
reply 799
so there was some talk a little bit back about some minor update to DiSt... has that been released yet or is it still in the works?



it is supposed to be released soon, Nacey mentioned something about finding the root cause of the minidumps and so pushed it back a little more so he can possible fix it

 

righteo, thanks

on Aug 18, 2009

I'm having trouble installing/activating this mod. I installed it to the correct directory (I've installed other mods to the directory and they work). The game recognizes the mod and lets me activate it, but when I have it activated and try starting a new game nothing's different- No new planets, no different graphics, no new research options. The readme of 0.82 tells me to install the mod to the Mods-Entrenchment v1.02, but I installed it to the Mods-Entrenchment v1.03 folder because that's the version 0.82 seems to have been made for. If I move the mod to the v1.02 folder the game doesn't recognize the mod on the mod menu.

 

Any thoughts?

on Aug 18, 2009

Damelgon
I'm having trouble installing/activating this mod. I installed it to the correct directory (I've installed other mods to the directory and they work). The game recognizes the mod and lets me activate it, but when I have it activated and try starting a new game nothing's different- No new planets, no different graphics, no new research options. The readme of 0.82 tells me to install the mod to the Mods-Entrenchment v1.02, but I installed it to the Mods-Entrenchment v1.03 folder because that's the version 0.82 seems to have been made for. If I move the mod to the v1.02 folder the game doesn't recognize the mod on the mod menu.

 

Any thoughts?

does it show a checksum number and if so what is it?

on Aug 18, 2009

Checksum is 0, surprised I didn't catch that earlier.

I installed the mod so it's "Distant Stars Beta 0.82" inside my mod folder, which then contains "DS Entrenchment Beta 0.82", "DS Entrenchment Extras 0.82", and "README".

on Aug 18, 2009

Ok, found the problem. DS Entrenchment Beta 0.82 and DS Entrenchment Extras 0.82 go directly into the mod folder.

on Aug 18, 2009

no prob local bug zapper only here to help

if you find any let us know and we swat em

on Aug 19, 2009

Hey, what's up with the 'non-green star'? I was trying to figure it out and stuck it in a custom map. When I went to preview, it crashed. I've dropped all graphics and blah blah so I don't even crash or slow down on LAN games. So is this a bug with that star? And what is it for?

on Aug 19, 2009

Are there any workarounds for the constant and monotonously continuos crashes?

on Aug 19, 2009

btw, there is a new patch for the volumetric explosions and damage effects, hope that will make it into this patch just in time...

on Aug 19, 2009

btw, there is a new patch for the volumetric explosions and damage effects, hope that will make it into this patch just in time...

Really? I must of missed it.

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