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 541)
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on Jan 30, 2013

So what exactly is the precise reason each update takes so long?

on Jan 30, 2013

I believe that most of the main modders may have moved on to other projects. Stant, who would have done a lot of the work, doesnt use steam. The last mod update was out a week when the main game updated and heartbreakingly mussed things up. My biggest fear is this mod is going to die a slow death. Also, they have lives outside of distant stars and have to use their time wisely. Maybe its time for a donate button button. Money can be a motivator. I would gladly donate. 

on Jan 30, 2013

There may be good news however. I read that a kickstarter has or may have been started to purchase the homeworld series and if all goes well they may even start a homeworld 3 project. Although I prefer distant stars, this would be fun.

on Jan 30, 2013

What exactly needs to be done in order to update the mod?

on Jan 30, 2013

Portalboat
What exactly needs to be done in order to update the mod?

Technically the mod works with the game currently. Its just not perfect. What is making it inperfect is a variety of issues. We are still working things out between our now very busy lives.

on Jan 30, 2013

Is it just balancing issues because of what got changed in the 1.1 patch?

on Jan 30, 2013

Portal, the Distant Stars mod still has not had a 'proper' Rebellion conversion. There is a lot of work involved from what I've been told.

on Jan 31, 2013

Heh, basically, you got my sometimes barely working port over from diplomacy plus changes to make it work more often then not, and the new ships added in.  There are no balancing changes done to it, some of the new tech is missing, and pretty much everyone is busy working, having lives, and raising families.  I'm only doing one of the three, but working as many hours as I do would prevent me from doing very much even if I didn't have a huge dislike of Steam.

So to answer the question:

Portalboat
What exactly needs to be done in order to update the mod?

  • Go over each faction, every single research, ship, structure and anything else of concern and add in anything that is still missing.
  • Review and adjust the values of the research items according to the general standard presented in that tree, as well as putting each item in it's proper place on the tree.  Also new techs may be added, or in some cases, techs get changed from one faction to another in order to further separate each faction from their counterpart, meaning the Advent that want to keep fighting should maybe get better hull upgrades then their peaceful other half, but their peaceful other half should maybe get some eco boosting stuff courtesy of their Trade Order friends.  You know, things that keep in spirit with the purpose of the faction, yet don't make everyone say this faction is now ubered up and we only will play this one from now on.  In DS, we want clear sides, but we also want checks and balances so that it's basically one big game of rock, paper, scissor, lizard, mr spock.
  • Review every ship, especially the new ones.  Most will not need speed/turning/hull/shield/firing rate/damage/etc adjustments, but those that do have to not only stand up to DS levels, but also fulfill it's role more precisely.  What does that mean?  It means in the case of the Marza for example, it's supposed to be a ship killer.  In plain Sins it does this "A'ight" to borrow from the urban vernacular.  In DS, it eats frigates for breakfast then invites cruisers over for dinner and makes them it's bitch after a little sweet love making of course.  Now in Rebellion DS, you've got that second level of Missile Barrage.  It should handle other capital ships like they're little red headed bastard step children.  And by that I mean smack them around and make them wish they never left the ship yards.  In keeping with that, the new ships need to be battle hardened like other DS models, and all ships need to be evaluated to make sure that the new ships fit in to their roles nicely without the other ships stepping in on their territory.  This might mean that some things need to be taken away from another ship just so the new one has it's purpose and get's used for it, and the ships that lost stuff, either get new stuff, repurposed to do a different job, or just powered up or less costly to finances or fleet supply to make up for it.
  • Review every single structure.  Make sure the DS counterpart has the stuff the unmodded version has, and then like the ships, make sure it still serves it's purpose without infringing on another structure's purpose.  Bring it up to DS levels of usefulness and vitality, and by that, I mean whatever got added in needs to function like it was created for DS and last the appropriate amount of time that makes it useful enough for a player to want to use it, but costly enough to make then have to think about using it, not just do it as a matter of fact simply because it's there.  In some cases, it's function may have to be changed from user selected to always active or vice versa.
  • Balance and testing.  This is the most important and the most time consuming portion of updating the mod to a different expansion.  If something is overpowered or underpowered, the only way to know is to play a game six times over.  The faction being tested against itself and the other five.  People play different ways.  Some play aggressively, others play defensively, some use better strategy and lure you into ambushes, traps and other methods of gang banging their way to the top, others play with no strategy at all and throw whatever they got at you, and others do absolutely nothing at all until you get tired of waiting and go in their and beat them into oblivion.  So six test games turn into 30 test games real quick, and Sins can take up hours for just one game.  And that's just to find out if you need to change something.  Once you change something, you have to start all over again.  This is why feedback from the general public is not only immensely helpful, but kind of critical.  Me playing for 200 hours just to check one change means you don't get updates.  You all playing for 20 minutes and leaving reports as if you were a team member means I only have to play for 20 minutes myself to evaluate what effect the change has on everything, which then translates into advice being passed on up the chain for official approval/denial which means updates are made much more quickly.
  • Bugs.  These things happen.  So do typos.  Like the balance and testing, considerable hours of game time need to be put in to not only find them, but make changes if even possible, and then put in considerable more hours to make sure you at least lessened the problem and didn't create any new ones, preferably eliminated the issue, and squashed a secondary one at the same time.  The hardest part about this one is when something happens off screen or is part of the pirate research or something that just kind of happens for no reason some games but not every game.  Like the trade ports in the neutral grav wells in Diplomacy.  Some people crashed every time those were in the game.  Me personally, didn't crash at all because of them.  The tendency of the game to crash for most people was traced back to them, so they were removed even though people generally liked having them.  This is Distant Stars, not Place Where Miracles Happen.

And that's just for the factions.  You still have things like the galaxy scenario definitions file to go over, the different sound and graphics things, meshes, the various string files, planets, bonuses, artifacts, pacts, and anything else that happens behind the scenes...  Everything has to be looked at several times over from as many different perspectives as possible just so you can make sure you got everything.

 

Once all of that is completed, then sent on up to Nacey and he's had time to mess around with it, and he's had time to pass the changes along to everyone on the team for internal review, and the team has had time to give their input, then, and only then, will the update for Rebellion be released for public review.  This isn't a simple, Rebellion 1.1 to 1.11 update patch, it's a massive Diplomacy 1.32 to Rebellion 1.(whatever you guys are at) upgrade that doesn't have the support of everyone that Diplomacy had, nor the hours to be given to it from those that do support it.  So it's gonna take some time, and if you're like me, then you're going to just do the things I outlined above on your own version and just keep sending things to Ryat to make him deal with it and pass them along and eventually, someone out there will have done everything that needs to be done, it will have all been passed along to the powers that be and you'll earn a spot on the team and take your rightful place in front of the firing line when people want to bitch at you because your update wasn't available 10 minutes after a patch was released on steam. 

on Feb 01, 2013

And this is why I decided not to mod this game... not friendly at all.

on Feb 01, 2013

And to add to what Stant has said...

 

Besides real life with family an work, we all have other things to we like to do in our free time. Other Video games, TV to watch, books to read, blah blah blah blah

There was a point where all of us play this game often and alot (i.e. Diplomacy era) so it natually got more attention and got modded more often. Hence the slowness of any update is simply modding has taken a lower priority to other ways to spend our free time.

 

Oh, and as its always been everyone is on a different time zone so add jet lag to the list of things slowing down updates.

 

If it bugs you that bad that there not one, now is a great chance to step up and learn some modding. Everyone on this team so far has done just that at one point.

on Feb 02, 2013

Hello everyone

This is an absolutely awesome mod and I would like to thank everyone who as devoted their time to creating it.  Is there a current stable version of this mod with out all the mini dumps and launch errors.  My friends and I really enjoy playing but we are getting LOTS of mini dumps when we play..

Thanks 

on Feb 02, 2013

Is there a current stable version of this mod with out all the mini dumps and launch errors. My friends and I really enjoy playing but we are getting LOTS of mini dumps when we play..

Not currently no. Some of the bugs are very difficult to track down.

on Feb 02, 2013

How can some of you even play this? Since did not the last patch made this incompatible with the current Rebellion?

And yes all of you have families, work, and your own lives. And really i´m glad we have even been able to play it this long.

 

And of course its a great mod but its like giving Super Mario Bros 3 to a kid, and then halfway trough taking it away and giving instead Super Mario Bros. Nothing wrong with Super Mario Bros. Good game all around. But 3 is just better in so many ways.

 

But hey. Good luck to everyone in the dev/test/whatever in your life, families, work etc. Also wondering, have you tried recruiting new blood? Since i´m sure there are many modders out there that would love to work on a great and loved mod such as this. And they could make it easier for you, and the waiting for us.

 

on Feb 03, 2013

Hello everyone

This is an absolutely awesome mod and I would like to thank everyone who as devoted their time to creating it.  Is there a current stable version of this mod with out all the mini dumps and launch errors.  My friends and I really enjoy playing but we are getting LOTS of mini dumps when we play..

Thanks 

I can play the mod without crashes and errors since the superweapons were disabled. Already played 10h or more without crashes.

on Feb 07, 2013

DoGy_AUT

Quoting Glympy, reply 8112Hello everyone

This is an absolutely awesome mod and I would like to thank everyone who as devoted their time to creating it.  Is there a current stable version of this mod with out all the mini dumps and launch errors.  My friends and I really enjoy playing but we are getting LOTS of mini dumps when we play..

Thanks 

I can play the mod without crashes and errors since the superweapons were disabled. Already played 10h or more without crashes.

 

How to? I'll gladly sacrifice superweapons long as i can play the mod without having to save every 5 minutes due to a incoming possible crash. And its not like they contribute a lot to the game (Since you can't hold back a titan and full amount of capitals no matter what) so a sacrifice i'll gladly make.

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