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 559)
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on Jun 30, 2013

Then it wouldnt be a Deadly Secret would it if you kept the planet.

 

Just wait till we get the DLC planet bonuses added. My lord, so many negative ones they added....or that just my luck.

 

 

 

Or....the Sins Gods are pissed at me....for my insubordination.

on Jun 30, 2013

I remember the first time I came across it and was like, WTH!!! Great for lore, sadly. Stant was the last poster a while ago... 

on Jun 30, 2013

Love the deadly secret. Especially if your enemy pushes to colonize the planet ... and loses all the investments.

 

on Jun 30, 2013

gunpocket
it would be nice at least if we kept the planet somehow, even if it had 0 health/population

With zero health, anyone stopping by could colonize it without firing a shot, or make you lose it by spitting at it.  Then they'd know not to do the artifact upgrades.  How much worse would that be rather then just cutting your losses and walking away from it?

With no population, it would be a drain on your taxes and you'd end up abandoning it anyway, or at best net you zero income.

If used as a defense planet, at that point, any proper group of ships could wipe it all out just like any other planet.  Scouts + Flak Frigates + Missile Frigates + Torpedo Cruisers nullifies pretty much every defense, and then it becomes a money sink for you to rebuild.

Besides, it's not like it comes up very often, but when it does, you get pissed because you lose the planet.  What you're not doing is using it to your advantage.  What I like to do is sell the info to other players, or encourage them to take the planet and build it up and then lose it.  Of course, against the AI this doesn't work, but if you have to have a planet to beat the AI then you really only need more playing experience.

 

G_Bison

I remember the first time I came across it and was like, WTH!!! Great for lore, sadly. Stant was the last poster a while ago... 

Only because my attention has been on Star Citizen.  I've wrote several lore pieces there and scrapped them before posting because of new info and loss of interest down that path/changing desires for character development...

Speaking of the lore aspect of it, Deadly Secret could be a lot of things.  An ancient civ with automated defenses, an unruly cult with fanatical supporters, a plant that releases a deadly neuro-toxin with it's spores every time it decides to reproduce.

 

boshimi336

Love the deadly secret. Especially if your enemy pushes to colonize the planet ... and loses all the investments.

 

Exactly why I like it.  Depending on the game I'm playing, if I'm in a short and sweet one, I never research artifacts because it's a waste of time and money.  If I'm in a long haul game, I'll do a couple population upgrades to get out of negative taxes, then research artifacts, then do the rest.  If it happens to be there, then I don't really lose anything.

on Jul 01, 2013

so is Distant Stars avalible for the newest update for rebellion if so where do I find the DL? I am lost LOL

on Jul 01, 2013

BloodDragoon

so is Distant Stars avalible for the newest update for rebellion if so where do I find the DL? I am lost LOL

Its not listed right. Just click the link under "0.12 release".

on Jul 04, 2013

Any ETA on when the fix will be applied for those with the DLC and the Flourishing Systems research?  I love this mod, can't play normal Sins again.  But the Flourishing Systems research being covered up by the new DLC research for Advent and Vasari factions is very bothersome.  

on Jul 04, 2013

IDK Nacey left for vacation and I am leaving soon.

on Jul 04, 2013

Had I played DS, I probable could come up with something.  I stopped sometime before Rebellion came out.  Wasn't any reason when I have the same community resources (TSOP, Sins Plus, etc) in my mod.

on Jul 06, 2013

Hey guys I wish I could view previous posts.

 

How can I make it so that there are zero superweapons?

 

I'm in the constant folder of the gameplay folder and can't find it at all....thanks.

on Jul 07, 2013

Hegemon76
How can I make it so that there are zero superweapons?



I'm in the constant folder of the gameplay folder and can't find it at all....thanks.

 

It's not in the gameplay.constants file. 

 

There are a couple ways of doing this, but the easiest in my opinion is going to the player(faction).player files, should be seven of them in rebellion, four of them in trinity, and doing a search for cannon.  The first entry you should find is the build menu module.  You can remove it from there and reduce the count from the section header.  The second entry you should find is in the research.  Again delete the line for the cannon and reduce the count from the header.  Realistically you only need to remove the research, but removing it from the build menu as well just makes things look more complete.

 

If you remove it from the sound ui section then you'll probably create an error and crash the game, but maybe not, but it's best just to leave the sounds alone all together.

on Jul 08, 2013

Hey all .. awesome work as always on the mod.  I just tried out the latest version with my latest version of Rebellion with the DLC.. couple of bugs I noticed.  In the Civilian tech section it seems that the Oceanic Colonization tech says "String not found" instead of Oceanic colonization.  Also, does the same when you mouse over an Oceanic world.  A could of the times instead of a small little system/planet icon I seem to get a square with a pic of the world's horizon.. as if it has super imposed the world pic over the icon you would normally see as you looked at the over all system with all the planets.  I am going to assume you already know about the Civ Tech under the arrow .. I can see how you were running out of space them.  Oh yeah .. I can no longer use the tech or social upgrades it seems with DS mod active, almost forgot that.  Says its fully upgraded for both each time I mouse over it.

 

Anyways, keep up the awesome work, love this mod and will always be looking for the latest version to play with my copy of SINs.

 

 

Edit: Sorry .. was playing Tech Loyalists when I saw all this.

 

on Jul 29, 2013

Stant123


Quoting Hegemon76, reply 8380How can I make it so that there are zero superweapons?



I'm in the constant folder of the gameplay folder and can't find it at all....thanks.

 

It's not in the gameplay.constants file. 

 

There are a couple ways of doing this, but the easiest in my opinion is going to the player(faction).player files, should be seven of them in rebellion, four of them in trinity, and doing a search for cannon.  The first entry you should find is the build menu module.  You can remove it from there and reduce the count from the section header.  The second entry you should find is in the research.  Again delete the line for the cannon and reduce the count from the header.  Realistically you only need to remove the research, but removing it from the build menu as well just makes things look more complete.

 

If you remove it from the sound ui section then you'll probably create an error and crash the game, but maybe not, but it's best just to leave the sounds alone all together.

Another way to do this is just go to the super weapon's entity files and remove the ability from the weapon itself or reducing the antimatter pool to 1, this way the game still registers it's existence, it's still technically there, and the AI can waste it's resources on them, but nobody will be able to fire them =3

The files by the way would be in the GameInfo folder starting with PLANETMODULE_raceCANNONfaction   <--replace race and faction and you have your files, do a quick search in the folder for PLANETMODULE and it should be easier to filter them out.

on Aug 13, 2013

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