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 60)
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on Sep 01, 2009

New Blog on the website

a synops of the capital ship modification angles

on Sep 01, 2009

Okay, I can't read the text very well beneath Pluto. For all I knew, it was a another planet sympathizing with Pluto. I hate the fact that they took Pluto out of the running. Partially, it's because they finally remembered a little idea called Bodes Law a while ago and (although an imperfect law) used it to discover a slew of small planets, including four between Mars and Jupiter, including Ceres. So scientists had to decide: make school harder for kids by teaching them over a dozen planets, or just kick Pluto out with some others. These are probably the same scientists that came up with the Southern Ocean idea. I hate that one too.

And the Planet X theory was to compensate for an incalculable gravitational pull in the area of Neptune, which Pluto was a candidate until Voyager 2 allowed us to measure the mass of Neptune more accurately and get our math right.

on Sep 01, 2009

@ Rez

Yeah, you have to put them in the GalaxyForge folder. Why? I dont know. SINS is just being a brat. I may have to put it in time out.

Then again no one puts SINS in the corner.

 

I hate the fact that they took Pluto out of the running.[/quote]

[quote who="TheRezonator" reply="883" id="2357321"]


Quoting -Ue_Carbon,
reply 879
Its suppose to be Pluto.



haha, i just read your Avatar... hilarious, well done!

havent we gotten a few new "planets" like pluto added to our solar system lately? Planet X i think they called it?

Pluto will always be a planet in my eyes.

 

Anyhow, nice blog there Ryat!!!! and Woot! we crush the minidumps!!!!!! RAWR!!!!!

 

EDiT: for quotes being stupid.

 

on Sep 01, 2009

next patch

 

I know I'm somewhat impatient here, but why not release a quickfix IMMEDIATELY if you think it's been fixed? As it stands, 9/10 games I start minidump, and if I manage to get one that doesn't, it usually crashes an hour or two in, and i need to reload from an autosave.


I played a 2 hour match last night and had to reload autosaves like 5 times. Pain in the ass.

on Sep 01, 2009

This mod is great, but the research seems rather underwhelming for its quantity; it would be nice when researching the same tech 20 times over if the gains were closer to 'Mad Scientist' level (200%, instead of 40%, etc).

on Sep 01, 2009

if the gains were closer to 'Mad Scientist' level (200%, instead of 40%, etc).

why? if armor and hull points are upgraded at the same rate as weapon damages, then 200% is as good as 20%, its just another zero for the computer to think about...

on Sep 01, 2009

TheRezonator

if the gains were closer to 'Mad Scientist' level (200%, instead of 40%, etc).
why? if armor and hull points are upgraded at the same rate as weapon damages, then 200% is as good as 20%, its just another zero for the computer to think about...

Increases the differences between low tech and high tech players. So a playe rwho focuses on tech gets an even bigger advantage.

on Sep 01, 2009

Actually, this research tree has more than teh Mad Scientist tree, quantity wise. It also has more useful research. I find the planet upgrades to often not make a difference or be unnecessary, given that I rarely own one of each planet until the end. In any case, what you're probably noticing is the faster research rate the mod adds. Try setting research to slow and then play. The research tree will burn out a bit slower than vanilla per single research point. The tree will last vastly longer.

on Sep 01, 2009

Thanx Draakjacht for the bug call

Me and Ue_Carbon both have very long lists of thes planetary bonus icons that we harass poor Nacey about

We cry "When will they be fixed"

he replies "When they are fixed"

on Sep 01, 2009

So I saw the planetary tunnelling upgrades bug report I left was crossed out. Does that mean it was fixed?

 

Also, will you guys, in your capital ship strengthener upgrade, give the capital carriers more squadrons? They currently are underwhelming, even in DS. Perhaps 14-16 squads at level 10 would make them more useful? The problem is, all the capital carriers have abilities which improve their squads, But since their squadrons are so few and wimpy, they don't make much of a difference. I thought the whole point of the capital carriers was that they were weaker in combat, but made up for it in squadron capabilities.

Also, the shield techs are overpriced (or underpowered). For example, I did the math as Vasari. It's practically worth it to get the top hull upgrade before even touching the first shield upgrade. And shields can only be improved 50% or so, while hull can be increased to about 150%. Surely that's not right? It's understood that shields are better than hull, because they regen faster. But not that much faster! And besides, phase missles and other abilities ignore them. Meaning between a Vasari and Advent player, both with most of their techs done, the Vasari win.

on Sep 01, 2009

We are considering upping the cap carrier squads, we are looking at about 10-12 top out.

As far as the shields go, well they got a little overpowered so they got nerfed. The advent became almost invincible especially against the TEC. When you consider that they can get almost 94% shield mitigation plus have some of the best offensive weapon upgrades they are still very strong and tough to beat, and yes Vasari have a much better time of it but it does not equal an automatic win for Vasari. If we were to increase the shield points and regen rates we would have to lower the shield mitigation, it took a lot of play testing to figure the right shield pt/regen rate vs shield mitigation.

ps yes the tunnel upgrades have been nerfed or removed, not sure which Nacey has done. There was no way around the hard coding to effect only the specified planets. It is a really odd code/bug.

on Sep 02, 2009

Speaking of Carrier abilities, has anyone taken a hard look at the Heavy Strike Craft ability? It increases the strike craft armor and damage a given percentage, but since the fighters and bombers only have stats in the single digits (for the most part) it rarely makes any difference until you have 2-3 points in the skill. I was wondering if anyone was thinking of increasing the power of that skill. It could always be offset by reducing the carrier's effectiveness in direct combat (which is almost always more than realistic). And current aircraft carriers hold ~64 aircraft, so assuming that a wing is about 5 spacecraft, 12 wings would be good.

I got through a large, single player map. Ran super smooth on High/Medium/Low for the vessels. After I won I moved it up to Very High across the board minus bloom. Although no combat was involved, still ran smooth. I think you guys have the leaks pretty well taken care of. Anything more and you're miracle workers.

Btw, I found another batch of bonus images that are off. Do you want me to post em or does Nacey know em all?

on Sep 02, 2009

Draakjacht

Btw, I found another batch of bonus images that are off. Do you want me to post em or does Nacey know em all?

um post those here so me and Ue_Carbon can fleshout our lists

Im up to 35 of the images that are off

Draakjacht
Speaking of Carrier abilities, has anyone taken a hard look at the Heavy Strike Craft ability? It increases the strike craft armor and damage a given percentage, but since the fighters and bombers only have stats in the single digits (for the most part) it rarely makes any difference until you have 2-3 points in the skill. I was wondering if anyone was thinking of increasing the power of that skill. It could always be offset by reducing the carrier's effectiveness in direct combat (which is almost always more than realistic). And current aircraft carriers hold ~64 aircraft, so assuming that a wing is about 5 spacecraft, 12 wings would be good.

We are considering a change to it, though if you noticed that the Sova carrier still has its dps at standard levels so no need to nerf that

on Sep 02, 2009



Also, will you guys, in your capital ship strengthener upgrade, give the capital carriers more squadrons? They currently are underwhelming, even in DS. Perhaps 14-16 squads at level 10 would make them more useful? The problem is, all the capital carriers have abilities which improve their squads, But since their squadrons are so few and wimpy, they don't make much

I dunno on that... I had about a dozen capitol ships last night, and over a thousand squadrons with them, a decent chunk of which were from the capitol ships.

 

And in other news, the past two games have slowed to only a few frames per second on my gaming laptop, not because of graphics issues... I had SO MANY SHIPS (especially squadrons) that with the game calculating ship trajectory, it was only barely playable. This is with it fully zoomed out!

on Sep 02, 2009

Ok, this place has been busy today, let me flesh out some thing really quick.

 

Quirken



Quoting Ryat,
reply 882
next patch


 

I know I'm somewhat impatient here, but why not release a quickfix IMMEDIATELY if you think it's been fixed? As it stands, 9/10 games I start minidump, and if I manage to get one that doesn't, it usually crashes an hour or two in, and i need to reload from an autosave.


I played a 2 hour match last night and had to reload autosaves like 5 times. Pain in the ass.

 

By the next patch he means .86 which is our quickfix. Right now there is a problem with converting it to binary. So its been delayed slightly. Its on its way I promise!

 

@ all the increase tech talk:

I dont see any change to it in the immeadate future. I just dont. Like it was suggested, turn down the research time and it last a whole lot longer. Besides this mod current tech give a huge advantage to those to research it.

 

@ carrier caps changes:

If yall will notice that all carrier caps have special SC called elite. They have 25% more HP and do 25% more damage. We have not given them more SC yet in an attempt late game to help stem some of the slow down. Since late game you can have 100's of SC flying around it slows any computer down. We may further increase the elite SC stats to help give them a bit more boost. And like Ryat said, we may also increase the total SC count on the carrier caps to 10-12. We will cross that bridge when we get to it. In the end if you compare our Carrier Caps to that of normal SINS, they are massivly more powerful.

@ Sova HC ability:

Quickly want to touch on this. Are you guys serious, when you say this ability need a buff?! With the elite SC in place with the current Carrier Caps, this ability gives you hard hitting, hard to kill SC. Any further buff would just give Sova's to much power compared to the other Carrier Caps. Now IMHO lol, I would love that but its not fair to any players who like the other races. ( Though they should be purged in a MB) lol . So dont expect any change here either.

 

As usual WE are always glad to take suggestion and ideas! And hope yall are enjoying the mod!

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