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 63)
562 PagesFirst 61 62 63 64 65  Last
on Sep 07, 2009

bookmark for self.

on Sep 07, 2009

Bug Report for Ue_Carbon: the AI Horde map places the player in position 2, not 1...

i know bug reports usually go to the site but the last time i made a map bug report i was told it had to do with Ue not DiSt, so...

on Sep 07, 2009

TheRezonator
Bug Report for Ue_Carbon: the AI Horde map places the player in position 2, not 1...

i know bug reports usually go to the site but the last time i made a map bug report i was told it had to do with Ue not DiSt, so...

he knows, I told him

you are ok in reporting this here

use galaxy forge and then go to edit menu then select players then set TeamIndex to -1

on Sep 07, 2009

Heh... well now... I do have to say this is quite a nice mod, very nice indeed. I especially like the planet sizes, and the extra spaces added, nebula and deep space thingy's. It adds a lot more flavor to the the game, now... here comes the cake... the pirates... omg the pirates provide SUCH a challenge now... it's freaking awesome. Pirates that actually have capital ships are such a worthy challenge to my plantary defenses that I had to make a secondary fleet for protection. Heh and they are somewhat intelligent too! They actually brought ships along to take care of my mine fields that I had set up. Granted they didn't even dent my starbase but they did put on a nice light show. I'm impressed with this mod I hope to see it go a long way!

on Sep 07, 2009

Although I like to at least have a starbase to deal with pirates, I find them moderately difficult. The biggest issue for me is how early on I see them. I've never had them eliminate mines. Usually, their planet destroyers go around and the rest plow through. Gets rid of the cruisers, but still have to kill caps. Even still, pirates are fun here. I find that the base is hard to take AND gets harder if players make failed attempts. Nothing like fighting lvl 3-5 pirate caps.

on Sep 07, 2009

Draakjacht
Although I like to at least have a starbase to deal with pirates, I find them moderately difficult. The biggest issue for me is how early on I see them. I've never had them eliminate mines. Usually, their planet destroyers go around and the rest plow through. Gets rid of the cruisers, but still have to kill caps. Even still, pirates are fun here. I find that the base is hard to take AND gets harder if players make failed attempts. Nothing like fighting lvl 3-5 pirate caps.

Nacey sent 30 lvl 1 Kols to test out the pirate base, all were wiped out and the Pirate starbase was only moderately damaged

on Sep 07, 2009

WOW!

Aint that a bitch...

I wonder what Diplomacy's Pirate Upgrades will do when combined with DISt's...

on Sep 07, 2009

Pfffttt....Thats cuz you needed a Carbon Division Fleet to kill the pirates base.

on Sep 07, 2009

Hmm well I do have to say my starbase was completely upgraded so it hard to kill it. I've basically got a lot of research done when I had my first pirate capital lead fleet attack me, actually I'm not even done with the game... heh I only took a break to come and post here... also playing the Advent is great heh seeing a clensing brillance beam shatter through a pirate battleship is so great

 

when or if I get around to it I'll do a two pronged attack on the pirate base. Main fleet will handle the pirate base fleet while the secondary fleet will beat the crap out of the defenses. Of course when I get around this I'll have several capital ships ready for... along with a lot of cannon fodder and support ships

on Sep 07, 2009

pity you did not try this mod on .82, the advent could be made to be invincible because of a possible 102% shield mitigation. I destroyed an entire pirate base with one Radiance Battleship. It was epic and hilarious at the same time.

on Sep 07, 2009

EternalDragon
Hmm well I do have to say my starbase was completely upgraded so it hard to kill it. I've basically got a lot of research done when I had my first pirate capital lead fleet attack me, actually I'm not even done with the game... heh I only took a break to come and post here... also playing the Advent is great heh seeing a clensing brillance beam shatter through a pirate battleship is so great

when or if I get around to it I'll do a two pronged attack on the pirate base. Main fleet will handle the pirate base fleet while the secondary fleet will beat the crap out of the defenses. Of course when I get around this I'll have several capital ships ready for... along with a lot of cannon fodder and support ships

hehe glad to see your enjoying the mod, sounds like quite the epic game you've got going there!

Nacey sent 30 lvl 1 Kols to test out the pirate base, all were wiped out and the Pirate starbase was only moderately damaged

How else was I supposed to test to see if the pirate repair bays were repairing properly? send a normal sized fleet? Oh and just so you all know, yes they do repair now

A third internal patch for 0.86 has gone out today hopefully this will be the final iteration before release later this week, right its 2:30am and I need sleep! =x

on Sep 07, 2009
30 Kols is pretty impressive. My usual cap group is 5 Kols in first wave and 1 Akkan, 3 Dunovs, and 2 Marzas in the second. Any support fleet depends on the type of game I'm playing. I bring in two fleets of that composition once the caps are level 4 to 6. Of course, I micro-manage the heck out of a battle that intense. MISSILE BARRAGE!
on Sep 07, 2009

Still getting minidumps on loading the map, about 50% of the time. Minidumps in-game too (why do they always seem to happen 14 minutes since the last autosave?  ).

 

Also, noticed a weird bug when playing AI Horde today (it does start the player in the 2nd position, BTW, glad you guys caught that). Occasionally capital ships seemed to change to be purely the color of the race. For example, one time my Kol turned all red (I was playing red). Another time an Evacuator of the AI turned all orange (AI was orange). Not sure what's up with that. I did minidump right after I saw the orange Evacuator.

 

But boy was the AI Horde map awesome. 8 AI's were in my system, each with their typical 5 siege frigates, bombarding my planet. Everyone else also had their huge fleets in the system. I had a level 6 Dreadnought and a level 2 Kol in the system. I moved my Dreadnought to cover everything, including the siege frigates, and used missile barrage. I leveled their entire fleet, and my Kol went up to level 6. Pretty awesome.

 

Keep up the good work. Can't wait for the improved capital ships.

on Sep 07, 2009

Sorry for the misunderstanding about my blog, we have already improved upon the caps as you can see from these stats

Have the stats for lvl 10 caps.
First three stats are hitpoints/shield points/ armor

TEC

Kol 14825/5670/18, beam damage 59, Autocannon damage 240, Laser damage 54

Dunvo 13550/7651/16, Autocannon damage 32, Laser damage 180, Missile damage 32

Marza 14850/4872/16 Missile damage 146, Laser damage 67, Autocannon damage 62

Akkan 19600/4725/16 Laser damage 74, Autocannon damage 38, Laser damage 80

Sova 17200/4977/16 Laser damage 10, Laser damage 97, Autocannon damage 53

Advent

Radiance 8208/8925/14 Beam damage 115, Plasma damage 88, Laser damage 181

Revelation 7650/7837/12 Plasma damage 187, Laser damage 91

Progenitor 11538/7497/11 Plasma damage 130, Laser damage 60

Halcyon 8991/9350/12 Beam damage 90, Laser damage 57, Laser damage 73

Rapture 7686/11058/12 Laser damage 56, Beam damage 51, Plasma damage 135

Vasari

Kortul 13181/6600/17 Wave damage 96, Beam damage 215, Missile damage 41

Skirantra 13822/6945/13 Wave damage 44, Missile damage 53, Missile damage 72

Jarrasul 17361/5355/13 Wave damage 49, Beam damage 67, Wave damage 19

Antorak 12231/8550/13 Beam damage 84, Missile damage 68, Wave damage 90

Vulkoras 12955/6007/13 Missile damage 127, Beam damage 55, Wave damage 41

As you can see the caps in this mod are beasts. These stats are straight, no buffs from artifacts or abilities

we are considering the balance mods that are now floating around, who knows maybe the devs will follow up and do the same

on Sep 07, 2009

Beric01
Still getting minidumps on loading the map, about 50% of the time. Minidumps in-game too (why do they always seem to happen 14 minutes since the last autosave?  ).

 

Also, noticed a weird bug when playing AI Horde today (it does start the player in the 2nd position, BTW, glad you guys caught that). Occasionally capital ships seemed to change to be purely the color of the race. For example, one time my Kol turned all red (I was playing red). Another time an Evacuator of the AI turned all orange (AI was orange). Not sure what's up with that. I did minidump right after I saw the orange Evacuator.

For the minidumps we have tracked it down to the pirates. You may have to turn them off. We hope to fix them soon.

As for the other that sounds like an old bug that we thought we got rid of. Well talk to Nacey in the morning about that.

562 PagesFirst 61 62 63 64 65  Last