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 64)
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on Sep 08, 2009

I never play with pirates on, so it's certainly not that. And it doesn't happen in the stock game.

on Sep 08, 2009

Strange... I would have thought the Radiance battleship would have more shield points since the Advent are a race that specializes in that area, while the Vasari are more armor and hull point based... and the TEC more inbetween the two with shield and hull + armor

on Sep 08, 2009

Those stats aren't for the current version right? Cause I'm sure they aren't that powerful right now. Or is that after research?

on Sep 08, 2009

that is after research,

plus the advent can increase their shield mitigation by a minimum of 8%, which is huge (the Radiance reaches 88%, which means 88% of damage does not count) plus when in their own cultural areas they receive another 6% so that brings shield mitigation up to 94%, any higher than this and the advent are invincible, the recharge rates make up for any damage that slips through

I once had 3750 pt of fleet beating down on an Advent at lvl 9 with shield mitigation at 98%. It took me over 25 minutes to destroy. Upon further testing (where I played advent) I could reach as high as 102% sheild mitigation. This meant that no damage could reach past the shields. I took on an entire pirate base, starbase and all, without losing any hit points.

edit: we adjusted the tech of the Advent so that they are no longer invincible

So the Advent are just fine by their shield tech. It is not just about shield/hit points.

Plus they also get the highest offensive values as well when you factor in abilities

on Sep 08, 2009

heh they aren't invincible anymore... but added with a fleet of other combat and support ships you have a invincible fleet then with all that shield mitigation

on Sep 08, 2009

EternalDragon
heh they aren't invincible anymore... but added with a fleet of other combat and support ships you have a invincible fleet then with all that shield mitigation

the same can be said about the TEC with thier fleet of support ships. Go Hoshis!

on Sep 08, 2009

Ryat
who knows, while you were enjoying the view, the enemy may have been next door and jumped you, with that few of planets it could have happened.

Uuh, my fleet was stationed at my home planet, how could I've ost it after 2 minutes if there was no enemy in that system?

on Sep 08, 2009

Bram_Turismo



Ryat

who knows, while you were enjoying the view, the enemy may have been next door and jumped you, with that few of planets it could have happened.


Uuh, my fleet was stationed at my home planet, how could I've ost it after 2 minutes if there was no enemy in that system?

I am just trying to get to the issue, sorry for sounding crass.

Does it still happen? Have you attempted to recreate, or watch the replay? This might help us lock down what happened and solve the issue. I have attempted to recreate but I get nothing.

on Sep 08, 2009

Ok, so Ive dropped the ball on the AI Horde map. Sorry yall. I didnt know it be that popular anyhow.

Anyone who says Caps are beast, need to get a lvl10 Battleship with max ugrades and let it tank. Epic.

I will post a vid soon showing you what a lvl10 Kol can take. If you add a Dunvo or 2. You truely have a awesome fleet in just 3 ships. If you add the almighty Hoki's in force that can defend against almost anything. Add a healthy ammount of Flak and LRF for some firepower and there ya go.

Or you can go 1 Kol, and 35 Dunvos. Muhahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaaaaa....*cough**cough*

anyhow,

Bram, as Ryat was saying can you give us more info so we can see if its a bug or something on your end.

on Sep 08, 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.

Wouldn't they show up if you added them to a 'galaxy.manifest' file?

on Sep 08, 2009

Yeah, your 100% correct. I totaly forgot about that. Its will be fix anyhow in this patch coming up.

on Sep 08, 2009

I threw it up on the bugs page, but I'm not sure if it's a mod issue or just too many things going on in my game. I have a group of 65 cruisers in a fleet. The fleet tree shows the group icon, but did not have the correct number of dots. On a later load, the dots were gone for this one group. Other groups were not affected. It corrects after I regroup the fleet, but the error returns upon reload. Does not harm function, just confused me.

on Sep 08, 2009

I noticed something also, the pirates are somewhat intelligent, believe it or not they actually used a two prong attack on one of my worlds. They actually avoided the planet that had my fleet stationed on and went to a less defended planet, when I saw that I rushed to get my fleet there to kick the pants out of them, but I also learned something else when they got out of scan range for the advent's special ability to see enemy fleets coming towards your planets, when they were out of the range of that they split the attack fleet in half and attacked from two sides. This surpised the hell out of me, I was like WTF!? hehe... I love these smart pirates and the challenge they provide, the more I progress with this game the more dangerous they become and I like that. It's the one thing I really like about this mod is that not only to CPU players provide a challenge but now also pirates provide a bigger challenge.

on Sep 08, 2009

A couple of things. I would like to amend my bug report. Now two of my cap fleets have wrong counters next to the fleet icon.

And a thought, what if you add the flak turrets to pirate hangars and make Pirate Akkans capable of colonization? Just a thought that colonizing a planet would make it more trouble to get a planet back from pirates. At least think about the first one.

on Sep 08, 2009

Draakjacht
A couple of things. I would like to amend my bug report. Now two of my cap fleets have wrong counters next to the fleet icon.

And a thought, what if you add the flak turrets to pirate hangars and make Pirate Akkans capable of colonization? Just a thought that colonizing a planet would make it more trouble to get a planet back from pirates. At least think about the first one.

Your wish is my command Consider the pirate hangars buffed! So if you guys thought the pirates were tough before, now they repair and have flak on their hangar defenses. I'll take a look in to that counter issue Draak but honestly I dont think the mod could be causing that issue but it's worth investigating just incase something is.

Testing is going well atm although Ryat is having a bug that Carbon isnt atm, so more work for me *mumbles*

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