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 71)
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on Sep 16, 2009

Dathian
So any news on Windows 7 issues?

Just a note mine isn't a cracked version, it's legit just from a corporation instead.

Problem I'm running into is that about 45 minutes into the game with DS .86 running the game just stops.  Unfortunately windows 7 doesn't show me the minidump error, it does its own search for a solution then closes the program so aside from that I can't give you much detail.

When I run entrenchment un-modded and .85 it runs fine so something changed

 

I'm running the 90-day Enterprise trial of Windows 7 RTM x64. Before that, I was running the RC x64.

I've had no Windows 7 related problems, just minidumps which appear to be normal for this mod.

I'd check to make sure all your drivers are up-to-date... might be a problem with your video driver or something?

on Sep 16, 2009

Hmmm it would be sorta funny to have a hair ball like fight going on... of course the way to add this is to add manshooters free movement fighting mod to the mix. Some of the battles can get so crazy that it's insane

on Sep 16, 2009

-Ue_Carbon


Are you for really, that the new AI horde map is broken too!!!!!!!!!!!

 

this map looks awsome... started it up, set all the ai to unfair, and ended up in the wrong position... i... lost...

 

i saw the jerry rig a few pages back... but it still needs fixoring.

on Sep 16, 2009

Okay, just looked at the blog. Interesting cideo. I assume you guys are working on the impact effects and all. So are those distant objects low-orbit defense guns or is it more of a planet upgrade that gets knocked out along with the planet (think about it, this would really increase the importance of the marza)?

on Sep 16, 2009

would make it easier to protect any recently contested planets from those annoying 5 siege frigate attacks that the AI likes to send

on Sep 17, 2009

Very interesting... I like finally you don't  have to fully rely on the defense turrets around your planet's gravity well to shoot stuff down. The ground based planetary defense starts kicking the crap out of any ship that comes within range

 

People on the planet: "Oh sh*t it's a fleet! FIRE FIRE FIRE, FIRE UNTIL THERE IS NOTHING LEFT! DO IT NOW!"

Fleet in space - KABLAM!

on Sep 17, 2009

i do hope that you'll make different graphics for each race though... i can see Vasari planets using a reverse engineered version of their planet bombardment laser...

on Sep 17, 2009

That or the Phase missile or Wave weapon pulses

on Sep 17, 2009

knowing the TEC they'd probably either use lasers, missiles or even a large railgun on the surface like a gauss cannon, Advent would be, beams, plasma or like the TEC cept with different color laser

on Sep 17, 2009

Yay for planetary defense guns!  Anyone here ever play Imperium Galactica II?  When the upper level planetary guns fired it was most satisfying.  My fortress worlds were a riot.   

Whats the range/power of those things?

on Sep 17, 2009

Dathian
So any news on Windows 7 issues?

Just a note mine isn't a cracked version, it's legit just from a corporation instead.

Problem I'm running into is that about 45 minutes into the game with DS .86 running the game just stops.  Unfortunately windows 7 doesn't show me the minidump error, it does its own search for a solution then closes the program so aside from that I can't give you much detail.

When I run entrenchment un-modded and .85 it runs fine so something changed


Sadly while 0.86 had alot of fixes in it one of the pirate related issues still remained from 0.85 (however not experiencing this myself after a good 2-3hr game on 0.86 last night) I can say however that we have hopefully fixed all of the pirate related crashes for 0.90. I wont go out and say we have 100% cured them because at the end of the day this game has a mind of its own about some of these things lol but we're on the case!

EternalDragon
Hmmm it would be sorta funny to have a hair ball like fight going on... of course the way to add this is to add manshooters free movement fighting mod to the mix. Some of the battles can get so crazy that it's insane

Mooster is currently working on Adding the free movement mod as an optional extra for Distant Stars and should be released with the next version of distant stars.

TheRezonator
i do hope that you'll make different graphics for each race though... i can see Vasari planets using a reverse engineered version of their planet bombardment laser...

The planetary defenses are still currently very under development and require quite some work before they are final who knows what they will do in the long-term for now it's Carbons baby, many of the new features we're adding in 0.90 also require a fair amount of work before they are final but expect good working versions for the next patch

There have been rumours on the wind of an entrenchment 1.04 patch being released soon also and we will be getting a compatiblity patch released the same day its released for that (as we always do) however it may not contain anything other than compatibility fixes, it depends on when its released and how far along the 0.90 development is by the time of release.

on Sep 17, 2009


Mooster is currently working on Adding the free movement mod as an optional extra for Distant Stars and should be released with the next version of distant stars.

Yes! Will defininetly be looking forward to this. Currently, when 2000 point fleets engage, it still seems too... orderly

on Sep 17, 2009

A couple of things. First, I think the TEC would use missiles. Lasers have atmospheric distortion issues and railguns might have exit velocity issues.

Second, I had a dream about the planetary guns. Scary, right? I dreamt that I zoomed in so close to a Terran planet that I could see a city and it had four round, concrete bases which I clicked to add 1 of 3 components for the guns. I could add to upgrade them up to lvl 3. They looked like the Ion Cannon from Starcraft, but a more professional outer appearance. Then I got to see them rattle off fully automatic up through the atmosphere where the ammo faded off into the blue sky.

"Distant Stars: The Stuff Dreams Are Made Of!"

on Sep 17, 2009

definitely agree with the different weapon points for the planetary guns

TEC- Missiles

Advent- Plasma (be nice to them Carbon)

Vasari- Phase missiles or Pulse Beams (they have better laser tech)

on Sep 17, 2009

CurseUppl

Quoting Nacey, reply 1061
Mooster is currently working on Adding the free movement mod as an optional extra for Distant Stars and should be released with the next version of distant stars.

Yes! Will defininetly be looking forward to this. Currently, when 2000 point fleets engage, it still seems too... orderly

No only will there be dynamic mod movement there a number of small (well could be huge) changes to the some of the source code.

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