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 73)
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on Sep 19, 2009

Not a bug Mooser, thats the way they are as of now. It was either have a buggy AI who doesnt like the ships or have them destructable, so the AI can blow them and move on. Nacey is trying to new fix but it wont be ready anytime soon.

on Sep 19, 2009

Black-5... *cough*... half way through fight... *cough* *cough*... there were so many of them...

on Sep 19, 2009

You can make Draakjacht, you have to be ready for the second wave

on Sep 19, 2009

-Ue_Carbon
Not a bug Mooser, thats the way they are as of now. It was either have a buggy AI who doesnt like the ships or have them destructable, so the AI can blow them and move on. Nacey is trying to new fix but it wont be ready anytime soon.

 

Would it be possible to make them destructable, and then respawn if nobody has colonised?

(I haven't tried the graveyards yet)

Alternatively, what about having the ships spawn after you colonise the graveyard?

 

The first might "break" it conceptually, but at least the AI wouldn't freak out.

The second could mean they're "in orbit" or something.

Also, I don't know how the graveyards work in terms of the game engine, but perhaps you could force them to be "alliied" with everyone?

on Sep 19, 2009

How the graveyards work is basically just your standard militia spawn (well, with "dead" ships specified for the spawn instead), and then all the ships in the system have their weapons and engines disabled.  That should work fine as is, but for some reason the AI seems to be affected by the weapon disabling as well, which is where their acting loopy comes from.  They try to fire on the 'hostile militia' ships, and are constantly stopped, and because there's still hostiles in the system, they just don't leave.  Or at least, that's how the older versions of it worked.  I haven't really played with it much myself yet (just too lazy presently), but I did notice a crippler ship that looked like it may be part it, so I think they've altered the basic setup some.  And if they're playing with it, hopefully they'll figure something out.

Respawning the graveyards would probably not be the best of ideas though.  Mostly because they'd end up just being really easy, respawning xp, just for shooting at practice targets (more or less).

on Sep 19, 2009

Hmmm interest... heh... I haven't had time to play over the weekend so far... I've been a tad busy doing something else... I finally picked up a modeling program and I'm working on a ship model. Once I get it done a little more I'll take a break and kill some more pirates

on Sep 19, 2009

Graveyards are not colonizable. They have dead ships like Orciencor said. Its always been a first come first serve deal. Also like he said the AI thought these dead ships were bad ships. But, since you couldnt target them. The AI would leave a massive fleet in the graveyard and it would just sit there. Not fun. So till we find some work around. We made the dead ships attackable. Still works on the first come first serve, but lets the AI move on after they blow them up.

Besides these dead ships are weaker versions of the normal versions good for 2 things. Meat Sheild/Suicidal Mine Clearer. Or free xp for you caps! Personaly I like the current set up.

on Sep 19, 2009

I think as a lv 8 tec tech, the tec talk to the pirates and are like "you all are freaking idiots!!! dont you understand that your human too, and if they get done with us your next?!?" and the pirates will be like... fine... we will only attack non-hummies... for a while...

on Sep 20, 2009

and the pirates will be like... fine... we will only attack non-hummies... for a while...

 

dont tempt me.

on Sep 20, 2009

-Ue_Carbon

and the pirates will be like... fine... we will only attack non-hummies... for a while...
 

dont tempt me.

 

Yeah, hummus is delicious! I like to spread it across crackers. You know, for that "crunch."

... Wait, we're not talking about soilent green now, are we?

 

-Ue_Carbon
Graveyards are not colonizable. They have dead ships like Orciencor said. Its always been a first come first serve deal. Also like he said the AI thought these dead ships were bad ships. But, since you couldnt target them. The AI would leave a massive fleet in the graveyard and it would just sit there. Not fun. So till we find some work around. We made the dead ships attackable. Still works on the first come first serve, but lets the AI move on after they blow them up.

Besides these dead ships are weaker versions of the normal versions good for 2 things. Meat Sheild/Suicidal Mine Clearer. Or free xp for you caps! Personaly I like the current set up.

 

Sounds like a good fix.

on Sep 20, 2009

Meanwhile up above

"ARRRRGH, sir the landlubbers are preparing to fire their Ion Cannons"

"Are they aimed at us?"

"No sir but at the witches vessels"

"Excellent, they will never see this coming"

"No sir they think we are nothing to be bothered with"

"Time to show them the error of their ways. Arrrgh"

"Prepare the Fear Bombardment Weapons"

"Aye, Aye Capt'n, with pleasure"

"We will be FEARED!"

 All Hail Lord Ryat,Master Bug Hunter, Mastermind of the DS Pirates!

on Sep 20, 2009

WE WILL BE FEARED!

who is laughing now

muhahahahahahahahahahahaha

on Sep 20, 2009

You are. I will have my time here soon when you jump into my grav wells.

on Sep 20, 2009

more updates

"My lord, the imperialist are coing about, shall we retreat?"

"No, is the OIC ready?"

"Yes my lord the Overcharged Ion Cannon is ready"

"Good, lock on to that Kol there and fire when ready"

 "Let them fear us when we bring down their mighty Kol"

on Sep 20, 2009

meanwhile on the otherside of the system

"Cap'n, we are nearing the planet"

"Is that snitch right, is the planet defenses like we are told?"

"Aye Cap'n, One starbase with a flock of frigates none of them accursed caps"

"Well, well, well, looks like we will be able to test our new toys, and those bitch witches wont know what hit them."

"ARRRGH!"

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