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 79)
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on Sep 29, 2009

VarekRaith

lol in a nutshell... what I said
I know.  I just simplified it.

And Ryat, I can confirm that the Advent's 'High Efficiency Jumps' research makes all jumps anti-matter free.  I researced one level of it and jumped a Halcyon all over the map.  It never lost antimatter to jumps.  Mind you, I did have the 'Jump Stabilizer' artifact (Or whatever one reduces antimatter jumps by 30%). I think it's adding the -75 of the research level 1 to the -30 of the artifact, making it a 105% reduction.  Given that it has 6 levels at -75% each...

Yeah don't worry about that, it's been fixed for the next patch along with many other things. We're still not sure when we will have the patch out for release but we will definetely have a compatibility patch out the same day so you can continue playing even if the next patch isnt finished by then.

EternalRequiem
Eeep... no wonder I can use the full fury of my fleets to max when I attack planets LOL. Also in one particular game I've pretty much conquired the solar system I'm in and I'm getting my fleets ready to assault a Hard setting TEC NPC. All I can say is... it's gonna be a blood bath guy has so many light carriers and Kods that I'm a little worried he might break my assault lol then again compared to him I have a lot more capital ships. I truely hate the random setting for the NPC's nature, Research/aggressive/economic ect... wish there was a balanced option that way I have somewhat more of a challenge save from playing against a real person

Also I was wondering this... if there is more pirate bases in a solar system do they send an attack wave from each base or is it just one?

The one closest to their target, all of them are required to be killed before the pirates will stop sending waves at you.

on Sep 29, 2009

EternalRequiem
I truely hate the random setting for the NPC's nature, Research/aggressive/economic ect... wish there was a balanced option that way I have somewhat more of a challenge save from playing against a real person

Working with the AI settings now, dont know if they will be ready for the next patch up, though I like what I have seen so far for aggressive, it researches a lot more, May try to put in an Uber setting

edit: Thanks for catching the VarekRaith, I rarely play Advent so they often get missed.

on Sep 29, 2009

Im fearing planet defense will not be ready in time to fend off the new pirate insurgency. Fair warning to your citizens.

on Sep 29, 2009

I'm totally for the use of a fleet to defend a planet. If an AI is half-way effective, it always takes more than a starbase and orbitals to do the job. Now that the pirates are more effective, it both provides you with a true economic menace for the AI players and an incentive to whack the pirate bases. Like having a really predictable player on the map.

Speaking of pirates, I was doing my best to track pirates moving through enemy space. One group went to an enemy planet, wiped it clean, then it appears they hung around in that orbit. Yet another group wiped a planet, didn't suffer any counter-attack that I saw, but I lost track of them.  Can anyone tell me what they usually do if they win a planet?

on Sep 29, 2009

They go back to the base they spawned from AFAIK.

on Sep 29, 2009

Interesting. Do they then contribute to the next outgoing attack or defend the base? And what does AFAIK mean?

TOP!

on Sep 29, 2009

They dissappear I think. Maybe defend. Never pay that much attention.

AFAIK= As Far As I Know

on Sep 29, 2009

from what I have seen the serviving pirates return to the base they launched from and add to the defenders

harpo

 

on Sep 29, 2009

add to the defense... interesting... makes it harder to take out that base then... but then again if your in need to exp for your caps then it's a good idea specially if the other players aren't supplying you with targets. As for the planetary defenses I can wait for it... lol I usually try to leave a defense fleet behind to mop up pirate raid attacks or have them get to a planet that's going to be attacked while my main fleet adds to the empire and goes on an offensive war rampage

on Sep 29, 2009

harpo99999
from what I have seen the serviving pirates return to the base they launched from and add to the defenders

harpo

 

I have seen them get as many as over 100 HCs and 50 caps plus support up to 250 ships

on Sep 29, 2009


Quoting harpo99999, reply 1178from what I have seen the serviving pirates return to the base they launched from and add to the defenders

harpo

 

I have seen them get as many as over 100 HCs and 50 caps plus support up to 250 ships

 

OUCH that'd be a tough shell to crack then

on Sep 29, 2009

Maybe tougher pirates wouldn't always be better. Sounds like I would rather tie up a fleet group defending against their waves rather than send them my enemy's way.

on Sep 30, 2009

Now guys I know I played it up as the next update the pirates will be badass and all (and they will to a degree) but a well developed and highly researched defense and fleet can easily still beat these pirates. The key was to make you worry about them more so that they play bigger role in the game. That pirate fleet that I posted was also the upgraded type and I ran over them with a capped out fleet of 3750 pts and 32 caps with full research.

on Sep 30, 2009

Now guys I know I played it up as the next update the pirates will be badass and all (and they will to a degree) but a well developed and highly researched defense and fleet can easily still beat these pirates. The key was to make you worry about them more so that they play bigger role in the game. That pirate fleet that I posted was also the upgraded type and I ran over them with a capped out fleet of 3750 pts and 32 caps with full research.

Just one queston.  Is the AI capable of dealing with the new pirates?

on Sep 30, 2009

Hey, awesome mod. The things I really like about this are the Sins Plus planets in moon -> huge sizes, adds a lot of variety and cool factor to making maps. I like having only two or three huge planets with a couple moons each. And the pirates - they are the highlight of this mod for me. I jumped 3 caps to a pirate base early in the game to level them up a bit...usually 2 radiances and a progenitor can clear a base with not much trouble, but wow, did I get spanked. When I got there they already had 3 volkuras, an Orkulus, a mess of Kodiaks, and a TON of strikecraft. Needless to say, it got ugly fast.

Fun mod. The only thing I miss about Mad Scientist is the bigger tech trees - I wish I knew enough about modding to merge that into this mod.

 

 

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