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 8)
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on Feb 13, 2009

Bug report:

Reproduceable?: Possibly

OS: Vista home premium x86

Specs:

Dell Laptop (Ewwww)

4GB DDR3 RAM Crucial Balistics

Duo Core 2.5GGhz

nVidia 8600M 256MB version (EWWWWWW)

Video settings:

1920x1200 16:10

60Hz Refresh rate

No AA

Highest Effect Enabled

 

There is no screen shots, because the effect was not reproduceable by location.

It seemed to happen when i research "INSURGENCY"

Yes I was TEC

And it was started from a saved game.

on Feb 14, 2009

Thank's for the report i'll look in to it when I get chance!

on Feb 19, 2009

Just to let you know I get the same affect with building a shield generator(TEC) as others got with the repair bay issue.

May need same fix.

Other then that good so far. Dont have much time lately to test everything. Hope this gets polished in time for the release of Entrenchment. That would be cool. But not a deal breaker if it dont.

on Feb 21, 2009

Thanks for the report Ryat, i'll look in to it & get a fix out for the 1.14 release. Yes folks thats right im working on getting the 1.14 release out shortly Also the next entrenchment release will now be for Beta 3!

Hope your all enjoying the mod!

on Feb 21, 2009

well, im tempted to play this mod but beta 3 just came out and it has quite a few nice changes in it... i wonder how much stuff was changed from beta 2.5. well cant wait to see a future release of this. best of luck.

on Feb 21, 2009

KOL is slightly unbalanced. I had 269 damage with fully researched AC and the battlship was level 6 (Crew training)

on Feb 21, 2009

Teh_Defcon
KOL is slightly unbalanced. I had 269 damage with fully researched AC and the battlship was level 6 (Crew training)

You do know the Kol does not apply all that AC damage to one target? And if you think thats unbalanced, You should of seen the Dunvos a patch or 2 ago. They had almost 300 damage fully upgraded. And that damage was all on 1 target. Yeah, I miss those ships.

 

All the battleships were much higher damage to make them true battleships.

 

@Nancy, Im glad you know about the new patches. Ive been trying to get ahold you, to let you know! Let me know if I can help in anyway!!!!!!!

on Feb 21, 2009

ITs kind of nice that all the caps have AA on them now, I hated it when I couldn't fend off enemy strike squads, now i can.

on Feb 21, 2009

Teh_Defcon
ITs kind of nice that all the caps have AA on them now, I hated it when I couldn't fend off enemy strike squads, now i can.

The AA doesnt work yet. The caps wont target the SC, unless there is NOTHING ELSE THEY CAN SHOOT! Even then Ive only seen a Kol do it, with just 1 AC.

on Feb 22, 2009

-Ue_Carbon

The AA doesnt work yet. The caps wont target the SC, unless there is NOTHING ELSE THEY CAN SHOOT! Even then Ive only seen a Kol do it, with just 1 AC.

 

That has to do with a capital ship's damagetype for its weapons.  If one of them were changed to proper flak-like damagetype like ANTILIGHT or ANTIVERYLIGHT it would fire at SC more.  Also, there is an accuracy modifier in the gameplay.constants file that makes anything but ANTILIGHT or ANTIVERYLIGHT weapons super inaccurate against SC.

on Feb 23, 2009

@UE-Carbon_

Sorry mate, have been pretty busy lately. I'll catch you on MSN sometime this week though hopefully! Thanks for helping out as usual ^^

@SpardaSon

You're correct, however due to a modding constraint all ships have a maximum of 3 weapons leaving me unable to really modify the weapons to fire at the strikecraft effectively without re-designing all of their weapons systems.

@StCobalt

Thanks, the next release will probably be compatible with the full version due to the current "fun" im having getting it compatible with Beta 3 which seemingly doesnt like any form of modding working.

@Teh_Defcon

I'll take a look in to the KOL, however all of the capital ships are much more powerful and from what I recall the KOL isnt the most powerful of them. The Capital Ships are all now power hitters & tanks much how I envisage capital ships to be, rather than the weak ships they are/were in the original Sins.

 

1.14 Compatible Release should be available shortly, im taking my time with it just to make sure nothing is missed due to rushing the release. It will also contain a few minor tweaks to help balance some of the abilities. The next entrenchment version may be a little while away it depends on what information/forge tools etc are released to do with this new way of modding entrenchment is released.

on Feb 23, 2009

the mod launcher with beta 3 is broken. you have to hard mod for it to work (moding the install directory).

on Feb 23, 2009

(sorry for double post, cant edit post in firefox due to a graphical error for it). or it least they changed the structure significantly and no one can get the mods to launch properly.

on Feb 23, 2009

No mods will launch... even with your .14 patch.. and added into the 1.1+ comp. version.

on Feb 23, 2009

No mods will launch... even with your .14 patch.. and added into the 1.1+ comp. version.

 

sry i meant .114 and 1.12+ i got the same problem stco got with firefox... something is gone to hell on the forums....

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