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 80)
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on Sep 30, 2009

immensea
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.
 

With the next update of entrenchment, things will get worse for each pirate attack. I have planned by the time you have 3-4 planets, you probably will be getting what you now get when it is severe.

on Sep 30, 2009

ice27828



Quoting immensea,
reply 1185
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.
 


With the next update of entrenchment, things will get worse for each pirate attack. I have planned by the time you have 3-4 planets, you probably will be getting what you now get when it is severe.

Are you going to incorporate that only for the Dynamic portion or throw it out to the rest of those who dont want the dynamic battle system

on Sep 30, 2009

Meh, since I am doing the smaller pirate, part ya, all of it will be using Dynamic movement or I might do a even smaller mini-mod where it doesn't have dynamic

Won't be out till I can get it updated

Ya, direct port from 1.03 to 1.04, turns out it doesn't work too good

on Sep 30, 2009

Immensea, the Mad Scientist only has a bigger tech tree in that there are more buttons. If you count the number of upgrades, level for level, this has more. It's just that they don't have all those planet upgrades that may or may not be useful. BUT they have mentioned the idea of giving planets built in upgrades beyond what they already have. Who knows?

And I believe VarekWraith is echoing my thoughts. If the AI can't handle the new pirates, then we can see their base build up an amazing defense. I'm not saying don't pump the pirates, just saying that it might be worth it to take the attacks rather than have a devastated AI and than meet up with three dozen caps at the pirate base.

on Sep 30, 2009

Draakjacht
Immensea, the Mad Scientist only has a bigger tech tree in that there are more buttons. If you count the number of upgrades, level for level, this has more.

 

Oh, didn't realize! I've only played this mod for a couple hours and I wasn't paying too much attention to the tech tree since I just wanted to look at all the planets & pirates and such. Thanks for the info. I guess there is nothing to keep me from going back now

And the idea of pirate attacks increasing in severity over time is pretty cool. Looking forward to the next update.

 

on Sep 30, 2009

Hmmm... yeah... AI tends to not really focus on it's defensive structures a lot... depending on which setting you have them at... if only the AI was smart enough

on Sep 30, 2009

So, uh, guys, you gettin' this thing re-tooled for v.1.04 now that it's out?

on Sep 30, 2009

immensea

Oh, didn't realize!
 

Glad to help! Up, up, and away!

on Sep 30, 2009

Warlord Mike
So, uh, guys, you gettin' this thing re-tooled for v.1.04 now that it's out?

Duh, given that just porting over doesn't work like I mentioned above...

BTW, hoping that I could get the beta of the next release in time...I can probably include the Dynamic modding of this

on Oct 01, 2009

The moment you've been waiting for has arrived! 0.89 including Ryat's Pirate changes and many other tweaks and fixes along with 1.04 compatibility is here.

http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.89_Patch_[34801703].7z

I'll provide a full list of changes once we release 0.90 (which will include Carbon's planetary defenses, Moosters dynamic movement, and some little features im working on which i'll talk more about once I have them set in stone!)

Hopefully this will be the end of all of your minidump woes, with huge optimizations to our coding and huge changes to how the game handles pirates we should finally see the back of the hell they have caused us!

Enjoy!

on Oct 01, 2009

Might wanna update OP to say 1.04 compatible, it's kind of confusing. :/

on Oct 01, 2009

I am having problems getting this to work? Which files should be in the 1.04 entrenchment mod folder and which should be kept in the 1.03 entrenchment mod folder? I keep getting mini dumps when applying the changes.

on Oct 01, 2009

Xanithor
I am having problems getting this to work? Which files should be in the 1.04 entrenchment mod folder and which should be kept in the 1.03 entrenchment mod folder? I keep getting mini dumps when applying the changes.

Take all of the files from the 1.03 folder and put them in to the 1.04 folder, apply the patch to those files and there you go!

on Oct 01, 2009

Heh I thought so... lol  I was about to ask the same question but I don't need to now

on Oct 01, 2009

I moved all files over, but am still getting mini dumps when applying. What order should i be enabling and applying the mods? Basically what files should i be enabling and which files to apply changes and which order? Thanks for the help.

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