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 92)
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on Oct 19, 2009

I think I know of at least one possible reason for the mini-dump, as I have had it as well. The Ancient Shield abilities on the Relic planets conflict with the Planet Upgrade and Logistic Structures buttons upon colonization of the planets. This happens whether a player or a bot colonizes it. As I have yet to find a workable binary converter for this mod, I haven't been able to fix the problem for myself, or do any further modding for personal use. Any possibility we could get non-binary version and/or a workable converter? As to the problem itself, I would assume the abilities need to be moved to positions 3 and 4, as I can't view the files that are in binary.

Next is industrial planets. I built my own galaxy and placed Huge Industrial and Dwarf Industrial planets. They are the exact same size in-game and are both labeled as just Industrial planets. After that is Paradise planets. The normal version is as small as moon planets. (I can tell because my trade ports are bigger than the planet) I'm assuming on that number there are some incorrect mesh references in the GalaxyScenarioDef file or in the planets' entity files, but that's just a guess.

All-in-all, I love this mod, although there do seem to be a few bugs, with at least the one I mentioned at top causing mini-dumps. Despite this, I have to say I would rank this mod the most highly of all the mods I've played. Also, despite having two bots, a huge map, and likely many ships and mines in the bots' territories, I found this mod to run extremely smoothly. I suppose that might change if I'd gotten further into the game prior mini-dump, but I was already three hours in, and it usually lags horribly by that point. Keep up the good work, guys.

on Oct 19, 2009

Harpo99999 has some good convert bintext programs, you will find him around the forums (hint look under the you are banned thread)

on Oct 19, 2009

hey, -Ue_Carbon,

How's the planet-defenses add-on going?

on Oct 20, 2009

Derelicts appear bugged...ships autotarget and destroy them, while derelict carreirs launch derelict fighters to attack you.

on Oct 20, 2009

Hahaha... that isn't a bug, it is intended... derelict ships are basically set up that way so the AI won't get stuck in them. They automatically kill the ships to prevent AI player ships from getting stuck there due to them not knowing what to do. Besides... those derelict ships are good exp for capital ships that are low in level... that or they make good cannon fodder

on Oct 20, 2009

Yeah.  Sadly, with the derelicts, until the issue of the AI inability to fire at the derelicts when they're fully disabled (and unable to leave the gravity well because they're TRYING to fire at them) is found and fixed, you kinda just have to deal with'm being target practice.  Unfortunately that may actually require some new hard coded condition type to happen.

No idea what's up with the Paradise planets, I haven't noticed the normal one being moon sized at all.  But, it's entirely possible I just haven't noticed either.  Once you can convert the files to text, you can either alter the mesh file refered to in it's entity file, or double check that the string entry it references is correct, as that could just be wrong too for some reason.  I have had the same problem with the Industrial planet though.  Could just be a wrong string reference, or there isn't an appropriate one yet.

Small bug I've found for you guys as well.  There's no entry for "WEAPON_CAPITALPHASEWAVEHEAVY_MUZZLE" in the Soundeffects.sounddata file.  So, of course, any ship with that weapon makes no sound upon firing, despite there being the sound file.  Surprisingly, there isn't an entry for it in the vanilla file either.  So I guess it's really more of a SD bug then your own, but it's an easy fix, so figured I'd bring it to your attention.

on Oct 20, 2009

Ah, but still there remains the larger question:

 

Why (and while we're at it, how) are derelict carriers launching fighters to attack me?

on Oct 20, 2009

Should it matter? meh... I could care less... they are but tiny insects to swat and squash... or in our case run into the large capital ships windows and go splat. Those windows being shields

on Oct 20, 2009

Harpo99999 has some good convert bintext programs, you will find him around the forums (hint look under the you are banned thread)

or just search for harpo, but here is the text-bin gui thread and my mod updater thread.

the mod updater has ALL of my released utilities WITH ALL the needed support files. I suggest the 1.181a version as it has a bug fix in the program, that the 1.181 does not

harpo

on Oct 20, 2009

EternalRequiem
Should it matter? meh... I could care less... they are but tiny insects to swat and squash... or in our case run into the large capital ships windows and go splat. Those windows being shields

 

I swear I wrote a rant once about the phrase "could care less". In a nutshell: What you meant to say was "couldn't care less", since "could care less" is the opposite and indicates that you do, actually, care.

on Oct 20, 2009

@Will the Great- Appreciate bug find, the ship graveyards are still a little sticky and we will try to fix the problem somehow, though do please keep the debate of words on other threads (as others please as well) as this a mod thread and we prefer bug reporting and screen shots posted over debates.

on Oct 20, 2009

hey, -Ue_Carbon,

How's the planet-defenses add-on going?

Painfully slow, since Im learn the whole ability modding as I go. Ive hit a speed bump, but still working on it.

Its what I get for attempting something beyond my skill lvl. LOL

 

Oh! Friendly reminder to all, please report any bug on our website. It makes it much much easier for us to keep track of any bugs and such. If you dont post it, good chance it wont get fixed.

on Oct 21, 2009

bump

on Oct 23, 2009

bump

on Oct 23, 2009

 

I lost the Event Horizon today in a terrible space battle. Please lets take a moment to remember her and the brave souls who crewed her.

 

 

 

 

 

Ok, moments over. Ahem.....CURSE YOU ADVENT AND YOUR MIND CONTROLED PIRATES!!!!!!   MAY EACH OF YOU GET SPACE TICKS AND DIE!!!!

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