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
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
1.34 Compatible:
1.01 Release:Full Download:http://distantstars.mmobase.com/diplomacy/Distant_Stars_(D)_1.01_[45685832].7z
1.051 Compatible:
Beta 0.9951 Release:Full Download:http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.9951_[36672852].7z
1.14 - 1.181 Compatible:
Version 1.01:Full Download:http://distantstars.mmobase.com/soase/Distant_Stars_v1.01_[453701567].7z
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 & Sundays9pm EST (2am GMT) Saturdays & SundaysIf 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\SettingorWindows 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 FALSEChange FALSE to TRUELogOutput 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 website12,000GB (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!
That might work out better. Does he have an ability point (4 is what I use) at the front of the ship between those tusks?
I've PM'd him to see if he still has his models. If it doesn't have them I should be able to add ability points as needed.
Forgive me if this has already been suggested, but I have an idea. I only play TEC, so I may be wrong about the other races, but I've noticed that only the military and civilian trees have final level researches, nothing for the defense or diplomacy trees. Perhaps a final level diplomacy could be something like "officer exchange program" that increases the effectiveness of all pacts, or allows you to trade ships with allies (no idea how to make that work though). I've put a little more thought into the Defense final level, it could be one of several things. Another ability for the starbase, but i think they have enough. Maybe something like "defensive mandate" that increases tactical slots, or gives starbases one or two more ability points. And my personal favorites, either an upgrade to the planet based defenses (seriously, have you seen how long it takes them just to take out a couple siege frigates) or yet another buff to the lowly gauss cannon, making it a credible threat. (this especially because of the limited numbers you can have, to make space for all those other tactical structures that take more points). Well, that's my brainstorm. Now it's in your hands.
Some nice ideas Retsof90. Will look into them though the trade ships one is impossible TBH.
You should play as them a few times, helps you learn how to play your faction better when you know the enemies strengths and weaknesses, as well as how suggestions for improvements to one faction causes balance issues for the other two factions.
If by final level you mean 8th tier research items then you're not quite right. The TEC has 1 for Military, 2 for Civilian, and 1 for Diplomacy. The Advent have 1 for Hostility, 1 for Harmony, and 2 for Understanding. The Vasari have 1 for Warfare, 2 for Empire, and 1 for Manipulation. The Defense, Security, and Fortification trees stop at the seventh tier.
Pacts are hard coded and we can't mess with them, otherwise we'd have made them much better a long time ago. Trading ships can be done in a round about way by making all ships capturable, but then it means your enemies can capture your ships too, which would be a bad thing. Of course, Advent can already take your ships from you if they so desire so making all ships capturable would remove the uniqueness of the Rapture's Dominate ability.
I'm not sure if any more upgrade abilities can be added however there are a couple ability slots left on the starbase itself. But like you said, they've already got enough stuff.
Giving the TEC more tactical slots would mean that they have upgrades for both, logistic and tactical slots... Unless the other two got both upgrades as well, I don't think it would be fair. Besides, the Vasari have a pact item that does this. So make a Vasari friend. ;] As for the starbase ability points increase, I believe those are hardcoded as well.
Yes it does take time, planet defenses are supposed to slow the opposition down buying your fleet time to come back or support your fleet elements already present, not outright destroy another fleet, otherwise, no one would be able to take out a player with the economy to build up those defenses and there would be no way to achieve a military victory which is the by far most common win condition.
Another buff? They already have rate of fire increases, range increases, burst rockets for hitting multiple targets at the same time, and the meson bolt cannon which reduces opponents armor rating for a short time... It already is the most upgraded defensive weapon in the game. It's hardly lowly, however, the glaring shortcoming is that it's immobile and even after the range increases, still don't cover much space, unlike the hanger defenses that field strike craft, or the orbital defense control that can hit anything in most of the gravity well, but at the cost of 1 tac slot point compared to the 4 and 10 respectively, and the ability to field them right from the start of the game without having to spend time and money building research stations and doing the actual unlocking research, they really are quite powerful for a good amount of time as well as for the price and slot count. You really shouldn't be relying on them in later stages of the game when most people will just go right around them and a better defense option is always the starbase.
Okay, thanks.
And Stant shoots it all down.
Not all of them, I'm all for changing or enhancing the pacts, but those are unmoddable... Not my fault.
OH! I forgot one. Perhaps something like "planetary militia" that works similar to the rebel uprising, only on your own planets. The only trouble I see with this one is to make them uncontrollable but still friendly. They would be uncontrollable so that they do not take from your supply, and so that you can't just incorporate the free ships into your fleet.
And about the planetary defenses. I just thought something that takes 10 slots should be less useless, and I'm used to the idea of a cannon with a whole planet underneath it being a behemoth that can oneshot frigates(yes, that would be a bit much).
About the defenses becoming unbeatable, sorry. It's a bit of greed on my part. I always try to fortify my planets as much as possible and only send in a fleet if absolutely necessary. (which can be quite hard with DS's increased travel times, so by the time I figure out my defenses are falling it's too late)
Again, is it possible to do random (or widely timed) events that bring a vessel into a random (no preference of player or planet type) grav well? I imagine so since it's similar to TEC rebel uprising, but I want it to exist from the start (or maybe when a player hits a certain tech level) and go any which way so to keep all on their toes.
Similar to what I am attempting to do with the pirates with marginal success so far. The coding is there for it but it messes up the Insurgency ability for the TEC.
Well, I'm not looking to do it with pirates, but fair enough. Hmm... I imagine that is part of your plan for Powerful Pirates MkII. If you succeed in making it happen, let me know. I have a disturbing idea.
LOL
Pirates in general actually. The main issue is that the coding function only allows for three sets of fleets. Insurgency uses two so scaling the thing is not possible unless you remove Insurgency.
Ya, it would be nice if Insurgency had more than 3 levels... You could really use this to create some random raids on planets between the various races.
So the insurgency uses two. I take it the pirates use the third? There's no way to have another group that kinda works in like insurgency does?
Actually, I believe the three levels are no raid, small raid, and large raid.
Could be wrong...
Insurgency is separate from the pirate raiding levels. I believe Ryat may be using the unused third level (i.e. Tech only uses the first two levels) of insurgency to simulate unplanned pirate raids.
Fixed it.
Okay then.
So I take it there is no more room for an additional Insurgency style raid?
haha, well, I used "may" because I wasn't certain. Planning works too.
I dont know about you guys but I dont like the current balance of the game.
i know that the advent are the more intensive ability,-firepoer,shield faction.Tec are the more eco based,unit spam more hull focused faction.
Could anyone tell me what vasari have as a difference? They fall in between the two factions and have more expensive units for no real advantage in dps,health or any other thing .In order to play vasari in the beginning,you have to kite,use hit and run and so on. After researching suberters everything changes,now the vasari become the hunter and your enemy the prey.With their awesome later techs,they dominate.
In my opinion this is not right.This is a balance problem.A factionm becomes ultra good after the research of one unit and one ability?Cmon.
Tec being the spam faction is very lame,it is a nobrainer faction.Ever thought on chaning that? Like making them actually different in play style from the vanila Sins.While DS adds alot,gameplay stays the same as in he vanila,that is why I preffer SOGE. It adds different ways of playing the game,each faction plays differently.
The advent have start problems,beside disciple spam,there are not other solutions..Radiance still sucks as a cap ship.It has bad abilities,why not fix that by either changing those abilities or increasing hp dps or so?
The vasari on the other hand are unique for their phase missiles cool no? they have good abilities in the END game.Not hte beginning.
Should i always run like a girl when i see tec spam with vasari? Are vasari meant to be much more expensive for no real buff.I say,buff them more but INCREASE ship supply cost.THat way you have less vasari but actually worhty units.
Give a reason to build Frigates,LRM still own in your mod,albeit less because of cap s being actual beasts instead of pussies.
I don't disagree here. It's good at taking a capital ships abilities out of the game, but not much else past that. I'd like a rework of detonate anti-matter that is more geared towards damage dealing than AM Draining.
Why so many links?
Those things appear when I write sentences closly by and then space them.It could be a reason because of my NO SCRIPT for mozila.Just ignore those at best.
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