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!
I shall call it......
Mini-me.
Could post the video that would have made it funnier.
Why not have Soner Kahl'd as one of the in game names, give it it's own selection in the files so it always only picks that name(or 4-8 variations for multi-vasari purposes) and have the Hellion be it's classification?
EX:
Soner Kahl'd
Hellion class Homeship
Description: SivCorps doom craft to oversee his conquest of the cosmos(evil arm chair comes with built in massage function, hot and cold drink holder and exclusive controls over ship's super weapons)
I think that was the idea, BadTune. We're just running through the various possibilities for class names.
I also fully support installation of the Evil Arm Chair (tm).
So long as the Evil Arm Chair has an apple juice tap
(ya got to read the lore to get it)
Apple Juice on me!
Okay, so you could go Subjugation Class or Subjugator Class. Suppressor Class, Conqueror Class are other okay ideas. Monolith isn't bad, but you could up it to Megalith Class or Colossus Class, the first being my preference. I briefly thought of Vindicator Class, but that would be better for the Advent flagship.
Agreed, I might just change the Advent flagship name.
Ooooooh, Megalith is good. Colossus would give me too many Freespace vibes, but I like Megalith. Conquerer is also a REALLY good one, simply because the imagery it inspires would work well with both that ship and Vasari dogma as a whole.
And Vindicator for the Advent is perfect, I wholeheartedly support a name change.
I like Megalith. Sounds good, so long as the Soner Kahl'd can be the default Ship name.
Oh, and the mesh is DONE, and the Textures are DONE!
I just need to test it now and make sure it will go into the game with no problem.
Stats:
Faces: 7501
Verts: 3956
Texture maps used: 4
I'll hopefully release some in game shots of it soon.
Excellent. Can't wait to see it Siv. Looks like we may have a winner for names too.
Isn't there a Megalith in SupCom? Man that was a badass unit...
(cue Carbon-rant about SupCom's race to the experimentals )
I don't remember. Thinking maybe so, but that it was SupCom2. I always played with Experimentals and longest range artillery disabled.
Nah I remember it was in FA. And then it came back in SC2, but it sucked, like most of the returning units.
Yeah. Okay, it was an FA unit. I've got FA, but for some reason my comp isn't agreeing with it right now. No matter, gotta wipe it all and get Win 7 running.
Now, back to the mod, where returning units ROCK!
Units don't return in this mod, as it isn't a sequel. Foolish fool
They return to... um... erm... GLORY!
*knocks over Oatesy*
To the Distant Stars!
*runs off into the distance*
*pulls up in a military jeep infront of Draakjacht*Hurry get it before anyone notices you were here!
Megalith as a class name I really really like. The big question however is whether or not it fits with the Vasarri class name schemes?
At first Monoliths almost sounded like an Advent class name since they are focused more on culture etc ... ... ...
How about:
Obelisk
Mausoleum
Vanquisher
Pugilist
Peacemaker
Dessicator
Transcendant (possibly Advent Class)
Discourager
Mourner
Ostracizor
Abstractor
Dejector
Expunger
Terminator ( lol )
Extinguisher
Violator
Annihilator
Devourer
Mutilator
Desecrator
Just some thoughts ...
Personally, I think Megalith is more than okay considering what this thing is, even if it does lack the aggressive and despotic themes associated with other Vasari vessel names.
Besides, the only way this thing could be called Devourer is if the Wave Motion Gun/nanite thing was swapped out for an advanced version of the Egg's "I eat planets" attack. And if that were to occur, I would insist on Unicron as a name.
Terminator, ironic as it is, would actually make sense though.
Random Google searches got me into plants(it started with proving to someone Tomato is classified a s a fruit) and I ended up at the Nightshade areas(makes ya think twice about eating a tomato being closely related to Belladonna and Mandrake lol) anyway, found some interesting fun facts and honestly none fit with vasari but I thought Advent and Tec could use some of these profoundly deep rooted names. Found out the genus for belladonna is Atropa, named for Atropos of The Three Fates. She's the one that snipped the treads. again, deep name but not Vasari, maybe advent
Not for a Class, but rather an individual ship's name, Janus too would fit. Roman god with two faces: one looking to the past and one to the future. Very much the duality of Advent existence.
Wondering if its possible that this Mod will run if I delete the Dwaft and Moon planets? Thinking that deleting the ENTITY files will do the trick. Any thoughts?
Nope, you would also have to clean up the GalaxyDefinitionScenario file.
Also the manifest files. The galaxyscenariodef file is really the only one you need to screw with. Just delete all of the references to dwarf and moons reducing the counts of those sections accordingly. This is no small task. It's easy to do, but it's very time consuming and if you mess up the count, then you screw up the game. Everything else, entities and meshes can be left alone and you won't have to mess with the manifest files either.
Thanks for the info
OK one more dumb question. Is this file located in the Mod Folder or the Regular game itself?
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