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!
Will get to updating the flagship mod when I get time. Will also drop Nacey a line about this.
Hey, I just re-downloaded the DS Mod on my new computer, and again, I was absolutely shocked at the awsome, great job to everyone involved.
One quick question though, what do the extra two ranks in EWS Bombers do? I didn't notice a change in any of their stats as I researched them.
-Twilight Storm
Should be the ability gets a boost
It is in fact the ability they have that is boosted. There is a linked research item to the EWS bombers so that when you do the first research, you get a two for one special. You not only unlock the bomber, but you also get the first level of the research. The two subsequent researches you do give you the second and third level of that item.
Advent - Nano DisruptionLevel 1 - Cooldown 25, Range 2500, Duration 20, Hull/Shield regen disabledLevel 2 - Cooldown 25, Range 4250, Duration 20, Hull/Shield regen disabledLevel 3 - Cooldown 25, Range 7000, Duration 20, Hull/Shield regen disabled
TEC- Targeting DisruptionLevel 1 - cooldown 25, range 1500, duration 20, enemy wep range -25%, hit chance -15% Level 2 - cooldown 25, range 4250, duration 20, enemy wep range -30%, hit chance -20% Level 3 - cooldown 25, range 7000, duration 20, enemy wep range -40%, hit chance -30%
Vasari - Phasic ManipulationLevel 1 - cooldown 25, range 2500, duration 15, max speed/acceleration/jump charge up rate -110% Level 2 - cooldown 25, range 4250, duration 20, max speed/acceleration/jump charge up rate -115% Level 3 - cooldown 25, range 7000, duration 20, max speed/acceleration/jump charge up rate -125%
Wow, that explains why I take less damage when I use lots of EWS bombers playing TEC!
The TEC starbase can field something like 14 squads. I usually 6 gunships, 6 bombers and 2 EWS. Pretty moderate all considering, but I use them for taking out vessels beyond the starbase's range. For caps I use almost exclusively gunships/fighters as they provide great bomber cover, but will sometimes have EWS staged in about 1/3 of my fleet squad capacity.
I've been usually going 4 gunships, 4 bombers, 6 EWS bombers for my starbases and along the same lines with gunships/fighters to bombers with caps. Been rather devastating for the opposing sides.
I haven't played enough to really form a strategy, but on my Sova I generally was building 3 bomber, 1 EWS and two fighers/gunships by the end, seemed to work out pretty well.
Yeah, the strikecraft cover for caps cuts out extra damage that the enemy bombers can do and pretty well cripple the Advent, especially since I use a 50% Kol fleet.
As for the starbases, it would probably do me good to shift in that direction and make up for fighter/bombers with a couple of hangar bays. I usually prioritize Planetary Defense, Jump Inhibitors, and Repair Bays before turrets and hangars.
Very similar to my starbase design. Yes, it does seem to perform, doesn't it?
I have never once used EWS squadrons. What am I missing?
As Stant said:
TEC- Targeting DisruptionLevel 1 - cooldown 25, range 1500, duration 20, enemy wep range -25%, hit chance -15%Level 2 - cooldown 25, range 4250, duration 20, enemy wep range -30%, hit chance -20%Level 3 - cooldown 25, range 7000, duration 20, enemy wep range -40%, hit chance -30%
Vasari - Phasic ManipulationLevel 1 - cooldown 25, range 2500, duration 15, max speed/acceleration/jump charge up rate -110%Level 2 - cooldown 25, range 4250, duration 20, max speed/acceleration/jump charge up rate -115%Level 3 - cooldown 25, range 7000, duration 20, max speed/acceleration/jump charge up rate -125%
You can slow up the enemy advance something fierce. And I notice not all squadrons immediately fire. They seem to taper off to get the most results with the smallest amount of overlap.
Holy crap, I didn't know their abilities were that powerful, and for some reason I had completely missed Stant's post. I need to start sticking a few squadrons of those on my starbases.
Just note, their ability doesnt stack.
There DPS sucks.
They were made to a 1 or 2 and be all you needed. The more you have after that is just overkill. With lvl 3 upgrade you can cover most fleets with 2 easy.
hmm... so my design was exactly where it needed to be. Woot!
Just out of curiosity, where does the super-epic/gorgeous new music (with the cello solo) come from? It sounds like something David Newman might do but I don't recognize it.
Uhhhhhhhhhhhh......... You're going to have to be a lot more specific then that.
Details like what faction you are playing as, do you hear it in battle or when you're building up really help to narrow things down... In fact, just go to the mod's sound folder and run through them until you find which one it is. That's probably the best way since the mod gets it's sounds from a lot of different places.
If you mean the menu theme, it's Ebla by E.S. Posthumus.
Carbon's educated guess on the track he is looking for is one from Band of Brothers tracks performed by the London Symphony.
So says the sound man of DS.
Nacey is working on a full update. Thanks to Stant123 for his help.
So far I've heard it playing as all 3 factions and when I'm building up or looking at the entire map. As far as I know it's new with the latest update; I hadn't heard it before I patched.
Could always crack open the music files and take a look. Thats how I found the song I was looking for a few days ago.
Good call, I'll take a look. Really great music choices, Carbon
Funny, I could have sworn I said to do that.
Yes, the latest update to 0.99B2 added a shit ton of music. Carbon is asserting himself again... Or maybe that's inserting himself... Anyway, that's a topic for a different thread.
Run with it Draak, you know you want to give the BS thread something new to talk about.
Whoops, missed that part. Good suggestion nevertheless!
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