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!
ROFLMAO
That was great Oatesy03, that was great.
As for RL I can say the Carbon is getting married. That is a lot of work plus being the bottom man at his job he gets all the crappy jobs/time shifts. So yeah, RL has been interesting for him.
You beat me there. Only have one daughter and she is 7. I hope forever.
Good luck with that... I have a boy bucking on teenager and two more behind him (12,9,4). But atleast I only have 3 boys to worry about
Congratulations to Carbon! As for your boss, what form of foul play should I send his way? Blackmail,add 30 unpaid parking tickets to his license,convince his kids to insult him daily(yeah that one's low if you get them to say the right things),or send his photo and address to some tough guys and spread a few rumors? =3
See if we can't get you half the work load and 3x the pay >=3
Hi guys, I am not sure whats going on but when I install and enable the mod, there is no change. All the tech is the same and the mod does not even appear to be in the game. I know i put it in the right directory because i can see it in the mod options. Can someone help?
#1 What version of sins ya got/are usin
#2 are there any other mods active?
#3 what version of the mod do you have
All these questions and more, right after this*points at camera and an applause sign flashes overhead*
Enabling a mod is a 4 step process.
Just like my picture says, select a mod, click enable, verify the checksum, click apply.
It says Dip is 1.21, and I installed the topmost full download file. The checksum is still 0 though.
Diplomacy Releases:
1.21 Compatible:
0.99 B3 (Beta Three) Release
That one^
And I have no other mods.
If the checksum still reads zero after you enable it, then your mod is one folder too deep. Go back to the DS folder that you have and go inside of it. You should see a few folders like one for the mod, one for dynamic movement, one for powerful pirates, and one for the galaxy forge... Anyway, select all of those folders there and cut and paste them outside of the folder that they're currently in. Then you can delete the now empty folder since you just removed it's contents. Once that's done, run your game and see my above post. Select mod, enable, verify, apply.
...edit...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.
You can tell that this is a very kind and caring community from the fact that somebody can ask a question without the response being something on the lines of "search function."
Stant =O I read "Rock Music Mod" and "minesweeper scouts" and both make my imagination itch =3 Sharing is caring man!
He put Minesweeper scouts out a few pages back, I believe. Saved my ass multiple times.
Ah thanks guys! Moving it up a file worked. Btw, awesome mod. I have been using it for more than a year now, and it is way more fun than regular sins.
Does the "Diplomacy 1.21" download work for "Trinity 1.21" version of the game?
They are the same thing, Trinity is just Diplomacy with Vanilla and Entrenchment.
Well, rock music is a collection of (obviously) rock music from 70's, 80's and 90's, so I could pass that one around already, but I don't have the upload space anywhere to do that.
The scout mod I have there is not the fix I posted a few pages back, it's actually a version born from that which links the scout's mine detection to your faction's mine research itself. For instance, when you research mines, you get the detection capability, and as you improve your mines, your detection range increases. Each faction has different ranges based upon what I feel is the amount of work the faction has put into it based on the tech that's available and their interaction in established lore. I could pass that one around as well, but I'm still toying with the numbers so it's not ready for that yet. Of course, the hardest part about all of this is playing against AI's and getting them to build mines for me to test against. ;]
Currently, as I've told Ryat in a PM, I've got the TEC with the widest range, followed by the Vasari, followed by the Advent. My reasons are that the Advent's mines are just converted strike craft, which makes me think mines were just an after thought or a knee jerk response to the other two factions developing them. Homing mines are pretty awesome though. The TEC and Vasari went head to head in developing them, however, I have to assume that since the Vasari decided to develop a second type of mine, the TEC instead, put their efforts into detection. So that's what gives me my order of who can see better then who. So, eventually I was going to talk to Nacey about it after I had gotten it all worked out to my likings and seeing if it could be included as a minimod, especially after passing along an idea about the powerful pirates. Yeah, enjoy the future version of that.
Hey, I'm all for the detection modifications being added as a permanent part of the mod. Although I get the point in having it separate, I like the fact that it adds one more facet of strategy to the beast.
I agree with this statement.
Is CAPTUREDEAD for graveyards deprecated? I don't see it in the research tree's anymore...
If you guys want it to be a permanent thing, I'll pass it along to see if that can become a reality, again, once I'm happy with the numbers.
I believe it was removed because the activity was merged with the capture neutral ability and thus became redundant to have to research it. Also I think it was a little too high on the research tree to begin with. Most AI's destroyed (and still do destroy) all of the ships long before the capture research was ever done. At least with it being an automatic thing, a player has the chance to grab a few of the ships to add to their fleet early on.
I personally despise Mines in Sins, but that modification sounds awesome. If you can get the balance locked down there's no reason I can think of that your work wouldn't be an awesome addition to DS. It's already revamped the rest of the game, might as well give mines the runaround too.
Well, as annoying as they may be, take comfort in knowing the AI will never use them as well as you do. And they are one of the best buffers against the early-mid game pirates.
Not to mention they just make sense. DS9 used one of the best examples of space mine laying I've ever seen.
Great and thanks for your reply. Congrats on this great mod; adds some nice content and visual effects.
I just gotta say 13 is one of my favorite numbers.
Glad to be of assistance, Vaultdwella.
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