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'm fine with pirates being their own faction, and having the same number of ships, but they need to be cut back as far as how many HC and Capitols they are allowed to send in the early game. (Preferable no HC or capitols for the first 30 minutes, after that, they can send whatever they want.)
-Twilight Storm
See, that's the problem with the minimod. In Entrenchment, the straight min/max fleet supply, use this type of ship randomly settings work out well, in Diplomacy, there are factors such as how many planets do you own, how strong your fleet is, how well defended you are that the pirates consider when they send a raiding party that we don't have any control over. It's all part of the Pirate's getting some love rewrite that the Devs have been doing.
Yeah, a common complaint amongst the players. Sadly until they make the AI scriptable, there is nothing we can do.
Game engine limitation. Slowdowns have been a problem since the beginning. Best advice... Start working on destroying strike craft and mines. The fewer of them out there, the better off you'll be. On a multi-Empire, large/huge multistar map, this is obviously much easier said then done.
Personally, I play with Large Fleets, Pirates active, quick start, no diplomatic victory, locked teams, locked allied victory, and all speed settings on normal. There really is no best, just what you like. Also a tip about the settings, if you set them on the map select screen, they will carry over to your next game. Setting them on the faction select screen means only temporary changes that will not carry over to your next game.
You just don't know how to fight them effectively. Use mines in the early game. They're cheap for how effective they can be. Later game this won't work since they have research to ignore mines.
The amusing part about this is that the raid size and make-up is the same no matter what version you're running. In Powerful Pirates, they get a few more abilities and research, and an alternate carrier variant, which I don't believe is ever actually fielded.
Thus is the source of your problem. You and the AI's are funding them, making them stronger. Best bet is to just spend the money on putting out some mines to soften them up on their way in. When you have the ability to do so, send the pirates on missions to fight the AI's, don't get into a bid war with them. There are several tricks to winning the bid though. It's been reported that if you wait until the raid warning happens and you pause the game every time you up the bid and you give it a few seconds between each bid, the AI will many times, not outbid you. Ultimately, every single credit that is spent on bounty or raids for the pirates, only makes them stronger. So until you know you can handle them no matter what they send, it's best to avoid giving them any money.
I don't put out bounty anymore because the ai always just waits. But bounty is the only way to make me not the target so...idk. I generally get the 1st fleet research and LRF pretty quick, and build my 1st cap, 12 cobalt, and 12 javelis as quick as possible. (I grab planets with the cap and cobalts, and bring the javelis' to my fleet as they are built so I'm not waiting forever.)
Usually I have 5-7 planets before the first pirate raid hits, depending on the map, and they still eat me. Mines aren't a solution, since I can never tell where the pirates will strike, and if I mine all my planets, I'll have nothing for building fleets or research.
Pirates, I may just have to turn you off until you learn to play fair...
Mines are the best solution early game. Like I said, you just don't know how to deal with them effectively yet. Give it time and practice and you will.
In game testing I find that the first wave of pirates is HUGE! Subsequent ones are tiny. Not sure why that is.
Gameplay.constants file
raidStrengthThreshold:0 0 <--- Set to .1 or .05 raidStrengthThreshold:1 .25 raidStrengthThreshold:2 .45 raidStrengthThreshold:3 .7 raidStrengthThreshold:4 .9
As far as I can tell, 0 isn't valid (because that would technically mean no raid) so you get full strength, unlike the others which are fractions of full strength. In my testing, at .05, the raid strength falls well in line with early game capabilities so long as the AI doesn't send the pirates on a mission to kill you at the same time.
Never paid attention to that. Never even messed with it. Will give that one a try.
Looks like the closest you'll ever get to AI scripting right there.
Will throw in my lore post tonight, but I know my guys aren't the heavy movers and shakers of the moment. Going to bully my brother to finally get his shit in gear or something.
Have you tweaked your settings and trimmed your empire tree?
As for MP games, I might be on sometime Monday. Some good old FFA with AI's sounds like fun. Also if your looking for a game you can try out MP topic, link is located in the OP.
Hey, I blame poor map placement. Was playing Kingdom of Heaven. You were on the opposite side from me. Draak was next to me. And Ryat...well he was alone also. Between me and you were 2 Vicious AIs and 1 Hard between me Ryat. Draak people had a stick up their ass. I blame them for no harassment of the Advent while you got pounded. I had to pull a Kyrene. Not fun. But You didnt die.
As for more lore, I can not commite to it. I dont wanna to cause a stall, and I refuse to be a Kyrene!
I have been working on a series of mini-mods though...maybe after 1.3 I'll release to first one.
So sue me, when I play Sins I don't tend toward harassment tactics. I also don't tend toward many allies either. I just suck at MP in general!
If he doesn't want to just let me know and I will take over.
I suck at MP too ;.;
I like the AI and their easily manipulated empires, dance puppet dance bwahahahahahahahaha!!
It depends on the game really. Total War, I do well in MP. Action games like Vindictus, I do well in MP. RPs like Guild Wars I disappoint cause they nerf my favorite classes and the mechanics are counter-productive.
yeah, large community games like that tend to be in unstoppable teeter-totter for balancing since 99% of the time, a mass of 12 year olds complain about something on their forums until it's changed ~_~
make me wish there was a maturity level requirement for some games. Though, even then there are adults who play these games and argue for the same changes so that their own class or character can win against something to was originally supposed to barely succeed against.
and this is why I like stand-alone games with the O P T I O N of getting throttled online lol
Vindictus is nice cause you can solo. Just hard in some places. And it's not purely a stat based RPG. The play is something like Soul Reaver or Gothic, where you have to make combos, block, evade, etc. An action game. So it's nice cause my class could easily enough take down the biggest SOB in the game cause I focus on blocking and counters, but if someone using my class never takes the time to master counters, they'll get crushed all the same. I've noticed the devs seem to worry more about balancing with respect to how easily classes take on the biggest of level bosses.
This community would completely fail the maturity test. =]
Yeah, and age is not a great determiner.
I was playing Left 4 Dead with a full party, one of which was a 30-40 year old guy who liked to play willy-nilly. it was working amazingly well until we got to the last moment when a horde of zombies and one tank zombie were going to converge upon us if we didn't rush to a boat at the end of a pier. We all rush for it and everyone except him manages to rush onto the boat without meeting resistance. He was right behind us and decided to stop at the end of the pier and provide 'cover'. Had he kept moving, that would be it.
Instead, we turn around and he's firing near point blank into a horde and so we're just stunned he's that stupid. The tank jumps into the fray and backhands him off the pier and way off into the water. So he has to swim up the shore and get around to the mouth of the pier to get to safety. Well, we start firing, but couldn't manage to kill the tank before it walked out into the water and drowned him.
So he ends up dead and the game decides that the rest of us are to the checkpoint, so bon voyage. He starts bitching that we let him die. One person tells him that we were trying to shoot the thing, to which he bitches that we didn't start firing till the tank was on him. I tell him that if he kept moving, all would be well. He kept trying to gripe and I logged off.
So... yeah, I think most gamers would be gone bye bye.
in spades no less!
but at least we're civil about our immaturity
Also, had an idea for a tech tweak. Is there a way to attach a, upgrade to the command point research?
example: have the number of capital ships max out at 4-8 and from there on the upgrades add either antimatter supply/armor points/command points<number of squadrons> to each capital ship making them far stronger contenders with the more advanced their crew research grows?
those are just possible examples as well, many things could be added in place of those.
Yes it is possible.
BadTune, that's so awesome I may cry. If it's not possible, I'm in favor of a new Military Research that does this.
no one has ever taken to one of my ideas that well lol
anyway, I posted the idea here instead of a new thread because, DS level researches and ships have the fire power and the health bars to take such a change and grin right back at it
Edit & unrelated side not: are the planetary ring "appearance values" somewhere in the planet entity files or are they in a separate data file like the asteroid field data? I'm tinkering with an "embellishments" mod lol making the cars on the planets between elevators super tiny, slow and AMUNDANT lol also trying to get the strike craft tails to linger, so far I managed to make them thinner somehow ;
Is there another file that is related to the skyboxes other that the skybox.manifest and SkyBoxProperties.skyboxbackdropdata? because i deleted the SkyboxBackdrop2DistantStars.dds and SkyboxBackdrop1DistantStars.dds and edited the two skybox files so that the game would not load them. But yet the game says that these files are missing.
Am i missing something here?
EDIT: NVM found it. The skybox files are also stated in each Star.entity files
I want to say DustCloudsDef.renderingDef file for that stuff... Just like the asteroid field data, it's referenced from each entity file in the mesh info section, right under the reference for the asteroid field data.
asteroidTemplate "Sparse" dustCloudTemplate "Sparse"
hmmm so I'd change Sparse to Abundant or Frequent?
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