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!
Okay... so a female Advent in the Vasari place. A Vasari in the Advent place. Is the Advent I originally had the only creepy one or are there other no-gos?
Keep in mind that I might not get as good a profile. Depends if I can find a full body shot or not.
For me the one staring off into space is the only no go. The one with the glowing eyes I am cool with.
That is a lot closer to what I was thinking picture wise. It looks good. I'm curious to see what the other variations you've just mentioned would look like.
I must confess that I like the Vasaari and the TEC players on either side with the Advent in the middle. The main reason for this being that the initial conflicts in the Sins universe was between the TEC and the Vasaari with the Advent coming into the picture third and mostly meddling with everything. I do like human and the male advent in this particular picture. The Vasaari I think there are a few others that would look good in his place, with and without glowing eyes (they should have a bit of a 'sad' look to them) I think.
TEC = Stoic / Determined (will not fall to the invaders)
Vasari = Sad / Mournful (doing what needs to be done to survive)
Advent = Mischievous / Knowledgeable (messing with everything until it falls asunder beneath their will)
This is not sitting well with me. I like the last one more.
http://i795.photobucket.com/albums/yy236/Draakjacht/GameLogo_Opening5.jpg
This one, I had trouble getting an Advent body shot of the appropriate resolution and very few Vasari look good over those flames. I really liked the last one cause the Vasari blended into the darkness around him. I took Stant's call on the Advent, which turned out to be gold, as not only is she holding that glowing deal that could be a sign of underhanded craftiness, but the colors blend with the flames and the art style is as equally smooth as the other two characters.
That's just my take on it.
Btw, was thinking. Looking at the original Advent image, I think they're all female. I know there's the robot head, the turban bearer, and the wrinkly helmeted one, but if you think about it, it could be old, haggard women in those guises. I know none of us like to think of them as such, but since I've seen a woman with a beard that would put a goat to shame, I can see this being the case.
Agreed. Just noticed the David's Lions logo included in the images. Clever.
See my previous statement. Logo_Opening4 is better. Try that one only with a different Vasari picture.
Maybe something like the below two:
http://lh3.ggpht.com/_1PuzxfVIDII/TFzO5Uy10WI/AAAAAAAAARU/Q9R-VcLoOcI/vasari.jpg
http://media.giantbomb.com/uploads/0/4963/275409-picturefeature_vasari_thumb.jpg
The Vasari doesn't look quite right. And the 4 one did work better.
I know. I played with some of the other Vasari, but none have the color scheme to mesh as well without just fading into the background.
I can try some of the other Vasari. The image I use in 4 started as a large image, huge even. So that's why it scales well compared to game pulled images. It was also made using the same method as the Lion in the image. And yes, I chose a Lion although I did consider a couple others. I even threw out the idea of using the -Ue_ troop.
I got a weird issue with DS and the latest Diplo patch (1.33).
So far the mod seems to be running fine, though something is wrong with the ressource asteroids. I played a large random multi system map and all types of planets have both metal and crystal asteroids, except for Paradise for obvious reasons.
While there are some planets with only one type of ressources, it doesn't seem to be tied in any way to the planet type. As far as I can tell it's completely random. I even had one ice planet with only two metal asteroids.
I tried starting random maps three times and every time the same result. On a start of DS-Aurelian map every planet seemed to be in order, with the exception of a single Relic world that had three crystal and one metal asteroids.
Without the mod, ice and volcano planets have only their supposed ressource.
Anyone else experienced that issue, or have a clue as to why the game is suddenly doing that?
Is it compatible with Dip 1.33?
We haven't found any issues with 1.33. Still tracking -Norbert-'s issue.
I had the "Pac-Man" issue with the planets pop up with 1.33, I didn't have the problem with 1.32.
I've been playing the game a little bit almost every night and I've not noticed this at all. Most planet types have the ability to spawn resources of both types. Some depend on the size of the planet to guarantee both are spawned, but nearly all have the potential. That doesn't mean you'll see it happen, but when the entities are set to spawn 0 to 3 for both and there's a max of 3 total, for example, you can get several games with all of one type, several more in a row with only the other type, and a few more after that with both.
This shouldn't be. The only time an Ice Planet has metal asteroids is when Ice Home is the planet and it spawns two of both. This is telling me that you have messed up entity files or your update to Sins didn't go perfectly and it's not doing what its told by the entity files. So there are some things to have you check.
The first is to verify that your DS checksum is still the same as it was before you moved everything over to the new folder. If it's not, then there's your problem. Get a new copy of the mod.
The next thing depending on the result of that check, would be to verify your install of Sins to make sure it updated properly, or to verify your DS files are showing the correct information. If Sins didn't update properly, you may have to uninstall the entire thing and redo it.
To verify the DS files, if you can convert the entities and brushes to text to see what they say, Harpo's tools are great for batch jobs like this. If the ice planets and proto ice planets are showing what you'd expect, then it's not the entities fault. If you can't or don't want to convert them over, then copy all of the planet and proto planet entity files (found in the GameInfo folder) somewhere, as well as the HUDIcon, infocard icon, main view icon, picture brush files for the planets (found in the window folder), zip them up, and upload them somewhere, post the link, and I'll go through them all to verify them.
If DS is messed up, then you'll have to download a new copy or re-copy it over to the new folder if you had a previously working mod and still have that copy.
In either case, if time is an issue or this seems like a lot of work you don't feel like doing, you may just want to scrap it all and start over with a clean install of the game and a new copy of DS and be done with it.
This is expected. Relic planets have values of 1 to 4 for both resource types with a max of 4 total. If in the event that there are 4 metal asteroids, the crystal value is not used since it would exceed the max just as any value which exceeds the max isn't used. Dwarf relics have 0 to 3 metal and 1 to 3 crystal with a max of 3. If 3 metals are used, the crystal will not show up. Huge relics have 2 to 6 of both with a max of 6, again if 5 metal are used then only 1 crystal will show, if 6 metal are used then no crystal will show. Relic moons have 0 to 2 of both with a max of 2. So you can go from having 0 resources to 1 resource, to 1 of each, to 2 metals and no crystal or no metals and 2 crystal. Isn't random settings fun?
This tells me its probably an issue with the DS files you moved over or something is wonky with the random map.
Verify it's only happening to the original planets. If its all of the planets, redownload the mod. If it is the originals, your options are to delete the offending textures and meshes for those planets affected, or redownload a set that is verified to be working with each other and overwrite the existing ones.
http://sites.google.com/site/steelers086/gamefiles/TextureFixA.rarhttp://sites.google.com/site/steelers086/gamefiles/TextureFixB.rarhttp://sites.google.com/site/steelers086/gamefiles/Mesh.rar
So, in the past, when conversations came up surrounding optimization of Sins and late game lag, there were always observations regarding RAM usage limitations and multi-threading. The general sentiment, as I understood it, was that while Sins could be further optimized (TSOP) and further updates (most recent versions of Trinity/Diplomacy) the changes to the engine that would allow RAM usage beyond 2GB or multithread were not possible. The most recent interview posted on the Sins mainpage regarding Rebellion confirms that changes to the 32 bit programming or multi-thread will not be part of the new game.
Recently, PC Gamer put out an article about the top ten mods for Skyrim, out of hundreds of mods already created over a short period of time. I rifled through them, and discovered that one of these mods was the Large Address Aware patch that increases overall RAM available to the game.
So here is the question. Is it just the nature of Sins and the IC engine that limits a patch of this kind to be created? I am just surprised that within a few days of being released, this patch can be whipped up by somebody in the Skyrim community and there it is online.
Cheers,
http://www.pcgamer.com/2011/11/14/the-10-best-skyrim-mods-so-far/
And queue stant and his rant.
Large Address Aware is brought up repeatedly because it works for some games. Sins is not one of those games. It was designed as a 32bit app and plays like one. Simply changing a header flag isn't going to fix anything. On a 32bit system, you have to also modify the OS to allow it which then breaks everything else and possibly damages your OS's operation to the point where you need to reformat and start over. On a 64bit OS, it's still a 32bit app and treated as such by the OS. Enabling the 3GB switch on sins on a 64bit OS doesn't produce any appreciable results and after the recent patches is pointless anyway since the game isn't having that issue, but rather is having problems with the amount of data being crunched by the processor because the engine wasn't designed to take advantage of multi threading or more then one CPU core.
huh... tame
My anger at the moment is being saved for my daughter as you probably saw on facebook last night. She's in trouble.
That is understandable.
Not totally sure why, but have fun with that.
LOL. K cool. Sorry to stir the pot on an old issue. Just trying to understand why one leap is possible and another not. I will install my own Large Anger Aware Patch and go from there
Keep Sinning
-Cepheid
Sorry but we sometimes get some people who are rather aggressive about LAA.
I replaced the GameInfo folder and all the manifests with fresh ones (luckily I kept the 7z archive, so I didn't have to re-download it) and that helped.
When I now started a new random game (or three actually) almost all planets were as they are supposed to be, with the exception of a single Ice Planet, that had two of each ressources.
I converted and checked the "non-home" Ice planet entities and they look fine - 0 for metal and numbers for crystal asteroids. So it seems that for some reason Sins is now putting IceHome Planets on random maps on occasion (the planet in question was not the starting point of any player, though it was just one jump away from my own TerranHome planet).
As far as I'm concerned the issue is fixed. A single ice planet with some metal every few games is something I can easily live with, but just in case: My mod checksum is 73603744 with only DS activated.
Thanks for the help.
Rawr! That is all.
That is expected. If you personally don't like it, you'll have to go into the galaxy scenario definitions file and delete it from the randomicevolcanic list. You'll probably also want to delete the volcanichome one from there as well since that one behaves the same.
As for the other issues, glad they got sorted out.
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