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 would even go so far as to say that they should never get a 'carrier' style bonus.
Example of Research levels at say (Tier 5)
1/3: Unlocks Defense Fighter Squadron (glorified, under powered, interceptor [militia style]) plus 1 open slot to build one per mine.
2/3: Unlocks a second slot for an additional Squadron (2 max squadrons).
3/3: Unlocks Light Bomber Squadron (glorified Defense Fighter outfitted with Bomb racks instead of fighter weaponry).
This allows for either 2 DF, 2 LB, or 1 of each (1DF & 1 LB)
Further more, I would suggest that each squadron would only have a single fighter/bomber craft per (none of this 3/4/7 that standard military strikecraft groupings get for the races).
These would be purely militia/security deterrent strike craft and should not be all that powerful. My reasoning for this is that if you run across a Large Gas Giant, with 15 mines, you could literally have 30 strike craft running around a gravity well. If they suck to have on asteroids, so be it. At least 4/8 strike craft per 'home world' would be alright if you ask me.
Great job on the release guys. Very very clean.
Only things I could find were a few missing sound files referenced in Explosions.explosiondata.
Explosion_CapitalShipDeath1.ogg
EXPLOSION_CAPITALSHIPDEATH_ALT2
EXPLOSION_FRIGATESHIPDEATH1
EXPLOSION_FRIGATESHIPDEATH2
EXPLOSION_FRIGATESHIPDEATH3
Now that I think about it... are you removing the custom sound effects? I noticed all the effects sounds are gone now. Or will that be as an addon?
I pointed the missing sounds out to Nacey as well, not sure why the whole group got cut out.
For the fighters on mining asteroids, you could even use "Old Fighter" and "Old Bomber" that already are in the game, for the ships on the ship graveyard (for TEC anyway). The "Old" would even fit, since the mining stations get the old fighters, no long used by the regular military, while the fleet get's the new toys. Or they could be renamed from "Old" to "Militia".
On that note, there is something I consider a problem with the derelict light carrier. You can tell it to build old bombers, but it doesn't have enough antimatter to actually build them (even with all AM research and the relic). I suggest either removing the bomber from their build list or giving them enough AM to actually build them.
Also the semi-capital derelict carrier can't build any strikecraft. Was that intentional or an oversight?
Missed those. I never think to check the ship graveyards.
I didn't report cause I thought it was on purpose. And I've always used the cruiser carriers for fighter cover.
Hmm...
Anyway, since Elite Fighters/Bombers are used for most things, I was figruing to use the originals for the mining squadrons. I support the squadron being at full size (maybe not expanding due to research although it makes sense with the Advent) but I think it should be tested and can always be kept at 1 squad per bay. And do keep in mind I was thinking tier 5+ research.
As long as it is is one actual fighter/bomber per squad (not a squad of 7) I think it would be a nice little touch to the mod. If we are not careful however, many planets will no longer have a reason to build hangar bays and that is why, even at a Tier 5+ research, I believe these mining outpost 'old strikecraft' (Like this idea!) should not only be Non-Elite, they should be kept to a minimum both in quantity and in damage output etc. They are not regular military craft, let alone Elite. The 'Old' label works good in my eyes.
Maybe. Maybe 3 per squad, but Militia Fighters/Bombers. Nice and weak. I support more than 1 per squad just to make sure that a single round of flak doesn't vaporize em all.
And hangars are still the only way to get flak cover and more advanced craft.
How are you planning on doing this as Extractors (assuming this is what you meant) do not support strikecraft in their entity files.
Well, that's where I need programmers to throw me a yay or nay.
Maybe, I personally would not like to see them being a very effective defense (or offense I guess) or have any other role than secondary support to a fleet that is already present (or something to raid cargo ships from enemy trade lanes). I really don't happen to have a problem with a flak vessel getting a 'lucky' shot. All in all it will all depend on balance.
Nay!
Alternative work arounds.
Resource Asteroids have an ability that buff the number of strikecraft (FightersPerSquadron) or squads (BonusMaxSquads) of nearby Hangars.
or
Resource Asteroids have an ability that buffs the anti-matter regen rate of nearby structures with strikecraft.
Maybe crystals buff antimatter and metal buffs strikecraft per squads.
Just some random ideas.
That's a maybe. It gives you a boost and could be called 'militia assistance' but then you have to station hangars out of the way of the usual. Then again, that might force a choice concerning your flak cover.
Wouldn't pair them together, but...
Interesting twist. Makes them useful for totally different purposes, both limiting their impact and forcing decisions concerning tactical placement.
No, not looking for an end all be all of power. Just something that will give a little boost for the purposes of aiding against Insurrection or other light attacks. Zombie has a nice idea that might give a boost but still require you put in other resources. I call dibs on naming abilities and making research buttons!
Always! I'm even tempted to promote the mod to MPers to see what they think of the balances... granted, it'll only really change the power of flak and LRM. Ha!
Carbon is warry of adding more SC.
SC he does not like.
And you want to limit the impact of raiding? Not like the current mechanics already discourage you from making scout raids and small frigate attacks.
I remain skeptical. Though this sounds like another fine mini mod project!
so can we give mines strike craft or is that officially out?
DL'ed. I see Dynamic Movement is still in limbo?
It's officially out cause it's not mechanically possible.
Not so much worried about adding SC or limiting raiding. Just thinking of ways to add juice to existing resources. What do you think of giving boosts to structures near extractors? Like the AM buff from crystal? Maybe repair buff near metal? Even if we did do the SC boost near metal, I'm talking one squad per hangar (no effect for vessels) and most are not going to cluster their major flak defense around one or two spots.
Limbo pretty much. I might have time over break to do some editing, no guarantee, I got major stuff to do in real life.
I've been thinking of adding some more "deep space" skyboxes (likely just darkening and adding more transparency to the colorful ones), since I like to be able to see my ship's past the glare of the colors. Now, I know how to do image editing and I found the skybox textures before, but i have no idea how to go about getting them back in the game...
Ever since the 1.00 version came out, Ive noticed that Deep Space Free Port systems no longer show up at all on the maps Ive designed and played around with. The phase lanes just connect to the next gravity well. Also, the deep space observatory systems more often than not fail to spawn an actual observatory, where as before they used to always spawn one. Anyone else notice these problems?
Once you have the new image, dump it into the texture folder and (assuming you have a text copy and not bin) open up each star(color).entity file in the gameinfo folder and add in the new textures to the skybox or deepspaceskybox sections, adjusting their numbers accordingly.
coloredSkyboxMeshNameCount 8meshName "SkyboxBackdrop2"meshName "SkyboxBackdrop3"meshName "SkyboxBackdrop4"meshName "SkyboxBackdrop5"meshName "SkyboxBackdrop6"meshName "SkyboxBackdrop8"meshName "SkyboxBackdrop1DistantStars"meshName "SkyboxBackdrop2DistantStars"deepSpaceSkyboxMeshNameCount 1meshName "SkyboxBackdrop7"
Once you've done that, you'll have to open up the skybox.manifest in the mod's root folder and add the skyboxes to the list there and adjust its count accordingly as well. This one should already be in text format for you.
They're not problems, the deep space tradeport was removed because I'm told it caused a lot of the random crashing the mod was experiencing. The lessened spawning of the deep space observatory is ideal. Its kind of cheating to have it show up all of the time. Advent players need to maintain the ability to spy on you from far away without you being able to do the same in order to protect their racial bonus, for lack of a better term.
Oh good to know. Thanks. Was worried for a minute I downloaded a corrupted version again or something.
We really should pass around notes on major changes like this. If for nothing else, just so people don't experience the above concern.
How about this?
Have the Mine 'Extractor' spawn a 'Transfer Station' nearby which can be set to restore AM or increase Repair Rates plus have 1-2 Squadron Slots. It would be like 500hp for a building.
This would spawn during game start but squadrons etc would have abilities unlocked to it by tier 5 research.
This could be set as an ability that checked the proximity for a 'Transfer Station', if none were present it cast and boom, structure was built or 'set to be built'. Simple.
EDIT:
Research unlocks ability for Mines to spawn non-mobile ship which then uses ability to call back to mine and link the two together. When extractor dies the ship dies. Per the TS chat.
EDIT 2:
Better Idea. Have the Extractor spawn a special (not shown on research tree page) SB constructor which automatically spawns a 'transfer station' (again, not shown on research tree page)
that is immobile then the constructor self-destructs.
double-post
There are many great features available to you once you register, including:
Sign in or Create Account