Distant Stars v0.99 Release Imminent

December 22nd, 2009

Thats right folks, Distant Stars is coming ever closer to that v1.0 release and with it alot of bug fixes, updates and changes. So far what we have lined up for the next patch is the following:

- Tachyon research has been enhanced by empire scientists
- Planetary defenses have had an overhaul
- Planetary defenses now have improvement research
- Industrial planet buffs have been lowered slightly to help maintain balance across the races
- Maximum mines per planet is now 50, each mine set now spawns in a group of 3 and has triple the range and damage
- Advent minidump is now fixed and included with the download
- Planetary Defense structure has been increased to 10 tactical slot usage and moved to the end of the tactical tree
- Capital Ship slot access costs have been doubled to scale with the double capacity they allow
- Fleet research now scales with Capital Ship slot access cost hasnt been doubled
- Player Research trees have been revamped and the new technologies re-positioned
- Pirate Battleship shield is now the correct size
- The latest Bailknights Graphics Mod has been incorporated
- The latest Volumetric Explosion Mod has been incorporated
- New Loading screens have been added
- Many other minor changes across the entire mod

Now all of these are confirmed changes for the next patch if any more features sneak in there we’ll let you know!

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Rating: 4.8/5 (16 votes cast)

Distant Stars v0.90

November 3rd, 2009

Distant Stars version 0.90 will be released tomorrow upon final testing and feature sets being added, as I posted on the forums the patch will be completely re-making the research tree of the game to re-balance the gameplay to better support our online players and community but to also provide a better challenge to you all from the AI.

Some of the research levels have been decreased to remove some of the nonsensical research levels, or quite simply to just make the research now actually take effect rather than charging you for unneccesary reasons. For example there are no longer 6 levels to the Maximum Capital Ship level researches only 3 each level raises the maximum level by one rather than half (0.5).
The research adjustments arent final and will more than likely change before the final release of the Entrenchment version 1.0 of Distant Stars, some of you will be a little shell-shocked when you actually witness the changes made however they are for the better of the mod as the balance is now much better.

Also included in 0.90 is the much coveted Dynamic Movement changes which have been made for our mod by Mooster, these will be an optional extra to the mod and you will not have to use them however they are included for our users that do like the dynamic movement.

Another addition to 0.90 is Ryats graphical, statistical and ability changes to the pirates. On top of the changes to the original ones in the game Ryat has also developed another optional extra for Distant Stars which are incredibly powerful pirates ones even the best fleets can struggle against.

You’ll also be glad to hear that the latest and greatest Volumetric Minimod is now included in v0.90

All of this is on top of our usual code optimizations and updates to have the mod run better on all of our machines.

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Rating: 4.3/5 (10 votes cast)

When planets fight back…

September 16th, 2009

…and they mean business.

http://www.youtube.com/watch?v=3DOKnD0TtNc

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Rating: 3.5/5 (8 votes cast)

Are you a fan of our mod? Consider yourself part of the community?

September 11th, 2009

Now your chance to show us. Introducing the DS community map!! *cue dramatic music*

Here’s how it goes. Create a system 5-7 planets big. Thats the only rule.  No bigger than 7 planets! Once you created your system, upload  it somewhere, I recommend www.mediafire.com . Send me  (-UE_Carbon) a good old PM on the SoaSE fourms, in that PM have the link to your uploaded system.

I’ll download it and add it to the community map. Which will feature everyones systems named after them  in a epic map of true DS fashion!!!!

You only have a week, So dont waste time!!!!!! SETEMPTER 18th WILL BE THE CUT OFF DATE FOR THIS ROUND!!! That gives me plenty of time to weave my tangled web to connect the systems. muhahahahahaaaaa…..eh, guess its not that devious.

Anyhow, Happy Map Making.

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ARRRRRGH! There Be Pirates!

September 11th, 2009

Ah yes, we are pirates are the laughing stock of the galaxy aren’t we. At first we had no access to the powerful capital ships you imperalist had. You shredded us with your massive weapons of destruction and profited, or sent us to die against your enemies for mere pittance. Then we gathered to ourselves some of the weapons of war and you continued to laugh as you built and hid behind your massive starbases and defenses like worthless dogs, not even willing to fight us ship to ship. You treated us like vermin, scum, trash, and drudges. We were not fit to even shine your boots.
Oh but we will have the last laugh. We will make you pay. You will run in terror for we are coming for you and we will have new toys in which to destroy you with. Think that pitiful Ion Bolt is something? What til you see what we do with it. Oh and we will have more. And the galaxy will quake before the roar of our ships, your starbases and capital ships will burn, like bugs before a flame, your planets will become shiny as glass and your trade ships will be plunder for star to star.
We will not be laughed at again.
WE WILL BE FEARED!

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Rating: 4.0/5 (4 votes cast)

Capital Ships, What we have done

September 1st, 2009

Are you tired of your cap ships going pop? Frustrated at sinking enormous amounts of resources into a massive battleship only to see it crushed by a small gang of frigates and/or cruisers. Wonder if the Vasari are running away from a race that only spams LRFs and HCs and that is why they are losing. Screaming in rage as the mighty ship of vengeance explodes under the pitiful gunfire of pipsqueaks.

Well with this mod, fret no more.

We have improved the humbled capital ships and brought them to the realms of gods where they belong. The mighty Kol who with its adaptive force field and shield mitigation can be invincible for those few critical seconds to truly stand as the Protector of the TEC. The magnificent Radiance whose shield mitigation is so powerful that only the most powerful of forces and breakthrough. Then the mysterious Kortul with its surge abilities can erase in moments any damage done and hit back with the force of gods. Even the lowly Sova and Marauder have been brought up to these pedestals. Sova’s elite heavy strike craft and vastly improved missile batteries crush all whom stand in its way. The Marauder mixed with EWS bombers allows the fleet to catch the cowardly retreating enemy fleet to deliver the finishing blow or if flight is the better part of valor then the Marauder/EWS bombers are your friends slowing down the enemy and quickening yours to live to fight another day.

With increase hit/shield points, dps, armor, and abilities the DS capital ships are a force to be reckoned with.

They are TRUE battleships that dread nought!

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Rating: 4.5/5 (10 votes cast)

On the road to 1.0!

August 30th, 2009

With the release of 0.85 we are getting ever so closer to the magical 1.0! Im excited for the next few patches, due to the shear amount of ideas that have been tossed around. I thought I take a moment and touch on some of the idea we have talked about and some we still debating on.

1. Planetary Research-
With the addtion of the Planetary Abilites, we were trying to create a way to make every planet different to fight in. I say we have successfully added some new flavor with the minor buffs/debuffs the planets create. But what about taking those minor changes and making them major? Thats one of our next work in progress. The addtion of research to allow you to increase/decrease certaint buffs/debuffs effects on both your fleets and your enemies. Really this is the second phase of the Planetary Abilites. With this research we hope that each planet not only brings different resources to your empire but allows your fleets to gain the upper hand on certain planets.

2. More Uncolonizable Grav Wells-
This has been brought up a bit recently. Its safe to say I think we have planet diversity covered. Im sure as the CB mod updates it will bring in more planets for us to play with. But with this huge influx of planets we have with the mod, poor uncolonizable have been falling behind. With that said, we have been tossing around some ideas to add totaly new ones to the mod. What will make the cut, Im not sure yet. We do have, In my humble option, some unique ideas. I will say,  some new captuable buildings maybe in order.

3. New ships-
Dont get to excited. We dont have any huge plans add any extensive number of new toys. Currently on the drawing board are 2 new ones. As far as I know, 1 will be a new frigate. The other a new SC.

4. Pirate Makeover-
They need more skull and crossbones. =P And some new tricks.

5. BUG HUNT, BUG HUNT, BUG HUNT-
In the holy quest to crush all bugs and minidumps. We are always tweaking anything we find and testing internal builds to find and DESTROY minidumps and crashes. Personaly I blame the Advent.

6. Reworking of resources-
Again in the continual effort to fine tune our income rates, these rates will be overhauled and reworked to a more fitting level. Still expect those City planets though to pump out income like no ones buisness. Expect these new changes in the next patches to work on crystal and metal income more than credit.

7. More Extras-
You wont see many of these till 1.0 but we are always adding to our list of things to include in the wonder that will be the Extras!

8. ???-
What else can you expect on the road to 1.0. Well honestly, who knows. Never know what our crazy minds might think up with next. Can anyone say, “Phase Destablization Immune Pirates!?!?!” ; )  Heck, for all I know 5 mins after I write this Nacey will say, ” Screw you guys, Im going home” =P, then move in a total new direction! No matter what we roll out though, We hope its something you love to play.

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Welcome to the Distant Stars Blog…

August 21st, 2009

Welcome to the Distant Stars Blog.

We’ve started this blog in conjunction with our new website that is currently being designed, as a new means to keep you all informed as to how the mod is progressing and the new work we’re doing and new ideas we’ve had for the mod. Feel free to comment and share your suggestions with us here or on the forums.

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Rating: 4.4/5 (7 votes cast)