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[MOD] 7 DEADLY SINS : by DANMAN GAMES (DANMAN3712) ver 2.5 FINAL AVAILABLE to the PUBLIC!

The Ultimate Combo mod - featured in PC GAMER

By on March 31, 2008 12:27:06 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums External Link

DANMAN3712

Join Date 02/2008
+89

Welcome to the 7 DEADLY SINS mod, as featured in PC GAMER by DANMAN .

 

Welcome to 7 Deadly Sins 2.5 FINAL for the latest version of Sins Entrenchment 1.053.
7DS can only be played at HIGH maximum settings. DO NOT USE VERY HIGH settings. This will cause a minidump. Also, there is an issue with Win7 64 bit. You will get crashes, load errors, or the game will not even play, with or without warning. Just keep reloading the game and trying until you actually get into the game and play. This is a Windows problem, not a problem with Sins or 7DS.

 

7 Deadly Sins is:

The ultimate combo mod, the "unoffical" expansion of Sins of a Solar Empire, or so it has been dubbed by the mod community.
The work of many individual modders working together under my leadership (DANMAN3712).
Nearly 4 years old and downloaded in various forms over 100k times worldwide and in 5 languages.

Together, we form the 7DS Mod Team and the backbone of DANMAN GAMES www.danmangames.com

 

7 Deadly Sins is the combination of original 7DS Team content and other mods including:

Sins Plus - By Uzii
Solar Sins - By DANMAN
Sins Enhanced - By Krissem
Bailknights Graphical Mod 1.3 - By Bailknight
WLD Graphical MOD - By Lost WLD
Volumetric Explosions 0.85 - By Mansh00ter
Star Wars (Empire only) - By EvilJedi
Metal Storm - By SpardaSon21
HammerSun Pirate Mod - By HammerSun
UFO Mod - By i Nert
Kreyson's Battlewagons Mod - Kreyson
Sins Sounds - Gurkoz
Sins Music (unreleased) - Gurkoz
Ancient Ones, Atlantians (unreleased) - DANMAN
Star Control / Master of Orion Mod (unreleased) - DANMAN
NPC Starbases -Thanks Distant Stars for the help
HD Player loadscreen pictures of Arilou, KohrAh and Kzerza by Damon Czanik who is making "UrQuan Masters: Project 6014" dczanik.deviantart.com
Custom HUD displays for all races. Thanks Rick Hughes or Rick's Galaxy http://ricksgalaxy.homestead.com/index.html

 

So, now I know what you want...a list of what YOU, the player, is actaully getting with this mod. Well, here is a non-inclusive list:

11 brand new colonizable planet types
Colonizable Gas Giants, with new types of Gas Giants
5 Colonizable Stars - you colonize the moons that orbit them

Over 80 brand new planetary bonuses, including negative ones -even one that can completely sterilize the world for the remainder of the game.

1 New Star - White Star

1 Modified Star - Green is now a Neutron Star

1 New Super Massive Black Hole - at the center of some solar systems
2 Black Holes - will destroy your ships
3 Nebuleas - complete with baby stars
3 Different Moons, orbiting various planets and Stars

Galactic Rescaling by Makon to improve performance
Rescaled Planets and Gravity Wells by Danman for greater visual appeal

* Completely new soundtrack, provided by Chris Payne (DMG Composer), Gurkoz, Makon, Lucas Arts (Indiana Jones and the Fate of Atlantis Game) & (Star Wars), Frank Klpacki (Universe at War Soundtrack), and Toys for Bob, the developers of Star Control 1 & 2.
* Completely new sound effects, provided by Gurkoz, Toys for Bob, and Lucas Arts.
* New star color variants with matching skyboxes, provided by the Sins Enhanced mod.
* All new weapons, engines, abilities, and explosion effects, provided by Bailknight's Graphical mod, WLD Graphical mod, Volumetric Explosions, and DANMAN.
* Hundreds of custom researches, including those created by DANMAN, HammerSun, and Uzii.
* More individualized research for each race instead of shared research giving each race their own unique feel.
* Altered Artifacts, the 7 DEADLY SINS of Lust, Gluttony, Greed, Sloth, Wrath, Envy, and Pride.
* Dozens of custom ship models, including those from HammerSun, i Nert, EvilJedi, Kiedjor, DANMAN, and the X3: Reunion development team.
* Dozens of new maps, provided by SamazRalan and the 7DS Mod Team.
* New opening video and logos, video by SamazRalan, logos by DANMAN.
* New loadscreens, menu colors, and characters, provided by Uzii, Gihren, and DANMAN.
* New particles for magnetic storms, plasma clouds, wormholes and doomsday weapons by SamazRalan.
* Many more features too numerous to name here and always more in development.

 

New classes of ships:
Frigate -light armor
Destroyers -medium armor
Cruisers -heavy armor
Battlecruisers -very heavy armor, 2 to 3 weapon banks for anti-cruiser, destroyer and frigate duty
Capitalships -capital armor
Dreadnought -capital armor, incredible firepower and durability
Titan -capital armor like Dreadnoughts, possess doomsday weapons

 

New Area Affect Doomsday Weapons
TCA Beta Kol Graviton Doomsday
Imperial Executor SSD Shield Overload
Atlantian Avatar Stellar Converter (beam with damage to all in path)
Triad of Creation -Lapis Blackhole Generator and Spatial Compressor Wormhole Weapon

 

New Special Abilities
Rogue "Assault Pods", The Machine "Assimilation" for capturing capitalships, TCA armor plating unlocked by research for greater tanking, TOU "Oppression Aura" that reduces enemy firepower, Arilou Obliterator "Ion Cannon" disabling Starbases, Arilou "Mxyzptlk Array" with time disrupting "Quasi-Bomb", Triad of Creation "Nosferatu" and "Ghoul" energy siphons that do damage, and More!

 

New classes of strikecraft squadrons and Capitalships/Dreadnoughts/Titans with fixed number of Squadrons
Cruiser Squads of 3 strikecraft
Capital Squadrons of 6 strikecraft; largely used by Hangars
Titan Wings of 9 strikecraft; also used by Starbases

 

Mobile Starbases -all races possess starbases that can move about the gravity well to interdict enemy forces -assault carefully.

 

12 Playable Races with their own traits that make them more unique, from being a total offensive race, to a highly researching race. Each race now has its own unique tactics of gameplay.

Trader Emergency Coalition- solely based on trade and swarming, with little military might
Corpo-Nations that have rebelled against the Trade Order. Their military might stripped, they have turned to allying themselves with various factions and hiring mercs for protection.
TEC has new Battlecruisers, mercenary contracts, and EMP shells that bypass shields to a small degree.
Trade Coalition Armada- the military arm of the Trade Order
Once the development arm of the Trade Order, they are now the last hope for the Trade Order and humanity. Their ships are bricks with extreme range railguns.

TCA has state of the art weapons on traditional capitalships plus the Dresden and Athena Dreadnought and Beta Kol Titan.
The Orion Unity- modified Orion and Advent Combine
Some Orion split with the Atlantian-Orion Combine to guide the Advent towards their ultimate evolutionary stage. TOU ships are stronger, faster and deadlier; They can even travel between worlds using the Phase Stabilizer technology of the Tempest Titan.
Ship research boosts weapon performance.

DARK FLEET- modified Vasari
The Dark Fleet is all that remains of the Vasari. Where the weak Exodus ran often and fought rarely, the Dark Fleet seeks total dominion through force of arms. Their 5 Titan ships roam looking for prey.
Play style is familiar with greater armor, firepower and destructive potential.

Imperial Armada- from Star Wars
Guided by a clone of General Thrawn, the wasteland armadas of the Imperial Armada can employ powerful Force Alchemical Technology and even unleash the power of the Executor Super Star Destroyer.
Can unlock Jedi and/or Sith Holocrons for performance boost to defenses or offenses respectively -and at the expense of the other.

Rogue Cadre- Playable, custom pirates
Rob, pilfer, and steal your way to greatness. The Rogue Cadre is a melting pot of human cultures, Advent refugees and what remains of the Vasari. They have gathered against the TCA, TOU, Atlantian-Orion Combine and TOC to free humanity from tyranny, mysticism and slavery.
Posess the Precursor Titan and The Machine -the latter capable of capturing capitalships

Arilou Vanguard- UFO race from the Star Control Games
Not being of this dimension, the Arilou do not rely on money and normal means of transport or construction. They simply spawn ships from their "motherships", and travel through Quasispace, which propels them at near instant speeds from planet to planet.

Ur-quan KohrAh Third Doctrinal Fleet- Death race from the Star Control games
Totally aggressive, the Korh-Ah are built for battle. They are all offense, and barely any defense. They focus on exterminating every race and every planet they find, and almost every ship is capable of boming from orbit. Their goal is to "cleanse" the universe of all other sentient life, anything that is not an Ur-Quan.

Ur-Quan KzerZa Third Doctrinal Fleet- Slaving race from the Star Control games
Unlike their Kor-Ah cousins, the Kzer-Za believe in a diplomatic approach, let alone old habits of enslaving entire races into their Hierarchy. They have grown from their 10,000 year old ways, and are more good than bad now.

Atlantian-Orion Combine- the ultimate race, the seeders of life (the gods)
The Combine are part of the original Creator Alliance and responsible for seeding galaxies with genetic data. The Orion are the protectors and defenders until the Atlantian vessels can be fielded. Their greatest strength is their technology, but the loss of labs remove bonuses gained from research.

Taalo Horde- Ancient Rock race, from the Star Control games
As if the universe itself groaned for a protector, the Taalo have awakened from a million year slumber only to find old allies -the Atlantians and Arilou stripping the galaxy of semi-sentient flo-metal. They are the ultimate enviromental defender with a naive sense of justice. They have incorporated alien technology into their asteroid bodies with great results.

Triad of Creation- Ancient Destroyers of Worlds, Galactic Enslavers
The Triad of Creation, the Dnyarri, Antaran and Lapis, seek to eradicate all life in the universe. They nearly destroyed the Atlantian-Orion Combine in the Ori galaxy by turning their creation -the Vasari- against them. They emerged from within the Rogue Cadre taking a sizeable portion of their population into slavery. Their fleets struck the Taalo and Dark Fleet with vessels designed for infiltration nearly crippling the two factions.

 

To get the mod, go to the official website: http://www.danmangames.com

Click on MEMBERSHIP or DOWNLOADS , then register. Registering for the forums does not make you a member. Once you sign up for either a FREE or PREMIUM membership, the DOWNLOAD area will open up, you can get this, and other mods that we develop.

 

Again, we hope you enjoy 7 Deadly Sins Final for Entrenchment 1.053.

"7 Deadly Sins 2.5 Beta 6 Manual (old)" is included in the root directory of the mod folder or found at http://www.deviantart.com/download/288707982/7_deadly_sins_beta_6_manual_by_samazralan-d4rw0i6.pdf

*TOC is not included, investigate them, enjoy them, take over the galaxy!

"In the Beginning", Atlantian Lore can be found here http://www.deviantart.com/download/288708883/in_the_beginning_by_samazralan-d4rw177.pdf

 

Outside Sites

Check http://forums.danmangames.comfor forums, technical help, complaints, praise, and fun.

http://danmangames.com/forums/index.php?topic=5269.0 for Bug Reports for Beta 6

http://danmangames.com/forums/index.php?topic=5270.0 for Feedback and Discussion

Many Thanks,

 

DANMAN

 

7 Deadly Sins, a Danman Games Production/Mod for Sins of a Solar Empire by IronClad/StarDock.

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March 31, 2008 12:38:26 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Here are some of the screen shots from the "Atlantians" mod I have been working on:







ttp://i255.photobucket.com/albums/hh126/danman3712/AtlantianBattleship4.jpg

http://i255.photobucket.com/albums/hh126/danman3712/AtlantianBattleship3.jpg

The images are of the Varari Captial Ship Factory, Carrier, and Battleship. These now have had extra "player" colored striping, effects, etc. added, as well as their stats changed. They are now part of my new "Atlantian" race, and are currently named the Atlantian Star Base, Atlantian Hive Ship, and Atlantian Dreadnaught respectively. I am now in the middle of actually changing the rest of the textures to make them appear more organic, as if the ships themselves were alive.
So far, the Atlantians move more quickly through phase space, and are utterly powerful in combat (most specs are at least doubled, however ship build costs and time are tripled). Both the Dreadnaught and Hive Ship also fire blue "beam" weapons now as well, something very different from the basic Vasari. I plan to make a "story line" campaign map as well, to better tie this new race into the game. Most people are screaming for a campaign, I would like to give them one. I'll post shots of the blue beams later on.

DANMAN
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March 31, 2008 12:48:26 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Here are some screen shots of my new Neutron Star. It's not perfect yet, but it will be. I intend on giving it some different abilites to affect ships near it other than the traditional star:







I have to fix the corona color, and the far away picture, but that will be soon.

DANMAN
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March 31, 2008 12:53:44 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
I realized the Dreadnaught ship photos didn't work. Here are the correct files:









DANMAN
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March 31, 2008 1:45:22 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
So far, the Atlantians move more quickly through phase space, and are utterly powerful in combat (most specs are at least doubled, however ship build costs and time are tripled).


To be honest, this new race simply sounds like a better version of the Vasari. Uber ships, fast phase space traveling.

Those caps also have some amazing stats for level 1 cap ships.. I'd hate to see the level 10 variant.

Still, if balanced properly this would be fun.
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March 31, 2008 7:41:22 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Styr,
As my first custom race, it will have both Vasari and Advent ships and technology. I'm not that deep into 3D modeling yet, but I can do texturing. But don't worry, the 3D modeling is right around the corner. I need that for my plans with Master of Orion and Star Control ships.

The Atlantian ships are balanced however, as they cost more in resources as well as fleet supply. They also take 3 times as long to build. This doesn't apply to just capital ships, but to EVERY thing the Atlantians can build, including orbital structures. So they will be very slow to start out, a huge weakness, but once they have some ships out, they would be a very tough race to defeat, and a great race to weild in battle.

Don't forget, tis mod is a combo/merge mod. People have been screaming for someone to merge mods together, and 7 DEADLY SINS will fullfill that purpose.

DANMAN
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March 31, 2008 10:27:16 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Awesome job Danman. Can you post links in your original post to each of the modders main page so i can see what each mod in this pack does?

Thanks!
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March 31, 2008 11:59:27 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Kreyson,
No problem. I want to make sure that each of these modders get credit for their great work. They are the ones that have inspired me to get into modding, and to create this mod to display all of our works. I will work on that right away. You will then be able to link over to their forums to see their works in action. Then you will be able to grasp the scope of this mod, to bring it all together.

Thanks for the post.

DANMAN
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March 31, 2008 1:03:26 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Ok, links updated. Now you can navigate to all the original modder's webpages. Please give them support and gratitude!

DANMAN
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March 31, 2008 3:25:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
UPDATE: SOLAR SINS
I fixed the corona of the neutron star, so now it is purple to match the star. I also increased the gravity well from 60,000 to 160,000, so now there is a lot of room to battle around the star. Here are the new pics showing the corona and the new gravity well:







The next step is to make the skybox purple too, and fix the icons to appear purple. I need a little help from Uzii with the icons though, as they are beyond my knowledge. My next star for now is a white dwarf that will be smaller than the other stars, actually "dwarfed" in size. I'll post pics as soon as I am done.

DANMAN
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March 31, 2008 7:45:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Wait, so do you have a downloadable version out or are you just letting us know what you will be merging? The Atlantians look great, if a wee bit imbalanced. Also, people are just talking "what ifs" right now, but if a Halo mod were to be released I would recommend merging that as well. I have been trying to start my own Halo mod but importing into this game is a bit tricky...

looking great though!
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March 31, 2008 8:04:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
CanadaMan777,
First off, if you get that Halo mod running, I would be more than happy to add it to this mod. I'm not only talking the talk, I'm walking the walk too. Hopefully in the next day or so I'll provide a link for the full merge in its current form. So far it will include:
Sins Plus - newest verion
Bailknight's graphic mod - newest version
Sins Enhanced - latest Beta
Atlantians - in their current state, with 2 new caps, one new cap ship factory, and a new light frigate.

The Atlantians are Uber, and at the same time they are not. The ships and structures take a long time to build, are extremely expensive, and are limited in numbers. This should balance them out, however, in the end game, they are superior as they should be.

I am working on Uzii's latest version right now, and should have all the bugs worked out in the merge soon. Then I will post.
I will also put out a new post once I have done everything for the Neutron Star, which Uzii is helping with.

Thank you very much for your comments, and keep them coming, as well as stay posted for more on 7 DEADLY SINS. Let me know if you need any help with the HALO mod.

DANMAN
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March 31, 2008 8:13:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Your mod sounds like it's gonna be great, and i'm glad to hear that the Atlantians are going to be more balanced than I thought. I might pm you in a couple days if the problem persists. I'll let you know when (and if from the looks of it)I have any real progress
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March 31, 2008 10:48:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
CanadaMan,
Just let me know if you have any problems. I know what I have taught myself, plus what Uzii has taught me. So, chances are, I might be able to help you out.

DANMAN
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March 31, 2008 11:09:35 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
How do you add new factions? I tried adding one, but the command bar and everything didn't show up.
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March 31, 2008 11:38:48 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Jon,
Check your thread, I put a lot up there. you have to copy and paste the Player entities and make sure you put them into the string file. How much modding experience do you have? I'm always looking for people to join my cause.

DANMAN
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April 1, 2008 1:08:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
UPDATE:
Here is the download link for the mod, so far includes:
Sins Plus - by Uzii
Bailknight's Graphical Mod - by Bailknight
Sins Enhanced - Sky Box Edition v0.5.4 BETA
By Kcissem
Ancient Ones bete - by DANMAN

http://www.fileplanet.com/185345/180000/fileinfo/7-DEADLY-SINS

Please let me know what you think!

DANMAN

Here is is again in case the other link doesn't work.
WWW Link
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April 1, 2008 2:01:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

link isnĀ“t working for me...

can you make another one? fileplanet is somehow weird...


thx and mod sonounds awesome!


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April 1, 2008 2:42:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
1) Sins Plus Current Update this would be the 1.3a Correct?

2) Could you please add this mod aswell? New backgrounds and Tec Rail Guns http://forums.sinsofasolarempire.com/305253

Thanks , well done on the mod will try it later
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April 1, 2008 3:45:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Sputnik_83:
I would be more than happy too. I will have to break it up into parts though, so you will have multiple files to combine in the end in the final mod folder. I will try rapidshare among others. Perhaps tonight I'll get them up.

PirateNeilsouth:
It is an honor to have you comment here. I have been following some of your posts for awhile now. Thank you for commenting, and it would be my pleasure to add that mod into mine. Do you know if I have permission to do this? Just post here and I'll get it.

Thanks again everyone for commenting and trying my mod. Happy Sinning!

DANMAN
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April 1, 2008 3:49:35 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
PirateNeilsouth:
Forgot this:
YES, you must have the most current Sins update, ver. 1.03 in order to use my mod because SINS PLUS is ver. 1.3a.
I am working very close with Uzii on making my mod in tantem with his, as I am incorporating my Solar Sins mod, a "solar" companion to SINS PLUS which will focus on stars, anomalies, black holes, and such. This will be part of 7 DEADLY SINS when I am ready to release it.

To make a long story short, YES, I have used SINS PLUS 1.3a

DANMAN
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April 1, 2008 3:56:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
*Nods approvingly*
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April 1, 2008 4:35:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
I have heard lots about the "real capital ships" mod, but have yet to use it...or any of its variations. Can you include something to make the capitol ships the beasts they should be?

Thanks!
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April 1, 2008 4:57:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Hmm tried to download but it won't let me...i'll try again later
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April 1, 2008 5:36:05 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
PirateNeilsouth:Forgot this:YES, you must have the most current Sins update, ver. 1.03 in order to use my mod


uh lol no i didn't mean that , i meant are you using Sins Plus 1.3a the latest...
Me im always using the latest patchs , drivers or anything!

Oh and thanks for the compliment , that was nice of you though i don't have his permission sorry
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April 1, 2008 5:51:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
First off, can the AI play the atlanteans? Other ideas on races since you plan on adding more to it.

1. The shadow from Babylon 5. Low trade, heavy technology on mineral and xtal extraction. units/ships cost more xtal and metal versus money.

2. How about something like the Zerg from Star Craft? Lots of cheap, weak units, even have sucidal units. THe opposite of the atlanteans.
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