Sins of a Solar Empire : Real-Time Strategy. Unrivalled Scale.
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© 2006-2012 Stardock Entertainment

[MOD] 7 DEADLY SINS : by DANMAN GAMES (DANMAN3712) ver 2.5 BETA 6 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 ForumsExternal Link

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

 

Welcome to 7 Deadly Sins 2.5 BETA 6 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 2.5 Beta 6 for Entrenchment 1.053.

"7 Deadly Sins 2.5 Beta 6 Manual" 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

 

"Deadly Forge" for 7 Deadly Sins 2.5 will be made available for download once 7 Deadly Sins 2.5 Final is released.

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.

+87 Karma | 4511 Replies
July 5, 2008 2:39:41 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Several Screenshots of 'DarkAngel' which full of militarism style.









July 5, 2008 2:42:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Basically, TEC defenses are the worst, which is odd considering they are on the defensive throughout all this. First the Vasari came, running from something big, nasty and even more evil, and then the Advent came trying to destroy the TEC for the exile almost a millennium ago.

So the TEC are fighting to defend their homes and families, and their defenses should completely obliterate small fleets. Instead, they suck the most.

Advent platforms get bonuses from beam damage upgrades.

Vasari platforms get bonuses from phase missile upgrades.

TEC platforms get bonuses from Gauss upgrades, which are almost non-existent compared to beams and phase missiles.
July 5, 2008 2:46:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Double post, edit.
July 5, 2008 3:46:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
That ship is great, i thought it would look pretty stupid ingame, but it doesnt since it has a perfect texture for it I love the asian symbols and the glowing stripes at the back engine
July 5, 2008 4:15:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
The Hammersun looks like an Earth Federation ship from the original Mobile Suit Gundam. I'd hoped for a Gundam mod, but most of the people in the one post I saw for it didn't like that the focus of the shows would take the backburner as fighter roles (I myself remember that MS came late in the war, and battleships were the focus in the early time...oh well). I'd create mod for it if I had the ability.

While I'm thinking about what things remind me of, Baleurion, I always think of Rocky Horror when I see your avatar. What is it actually from?
July 5, 2008 4:29:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
It is Cristina Scabbia (in the band Lacuna Coil) from a music video =P
July 5, 2008 5:05:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
@DANMAN3712
I just registered only to tell u that it’s a great modd. I admire Ur spirit for modding. Keep up the great work and THX 4 a superb modd. Good luck.
July 5, 2008 5:22:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
That ship is simply amazing  
July 5, 2008 8:13:41 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Damn, makes me want to play as the Rogue when the new version's released.
July 5, 2008 9:12:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Damn, makes me want to play as the Rogue when the new version's released.


ya about the Rogues how do they colonize planets
July 5, 2008 9:43:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
You have to capture a enemey colony ship in order to colonize planets as the rogue
July 5, 2008 9:47:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Damn, makes me want to play as the Rogue when the new version's released.


Damn, he's right. Rogues can only help but kick ass with such an awesome ship. Plus the mass-of-missile launching Assassin stealth capital. It launches phase missiles, correct? OP to the max there. Anyways, a complete inability to colonize worlds on their own gives the Rogues a definite minimal early-game presence, although the capturing makes them the Atlantian's and Ancient's worst enemies.

Hey DANMAN, you gonna be up for another game anytime soon? I'm de-fragging my HDD so the loading should definitely be improved between 39 and 50 percent faster.

July 6, 2008 12:10:30 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
when I saw that new ship I crapped my pants
July 6, 2008 12:23:25 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
ya more battleship stale ships
July 6, 2008 1:19:53 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Greetings All!
I have been busy with the holiday and trying to get 2.0 BETA ready. I thought it was ready, and was releasing it to the playtesters when all the minidumps came out of the woodwork, so, back to the drawing board I went. I drove myself nuts trying to figure out the problem for hours on end, and almost quit this thing altogether. There are many hardcoded limits in this game, and they make it very frustrating trying to do what I have to in order to provide a high quality, top notch mod.

So, that being said, I found the problem. Something is going on with the sound files that is messing things up. So, with that, I have the Empire from Star Wars merged in, but without the sound effects. I am still trying to get to the source of the problem. I also need to finish tweaking the Empire's ships before I release. There were some things I noticed.

To all about the defensive additions: I say keep the discussions going! I do plan on adding some things like this, so the more ideas I get, the better.

@DANMAN3712I just registered only to tell u that it’s a great modd. I admire Ur spirit for modding. Keep up the great work and THX 4 a superb modd. Good luck.


You are very welcome, and thank you for taking the time to thank me.

Damn, makes me want to play as the Rogue when the new version's released.Damn, he's right. Rogues can only help but kick ass with such an awesome ship. Plus the mass-of-missile launching Assassin stealth capital. It launches phase missiles, correct? OP to the max there. Anyways, a complete inability to colonize worlds on their own gives the Rogues a definite minimal early-game presence, although the capturing makes them the Atlantian's and Ancient's worst enemies.Hey DANMAN, you gonna be up for another game anytime soon? I'm de-fragging my HDD so the loading should definitely be improved between 39 and 50 percent faster.


I am glad you all seem to like DARK ANGEL. HammerSun and I put a lot of time into this new ship for the Rogue. The Pirates will not have it, nor the Assassin.
Also, the Rogue have been revamped, and now have a colony ship. So that takes care of them. They also have a reworked research tree, and the ships now require research to unlock. They also have more ships now than ever before, making them more rounded.

Also, as a direct result of comments, and experiencing the carnage myself (thanks Arakcheev!) I have nerfed the COMPUTER CONTROL ability, for ALL races. It now requires the entire anitmatter reserve of the ship, takes longer to recharge, and it very expensive to research. It also must be fired at point blank range, so this gives the target ship time to evade or destroy the offending ship.

This should balance the game out dramatically, and change the way some people ave been playing the game and abusing this ability.

To everyone who plays online: You are all invited to join me in mulitplayer. I am on usually every night, after 10-11 PM EST. I am on xfire, under the same name.

Oh...by the way, 2.0 BETA...should be done by tomorrow!

DANMAN
July 6, 2008 1:31:25 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Oh...by the way, 2.0 BETA...should be done by tomorrow!


Not soon enough. Never soon enough!
July 6, 2008 1:44:48 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
I have nerfed the COMPUTER CONTROL ability, for ALL races.

Thank you. That was a real nasty surprise the first time I played; the pirates leveled one of my planets using my own fleet.
Oh...by the way, 2.0 BETA...should be done by tomorrow!

But I was hoping for today... You've crushed all my hopes and dreams! *Sobs in a corner*
July 6, 2008 2:04:34 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
But tomorrow IS today! Sunday Sunday Sunday!!!!

I just have to clean up some things in the files, and then I will post the BETA link in my forum for my playtesters and mod developers of the team. If you want in, go there and sign up, then send me an email or PM letting me know you are interested!

DANMAN
July 6, 2008 2:11:11 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Looks much better then it did before!!
July 6, 2008 2:41:12 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
fantastic news about the beta! Can't wait to play it tomorrow!
July 6, 2008 8:41:30 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Hi there,

Just wanted to say thanks for a really interesting mod pack. I just tried it out and I'm enjoying it alot.

so... Thanks.
July 6, 2008 9:26:02 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
What kinds of weapons, abilities, etc. will the Dark Angel have?
July 6, 2008 11:42:50 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
I have more Ideas for the heavy devensive platform.

How about a bigger fighterbay that can carry about 6 squadrons and with cannons they can attack all enemy units in the gravity field without any range limitation.
It uses long range beam weapons that look like the beams from the Kol battleship.
The platform is automaticaly replaced over and under the planet, so you can build only two, on asteroids only one. But from this position it can attack all units in the gravity field.

Ok I make a small draft with some technical datas.
July 6, 2008 12:07:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
I have more Ideas for the heavy devensive platform.How about a bigger fighterbay that can carry about 6 squadrons and with cannons they can attack all enemy units in the gravity field without any range limitation.It uses long range beam weapons that look like the beams from the Kol battleship.The platform is automaticaly replaced over and under the planet, so you can build only two, on asteroids only one. But from this position it can attack all units in the gravity field.Ok I make a small draft with some technical datas.


that would make defense too easy...way too easy...

a flak defense platform would be sweet tho...
July 6, 2008 1:28:10 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
@Derek:
Why do you think, I named it "heavy defense platform"?

This platform makes it hard to attack a planet, but you need many tactical places.
One platform can destroy a level one capital ship with no problem, so you need a big fleet to attack this planet.
For building these platforms you need 8 military research stations and the right researchpoints.
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