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

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

The Ultimate Combo mod - featured in PC GAMER

http://www.danmangames.com

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.

12,507,773 views 4,959 replies +12 Loading…
Reply #2551 Top

Quoting ManSh00ter, reply 22
Phow, that really sucks. I hope you can recover at least some of not all of your data. Good luck man.
End of ManSh00ter's quote

Quoting donnor11, reply 24
Ouch, that must bite.  All that work and your hardrive just crashes.  Good luck fixing the mess.

You can work wonders with the mod so you should be able to get back to where you were soon.
End of donnor11's quote

Wow, thanks guys....me too.  I hope I can get "most" of my stuff back.  I have been pouring through my backups, and I think I will be ok, but it will take some time to get all up and running again, and getting all my programs installed again.

ManSh00ter, you honor me with your presence yet again, and I really appreciate it.  I am a big fan of yours as you know, and I am eagerly awaiting your release of your mod.  I love your volumetric explosions, and I am currently using them in conjuction with bailknight's and my own in the current version of 7DS cmoing out.....I just need to redo my work now that was lost.  I am still awaiting the day we can have an XIN vs. Atlantian battle......that would be awesome.

Donnor, it does bite, but I am looking optimistic.  What really stinks is personal and professional files that I lost, which are gone forever.  That will be hard to come back from, as I need to recreate all those jobs again.

 

Thank you again EVERYONE for your support.  I am hoping my drive arrives today, and I can begin the massive task of getting back.

 

DANMAN

+2 Loading…
Reply #2553 Top

Hardrive failures can be very annoying, with my old computer I had tons of work done on a school project, then it crashed the day before the project was due.  Sorry for ya, DANMAN.  +1 Karma for not getting all angry at everyone.

Reply #2554 Top

Quoting DANMAN3712, reply 8
CAN you SMEEEEELLLLLL what the Danman is cooking? (Sorry Samaz....had to do it.)

DANMAN
End of DANMAN3712's quote

"I had Danman try to recruit me to his mod, I ate his hard-drive with some fava beans and a nice bit of kiante."
-Hannibal Lector commenting on Danman's HD failure.

"You smell that? Do you smell that? Napalm, son. Nothing else in the world smells like that. I love the smell of napalm in the morning."
-Kilgore the techie

**Sorry I couldn't resist it.

*SamazRalan hides.

Reply #2555 Top

I followed your mod for a long time but never posted until now,

have you tried some data recovery on your drive? firstly i know it will sound strange but depending how your drive died it could be possible to boot from it.  if you have lost all hope with the drive then as a last resort try wrapping the drive in a static proof bag and sealing it with tape, then place it inside a freezer for 1-2 hours, what this does is it contracts the heads on the drive and could be possible to boot for a short time.  I had a drive die before and this worked for me.

Alternatively try using a program such as R-Studio to try and recover some of the files.

if you dont believe me about the freezer idea......

http://geeksaresexy.blogspot.com/2006/01/freeze-your-hard-drive-to-recover-data.html

a lot of luck is needed ofc....

Reply #2556 Top

Damn I'm sorry to hear about the hd crash. I'v been aay for a bit, but now that im back I can offer assistance in my own litle way. I was thinking about it while i was away and now that i have a scanner again i can start this but if you want help designing custom made ships for your mod i can do up the sketches. im still not well versed with 3ds max yet but im going to school for 3d modeling and design so eventually i hope to add to your team as a modeler.

Reply #2557 Top

ouch man that sucks all the ass!  i hope you can sort it all out, i thought losing my coursework a week before deadline was harsh

Reply #2559 Top

Hey guys, quick question...

Does this mod work on version 1.12?  I've never played the mod before and keep getting a runtime error every time I try and activate the mod...  *tear*

Reply #2560 Top

version 2.0 is for 1.05, I am assuming that version 2.5 will be for 1.12, but it won't come out for a while, I think they have to pretty much remake the entire mod to make it compatible with 1.12.

Reply #2561 Top

Any idea how I can downgrade my version then or run two seperate games at different versions?

Reply #2562 Top

Quoting SoulFire1200, reply 9
Hey guys, quick question...

Does this mod work on version 1.12?  I've never played the mod before and keep getting a runtime error every time I try and activate the mod...  *tear*
End of SoulFire1200's quote

No, it doesn't work on 1.12 or (if you were going to ask) Entrenchment. Only 1.05 at the moment. Anything else and you get an error. The upcoming release of 2.0 final will also only be for 1.05, but a 1.12 compatable version will come some time after that.

Reply #2563 Top

Dang, donnor posted while I was typing. As he said, 2.0 is for 1.05, and 2.5 will be for 1.12, but it will take a while. We don't have to remake the whole mod, but all of the textures have to be redone. And of course texturing is probably the most time-consuming part of adding new stuff, and we don't have very many people who can texture.

Any idea how I can downgrade my version then or run two seperate games at different versions?
End of quote

You can just copy-paste your entire Sins 1.05 file to somewhere else, then update to 1.12, and you will have both.

Reply #2564 Top

That's a thought...  Either way requires a re-install which I'm okay with.  XD  Thanks for the info.  You guys are quite fast at responding!!!  :)

Reply #2565 Top

Greetings All!

Well, after a week of having my new drive, and reinstalling everything, I think I am finally back on track.  There are still some files I need, but I think I am back in the sattle people.

I just got 3D MAX working again...so....LET THE SHIP MAKING BEGIN!!!!!  Anyways....I was able to recover some of my lost files, so that is a big relief.  I may have to try that freezer trick.....

Also, I just announced 7DS on ModDB, and we are up for Mod of the Year!  But I will need ALL your help!  So, if you wish to support me, the 7DS Team, and the 7DS mod itself, please go to ModDB and vote for 7 DEADLY SINS to be mod of the year for 2008!  Oh yeah, in case you are interested, in just the English version alone (7DS is in French, German, and Chinese too!), we have over 30,000 downloads that were trackable.  Pretty neat huh....?

Here is the link - http://www.moddb.com/mods/7-deadly-sins

Thanks!

DANMAN

Reply #2566 Top

lol, you just announced the mod, and are already up to be mod of the year??  Anyways you guys deserve it.  Good to see you've managed to almost fully recover.

Reply #2567 Top

good to hear Danman. I'm going to try and integrate the ancients mod into 7DS once you get a release that works with 1.12. any way you could throw some 3ds max tutorials my way that will halp me understand how to make a ship, that way i can be of some use til the 1.12 V is done or at least in beta.

Reply #2568 Top

Quoting kyogre12, reply 13
We don't have to remake the whole mod, but all of the textures have to be redone. And of course texturing is probably the most time-consuming part of adding new stuff, and we don't have very many people who can texture.
End of kyogre12's quote

 

Don't need to texture again... same texture can be used... only need to invert the specular ( alpha ) from the cl texture with the team color ( red channel) from the da texture ( if i good remember )... if someone is good at scripting, with gimp or photoshop, this can be made in very very short time...

 

In some way, the script need to make the something like the following :

- open cl file, open da file

- save alpha from cl to temp1.png

- save red channel from da to temp2.pgn

- open temp2.png

- convert it to black/white, copy it

- replace the alpha channel from cl by the clipboard content

- save cl to dds

- load temp1

- convert to rgb

- color balance : red 255

- copy to clipboard

- paste to da ( red channel )

- save da to dds

- delete temp1 and temp 2

and repeat it for each texture

 

some other thing will maybe ask more time... by example, some model will not be included in the 2.0 because of the limit of 5 capital ship... 1.12 allow 9 capital ship... maybe that Dan with try to add more capitalship who are already existing in the 1.12... if other hardcoded limit don't stop him...

Reply #2569 Top

Quoting MoonHeaven, reply 17
good to hear Danman. I'm going to try and integrate the ancients mod into 7DS once you get a release that works with 1.12. any way you could throw some 3ds max tutorials my way that will halp me understand how to make a ship, that way i can be of some use til the 1.12 V is done or at least in beta.
End of MoonHeaven's quote

 

Wait a little... are you the guy who have made a mod with wraith, ancient and hasgard ???

 

If yes, it is a great one... but the ancient Atlantian is really to much powerful when you game again them ( 30000 shield )... Hasgard are really interesting... no fighter or bomber... have need to create some new strategy... pirate are really a pain in the ass for the Hasgard... but once all research are made... wowwwww...

 

In any case, if you join the 7DS mod, i will be able to model the Atlantis city for you... have already start working on it some time ago... the repair cruiser mesh is really not representative of the power from the city/space ship...

 

For 3dmax, i cannot help you... i use wings3d, a software piece who is only 7 mb and free... limited around the 50k poly but it is more that enough for sins...

Reply #2570 Top

Quoting donnor11, reply 16
lol, you just announced the mod, and are already up to be mod of the year??  Anyways you guys deserve it.
End of donnor11's quote

 

Yeahhh... not really difficult... with more that 30000 official download of 1.3d... don't count the French and German translation... don't count the torrent version... don't count all the 2.0 beta download...

 

And really, google are our friend... make a simple google search with "sins of solar empire"... the first result will be these forum... but take a good look at these first result... you will find "by DANMAN (DANMAN3712) ver 1.3d"... yep, we are the only mod listed... don't know why ( since we have numerous other mod here who are very good too ) but it seem that google is in love with 7DS...

 

By the way, if you really like 7DS... ask Stardock for rise the hardcoded limit for ship mesh and texture... we have a lot of ship who are ready or almost ready ( new mesh, new texture )... but Dan have again hit some hardcoded limit...

 

Be carefull, 7DS 2.0 will not be for everybody... if you have only 1gb ram, a slow processor, use a huge multi star map and put all graphicc setting on very high... you will crash before the game start... Why ? Very simple... original sins have only 4 race ( i count the pirate ) and 7DS 2.0 have already 13 races... some people are working on more race like the Halo race, a playable pirate race, the borg race, etc... All these new content ask ram and since sins load everything at the start ( LoadOnDemand work only for a very few file )...

 

I don't mean that sins is bad... sins is great but limit appear very fast due to their support of very low end computer... 64 bits engine will resolve a lot of problem for mods but it will increase the online sync problem ( who is already a problem )... Stardock listen first to customer... modding is second... not long time ago, they have rise the sound hardcoded limit... maybe in some near future, the mesh/texture limit will be changed too ( i hope )...

Reply #2571 Top

Maybe in "SINS 2: Fixes of a Solar Empire"

 

:rofl:  

Reply #2572 Top

Quoting SemazRalan, reply 21
Maybe in "SINS 2: Fixes of a Solar Empire"
End of SemazRalan's quote

 

I hope that if sins 2 exist one day, it will not be a fix of sins original but something new... 64 bits support, multicore support are the two first thing who come to my mind.... only this will need a fully new game engine, something who ask a lot of work...

 

Fix are great but never change the core in a deep way... sure that a new modern core can ask a few year but it is the right time to think about it and begin some work on it... if they begin today, it can be ready in 2-3 year ( i speak about a optimized version, not a simple "translation" able to run 64 bits on multicore but slow and limited like the original one......

Reply #2573 Top

Quoting kyogre12, reply 13

We don't have to remake the whole mod, but all of the textures have to be redone. And of course texturing is probably the most time-consuming part of adding new stuff, and we don't have very many people who can texture.





Don't need to texture again... same texture can be used... only need to invert the specular ( alpha ) from the cl texture with the team color ( red channel) from the da texture ( if i good remember )... if someone is good at scripting, with gimp or photoshop, this can be made in very very short time...
End of quote

Ok, I worded that wrong. We don't have to redo the entire texture, but parts do have to be changed, and I think I'm right in saying the the textures will take the longest to convert to 1.12, unless we can find someone to write a program like you suggested.

Reply #2574 Top

Quoting kyogre12, reply 23

Ok, I worded that wrong. We don't have to redo the entire texture, but parts do have to be changed, and I think I'm right in saying the the textures will take the longest to convert to 1.12, unless we can find someone to write a program like you suggested.
End of kyogre12's quote

 

Have just made a test... open a dds, modify it and save it is not the solution... dds use a compression method who is not lossless ... meaning that quality of the texture is already lower that the original created texture... saving them again in dds reduce again the quality...

 

So dds file will need to be created from the original texture... people who have not save it in PSD or other format who support layer will have some difficulty since the team color layer will be merged with the other one... yes, some plug-in are able to extra each color and convert it to layer again but it is extra works...

 

So, of we use old dds and loss quality... or work from original texture, make some work and convert them to dds...

 

By the way, it is someone who know why Stardock have made these change... i don't see any reason for it... where is the benefice ?

Reply #2575 Top

I heard it was a slight performance increase.