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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.

12,507,786 views 4,959 replies +12 Loading…
Reply #2926 Top

Yep, turning down the graphic settings fixed it.  Thanks for the tip.  (Might want to make that glaringly obvious in-game, perhaps on a splash screen?)

 

I've also had intermittent problems with VSD 1's not attacking.  Usually toggling the onslaught ability once or twice fixes it.  I also noticed that if onslaught is disabled, the VSD 1 parks right on top of the ship it's attacking.  I imagine there's a minimum range setting somewhere?  Oh, this is minor, but the empire's lasers look sort of underwhelming next to all the other cool weapon effects.

 

Otherwise, the mod is very cool.  Thanks alot!!

 

So what are you guys modding in Fallout 3?  :D   Wish the best of luck to you Danman in making modding a paying career!!

Reply #2927 Top

It looks like VSD 2 use VSD 1 model.

 

I have a weard bug:

When I start the game for the first time everything is ok. When I start it again, there is no sound, only music. When I click "menu" button, and then get back to the game - sound reappear.

 

Edit:

I love Kor-Ah "we do not kill, we cleanse"  - they sounds really badass :)

Reply #2928 Top

I will be looking into the VSD's behavior.  It seemed fine for me, but maybe something happened when I converted it over.  I amy release a new version in a day or so if I find any bugs on this end.

Quoting mr.WHO, reply 2
It looks like VSD 2 use VSD 1 model.

 

I have a weard bug:

When I start the game for the first time everything is ok. When I start it again, there is no sound, only music. When I click "menu" button, and then get back to the game - sound reappear.

 

Edit:

I love Kor-Ah "we do not kill, we cleanse"  - they sounds really badass
End of mr.WHO's quote

That is a wierd bug, but I noticed this happens to me too, and with vanilla Sins.  I am so glad you like the Kohr-Ah.  The voice effects were ported directly from Star Control 2, where the Kohr-Ah are from. 

I am VERY GLAD to see more people are actually enjoying the mod, and not plagued by dumps.  Please post any comments or questions.  Keep spreading the good news!

DANMAN

Reply #2929 Top

anyone know how I can downgrade my game so I can play this mod? Because s it is, I have v1.13.

Reply #2930 Top

The only thing I dont like about this mod is startup Capital ships you get for free tend to be of the Uber kind. I ran into one from The Dark and it kicked my arse. 8k hull 4k or more shields... almost 3x that of my TEC capital ship.

I'd like to see Uber capital ships have to be researched so they arnt available at the start of the game. That kinda ship when you run into it early on is simply too powerful. Just a complaint because I do like the flavor of using non standard races, I know I dont have to, and the galaxy isnt a fair place, but just a little bit of balance would be nice.

Reply #2931 Top

Quoting DANMAN3712, reply 3


I am VERY GLAD to see more people are actually enjoying the mod, and not plagued by dumps.  Please post any comments or questions.  Keep spreading the good news!

DANMAN
End of DANMAN3712's quote

Got a minidump on an attempt to load an auto saved game. That was right after The Dark's capital ship laughed at my fleet and turned it into space junk... Grrrr

Reply #2933 Top

thx for the mod guys..did a great job so far..ive only played atlantians..i went up against the empire and i was attacking one of their cap ships [game was on hardest difficulty] and after awhile the cap ship's shield mitigation went up to 95% and another ship went to 112%..that normal on that difficutly setting? if its normal, how the hell can u destroy it??

Reply #2934 Top

WHOAH! Stop the press!!!

On the Civilian Tech screen, there are missing techs on 7DS 2.0 that used to be there on 1.3. The row where you have these four are GONE from 2.0: Improved Tunneling, Derelict Ship, Gas Giant/Rogue Stars, and Moon Colonization.

WHY are these not in 2.0? How do I colonize gas giant planets/Stars/moons and capture derelict ships???

Reply #2935 Top

That's wierd...  I see the colonization buttons... maybe you're just looking in the wrong spot?

What race are you playing as?  I can tell you without opening the game if it has that research in it.  Try to look in the mod file, then your race (player[name of race]).  If it's BIN'ed, though, no idea what to tell you.

Reply #2936 Top

bin'ed?

 

Im playing patch 1.05, 7DS version 2.0 with that mod enabled, and using the TEC. I dont have those 4 techs under civvy research. Where did they go?

Reply #2938 Top

Click here. Top is 7DS 2.0 bottom, 7DS 1.3

You might have to click on it to see it. But there are missing techs. Why they have been taken out I dunno. Despite the great new content, the gameplay was BETTER on 1.3 with those extra techs. I'll probably go back to 1.3 if this isnt fixed.

Reply #2939 Top

Improved Tunneling, Crew Derelict Ship, Gas Giant/Rogue Stars, and Moon Colonization are absent for the TEC, Advent, and Vasari only.  I'm not allowed to tell people to avoid the vanilla races in favor of the TCA, UNITY, and DARK, but you should use them instead of vanilla TEC, Advent, Vasari.

Also found that the Rogues still do not start with a colony ship of any kind with the default start, so this will be addressed so that only they start with a colony ship (Otherwise the only way to get one is to do lots of research and the AI can't build it from the start)

 

Reply #2940 Top

What are the entrenchment plans?

 

Edit: Btw, thanks for updating the first post, having to scroll through the last 5 pages to find whats new sucked lol

Reply #2941 Top

Quoting SemazRalan, reply 14
Improved Tunneling, Crew Derelict Ship, Gas Giant/Rogue Stars, and Moon Colonization are absent for the TEC, Advent, and Vasari only.  I'm not allowed to tell people to avoid the vanilla races in favor of the TCA, UNITY, and DARK, but you should use them instead of vanilla TEC, Advent, Vasari.

This will be fixed.

 
End of SemazRalan's quote

Damnit, I hope it WILL be.

Reply #2942 Top

Dizzy, Play as the TCA, UNITY, and DARK.  All the cool kids are doing it.

I don't mod player entity files, but those who do have been told about the problem.  Alas, there's always a bug to squash and mistake to fix, but we're doing our best.

Reply #2943 Top

No worries, I'm sure they'll get it fixed.  I doubt they would have went through all the trouble adding that stuff to the game in the first place just to remove it later.

Reply #2944 Top

AHHHHH! OK! I get it! Im just a little slow... stubborn. I liked the TEC so much I was wasnt willing to really playtest the others, just content to fight them. But I see that the TCA are the TEC, just rebalanced to with all the new stuff. Ok ok... cool. Im back in the saddle. This is actually better... And I LOVE the new models, OMG! Wow, this mod is bad ass. Sorry... But damnit if someone would have POINTED this out to me earlier it woulda saved me a lot of wasted time I coulda been playin the game. GRRRRR!

Ok, so nm... I get it. Im using the balanced TCA now.  :D

Reply #2946 Top

Trust me.  TCA are much, much more kickass than the TEC.  You thought the Vasari were tough-as-hell bastards?  Think again.

Reply #2947 Top

Yeah, the TCA are mean as hell. I love the new ships and models. I think the super dreads are uber and its easy to dominate with them if you can concentrate 3 or more in any area early on, but the problem is they cant be everywhere at once... I can see this game keeping me up REALLY late... It already has.

I havent played it enough using these new super dreads, but I'm thinking they are so uber maybe they should be slower?

Reply #2948 Top

Actually, Play TEC vs TCA; Advent vs Unity; Vasari vs Dark and you'll see the difference. 

The TCA has arisen becoming the strong arm of humanity who refuses to stand by while other races sieze territory.  The UNITY, an ultra fanatic sect that has broken with the Advent Hegemony, seeks total domination of humanity according to their vision of things to come.  The Dark Fleet has seen what their brethren, the Vasari Exodus, has become and civil war has ensued over core doctrinal differences.  The Dark want the forgotten ways that the Exodus fleet has abandoned.

The TEC, Advent, and Vasari represent the old, failing, failed ways.  For the time being, they control the majority against the TCA, UNITY and Dark (respectively) minority who would usher in a terribly dark and frightening future for each race.

The TCA, UNITY, and DARK each have their own "Dreadnaught" heavy cruiser which is designed as a non-leveling, high fleet and resource cost, superior attack platform.  The TCA has an additional high power Siege Dreadnaught specifically christened to sterilize UNITY Communes, DARK Gatherings (Heavy Beachheads), and TEC hold-outs. 

Reply #2949 Top

Quoting DANMAN3712, reply 13
We have a ton of models, but only HammerSun and myself can do UV's, and I take forever at it, and HammerSun is AWOL currently.  So if you can help with that, that will be a huge help.
End of DANMAN3712's quote

 

Dan, you forget me... i can make the segmenting, the UV map and texture template too... i have wait long time for your e-mail/pm... but until now, big silence...

 

About help, people who know XSI are welcome too... to my knowledge, very few people are able to omport model and texture in XSI, put the null point and convert the all to .mesh

 

There is a limit inside the game engine that does not allow for VERY HIGH with the things that are modded.

 

I think that the limit is not within the game engine but with the OS, maybe related to directx... i have game with the setting very high without big problem... but the win in quality is very little for almost the double ressource needed...

Reply #2950 Top

Quoting Sooshie, reply 20
Running a Quad Core 9950 with 8 gigs of RAM and a GTX 285 vid card..  1 gig ram there..  still have crashes with "high" settings.. 
End of Sooshie's quote

 

The problem is maybe related to your processor your processor... and your OS... Do you use Vista ?

 

If yes, you need to upgrade your processor to the new Phenom II or downgrade your OS to XP...

 

If is all related to Vista and the Cool 'n' Quiet ... in very short time, with Vista, your processor will run at half speed... and half speed is a bare minimum for Sins alone... more info :

 

In theory, the AMD design made sense. If you were running a single threaded application, the core that your thread was active on would run at full speed, while the remaining three cores would run at a much lower speed. AMD included this functionality under the Cool 'n' Quiet umbrella. In practice however, Phenom's Cool 'n' Quiet was quite flawed. Vista has a nasty habit of bouncing threads around from one core to the next, which could result in the following phenomenon (no pun intended): when running a single-threaded application, the thread would run on a single core which would tell Vista that it needed to run at full speed. Vista would then move the thread to the next core, which was running at half-speed; now the thread is running on a core that's half the speed as the original core it started out on.

http://www.anandtech.com/cpuchipsets/showdoc.aspx?i=3492&p=6

 

You are lucky, in your processor, the TLB bug is corrected... previous Phenon was with these bug, who eat 10% of your processing power...

 

Since you have 8 gb ram and a huge video memory, i hope that you use a 64 bit Win OS...