DANMAN3712 DANMAN3712

[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.

12,507,855 views 4,959 replies +12 Loading…
Reply #3151 Top

Hello, 1 question :

-is the link for the mod borken , down or somefing? because it aint working for me although i have 7ds 2.0 downloadeed from danman games i cant download 2.1 using the link provided on the first page OR using http://www.sri-corp.com/mkportal/modules/mediawiki/index.php/Main_Page#Download no matter what i use ie 7 or netscape/firefox..ffs any help would be apreciated.

or the link from danman games >>products>>mods>>>7ds 2.1....

Reply #3153 Top

Quoting vl58, reply 1
Hello, 1 question :

-is the link for the mod borken , down or somefing? because it aint working for me although i have 7ds 2.0 downloadeed from danman games i cant download 2.1 using the link provided on the first page OR using http://www.sri-corp.com/mkportal/modules/mediawiki/index.php/Main_Page#Download no matter what i use ie 7 or netscape/firefox..ffs any help would be apreciated.

or the link from danman games >>products>>mods>>>7ds 2.1....
End of vl58's quote

I got it to work just fine from danman games site quite fine right now

 

Reply #3154 Top

Quoting vl58, reply 1
Hello, 1 question :

-is the link for the mod borken , down or somefing? because it aint working for me although i have 7ds 2.0 downloadeed from danman games i cant download 2.1 using the link provided on the first page OR using http://www.sri-corp.com/mkportal/modules/mediawiki/index.php/Main_Page#Download no matter what i use ie 7 or netscape/firefox..ffs any help would be apreciated.

or the link from danman games >>products>>mods>>>7ds 2.1....
End of vl58's quote

Should be working fine right now.  I know that we got thousands of hits today, along with that many downloads of the 2.1 version.  So try it now, all should be well.

Quoting mr.WHO, reply 2
Any change log for v.2.1 ?
End of mr.WHO's quote

Mostly balance tweaks, and a few graphical changes.  The BUG thread in the 7DS forum is what I used as a checklist.  I dod everychange that made sense and what I could do, or wanted to do while keeping my vision of how I want the mod.  A major change was the Rogue's TITAN, and the declassing of the Vile Serpent, which is now a Cruiser.  The Pirate Base, is now the Rogue TITAN, until the other ships are completed that are in the works right now.  Also some names changed, techs rearranged, and made things make more sense that seemed out of place.  A lot of tweaking was done to the Atlantians, the Empire, and the TCA.

Also, I have begun the update to Entrenchment.  I am not even going to bother going to 1.16, as if we go to Entrenchment I will have to redo the files all over again, plus it is Entrenchment that opens the modding door, not 1.16.  So, I have begun the process....

Anyone willing to help with the conversion, let me know.

DANMAN

Reply #3156 Top

Quoting DANMAN3712, reply 4

Also, I have begun the update to Entrenchment.  I am not even going to bother going to 1.16, as if we go to Entrenchment I will have to redo the files all over again, plus it is Entrenchment that opens the modding door, not 1.16.  So, I have begun the process....
End of DANMAN3712's quote

 

Dan, do you think that with the manifest system, we can have each race in a mini mod ?

If it is possible, we will be able to stack solar sins with any race that we wish use in a game... by example "Solar Sins mod"  + "atlantian mod" + "empire mod" if we wish a 1VS1 game, Atlantian again Empire...

If it work, we have virtually no limit in the number of race since only these who will be used for a game can be actived...

 

English.str file and Galaxydef file will maybe more difficult to create but you have already the best expert for it...

Reply #3157 Top

still doestn work :

1 right clicking it from ie7 or firefox doesnt work

2 using any download accelerators doesnt work wth??is it hosted somewhere else ?..not on filefront they are closing after 30th

would liek some help whats wrong with the link its the only site i cant download from..do i have to make an account on http://www.sri-corp.com/ although i doubt that..

Reply #3158 Top

I remember Dan saying about if you don't want certain races in the game that you could delete the race files for them... also I think that would help with any lag problems to... don't think it would change the unstablity of the game though for high graphics. Before 1.1 of sins even on my gaming computer the Van version of sins still lagged on me with highest setting graphics, but when the game got updated to 1.1 that all changed. atm as Dan said playing on highest will crash the game in a minidump. Maybe when he updates the mod to the 1.1 and entrencement that it'll run smoother

Reply #3159 Top

From the ASK DANMAN thread

And about 7DS getting broken down into mini-mods, that is a YES.  I will offer two versions, one big mod, and smaller broken down ones that can be stacked.  This may be the way to make my ultimate goal possible, to be the merging of all the sci-fi universes into one, for one epic battle!
End of quote

 

Reply #3160 Top

First off major congrats on a fantastic mod!  You have managed to rekindle my interest in this wonderful game.

I believe I may be encountering an issue with the Rogue race.  For some reason when I mouse over either of the shield tech improvements the game crashes silently.  Every other Rogue tech works fine and I have not noted any other crashing issues. 

The entity file looks looks to be a near dup of the Tec shield tech, so I haven't been able to deduce what might be happening.

Thanks for any help anyone on this forum may be able to provide.  I'm looking forward to a full on pirate experience...

AU

Reply #3161 Top

I have a problem. Just freezes when i hit apply.

I have the most current patches for Sins & Entrenchment and the newest 7 Deadly sins mod but when click on enable it seems fine but when i hit apply computer freezes every time. I even left it for 20 mins and still nothing but frozen computer.

I have to turn power off at back of computer and reboot. Alt + Ctrl + Del does nothing nore Alt + Tab

Reply #3162 Top

You must have Sins v1.05 to play 7 Deadly Sins

Reply #3163 Top

Welcome to 7 Deadly Sins 2.1, for version 1.05 of Sins of a Solar Empire. It is NOT compatible with 1.12 or above.
7DS 2.5 will be available for version 1.12+ Sins of a Solar Empire. Also, 7DS can only be played at HIGH maximum settings. DO NOT USE VERY HIGH settings. This will cause a minidump.
End of quote

From the top of the page, right below the pc gamer cover picture

Welcome to 7 Deadly Sins 2.1, for version 1.05 of Sins of a Solar Empire. It is NOT compatible with 1.12 or above.
7DS 2.5 will be available for version 1.12+ Sins of a Solar Empire.  Also, 7DS can only be played at HIGH maximum settings.  DO NOT USE VERY HIGH settings.  This will cause a minidump.
End of quote

Reply #3164 Top

Oh my bad i missed that part. Ahhh yes just reread it. 2.5 is coming is for sins 1.12+

Thanks for the quick response though.

 

 

Reply #3166 Top

Fantastic !!! It got even better when I played as the Atlantians against 4 AI on a large map. Sometime in mid game all the research suddenly became FREE !!! What a boost - however I don't think it's fair on the opposition (unless of course they also get the research fro free). Am I the ony one experiencing this?

Reply #3167 Top

Quoting wolfcat9, reply 16
Fantastic !!! It got even better when I played as the Atlantians against 4 AI on a large map. Sometime in mid game all the research suddenly became FREE !!! What a boost - however I don't think it's fair on the opposition (unless of course they also get the research fro free). Am I the ony one experiencing this?
End of wolfcat9's quote

No, everyone who researches the ATLANTIAN VAULT will get free research.  And with the new 2.1 release, it will be even harder to get that tech, so it is not unfair, especially when you loose it if you fall below 8 research stations.  Glad you are enjoying it!

Quoting Cheif50, reply 15
Is 2.5 canceled for 1.2+?

 
End of Cheif50's quote

Nope, where did you hear that?  Version 2.5 is chugging away quite nicely.  I am currently converting all the entities over.

Quoting AndrueUrbane, reply 10
First off major congrats on a fantastic mod!  You have managed to rekindle my interest in this wonderful game.

I believe I may be encountering an issue with the Rogue race.  For some reason when I mouse over either of the shield tech improvements the game crashes silently.  Every other Rogue tech works fine and I have not noted any other crashing issues. 

The entity file looks looks to be a near dup of the Tec shield tech, so I haven't been able to deduce what might be happening.

Thanks for any help anyone on this forum may be able to provide.  I'm looking forward to a full on pirate experience...

AU
End of AndrueUrbane's quote

I'll have to check into that.  What version of the mod do you have?  Thank you for the comments!

Quoting Thoumsin, reply 6



Quoting DANMAN3712,
reply 4

Also, I have begun the update to Entrenchment.  I am not even going to bother going to 1.16, as if we go to Entrenchment I will have to redo the files all over again, plus it is Entrenchment that opens the modding door, not 1.16.  So, I have begun the process....



 

Dan, do you think that with the manifest system, we can have each race in a mini mod ?

If it is possible, we will be able to stack solar sins with any race that we wish use in a game... by example "Solar Sins mod"  + "atlantian mod" + "empire mod" if we wish a 1VS1 game, Atlantian again Empire...

If it work, we have virtually no limit in the number of race since only these who will be used for a game can be actived...

 

English.str file and Galaxydef file will maybe more difficult to create but you have already the best expert for it...
End of Thoumsin's quote

Thats the idea I am going with.  To make 7DS completely customizable for single player, and have one big mod for multiplayer.

Quoting Rage, reply 5
LOVE THIS MOD!

 
End of Rage's quote

Thank you so much!  The team and I have worked tirelessly to give you guys the best mod possible.

Thank you all for the comments and questions.  Keepem coming!

DANMAN

Reply #3168 Top

I downloaded and installed the latest 2.1 version of 7DS along side a fresh install of Sins with the 1.05 patch on Windows Vista 32bit with 3Gb Ram.

AU

Reply #3169 Top

I don't know what's wrong but I just downloaded and installed the 7DS Mod Version 2.1 and it will not load. Any help?

Reply #3170 Top

Quoting WilliamLeverett, reply 19
I don't know what's wrong but I just downloaded and installed the 7DS Mod Version 2.1 and it will not load. Any help?
End of WilliamLeverett's quote

Are you using the right version, you should be using sins v1.05 for this mod

Reply #3171 Top

Quoting DarthCaedusMorgan, reply 20



Quoting WilliamLeverett,
reply 19
I don't know what's wrong but I just downloaded and installed the 7DS Mod Version 2.1 and it will not load. Any help?


Are you using the right version, you should be using sins v1.05 for this mod
End of DarthCaedusMorgan's quote

Yeah, I go into options and tell in to endable the mod and it say it is enabled but all of the new maps are missing, the new races are missing, and the new music. It says the mod is activated but it's not working. Maybe reinstall of Sins is in order?

Reply #3172 Top

Quoting DANMAN3712, reply 17

Quoting AndrueUrbane, reply 10First off major congrats on a fantastic mod!  You have managed to rekindle my interest in this wonderful game.

I believe I may be encountering an issue with the Rogue race.  For some reason when I mouse over either of the shield tech improvements the game crashes silently.  Every other Rogue tech works fine and I have not noted any other crashing issues. 

The entity file looks looks to be a near dup of the Tec shield tech, so I haven't been able to deduce what might be happening.

Thanks for any help anyone on this forum may be able to provide.  I'm looking forward to a full on pirate experience...

AU

I'll have to check into that.  What version of the mod do you have?  Thank you for the comments!
End of DANMAN3712's quote

Found it.  You added entityDefName "CruiserROGUEScout"" to the PlayerRogue.entity file.  You musta been thinking of changing it to a cruiser but forgot to remove it for the final build.  Remove the line and either add back entityDefName "FrigatePirateCarrier_I" or simply delete the line and change the count a couple of lines up and the problem is fixed.

Reply #3173 Top

will any of the races have custom starbases in 2.5? or will it be mainly focusing on converting, saving the additions for a later date?

Reply #3174 Top

Quoting WilliamLeverett, reply 21



Quoting DarthCaedusMorgan,
reply 20



Quoting WilliamLeverett,
reply 19
I don't know what's wrong but I just downloaded and installed the 7DS Mod Version 2.1 and it will not load. Any help?


Are you using the right version, you should be using sins v1.05 for this mod



Yeah, I go into options and tell in to endable the mod and it say it is enabled but all of the new maps are missing, the new races are missing, and the new music. It says the mod is activated but it's not working. Maybe reinstall of Sins is in order?
End of WilliamLeverett's quote

Try a reload of Sins and/or a reload/download of the mod.

Quoting MontanaSnowLeopard, reply 22



Quoting DANMAN3712,
reply 17

Quoting AndrueUrbane, reply 10First off major congrats on a fantastic mod!  You have managed to rekindle my interest in this wonderful game.

I believe I may be encountering an issue with the Rogue race.  For some reason when I mouse over either of the shield tech improvements the game crashes silently.  Every other Rogue tech works fine and I have not noted any other crashing issues. 

The entity file looks looks to be a near dup of the Tec shield tech, so I haven't been able to deduce what might be happening.

Thanks for any help anyone on this forum may be able to provide.  I'm looking forward to a full on pirate experience...

AU

I'll have to check into that.  What version of the mod do you have?  Thank you for the comments!



Found it.  You added entityDefName "CruiserROGUEScout"" to the PlayerRogue.entity file.  You musta been thinking of changing it to a cruiser but forgot to remove it for the final build.  Remove the line and either add back entityDefName "FrigatePirateCarrier_I" or simply delete the line and change the count a couple of lines up and the problem is fixed.
End of MontanaSnowLeopard's quote

Actually that is there on purpose.  The Rogues changed in 2.1 as the Vile Serpent became the cruiser and the Pirate Base became the Titan

Quoting adecoy95, reply 23
will any of the races have custom starbases in 2.5? or will it be mainly focusing on converting, saving the additions for a later date?
End of adecoy95's quote

Mainly converting.  I will be adding some stuff in, but brand new starbases is going to take some time.

 

ALSO - CASE ANYONE IS INTERESTED:

TODAY IS THE ANNIVERSARY OF THE MOD.  HAPPY BIRTHDAY 7 DEADLY SINS!

SINCE MARCH 31ST, 2008, 7DS HAS BEEN DOWNLOADED OVER 50,000 TIMES, IS AVAILABLE IN 5 DIFFERENT LANGUAGES, AND HAS REACHED ALMOST EVERY CONTINENT ON THE EARTH.

Just in case anyone was wondering......

DANMAN

Reply #3175 Top

OMG this mod is amazing Danman, i just downloaded 2.1 and am completely blown away. I Started a game as the Empire and as soon I finished my Venator class star destroyer I knew it was gonna be awesome, it just felt so right. I only played for a little bit cuz I need sleep but congrats to you and your team. I can't wait till i get around to full blown imperial star destroyers.