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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.

12,508,124 views 4,959 replies +12 Loading…
Reply #1576 Top
Thank you Kitkun for your expertise in helping out with the questions.

DANMAN
Reply #1577 Top
Am I alone in thinking it would be awesome if you could build starbases, that you can move around to where you want them, and them deploy them (permanantly) to defend an un-colonisable place, like a main star or something? you could count it as a capital ship, and give it an ability that allows it to fire, and stops it from moving
Reply #1578 Top
This has probably been suggested before but I can't find it!! Here's the problem:
My Computer isn't exactly a slow piece of *** But it isn't top of the line anymore either. 2gig Ram, 512Mb Geforce GPU, etc etc,, the problem is my processor is only a 2.8ghz AMD 3800. When I play 7Deadly Ancients at first running like normal no problems nice and smooth, After a few planets have been conquered and the map begins to open up (I like to play HUGE maps also btw) LAG CITY!! Gets all Choppy, CPU is screaming for mercy and other bad things! I've had to drop the graphics down to medium on some things and nothing on highest anymore just to keep it from crashing. (Like I said 512md GPU that shouldn't be an issue!!!)

Here's my solution:
Is there any way to increase the damage output for the fighters and bombers on just certain races (or are they all linked so they all do the same damage) so that there aren't 1.3mil of those little things flying around eating up my poor comps resources?? I've pretty much narrowed it down to that for the most part. Still need to upgrade my CPU I know but they don't make them for my motherboard anymore so it'll be a build from scratch job again with duals (which I despise but that's another story!!)
Reply #1579 Top
I thought patch 1.05 wheres the latest patch, when did patches 1.06, 1.07, 1.08, 1.09 come from?
I'm confused :\
Reply #1580 Top
Cobrattack,

You'll probably need to stick to smaller maps. The larger ones require tons of processing power.

stewy2,

There's no 1.06, 1.07, 1.08.
1.09 is the Beta for the 1.1 patch that isn't out yet. Other than that, 1.05 is the latest.
Reply #1581 Top
I was going to read all the pages before posting anything but... 64 would be some time to read. So forgive me if what I am about to say has been asked approximately three thousand, seven hundred and twenty or so times!

First, is this mod for 1.3, or what? I'm currently running 1.4 so I can play Uzii's Sins Plus. I'd like to play Sins Plus on 1.5, as I usually prefer to stick to the latest official patches. Second, are there multiple entries in the mod section of the Options in game menu? I mean, if I only wanted to play Sins Plus and Bailknight's graphical mod but no Atlanteans, for example, could I or would I be stuck with all the mods together?

And finally, a request: when they finish it, you should (or could you) look into the BattleFleet Gothic mod and the potential of adding it here? Maybe someday the Holy Imperium of Mankind could find the Atlanteans! Heh, only in mods...

Thank you to anyone who answers!

~Tyndaria

Reply #1582 Top
Cobrattack, and all others with "slower" machines:

FEAR NOT! When 7 DEADLY SINS 2.0 is released, I will be releasing a full version, as well as a version with toned down graphics and effects, optimizing it for older machines and smaller graphics cards. I will try to make it playable by everyone, as I want all to enjoy the mod.

Stewy, they jumped from 1.05 (current version) to 1.09 (BETA version).

Thanks Kitkun.

DANMAN
Reply #1583 Top
First, is this mod for 1.3, or what?
End of quote

1.05.

You'd have to edit the files manually to add/remove stuff from the mod.

Thanks Kitkun.
End of quote

No problem. I like answering questions when they don't pertain to work or classes. :p
Reply #1584 Top
Just tried this mod collection out. About 10 mins the game I got a mini dump error and the game crashed. I'll try again and hopefully it will be alright.
Reply #1585 Top
Just tried this mod collection out. About 10 mins the game I got a mini dump error and the game crashed. I'll try again and hopefully it will be alright.
End of quote


I was getting that before I lowered the effects on the main game mainly due to my slower processor screaming for mercy!! Try lowering them down if they are all set to highest. There isn't a HUGE difference between high and highest but may be enough for you to be able to keep from getting the mini dump while still having decent graphics. Removing the dust and a couple of the other options seems to help alot also.

Reply #1586 Top
i find that keeping the planet detail at least one level below everything else helps, the game seems to render planets even hen you're looking at the decals in the tactical zoom, which makes no sense. also, what does anyone think about starbases?
Reply #1587 Top
Yes, lower the planet detail, that will hugely improve your game, and prevent the minidumps.

StarBases....I am all for them. I will be adding them later on, but most likely not in the 2.0 release, unless I can get my hands on some station models quickly. I may however, improvise by using the Cap ship or Frigate factory models, and then go from there. If I have the time, I will come up with models on my own.

DANMAN
Reply #1588 Top
Yes, lower the planet detail, that will hugely improve your game, and prevent the minidumps.StarBases....I am all for them. I will be adding them later on, but most likely not in the 2.0 release, unless I can get my hands on some station models quickly. I may however, improvise by using the Cap ship or Frigate factory models, and then go from there. If I have the time, I will come up with models on my own.DANMAN
End of quote


I think star bases would be cool. Having large tactical structures would nice to defend key planets. But I'm not sure if that will tip the dynamics of the game into a turtle-oriented game.
The advantages to a star base would be:
1) Strong defensive structure
2) Less micromanagement of border worlds
3) More time to react to an attack, and send a fleet in

Cons:
1) Having choke planets filled with large defensive structures would make it difficult to conquer the planet.
2) The balance of having spread out fleets vs. home defense is removed.

I believe tactical structures weren't made very powerful, because its how the gameplay mechanics work. If you over-extend your fleets, there has to be some consequence. Then again, it would be nice to have a little more time to send your fleet in from 5+ phase jumps away, and still have it make it in time to save your planet.

I wonder if it would be possible to make Star Bases more than just large defenses?
Reply #1589 Top
Is there a way to add PLanetary transport where ship have legions of Armies for land combat where once you enter enemy space that you can order to Invade a planet so you can conquer it while removeing the enemy space forces?



Oh also i think that fighter and bomber slotts for all ship should be increased more.



Also im lost in what other mods are being added
Reply #1590 Top
Holybeast, Sins wasn't designed for ground combat, just space battles btwn fleets, they would have to re-write the game engine, perhaps a future expansion to add ground combat??

Awolf
+1 Loading…
Reply #1591 Top
Has anybody suggested the idea of a mobile construction/factory ship? A gigantic ship (1-2 times the size of a kol), taking up 2-3 cap points, having a 4000 health and around 2-3000 shields. You could move it anywhere, and it will build frigates (and possibly carriers). This would allow large spread out fleets to rebuild immediately after a defeat, rather than return to the production planet, which can sometimes be a galaxy away. It'd be slow and costly of course, for balance; but I do think it'd add a nice element to Sins.
Reply #1592 Top
Has anybody suggested the idea of a mobile construction/factory ship? A gigantic ship (1-2 times the size of a kol), taking up 2-3 cap points, having a 4000 health and around 2-3000 shields. You could move it anywhere, and it will build frigates (and possibly carriers). This would allow large spread out fleets to rebuild immediately after a defeat, rather than return to the production planet, which can sometimes be a galaxy away. It'd be slow and costly of course, for balance; but I do think it'd add a nice element to Sins.
End of quote


It could be done, but you can't really "build" ships from other ships. You CAN however have a returning armada type ability that calls in the requested ship. I think in 1.1 you can make abilities cost resources so this would work out well.  :d 
Reply #1593 Top
Has anybody suggested the idea of a mobile construction/factory ship? A gigantic ship (1-2 times the size of a kol), taking up 2-3 cap points, having a 4000 health and around 2-3000 shields. You could move it anywhere, and it will build frigates (and possibly carriers). This would allow large spread out fleets to rebuild immediately after a defeat, rather than return to the production planet, which can sometimes be a galaxy away. It'd be slow and costly of course, for balance; but I do think it'd add a nice element to Sins.It could be done, but you can't really "build" ships from other ships. You CAN however have a returning armada type ability that calls in the requested ship. I think in 1.1 you can make abilities cost resources so this would work out well.   
End of quote


Yes, technically this could be done, and also, besides the returning armada ability, you can give it frigate building "abilities" that can produce the same ship over and over, much like how the Warhammer done now with drones, or how the TEC carrier does with its missle drone. If you take away the time delay, the frigate will be permanant until it is destroyed.

I might make this happen soon...

DANMAN
Reply #1594 Top
Has anybody suggested the idea of a mobile construction/factory ship? A gigantic ship (1-2 times the size of a kol), taking up 2-3 cap points, having a 4000 health and around 2-3000 shields. You could move it anywhere, and it will build frigates (and possibly carriers). This would allow large spread out fleets to rebuild immediately after a defeat, rather than return to the production planet, which can sometimes be a galaxy away. It'd be slow and costly of course, for balance; but I do think it'd add a nice element to Sins.
End of quote


BTW, good to see you soldier!

DANMAN
Reply #1596 Top
BTW, good to see you soldier!DANMAN
End of quote

Haha, its good to be back, and I had a strong feeling you missed my earlier post:


hey danman, still on vacation, but i'm keeping tabs on 7DS. Unfortunetly, I updated my game to the beta, and my 30kbps internet connection isn't gonna take another game download. I'll be back home on the 22nd, and i'm really looking forward to seeing what progress has been made, and how the new Beta C looks.
End of quote


Anyways, 7 more days, and I'll be back on my gaming rig with 15mbps.
Reply #1597 Top
Down loaded this Mod the other day and I got to say seem to be a great mod all the new stuff makes it like playing a new game. took me some times to figure out how to colonize using the ROGUE RACE but one I did expanding came naturally.

I have not played the other races yet to see what they have but from what I have taken the time to read I can't wait to try them. I am really liking the mod and have already started to tell all my friends about it....... This is a great mod!!!! Makes me miss my moding day. Now I have to break out the mods I made for SFC3 and see if I can convert them!


Any ways keep up the great work I look forward into the next installment.
Reply #1598 Top
Down loaded this Mod the other day and I got to say seem to be a great mod all the new stuff makes it like playing a new game. took me some times to figure out how to colonize using the ROGUE RACE but one I did expanding came naturally.I have not played the other races yet to see what they have but from what I have taken the time to read I can't wait to try them. I am really liking the mod and have already started to tell all my friends about it....... This is a great mod!!!! Makes me miss my moding day. Now I have to break out the mods I made for SFC3 and see if I can convert them!Any ways keep up the great work I look forward into the next installment.
End of quote


Great to see that you like it, and that you are telling your friends. I would be very interested in seeing your work for SFC3, and what you can do. Perhaps you might want to join the team and get SFC3 into Sins. Just let me know.

UEFSoldier,
Yeah,
I saw it, I just am happy to see you around again. I hope you have had a good vacation. When you get back, I'll tell you how to get rid of the 1.1 BETA and go back to 1.05. Just let me know, or shoot me an email.

DANMAN
Reply #1599 Top
UPDATE on 2.0 BETA "D":

Most of my new races all have custom race pics, ship names, and empire names as well for when the AI controls them, and they also have more unique abilities and researches to make them truely unique from the vanilla races.

The Empire is still in development, but I managed to fix the shield mitigation for ALL the ships now, and I am working on the Golan III at this moment.

The Atlantians are undergoing a complete transformation, and will VERY different the next time anyone sees them. They will be a race totally based in research, and will depend highly on it. This will be thier strength and thier weakness. Thier ships will also be drastically weaker than the "vanilla" ships themselves until the reseach is unlocked, after which the Atlantians will be nearly unstoppable once the tech has been maxed out. They are also getting totally new ships to Sins, not just Vasari or Advent ships.

The Kohr-Ah is now weaker defensively and at the same time more deadly in combat. They focus now totally on offense, and virtually no defense.

More to come!

DANMAN
Reply #1600 Top
O.o

Very nice, I can't wait to play it!!! :CONGRAT: 1 more week.... must hold out! :LOL: