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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.

12,513,798 views 4,959 replies +12 Loading…
Reply #1601 Top
Sounds good. The Atlantians sound like my kind of race. You make me want to go revert 1.05 now.
Reply #1602 Top
Oh, DANMAN, BTW, the Golan III is sideways. The part of it with those two little towers should be facing upwards, not sideways. Are you including a hangar defense for the Empire? I don't think they have one. XQ-7 Platform is perfect.
Reply #1603 Top
In addition to all the cool content everyone is adding to 7DS 2.0 FINAL...

Expect a totally massive GalaxyScenarioDef file to go with it. I've got a 196kb file working stable with lots and lots of extras for map design.

Current stable GalaxyScenarioDef file -not final though.
366 planet item types giving full access to anything the races can build.
All 9 artifacts available for placement + the crystal miner bonus. No plans to make a bonus list (it's huge and maps can be set for random bonus density and it works nicely).
62 planet templates
**Compared to what is in the 7DS 1.3d GalaxyScenarioDef file**
127 planet item types -doesn't include jump blockers and advanced items.
Only 4 artifacts out of 9 and the crystal miner bonus.
27 planet templates.
~~~~~~~~~~~~~~~

Template additions:
TEC militias aren't the only ones in the universe. Other factions have spread throughout the universe. Many others might be found by the time "FINAL" comes around. For each TEC militia there are 3 new militia factions protecting their worlds.

New player start options. Mappers can easily start players with a light, medium, heavy, mixed fleet (capital + cruisers + frigs), or a pure capital fleet. This supports the races coming into 2.0 so no more having to manually add new groups and create multiple "If player is X" then... stuff to cover whatever race the player chooses. Even the "Template:DefaultHomePlanetSetup" has been modified to support each race.

New types of bases that are technically "pirate" but populated by the races that will be in a final 7DS release. They aren't like the 1.3d pirate base strength, but certainly add a little spice to SINS for people who love nothing more than beating hell out of those nasty pirates.

Dan, should I post up the pics of the planet items and templates or just keep them drooling?
Reply #1604 Top
Obviously I'm not Dan, but by all means, post them!
Reply #1605 Top
When the patch comes live and this is updated I need to figure out a way to get rid of your races from it. Then its golden. My sins plus 1.3a wont work anymore when the patch is live. So that leaves your mod and me having to learn to dissect it. Oh well I will figure it out. ;)
Reply #1606 Top
KitKun, I'll post them if Danman gives the ok.

Dragoaskani, you should get 1.3d :) I'm keeping 1.05 until 7DS 2.0 Final works on the new release.

I think to get rid of races, you'll need to delete files but I'm not the one to say what to delete and what to keep.

As for the GalaxyScenarioDef file, you'll need to delete only a few things and make proper # adjustments to the X count entries. You might also have to cut entire chunks out, but don't worry... I won't cry too much, honest. I'm using Excel for editting, it's a lot easier to use for me than notepad alone. I just have to delete "TABS" from the ends of entries, but damn it's smooth sailing otherwise.

Trust... You'll like the new races.
Reply #1607 Top
dragoaskani: to get rid of any race from the game u just need to Delete the Player.entity file with the name of the race u dont want.

DarkStar

Reply #1608 Top
KitKun, I'll post them if Danman gives the ok. Dragoaskani, you should get 1.3d I'm keeping 1.05 until 7DS 2.0 Final works on the new release.I think to get rid of races, you'll need to delete files but I'm not the one to say what to delete and what to keep.As for the GalaxyScenarioDef file, you'll need to delete only a few things and make proper # adjustments to the X count entries. You might also have to cut entire chunks out, but don't worry... I won't cry too much, honest. I'm using Excel for editting, it's a lot easier to use for me than notepad alone. I just have to delete "TABS" from the ends of entries, but damn it's smooth sailing otherwise.Trust... You'll like the new races.
End of quote


Ah, go ahead an post them Semaz. Give them something to drool over.

Dragoaskani. After I spent over 300 hours on the new races, I would hope that you would at least try them once 2.0 comes out. I have turned sceptics before, and I don't dissapoint. The new races will be in fact, "NEW" races, not just copy cat clones any more. Except of course for the TCA, the DARK, and the UNITY, in which they are beefier versions of the stock races, but with new ships and new technology.

On to modding!

DANMAN
Reply #1609 Top
Ah, go ahead an post them Semaz. Give them something to drool over.
End of quote

Yay!
Reply #1610 Top
Everyone got your bibs ready?
Keyboards and monitors protected by plastic?

Here they are:

TEMPLATES


Bases:
Rebel Enclave -currently TCA (military counterpart to the TEC) forces occupy and maintain a guerilla movement against humanity's enemies.
Refugee Center -Atlantian Capitals guard the refugees tired of the senseless destruction (Tec/Psi/Phase ships/structures present).
Vasari Gathering -Vasari Convention -kegs ordered, slaves drugged into obedience, but no advent women :(
Dark Gathering -Dark Fleet Gathering. Even the Dark Fleet needs a pit stop after decades of "Advancing to the Rear" (retreating).
Advent Commune -Wary of history repeating itself, the Advent have many hidden communes to preserve their way of life. UNITY capitals maintain harmony.
Military Industrial Complex -TCA, TEC, and DEAD capitals, this looks like a massive retrofit and overhaul base.
Pirate R&D Base -ever wonder how Rogues and Pirates get all those neat ships and systems? Here reverse-engineered Tec/Psi/Phase labs give up their secrets.
Imperial R&D Base -the Imperials may not have the force, but they have really good medical coverage and conscript only the best.
Imperial Trade World -heavily populated planet with Imperial forces and traders from the surrounding races willing to kill for the almighty dollar.
Imperial Storage Center -they have to keep stuff somewhere.
Imperial Tactical Center -a heavy automated base established to maintain system blockades and discourage intrusion.
KorhAh Base -I am not familiar with them, but they have gathered in great numbers and don't seem friendly.

ITEMS


I didn't include the Phase, Psi, and TEC structures and ships but the TEC JumpBlocker and ShieldGenerator; Advent JumpBlocker, AntiMatter Recharger; Vasari JumpBlocker, Nanoweapon Jammer, and Phase Gate are all placeable items now.

Enjoy. I am really enjoying my "Imperial Mandate" map with Imperial Militia :)

Check the movie. 46mb, 1024x768, right-click, save as.
Reply #1611 Top
stunned silent...  :HOT: 
Reply #1612 Top
:SURPRISED:
Reply #1613 Top
Kitkun, you like?  :HOT: 
Reply #1614 Top
Wait so you know how to give specific races a certain planet to start on?? This would help me out greatly.
Reply #1615 Top
I wish I knew how to do that specifically, but with "Bases" and/or militias and/or "roaming fleets" you could set a planet to be "pirate" but the ships there be of a specific race.

The "Imperial Mandate" map, I overrode each planet default and added an "Imperial Militia", but I could have made the map inhabited by Advent, TEC, or Vasari ships.

For the "Bases" they are "PIRATE" like the standard "Pirate Base", but the ships/structures are different races.

Hit me up on the 7DS forums if this doesn't clarify things.
Reply #1616 Top
I wish I knew how to do that specifically, but with "Bases" and/or militias and/or "roaming fleets" you could set a planet to be "pirate" but the ships there be of a specific race.The "Imperial Mandate" map, I overrode each planet default and added an "Imperial Militia", but I could have made the map inhabited by Advent, TEC, or Vasari ships.For the "Bases" they are "PIRATE" like the standard "Pirate Base", but the ships/structures are different races.Hit me up on the 7DS forums if this doesn't clarify things.
End of quote


I was just curious what the "start city" was  :p 
Reply #1617 Top
Dragoaskani, you should get 1.3d I'm keeping 1.05 until 7DS 2.0 Final works on the new release.I think to get rid of races, you'll need to delete files but I'm not the one to say what to delete and what to keep.
End of quote


I had it. I just didn't care for the race mods personally. Though I did Love everythign else about it. So I kept playing sins plus since I didnt know how to remove the extra races from my game (they messed up my random enemy 130 star maps...) But now I am running the Beta and since neither is compatible I got rid of them from my mods folder.

After I spent over 300 hours on the new races, I would hope that you would at least try them once 2.0 comes out. I have turned sceptics before, and I don't disappoint.
End of quote


I might try your new races. But the three that are the modifieds of the tech, advent, and vasari I just don't personally like. So they will be going bye bye even if I like the new ones.


Big edit-(9 hours later no need to double post since I was last post)
On a side note I just did a seperate install of sins so that I could have the 1.05 and the 1.09 beta on the machine at same time and switch freely between them. Having done so I have redownloaded your Mod and cut teh player entity files for Atlatians, Kor-ah, and Rogue races. Though I didnt delete them I just moved them to a folder in the folder I created jsut for that purpose. Anyways I look forward to playing with your compilation tommorrow. As it is much to late (3:30am) to start a game right now. With luck this was the proper way to neutralize the additional races. Though now that I know a bit more about it I might extract all the folders into a new mod folder and have that version with Only the new races enabled and not the vanilla ones and see how that plays out. anyways thanks again for the hard work.

Edit2: cant sleep went to play and your races were still selectable. After a couple hours reading through modding forums I still couldn't find how to add races. (was going to jsut reverse engineer the process) When it suddenly dawned on me that perhaps since my folder that I had put the races in was in teh game info folder the game was perhaps still finding it even though it wasnt in the original location. So move the folder I made with the races entity files out to my desktop. Restart mod and its back to just the originals. Well at least it was a learning experience. ;)

Reply #1618 Top
Well, I've been all over the thread trying to figure this one out, so forgive me for asking here. I've got Sins 1.05, and I'm trying to enable 7 Deadly Sins 1.3D, but it keeps minidumping while trying to enable. Anybody have any idea what the problem is?
Reply #1619 Top
Well, I've been all over the thread trying to figure this one out, so forgive me for asking here. I've got Sins 1.05, and I'm trying to enable 7 Deadly Sins 1.3D, but it keeps minidumping while trying to enable. Anybody have any idea what the problem is?
End of quote


Try lowering your graphics a notch especially planet detail. It has a tendency to fix it.
Reply #1620 Top
Dragoaskani, you should get 1.3d I'm keeping 1.05 until 7DS 2.0 Final works on the new release.I think to get rid of races, you'll need to delete files but I'm not the one to say what to delete and what to keep.I had it. I just didn't care for the race mods personally. Though I did Love everythign else about it. So I kept playing sins plus since I didnt know how to remove the extra races from my game (they messed up my random enemy 130 star maps...) But now I am running the Beta and since neither is compatible I got rid of them from my mods folder.
After I spent over 300 hours on the new races, I would hope that you would at least try them once 2.0 comes out. I have turned sceptics before, and I don't disappoint. I might try your new races. But the three that are the modifieds of the tech, advent, and vasari I just don't personally like. So they will be going bye bye even if I like the new ones.Big edit-(9 hours later no need to double post since I was last post)On a side note I just did a seperate install of sins so that I could have the 1.05 and the 1.09 beta on the machine at same time and switch freely between them. Having done so I have redownloaded your Mod and cut teh player entity files for Atlatians, Kor-ah, and Rogue races. Though I didnt delete them I just moved them to a folder in the folder I created jsut for that purpose. Anyways I look forward to playing with your compilation tommorrow. As it is much to late (3:30am) to start a game right now. With luck this was the proper way to neutralize the additional races. Though now that I know a bit more about it I might extract all the folders into a new mod folder and have that version with Only the new races enabled and not the vanilla ones and see how that plays out. anyways thanks again for the hard work.Edit2: cant sleep went to play and your races were still selectable. After a couple hours reading through modding forums I still couldn't find how to add races. (was going to jsut reverse engineer the process) When it suddenly dawned on me that perhaps since my folder that I had put the races in was in teh game info folder the game was perhaps still finding it even though it wasnt in the original location. So move the folder I made with the races entity files out to my desktop. Restart mod and its back to just the originals. Well at least it was a learning experience.
End of quote


I am glad you were able to work things out on your own. I will also be doing this for the final release, to make it easier for players like you to take out the new races.

Well, I've been all over the thread trying to figure this one out, so forgive me for asking here. I've got Sins 1.05, and I'm trying to enable 7 Deadly Sins 1.3D, but it keeps minidumping while trying to enable. Anybody have any idea what the problem is?
End of quote


Be sure you have 1.05, and not the 1.09. Also, be sure you actually unzipped my mod into the mod folder, and you don't just have the zipped file there. And yes, try turning down the planet detail one notch, that usually works.

DANMAN

Reply #1621 Top
7DS V.2 beta impressions: just finished a few games and provide some subjective feedback.
In general, the mod is wonderful (great effects graphics, sounds, etc) - kudos to all of you and especially Dan for making this game better than ever.

1. The capital ships still seem underpowered - their weapons sometimes take an awfully long time to take out frigate/cruiser and in big battles with swarms of smaller ships attacking, the capitals go belly up much too easily (perhaps Kreyson's mod will help with this problem)
2. Diplomacy IMHO is broken and always has been. A few examples, an aligned race asking you to destroy something on the far side of the galaxy and then getting POed when you don't comply; enemy races asking you to do things when your already at war with them, etc. The whole diplomacy thing seems redundant and circular. It would be nice to have the option to turn it off or have one of you miracle worker modders make it semi-realistic.
3. This is very subjective but I wonder if more stringent fleet/empire ship caps might be desirable. It sometimes seems a bit unrealistic when an enemy shows up with 100+ frigates and cruisers and swamps a system in a matter of minutes. To that end, better planet defenses would also help. Sometimes it doesn't seem that any amount of planet defense will stop one of these hoarde invasions.

At any rate, thanks to all of you for making this game absolutely wonderful.
Reply #1622 Top
I can't answer for how they want it in 7DS, but:

an aligned race asking you to destroy something on the far side of the galaxy
End of quote

From what I know, the AI will never ask you to attack an enemy more than two jumps away. (Including star jumps.)

enemy races asking you to do things when your already at war with them
End of quote

It's the only way to make new allies.

Sometimes it doesn't seem that any amount of planet defense will stop one of these hoarde invasions.
End of quote

Planet defenses are really to hold the enemy until your fleet arrives. Otherwise you end up with two walls of defenses nobody can get past.
Reply #1623 Top
Well, in the nest BETA the TCA will have something like the UNSC's SMAC in that it is an uber-powerful, uber-expensive defense.
Reply #1624 Top
Well, in the nest BETA the TCA will have something like the UNSC's SMAC in that it is an uber-powerful, uber-expensive defense.
End of quote


You've piqued my interest, makes me want to play as them. Also I can't wait to test out their new Titan  :d 
Reply #1625 Top
Well, in the nest BETA the TCA will have something like the UNSC's SMAC in that it is an uber-powerful, uber-expensive defense.You've piqued my interest, makes me want to play as them. Also I can't wait to test out their new Titan   
End of quote


Yeah, the TCA's defenses rock. It it like the autocannon turrets, but on crack. And they fire huge slugs of hot metal, with devestating results...

DANMAN