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

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

The Ultimate Combo mod - featured in PC GAMER

http://www.danmangames.com

Welcome to the 7 DEADLY SINS mod, as featured in PC GAMER by DANMAN .

 

Welcome to 7 Deadly Sins 2.5 FINAL for the latest version of Sins Entrenchment 1.053.
7DS can only be played at HIGH maximum settings. DO NOT USE VERY HIGH settings. This will cause a minidump. Also, there is an issue with Win7 64 bit. You will get crashes, load errors, or the game will not even play, with or without warning. Just keep reloading the game and trying until you actually get into the game and play. This is a Windows problem, not a problem with Sins or 7DS.

 

7 Deadly Sins is:

The ultimate combo mod, the "unoffical" expansion of Sins of a Solar Empire, or so it has been dubbed by the mod community.
The work of many individual modders working together under my leadership (DANMAN3712).
Nearly 4 years old and downloaded in various forms over 100k times worldwide and in 5 languages.

Together, we form the 7DS Mod Team and the backbone of DANMAN GAMES www.danmangames.com

 

7 Deadly Sins is the combination of original 7DS Team content and other mods including:

Sins Plus - By Uzii
Solar Sins - By DANMAN
Sins Enhanced - By Krissem
Bailknights Graphical Mod 1.3 - By Bailknight
WLD Graphical MOD - By Lost WLD
Volumetric Explosions 0.85 - By Mansh00ter
Star Wars (Empire only) - By EvilJedi
Metal Storm - By SpardaSon21
HammerSun Pirate Mod - By HammerSun
UFO Mod - By i Nert
Kreyson's Battlewagons Mod - Kreyson
Sins Sounds - Gurkoz
Sins Music (unreleased) - Gurkoz
Ancient Ones, Atlantians (unreleased) - DANMAN
Star Control / Master of Orion Mod (unreleased) - DANMAN
NPC Starbases -Thanks Distant Stars for the help
HD Player loadscreen pictures of Arilou, KohrAh and Kzerza by Damon Czanik who is making "UrQuan Masters: Project 6014" dczanik.deviantart.com
Custom HUD displays for all races. Thanks Rick Hughes or Rick's Galaxy http://ricksgalaxy.homestead.com/index.html

 

So, now I know what you want...a list of what YOU, the player, is actaully getting with this mod. Well, here is a non-inclusive list:

11 brand new colonizable planet types
Colonizable Gas Giants, with new types of Gas Giants
5 Colonizable Stars - you colonize the moons that orbit them

Over 80 brand new planetary bonuses, including negative ones -even one that can completely sterilize the world for the remainder of the game.

1 New Star - White Star

1 Modified Star - Green is now a Neutron Star

1 New Super Massive Black Hole - at the center of some solar systems
2 Black Holes - will destroy your ships
3 Nebuleas - complete with baby stars
3 Different Moons, orbiting various planets and Stars

Galactic Rescaling by Makon to improve performance
Rescaled Planets and Gravity Wells by Danman for greater visual appeal

* Completely new soundtrack, provided by Chris Payne (DMG Composer), Gurkoz, Makon, Lucas Arts (Indiana Jones and the Fate of Atlantis Game) & (Star Wars), Frank Klpacki (Universe at War Soundtrack), and Toys for Bob, the developers of Star Control 1 & 2.
* Completely new sound effects, provided by Gurkoz, Toys for Bob, and Lucas Arts.
* New star color variants with matching skyboxes, provided by the Sins Enhanced mod.
* All new weapons, engines, abilities, and explosion effects, provided by Bailknight's Graphical mod, WLD Graphical mod, Volumetric Explosions, and DANMAN.
* Hundreds of custom researches, including those created by DANMAN, HammerSun, and Uzii.
* More individualized research for each race instead of shared research giving each race their own unique feel.
* Altered Artifacts, the 7 DEADLY SINS of Lust, Gluttony, Greed, Sloth, Wrath, Envy, and Pride.
* Dozens of custom ship models, including those from HammerSun, i Nert, EvilJedi, Kiedjor, DANMAN, and the X3: Reunion development team.
* Dozens of new maps, provided by SamazRalan and the 7DS Mod Team.
* New opening video and logos, video by SamazRalan, logos by DANMAN.
* New loadscreens, menu colors, and characters, provided by Uzii, Gihren, and DANMAN.
* New particles for magnetic storms, plasma clouds, wormholes and doomsday weapons by SamazRalan.
* Many more features too numerous to name here and always more in development.

 

New classes of ships:
Frigate -light armor
Destroyers -medium armor
Cruisers -heavy armor
Battlecruisers -very heavy armor, 2 to 3 weapon banks for anti-cruiser, destroyer and frigate duty
Capitalships -capital armor
Dreadnought -capital armor, incredible firepower and durability
Titan -capital armor like Dreadnoughts, possess doomsday weapons

 

New Area Affect Doomsday Weapons
TCA Beta Kol Graviton Doomsday
Imperial Executor SSD Shield Overload
Atlantian Avatar Stellar Converter (beam with damage to all in path)
Triad of Creation -Lapis Blackhole Generator and Spatial Compressor Wormhole Weapon

 

New Special Abilities
Rogue "Assault Pods", The Machine "Assimilation" for capturing capitalships, TCA armor plating unlocked by research for greater tanking, TOU "Oppression Aura" that reduces enemy firepower, Arilou Obliterator "Ion Cannon" disabling Starbases, Arilou "Mxyzptlk Array" with time disrupting "Quasi-Bomb", Triad of Creation "Nosferatu" and "Ghoul" energy siphons that do damage, and More!

 

New classes of strikecraft squadrons and Capitalships/Dreadnoughts/Titans with fixed number of Squadrons
Cruiser Squads of 3 strikecraft
Capital Squadrons of 6 strikecraft; largely used by Hangars
Titan Wings of 9 strikecraft; also used by Starbases

 

Mobile Starbases -all races possess starbases that can move about the gravity well to interdict enemy forces -assault carefully.

 

12 Playable Races with their own traits that make them more unique, from being a total offensive race, to a highly researching race. Each race now has its own unique tactics of gameplay.

Trader Emergency Coalition- solely based on trade and swarming, with little military might
Corpo-Nations that have rebelled against the Trade Order. Their military might stripped, they have turned to allying themselves with various factions and hiring mercs for protection.
TEC has new Battlecruisers, mercenary contracts, and EMP shells that bypass shields to a small degree.
Trade Coalition Armada- the military arm of the Trade Order
Once the development arm of the Trade Order, they are now the last hope for the Trade Order and humanity. Their ships are bricks with extreme range railguns.

TCA has state of the art weapons on traditional capitalships plus the Dresden and Athena Dreadnought and Beta Kol Titan.
The Orion Unity- modified Orion and Advent Combine
Some Orion split with the Atlantian-Orion Combine to guide the Advent towards their ultimate evolutionary stage. TOU ships are stronger, faster and deadlier; They can even travel between worlds using the Phase Stabilizer technology of the Tempest Titan.
Ship research boosts weapon performance.

DARK FLEET- modified Vasari
The Dark Fleet is all that remains of the Vasari. Where the weak Exodus ran often and fought rarely, the Dark Fleet seeks total dominion through force of arms. Their 5 Titan ships roam looking for prey.
Play style is familiar with greater armor, firepower and destructive potential.

Imperial Armada- from Star Wars
Guided by a clone of General Thrawn, the wasteland armadas of the Imperial Armada can employ powerful Force Alchemical Technology and even unleash the power of the Executor Super Star Destroyer.
Can unlock Jedi and/or Sith Holocrons for performance boost to defenses or offenses respectively -and at the expense of the other.

Rogue Cadre- Playable, custom pirates
Rob, pilfer, and steal your way to greatness. The Rogue Cadre is a melting pot of human cultures, Advent refugees and what remains of the Vasari. They have gathered against the TCA, TOU, Atlantian-Orion Combine and TOC to free humanity from tyranny, mysticism and slavery.
Posess the Precursor Titan and The Machine -the latter capable of capturing capitalships

Arilou Vanguard- UFO race from the Star Control Games
Not being of this dimension, the Arilou do not rely on money and normal means of transport or construction. They simply spawn ships from their "motherships", and travel through Quasispace, which propels them at near instant speeds from planet to planet.

Ur-quan KohrAh Third Doctrinal Fleet- Death race from the Star Control games
Totally aggressive, the Korh-Ah are built for battle. They are all offense, and barely any defense. They focus on exterminating every race and every planet they find, and almost every ship is capable of boming from orbit. Their goal is to "cleanse" the universe of all other sentient life, anything that is not an Ur-Quan.

Ur-Quan KzerZa Third Doctrinal Fleet- Slaving race from the Star Control games
Unlike their Kor-Ah cousins, the Kzer-Za believe in a diplomatic approach, let alone old habits of enslaving entire races into their Hierarchy. They have grown from their 10,000 year old ways, and are more good than bad now.

Atlantian-Orion Combine- the ultimate race, the seeders of life (the gods)
The Combine are part of the original Creator Alliance and responsible for seeding galaxies with genetic data. The Orion are the protectors and defenders until the Atlantian vessels can be fielded. Their greatest strength is their technology, but the loss of labs remove bonuses gained from research.

Taalo Horde- Ancient Rock race, from the Star Control games
As if the universe itself groaned for a protector, the Taalo have awakened from a million year slumber only to find old allies -the Atlantians and Arilou stripping the galaxy of semi-sentient flo-metal. They are the ultimate enviromental defender with a naive sense of justice. They have incorporated alien technology into their asteroid bodies with great results.

Triad of Creation- Ancient Destroyers of Worlds, Galactic Enslavers
The Triad of Creation, the Dnyarri, Antaran and Lapis, seek to eradicate all life in the universe. They nearly destroyed the Atlantian-Orion Combine in the Ori galaxy by turning their creation -the Vasari- against them. They emerged from within the Rogue Cadre taking a sizeable portion of their population into slavery. Their fleets struck the Taalo and Dark Fleet with vessels designed for infiltration nearly crippling the two factions.

 

To get the mod, go to the official website: http://www.danmangames.com

Click on MEMBERSHIP or DOWNLOADS , then register. Registering for the forums does not make you a member. Once you sign up for either a FREE or PREMIUM membership, the DOWNLOAD area will open up, you can get this, and other mods that we develop.

 

Again, we hope you enjoy 7 Deadly Sins Final for Entrenchment 1.053.

"7 Deadly Sins 2.5 Beta 6 Manual (old)" is included in the root directory of the mod folder or found at http://www.deviantart.com/download/288707982/7_deadly_sins_beta_6_manual_by_samazralan-d4rw0i6.pdf

*TOC is not included, investigate them, enjoy them, take over the galaxy!

"In the Beginning", Atlantian Lore can be found here http://www.deviantart.com/download/288708883/in_the_beginning_by_samazralan-d4rw177.pdf

 

Outside Sites

Check http://forums.danmangames.comfor forums, technical help, complaints, praise, and fun.

http://danmangames.com/forums/index.php?topic=5269.0 for Bug Reports for Beta 6

http://danmangames.com/forums/index.php?topic=5270.0 for Feedback and Discussion

Many Thanks,

 

DANMAN

 

7 Deadly Sins, a Danman Games Production/Mod for Sins of a Solar Empire by IronClad/StarDock.

12,507,773 views 4,959 replies +12 Loading…
Reply #2426 Top

Quoting donnor11, reply 25
This has always bugged me, but how many people are on the 7ds team?  Not trying to pressure you guys too much, but can't wait for the bugs to be fixed.
End of donnor11's quote

Well, last I checked there are 520 of us registered on the forums. Just because I'm bored, I'll go count how many of those are mod developers or higher....

Ok, by my count there are 30 of us, but there is a very good chance that I miscounted. And some people don't seem to be very active. I counted mod developers, admins, partners, etc, but no playtesters.

Reply #2427 Top

*cough* 31 kyogre including me. Currently trying to merge 7DS with SoA2 for the trek fans out there. So Far So Good, waiting for Stress to release 0.03 with the complete Federation lineup

Reply #2428 Top

Quoting Mr_Blunt3d, reply 2
*cough* 31 kyogre including me. Currently trying to merge 7DS with SoA2 for the trek fans out there. So Far So Good, waiting for Stress to release 0.03 with the complete Federation lineup
End of Mr_Blunt3d's quote

Sorry about that. I just went through the list of people registered on the forums, and counted everyone who has "mod Deveopler" next to their name. And I said there was a pretty good chance that I miscounted.

Reply #2429 Top

Hey all - new to the whole modding... and basically the game.  I updated to 1.11 and my mods obviously dont work.  Is there a way to open a previous version on Sins (1.05) so I can play the mods?  I would rather play 1.05 with 7DS than 1.11 without.  Thanks.

 

Also, whats the story on Entrenchment?  I thought that should have been out already.  And If I do install that when it comes will it not allow for 7DS?

 

Thanks guys.

Reply #2430 Top

Quoting CJBoillot, reply 4
Hey all - new to the whole modding... and basically the game.  I updated to 1.11 and my mods obviously dont work.  Is there a way to open a previous version on Sins (1.05) so I can play the mods?  I would rather play 1.05 with 7DS than 1.11 without.  Thanks.

 

Also, whats the story on Entrenchment?  I thought that should have been out already.  And If I do install that when it comes will it not allow for 7DS?

 

Thanks guys.
End of CJBoillot's quote

If you've already updated to 1.11, I'm not sure if there's a way to get back. As for Entrenchment, we don't know if it will work with 7DS until it actually comes out. If I had to guess, I would say that it probably won't work, just because Entrenchment will be for 1.11, while 7DS is still 1.05. Although, I believe that 7DS will eventually be compatable with Entrenchment, but it will probably take a while.

Reply #2431 Top

If you've already updated to 1.11, I'm not sure if there's a way to get back. As for Entrenchment, we don't know if it will work with 7DS until it actually comes out. If I had to guess, I would say that it probably won't work, just because Entrenchment will be for 1.11, while 7DS is still 1.05. Although, I believe that 7DS will eventually be compatable with Entrenchment, but it will probably take a while.
End of quote

There is a way and it is a pain to do.

Well first to keep 7D's usuable and you updated to v1.11 already you first need to unistall the game completely, then install and update it to v1.05 by the games website. Second Copy and Paste all of SOASE under your program files in the same spot as the orignal and rename it like Sins of a Solar Empire v2. Third update the original file to v1.11 via Impulse. Leave you copy as 1.05. Then put your mods in this folder C:\Users\user\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods which will be used by both versions of the game.

 I have the same thoughts a Kyogre as for entrenchment.

Reply #2432 Top

Quoting kyogre12, reply 3



Quoting Mr_Blunt3d,
reply 2
*cough* 31 kyogre including me. Currently trying to merge 7DS with SoA2 for the trek fans out there. So Far So Good, waiting for Stress to release 0.03 with the complete Federation lineup



Sorry about that. I just went through the list of people registered on the forums, and counted everyone who has "mod Deveopler" next to their name. And I said there was a pretty good chance that I miscounted.
End of kyogre12's quote

Thanks, just wanted to know.

Reply #2433 Top

Well, even though 31 sound like alot of people, it's not that simple as it looks. Not all of them are doing coding- a bunch of people actually work on 3d models, we have dedicated people for keeping up, maintaining, bugfixing and installing new features on the website. Most of the people work on making new fetures, such as new ships and stuff, so a healthy bulk of bug-fixing fals on Dan's shoulders, and he has already alot of work. Not many people actually do hardcore coding here. Some bug's aren't easy to find. For example when people say - this does not work right- actually fixing a bug involves:

finding what causes the bug

finding the line of code that is the sourse of the problem

finding why does the line of code cause it

Making a new line of code that would not cause that bug- that might be tricy sometime, it's not always the case bug is easy to work around... I am not a programmer, so i might not be exact, but i hope it's close. correct me if i am wrong.

Reply #2434 Top

Quoting Maxsim_Goratiev, reply 8
Well, even though 31 sound like alot of people, it's not that simple as it looks. Not all of them are doing coding- a bunch of people actually work on 3d models, we have dedicated people for keeping up, maintaining, bugfixing and installing new features on the website. Most of the people work on making new fetures, such as new ships and stuff, so a healthy bulk of bug-fixing fals on Dan's shoulders, and he has already alot of work. Not many people actually do hardcore coding here. Some bug's aren't easy to find. For example when people say - this does not work right- actually fixing a bug involves:

finding what causes the bug

finding the line of code that is the sourse of the problem

finding why does the line of code cause it

Making a new line of code that would not cause that bug- that might be tricy sometime, it's not always the case bug is easy to work around... I am not a programmer, so i might not be exact, but i hope it's close. correct me if i am wrong.
End of Maxsim_Goratiev's quote

I haven't actually done any coding for Dan, but I know a bit about programing in JAVA, and I'd say that you're pretty much dead on. Finding bugs is not easy or fun, and it usaully takes a while.

Reply #2435 Top

hey guys, i don't think i've ever posted here before.  at any rate i'm leading the charge on integrating the empire in 7ds, thanks to danman and evillejedi.  i see several familliar screennames here from our site, thanks to the regulars who help me find/squash my bugs :)

 

at any rate I may come back again and post here next year sometime :P

if anyone needs me it's [email protected]

xfire - dukeskymocker

or look for me on the current 7DS site, www.sri-corp.com

Reply #2436 Top

Quoting Duke, reply 10
hey guys, i don't think i've ever posted here before.  at any rate i'm leading the charge on integrating the empire in 7ds, thanks to danman and evillejedi.  i see several familliar screennames here from our site, thanks to the regulars who help me find/squash my bugs

 

at any rate I may come back again and post here next year sometime

if anyone needs me it's [email protected]

xfire - dukeskymocker

or look for me on the current 7DS site, www.sri-corp.com
End of Duke's quote

You know, I have to admit, its wierd that you've never posted here before. You have the most posts on the 7ds forums by about 100, and yet you have 1 here. What's up with that?

Reply #2438 Top

any news on how Beta D is working out and how long until we get a release?

Reply #2439 Top

I am almost done squashing all the bugs.  As Maxsim pointed out, most of that falls on me, and it is very difficult to do, especially when you don't know if it is a bug or a hardcode causing the errors.

I am trying to get a FINAL 2.0 version out for Christmas.  My little present to you all.

 

Hopefully, I can pull it off.

 

DANMAN

Reply #2440 Top

Hmmm... anyone mind giving me the current link to the 7 sins new site and forums... I had it... but seem to have lost it

Reply #2441 Top

www.sri-corp.com

DANMAN

+1 Loading…
Reply #2442 Top

Can't wait for the bug removals!!!  +1 karma to you DANMAN3712

Reply #2443 Top

thanks DANMAN! now to save it to bookmarks :P

Reply #2444 Top

No problem.  Also an update, I think I am closing in on that BUG.  I may have something to release sooner rather than later!!!

 

I will keep you all posted.

 

DANMAN

Reply #2446 Top

on my 7zip there are 3 programs, witch on shall i use?

7-Zip GUI, 7-Zip File Manager or 7-Zip Console

Reply #2447 Top

7-Zip file manager because it extract .rar and .zip files into locations. ex: The 7D's mod is one of those files and you need to you file manager to extact it.

Reply #2448 Top

i have done that, but the mod is not working. i us versoin 1.12

Reply #2449 Top

7DS and the current Betas are only compatible with Sins 1.05.  That's the crash error you get when you try to run a 1.05 mod on 1.1 or later.

-dolynick

Reply #2450 Top

i have done that, but the mod is not working. i us versoin 1.12
End of quote

Thats your problem. The mod only works with 1.05. Anything else and the game crashes. And please don't ask when a 1.12 compatable version will come out. After the final version of 2.0 is done, work will probably begin on a 1.12 compatable version, but that will take quite a while.