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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.

12,507,789 views 4,959 replies +12 Loading…
Reply #2451 Top

 ok, thx for the help:D

think i will install 1.05 again

Reply #2452 Top

is there anywhere where i can get just sins plus and solar sins as a separate mod, so i can make my own mod( i will not release it, i just want to make my own gameplay a little more fun...)

Reply #2453 Top

yes there is a way, go under mods under the forums and look for post under that name i will find a link for them, so you dont have to look for them.

https://forums.sinsofasolarempire.com/301574 thats sins plus

https://forums.sinsofasolarempire.com/308755 thats solar sins

Reply #2454 Top

thanks, but how do you make them 1.1/1.2 compatable?

Reply #2455 Top

I believe Solar Sins is already compatable cause I'm playing it right now... I ran into a snag with the new beta that kept crashing the game and minidumping it when I tried the play the game... so currently I'm playing the newest patch of Sins... basically what I'm doing is what your currently doing... though I have no plans to mod... since I have no idea where to start or how to mod :p

Reply #2456 Top

I don't know how to make them compatible, I am not much of modder myself, I just gave you the links for you to make your mod.

Reply #2457 Top

I don't know all of the specifics on how to make them compatible, but I can tell you what will take 7ds so long to convert. The main reason is that when they made the switch to 1.1, they changed how some parts of the textures look. So now all of the new stuff in 7ds needs updated textures. I'm pretty sure that there are some other obstacles, too, but I'm not sure what those are.

Reply #2458 Top

Quoting gamerking345, reply 2
is there anywhere where i can get just sins plus and solar sins as a separate mod, so i can make my own mod( i will not release it, i just want to make my own gameplay a little more fun...)
End of gamerking345's quote

Both mods were made v1.11 compatible by me. I have not tried them on v1.12, but I dont see why they shouldn't work.

Go here for Sins Plus: http://files.filefront.com/Sins+Plus+v13a+for+117z/;12467967;/fileinfo.html

Go here for Solar Sins: http://files.filefront.com/Solar+Sins+20+for+v117z/;12467890;/fileinfo.html

Reply #2459 Top

Status?

Reply #2462 Top

Dose anybody knows whether 2.0 is Compatible with Entrenchment?
End of quote

It won't be made for entrenchment, 2.0 is for patch v1.12

Reply #2463 Top

Quoting shattered00, reply 10
so eventually do guys think you could make a Atlantians starbase?
End of shattered00's quote

There will probably be an Atlantian starbase, as well as a starbase for just about every race, but those are still quite a ways off.

Reply #2464 Top

Just a quick question, is it me or 7DS website is down? I haven't been able to connect to it for the last 3 days.

Reply #2465 Top

Quoting VzioNARY, reply 14
Just a quick question, is it me or 7DS website is down? I haven't been able to connect to it for the last 3 days.
End of VzioNARY's quote

I'd have to say that its just you, because I can get there fine.... wait, are you going to the old site? I think that the old one was removed. Make sure that you're going here: http://www.sri-corp.com/

Reply #2466 Top

Greetings and Happy Holidays,

Just an FYI, the web site is www.sri-corp.com, and I updated in the post above.

Also, just to clarify, version 2.0 of 7DS will only be for 1.05 version of Sins.  After 2.0 is released, I will begin the conversion to the 1.12 version of Sins.  I will release this as a 2.5 version of 7DS.  It will have a few more features too as any new release should.

I am planning to release the final version of 2.0 relatively soon.  I am working on finishing it up now.  There are several hardcodes which has promted me to release sooner rather than later.  Pray these hardcodes go away in the version 1.12 Sins.

I want to thank you all for your support and "fanship", hopefully all the hardwork of everyone will pay off.  If 1.12 opens some new doors or modding, then version 2.5 and 3.0 will be game changing.  7 DEADLY SINS will become almost a totally new game unto itself, provided the coding is there to make it work.

I will keep you all posted.

DANMAN

Reply #2468 Top

I misstyped in my last post, dnman clarified it, so basicly it is:

2.0 ---> v1.05

2.5 ---> v1.12

3.0 --->Entrenchment

I think thats right now.

Reply #2469 Top

I'm not sure if there will be an Entrenchment version.  If mods are either Sins-only or Entrenchment-only, then chances are good there will be no Entrenchment version.  If mods can have the same version run in both Entrenchment and Sins, then there will be no Entrenchment version since the same mod will run in both Entrenchment and Sins. 

 

The major problem here is whether or not mods can make use of Entrenchment's feature-disabling capability that makes it compatible with people who don't have it.  If a mod with Entrenchment-only features has to be run on an installation of Sins with Entrenchment, then that will just piss people off.  However, if that same mod can be run on a non-Entrenchment installation, just without the Entrenchment-only features, then that is very, very good for us modders and players.

 

Hopefully Star/Clad gives modders access to that capability, or at least builds it into Sins with the Entrenchment-compatability patch.  No, they are not compatible currently, as people are discovering when they try to use the current ConvertData on Entrenchment files.  So yes, a patch to make Sins compatible with Entrenchment is coming.  Most likely it will be Entrenchment, but you need to pay $9.99 to unlock it.

Reply #2471 Top

Quoting DANMAN3712, reply 16

Just an FYI, the web site is www.sri-corp.com, and I updated in the post above.
End of DANMAN3712's quote

Dan, these morning, the URL was working... but now, i have a "This domain name expired on 2008-12-21"

 

Hope that all our work, wiki and forum post are become loose history...

 

Reply #2472 Top

OK, for the next couple of days the website is going to either work unstably or be fofline- we are changing to bigger and faster server, we will have 3 gigs is space and you will be able to download in high spead from our website. This also means website even reacher in content. All the information in backed up, so don't worry about that. All we need is some time, just be patient for a while, we will be back online soon.  It depends on how fast our service provider will finish moving files and registering domains. Might take 1-3 days.

Reply #2473 Top

Just a quick question ..in galaxy forge, how do you make it recognise new races and structures!

I downloaded v1.12 galaxy forge, created the map I want but need to give it a special building not found in the three vanilla races!

So question is, what do I need to do to change the list of possible elements we can add on a planet to also include home-made ones?

Any ideas? How did you guys resolve this issue to add your derelict vessels!

Thank you!

Reply #2474 Top

Shadow, you might like this...  (right-click, save as)

It's got (109 planetItemTypes) the vanilla ships, structures (from nanoweapon jammers to antimatter rechargers), artifacts, and 54 Templates that cover:
easily added artifacts
default start
light start
medium start
Add_frigatewing (the Add_X templates aren't start options, just additions/compliments or for other worlds player owns)
Add_cruiserwing
Add_BattleFleet (1 BS, 3 light, 2 LR, 1 AF, 2 Carrier, 1/1 utility, 2 hvy, 1 colony frig), Add_Extractors (2m/2c)
Add_Labs (1c/1nc), Add_Industry (1 trade/ref, 1 trade/cult for advent), Add_RepairSystem (1 rep)
Add_SystemDefense (3 turrets, 1 hangar)
Add_Advanced_Defense (TEC shield/jblocker, PSI AMRecharger/jblocker, PHASE NWJammer/jblocker)
TEC militia
Advent militia -flavor the map for TEC v Vasari or if Advent, kill the heretics, then everyone else.
Vasari militia -kick Vasari NPC butt or if Vasari, cut down competing force and take the glory for yourself!
Unmodified Pirate Base

If you or others use this or use elements of it or based on it, please credit 7 Deadly Sins as this is based on the larger and more diverse version in development for 7 Deadly Sins 2.0 (it's GSDef is 402 planetItemTypes and 107 templates).

You'll want GF1.0 as your primary map maker to lay out templates easily because atm GF1.1 doesn't show templates and therefore you can't add them -it's great for scenario template creation using the planetItemType that show and automatic wormhole interconnectivity between different stars, but you can't see the templates in the GSDef only the planetItemTypes.

 

Reply #2475 Top

I know that Dan doesnt want to make 7DS compatable with entrenchment for a number of reasons he doesnt need to explain again, however the beta testing (which i am doing) is showing that in entrenchment they are changing at least a few hardcodes including adding to the number of  diferent typs of squadrons and abililities a ship can have as well as having reserch be able to change the model and texture of somthing in game when it completes. Im prretty sure they are finding more since they found the right program to convert the files. If these sort of hardcode changes continue do you think Dan would reconsider?

last i checked there is a couple several page topics discussing all the things they are uncovering in the entrenchment files