DANMAN3712 DANMAN3712

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

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

The Ultimate Combo mod - featured in PC GAMER

http://www.danmangames.com

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

 

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

 

7 Deadly Sins is:

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

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

 

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

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

 

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

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

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

1 New Star - White Star

1 Modified Star - Green is now a Neutron Star

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

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

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

 

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

 

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

 

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

 

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

 

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

 

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

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

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

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

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

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

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

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

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

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

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

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

 

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

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

 

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

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

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

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

 

Outside Sites

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

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

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

Many Thanks,

 

DANMAN

 

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

12,508,018 views 4,959 replies +12 Loading…
Reply #576 Top
Quick question does this mod alter files permanently? I share this game with my brother and he will get very mad if he doesnt like the mod and can't get rid of it. I'm eager to try it out I just want to know if its easily removable/disabled that way I can use it if my brother doesn't like it.
End of quote



No, it loads from the mods directory and doesn't alter any files.


RynxXk5: I think the dumping is universal. I was playing on maps without black holes and dumped after 5 mins as well.

Reply #577 Top
Edit button is gone and stuff.

During my brief time with 1.3 I checked out some of the new research options. The text is confusing. I don't have a clue what some of the new tech even does off of the description. I think the advent one was something like "technology used by pirates. We must use the technology on our ships!" or something along those lines. I was very confused.
Reply #578 Top
i haven't tried running 1.3 yet, but is there any way to go over the 2k unit limit?
Reply #579 Top
Please change the menu music it really doesn't fit the game lol
Reply #580 Top
personally i think the problem is with the pirates becuase it dumped when i tried to play as the Rogue and when the pirates attacked me
Reply #581 Top
The problem seems to be the rouge capital ship Jolly Roger. The info card does not display properly and causes the game to crash whenever it is selected. The rouge race also does not have a colony ship which makes it very difficult to colonize early on.
Reply #582 Top
ArakCheev and Dragonics:
The music pak is "optional", as I stated before. I know not everyone would share my tastes, but for a game the "rocks" in my opinion, should have kick ass opening music. To put the opeing theme back the way it was, just open the SOUND folder in the mod, and delete the OPENING THEME file. This will put the music back the way it was.

ArakCheev:
Please keep sending me the reports, but PM them to me instead of posting. And thanks for the info on stats. At least I know now that your computer can handle the newest version. I will continue to try to find the problem. If you can, let me know if the dump is random, if it only happens when you try to do something.

Edsa:
This was already answered, but rings are already there, they are just random. There is a way to make the "always on", but that takes a little modding.

Dragonics:
Thank you for the comments, and glad you like the moons. The moons are merely decoration, and won't have any elevators on them, and you can't select them. That is beyond the scope of the game's engine. This is a workaround, to graphically have moons, and provide a moon bonus. I will look into your error as well, to find out what is going on with the bonus not showing with planets that have moons.

RynxXK%:
Thanks for the info. At least now I have a place to look for errors!

Edsa:
Mods do not change the game forever, just deactive the mod, and the games goes back to normal. This way you can switch mods, or go from 7DS 1.3 back to 1.2.

Thank you all for your comments, and your error reporting. You will make this mod perfect for everyone.

DANMAN
Reply #583 Top
Lost_WLD:Glad your listening. Can you check your mod for those explosion errors that keep saying "Cruiser O explosion effect not found"?See above for Arakcheev's error report.Thank you.DANMAN
End of quote


I actually didn't mess with any explosions in the last release, but my guess would be something went awry in the Explosions.explosiondata Gameinfo file. (:(

I'm going to give the file looksy.

*Edit

Yeah, the Explosions.explosiondata files are different. If you replace the current one in 7 Deadly Sins with the one from BKGMv1.2 I believe it would fix it. I'm going to give it a try and see if it works.

*Edit 2

10 Kodiaks down, no dump. :d
Reply #584 Top
Lost_WLd:
Thanks for posting this info. Maybe it was Bailknight that did it, and not you, so sorry for "accusing" you of the problem. I love you mod, which is why I merged it in. Thank you so much for everything, and I can't wait for your next release to merge in.

To everyone else, I think now, with the comments I have read, the the problem IS the Jolly Roger for now. I will test this right now.

I played the game, as the Advent, and about 10-15 minutes in, the Pirates showed up, with the JR, and the game dumped. (Trying for you ArakCheev!)

So, that may be the problem. Merging HammerSun's mod in is where the pirates are from, but the Jolly Roger was my ship, so I guess I goofed.
HammerSun's English is not good, so his descriptions are a bit "off", and I did not have time to change them, so please bear this in mind, and bear with me. I was trying to get a new release out ASAP, to satisfy "the people", so some things slipped through the cracks as you can see. I will address these issues and repost 1.3 ASAP.

Thank you all for your comments, support, and patience.
As far as the music, is there anyone who likes it, or is it just me? Like I said, it is "optional", so if you don't like it, delete it. Also, has anyone listened to the new Atlantian or Ur-Quan music yet? Just wanted some opinions.

Thanks again!

DANMAN
Reply #585 Top
Well JUST SAYING we are very happy :CONGRAT: but since in 1.3 you took a BIG step its completely understandable that some stuff went wrong so you could probably just post it again with all the fixes
Reply #586 Top
yoadjla:
Thanks for understanding

UPDATE:
I have fixed the Jolly Rodger, and so far, so good. I AM finding other errors, and fixing them too.
Lost_WLD:
That fix worked, so thank you! Those errors no longer come up.

Thank you again for bearing with me all. I will have a new post up today. I will also try to tie up other "loose ends", but I know I won't catch them all. Something so massive is difficult to go through on your own. I would ask my team to help, but I think right now the quickest way to get this done is for me to do it.
Thanks again,

DANMAN
+1 Loading…
Reply #587 Top
when will you fix the jolly rodger? I can't have pirates or rogue in my games until then... :(
Reply #588 Top
i haven't tried running 1.3 yet, but is there any way to go over the 2k unit limit?
End of quote


Cmderleeadama:

If you go into your Game Info file, open up Game Play File with Notepad, you can change the default multiplier for max fleet sizes. Default size is 2,000

Change the numbers in bold.

fleetSupplyData-Small
fleetSupplyScalar 0.75
fleetSupplyData-Normal
fleetSupplyScalar 1.0
fleetSupplyData-Large
fleetSupplyScalar 1.25

Say, if you want a 4,000 unit cap, play on normal fleet size and change 1.0 to 2.0.
Personally, i found increasing it does have a pretty significant computer performance hit. If you have a beefy system, may not be a factor.
Reply #589 Top
Danman, you're the most responsive and dedicated modder I've encountered in any game for a long, long time. I think I speak for all of us when I say that we're behind you and your mod 100% and understand the difficulties presented in the modding process. Thanks for your continued hard work to provide us with an incredible gaming experience. I can't imagine playing regular sins again.

Reply #590 Top
Canadaman777:
Already done my friend! I will repost the mod later when I am done the other fixes

Kreyson:
Thanks for answering that.

ArakCheev:
Thank you very much for the kind words. It's stuff like this, and fan praise, that keeps me going even when the mod becomes very frustrating. Thank you!
Hopefully you will be able to fully enjoy the mod later today, after I repost.

Thanks again!

DANMAN
+1 Loading…
Reply #591 Top
A well done mod.

Unfortunatly, I would like a version that doesn't have any of the additional races, so I probably wont be using this. Still, well done.
Reply #592 Top
MINE777:
Simply delete them from the gameinfo folder, and they will be gone.

DANMAN
Reply #594 Top
also, I'm getting minidumps like crazy, game is only stable for about 10-15 minutes and then it crashes. any ideas?
Reply #596 Top
@cmdrleeadama,
danman is working on fixing the minidumps, and will put up a fixed version soon. just be patient. :)

@Danman, 1.03 was a big jump from 1.02, and crashes are to be expected. don't worry, we all support you 100% :D
Reply #597 Top
everything works for me except when play as rogues...it dumps 2 minutes in
also the derelict research is still there and clickible but it does nothing(colony frigites no longer can do it)
___i realize that lrms now capture the ships im just wonderin if that research should be deleted or if it has uses im unaware of

as far as the new music is concerned... i kinda like it. very fitting
Reply #598 Top
I did what Lost_wLD suggested, and replaced the explosions.explosiondata file in the gameinfo folder with the file of the same name from Bailknights mod v1.2

Then I disabled pirates and played a match, advent vs a normal AI TEC on a medium random map. I've been playing for 2 hours now without a single problem, and it looks gorgeous.

I think that replacing the explosions file will fix the biggest problem, because pirates can be disabled easily until Dan gets the jolly roger fixed.
Reply #600 Top
UPDATE:
Ok, lot has happened today. Here is what I have found:

The Jolly Rodger was causing dumps - now fixed
A module in the Pirates was causing dumps - I removed that
The missing explosions were causing dumps - the fix worked for that.

So far, the mod is now as stable as it is going to be. There is the 'Gas Giant' error, but that DOES NOT cause any dumps, and was grandfathered in from Sins Plus anyways, so if it didn't make problems for Uzii, then it wouldn't here either.

Also, found some other files that were missing with the merge with 1.05, I fixed them too.

Now I am taking care of the Atlantian TITANS, the way I wanted too before I released the 1.3 version. Should be done tonight.

I'll post the new version tonight if I can.

So that's it for now. I don't think it is XP or Vista related, just a bunch of stupid typos and errors on my behalf. So I apoloigize for that, and thanks for being so patient.

For those who got the mod working, GREAT! Hopefully you will notice all the "good" things about the new version.

Talk to you all later,

DANMAN