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

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

The Ultimate Combo mod - featured in PC GAMER

http://www.danmangames.com

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

 

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

 

7 Deadly Sins is:

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

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

 

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

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

 

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

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

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

1 New Star - White Star

1 Modified Star - Green is now a Neutron Star

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

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

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

 

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

 

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

 

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

 

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

 

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

 

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

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

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

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

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

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

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

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

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

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

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

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

 

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

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

 

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

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

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

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

 

Outside Sites

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

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

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

Many Thanks,

 

DANMAN

 

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

12,508,398 views 4,959 replies +12 Loading…
Reply #701 Top
I'll just wait for the full version your puttin out. It's not workin
Reply #702 Top
um i have a question could u make and 1.03e patch reason being is i notice on the Atlantians side they can build more levs um could you possibly make that for all factions? I thought it was pretty cool that they could but i wish all of them could.
Reply #703 Top
It is specifically designed to work with 1.5
Reply #704 Top
Still some crashes and mini-dumps. At least now I can get as far as I normally do before it takes its own life. Never been able to play through 7 deadly sins, the game always crashes after I conquer a cluster with huge galaxy size set.
On the plus side I absolutely love the harder pirates. Feels like a challenge now instead of a speed bump I fly over sending in two battle fleets (each battle fleet is about 80 ships with 5 capital ships).
Reply #705 Top
it was great so far, but one thing:

the pirate base is way to powerful! I sent in my lv. 5 kol, and 3 cobalts, to just scope out the pirate's strength. my cobalts died in 5 sec., my kol was stuck, by some pirate ability, and got owned completely.

I'm not sure if this is the way you wanted it, as i recall you saying that the normal races won't be able to compare against the new races, and you buffed the pirates to give the new races a challenge. but yeah, my flagship was owned. X-( :SNIFF!:
Reply #706 Top
I agree with the guy above me WAY overpowered pirates the dogs are the main problems cause as soon as you attack the base you get hit by one dog then your free then you get hit before you can move. I sent my entire fleet to destroy them i didnt even make a scratch against the pirates its ridiculous they have like 100 squadrons and you cant move through the entire battle so you just die
Reply #707 Top
um i have a question could u make and 1.03e patch reason being is i notice on the Atlantians side they can build more levs um could you possibly make that for all factions? I thought it was pretty cool that they could but i wish all of them could.
End of quote


This is done on prepose and will soon require research to unlock it that way the atlantians will get a big building advantage and a defensive advantage as the draw some fire from enemy ships.

DarkStar
Reply #708 Top
Well now that 1.03d is out I might as well post some issues I had with 1.03c as there is no point in continuing my playtest with it. Not sure if some of this has been changed or not but here it is.

1. In a map with 50 planets and 3 stars only one gas giant spawned and 1 rougue star (white)
2. Vasari planet bombardment looks alot differant, not sure if this is because of a graphic update from another mod or not but it changed.
3. Huge amounts of pirates spawned and was extremely annoying to deal with as the pirate base blocked exploration of anything beyond it for an extremely long time (until I had a decent fleet to destroy it with)
4. The new wormhole was very laggy as the black aura around it filled the enitire gravity well. Maybe you could make it the same texture but the size of the vannilla wormhole?
5.There was a flickering phase jump at times. By this I mean when certain ships phase jumped (particularly the scout) the ships flickered inside of the blue beam it phase jumps in.
6. The computers didn't colonize the rogue star at all but they had the research needed for it as one did colonize teh gas giant.

The next errors are minor:

7. Spelling errors in the custom uprades for colonizing planets as the word colonize is spelt with an "s" (colonise) in the custom upgrades but the vannilla ones such as volcanic colonization is spelt with a "z" (colonize)
8. Not sure if this is changable but whenever I get teh moon bonus and there is multiple moons around the planet it is still spelt "moon" (no s)
Reply #709 Top
Damn it this is getting very frustrating, i was looking forward to playing this mod but am not sure it is worth the effort now. I keep crashing in the first few minutes of the game. I have tried playing with original races and turned pirates off. Nothing seems to work.

I have the mod in the correct location and i have aplied the patch. i have it check to start up when the game loads, my specs are on page 25. If you need more info please let me know and how to find it so i can get this fixed. There is no error message other then the one that says it has encountered an error and has to close.
Reply #710 Top
The new wormhole was very laggy as the black aura around it filled the enitire gravity well. Maybe you could make it the same texture but the size of the vannilla wormhole?
End of quote


Are u sure this wasnt the black hole cause it sure sounds like it

DarkStar
Reply #711 Top
Thx DANMAN, but was only wondering why in 1.2 Atlantians had a correct research tree and now all is Advent. Same thing with the "set"class Cap ship and hangar defenses, in 1.2 it was the correct fighters/bombers but now they are Advent. Is there something missing in this patch that was in 1.2?

Reply #713 Top
Thx DANMAN, but was only wondering why in 1.2 Atlantians had a correct research tree and now all is Advent
End of quote


In 1.2 the core race for the atlantians was the vasari but DANMAN thought that the advent would make a better core race for the atlantians so it was changed in version 1.3.

DarkStar
Reply #714 Top
Im also still getting mini dumps and run time errors on games anywhere from 45 mintues to 2 hours and it gets annoying cuz it always happens when things get good.
I sometimes get lag from textures when i zoom in and out for no reason it plays great and then i hit a lag spiek then after a minute it disappears, I say keep making patchs for nwo and iron out the rest of the bugs alil more.

I think all sides should have the ability to construct more construction levs so that the overpowering levels out and i believe the black hole rate should be up to almost always there is 1 and only 1 in a map at a time and sometimes none.

Other then that the mods comming along better then anything else. Well I can't say that cuz i still need to try the Star Wars mod but im too bsuy with this 1.
Reply #715 Top
1. In a map with 50 planets and 3 stars only one gas giant spawned and 1 rougue star (white)
End of quote


was it with the ingame editor or a random huge multi?
cause if random either way theres not always gona be alot of them. its random.

2. Vasari planet bombardment looks alot differant, not sure if this is because of a graphic update from another mod or not but it changed.
3. Huge amounts of pirates spawned and was extremely annoying to deal with as the pirate base blocked exploration of anything beyond it for an extremely long time (until I had a decent fleet to destroy it with)
End of quote


these are part of the mod
i believe hammersuns mod...not entirely sure which one changed the bombing visuals (maybe lost wlds) but...the pirates are much stronger. and now a bigger part of the game. there supposed to be uberstrong at their base
Reply #716 Top
I think all sides should have the ability to construct more construction levs so that the overpowering levels out and i believe the black hole rate should be up to almost always there is 1 and only 1 in a map at a time and sometimes none.
End of quote


I don’t think it’s that overpowering as you don’t often queue up that many structures and don’t forget it will need to be researched befor use.

DarkStar
Reply #717 Top
I think all sides should have the ability to construct more construction levs so that the overpowering levels out and i believe the black hole rate should be up to almost always there is 1 and only 1 in a map at a time and sometimes none.
End of quote


with moons bonus and maxxd log slots research you should have plenty of levs. remember only 1 lev per structure. having 10 levs and building 4 structures, 6 levs just chill. kinda pointless
Reply #718 Top
I think all sides should have the ability to construct more construction levs so that the overpowering levels out and i believe the black hole rate should be up to almost always there is 1 and only 1 in a map at a time and sometimes none.with moons bonus and maxxd log slots research you should have plenty of levs. remember only 1 lev per structure. having 10 levs and building 4 structures, 6 levs just chill. kinda pointless
End of quote


Not when your having the battles i do, I liek the added construction cuz it enables me to build a quick defense and leave the planet so i can continue on quicker.
Reply #719 Top
Danman,

I wanted to know whether we could use some of the sins plus planet textures and code for the Battlefleet Gothic mod (credit will be given of course, but to fit our different mod, stats, names and other details of the planet types may have to be changed or omitted). Whose permission should I ask, yours or Uzii's?

Thanks
Reply #720 Top
Please don't nerf the pirates. They are part of what makes the game more challenging now.

Anyone who thinks the game is impossible now is wrong. I play as advent, usually against the vastly superior atlantians on unfair AI with pirates active and I still manage to win.

Also, the pirate base can be taken out easily after you get your tech up and fleet numbers up. I lost one or two ilums when I went in there with a strong enough force. You need a decent amount of cap ships though.

The new wormhole looks too much like the black hole.

Also, the rogues have a serious design flaw when lacking a colony ship. It makes it so I can't play one on one with them because they can't branch out. I like playing huge multi maps with one unfair ai so that there's a gigantic playing field, but I usually leave it on random so when I find the enemy it's a surprise. The rogues, however, just sit and do nothing because they lack a colony ship.
Reply #721 Top
I think all sides should have the ability to construct more construction levs so that the overpowering levels out and i believe the black hole rate should be up to almost always there is 1 and only 1 in a map at a time and sometimes none.with moons bonus and maxxd log slots research you should have plenty of levs. remember only 1 lev per structure. having 10 levs and building 4 structures, 6 levs just chill. kinda pointless
Not when your having the battles i do, I liek the added construction cuz it enables me to build a quick defense and leave the planet so i can continue on quicker.
End of quote


Peoples don’t forget to get the extra levs you need a frigate factory so it’s not like you can get ten levs on every planet. :CONGRAT:

Also, the rogues have a serious design flaw when lacking a colony ship. It makes it so I can't play one on one with them because they can't branch out. I like playing huge multi maps with one unfair ai so that there's a gigantic playing field, but I usually leave it on random so when I find the enemy it's a surprise. The rogues, however, just sit and do nothing because they lack a colony ship.
End of quote


As for the rouges the colony ship was left out on purpose. So if the rouge want to spread out the must capture on first (and grad it carefully lol). This adds a whole new aspect if you are playing rouge.

DarkStar
Reply #722 Top
I know it was intentional, I was simply pointing out a scenario where it fails.
Reply #723 Top
I love the fact that the rogues have to capture a colony ship. The 150% damage ability their biggest capital ship has is NASTY.

Love playing as the rogues.......can't wait till the entire upgrade comes out so i can use cruisers....(patch is giving me fits).
Reply #724 Top
The Rogue have a serious problem in their military research tree. If I even accidently run my mouse over the 4th rung the game quits EVERY time. It doesn't even minidump is just minimizes like I wasn't even playing a game. The rogue are a lot of fun to play with but that is IMMENSELY frustrating. Why the hell would the game just close like that?
Reply #725 Top
Danman I just got the patch to work and the problem I just described continues to take place.

I don't know how to describe it other than I just did. Have you experienced this problem? It happenes when my mouse goes over the first anti-matter research icon. The blue one. The game just exits out like it's on a mission. Would love to have this fixed. The rogues are fun to play with but not being able to research would kinda hinder me lol.