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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.

12,508,097 views 4,959 replies +12 Loading…
Reply #1076 Top
[quote]Star Wars: The EMPIRE WILL be in 2.0! Awolf, under my direction, balanced out the stats of all the ships, and their power lies in between the TEC and the Atlantians, but are still the EMPIRE.... [\quote]
Reply #1077 Top
oops double post but that's awesome news about the empire being in!!
Reply #1078 Top
Hey, if you need help with the Borg, I can provide Cube and Sphere Models ASAP. I can do the cube in under 7 polygons and the sphere in about 30  ;) 

Actually, I've come up with a few more for various SC races already. My cousin is in town for a week, but I model when I can. I even get some side input from him when I do.

I can work on a new banner once my cousin is gone if you want.
Reply #1079 Top
I can do the cube in under 7 polygons
End of quote

I can do a cube with only 6 polygons, try to beat THAT  ;)  :LOL: 
Soo, when was danman coming back from his vacation? :P
Reply #1080 Top
Actually, I believe they called themselves Alterans. Being the precursor race to just about everyone else in the Stargate mythology they were then referred to as the ancients by everyone else.-dolynick
End of quote


Indeed, its like having "Terrans" and "Humans" in the game as seperate races. They are the same..  :p 
If we are going by Stargate lore, the "Ancients" are called that by people discovering about their prior existance through their ruins and artifacts..
Now, they called themselves Alterans (All-terran?) or Atlanteans, right up until the moment they were destroyed by the Wraith...

Called Alterans/Atlanteans until ---> destroyed, annihilated.  X-( 
Humanity finds Alteran/Atlantean ruins ---> ruins are no newer than when they were destroyed, obviously, hence Alteran/Atlantean ruins.
Humanity CALLS them Ancients, not knowing their real name..  :p 

The Ancients are STILL EXTINCT..
So every single ruin and artifact in existance, is from the race calling themselves Alterans/Atlanteans.
So, why is the race called the Ancients if the Atlanteans are the exact same? :P
The Ancients should be exactly the same race, since they (ancients/atlanteans) didnt build any new cities, spaceships or devices after being, uh, extincted! ;)

The only reasonable way would be to have the Ancients or Atlanteans be represented as the ascended form, and have the other race be the "pre-ascension" civilization.
Reply #1081 Top
hay i downloaded the mod and i am wondering how do you colonize aquatic worlds because it said i need a tech to colonize it but i couldn’t find anything except the gas giant and moon colonization tech that were new.
Reply #1082 Top
hay i downloaded the mod and i am wondering how do you colonize aquatic worlds because it said i need a tech to colonize it but i couldn’t find anything except the gas giant and moon colonization tech that were new.
End of quote


you need arctic colonization, it's in the description  ;p 
Reply #1083 Top
hay i downloaded the mod and i am wondering how do you colonize aquatic worlds because it said i need a tech to colonize it but i couldn’t find anything except the gas giant and moon colonization tech that were new.you need arctic colonization, it's in the description   
End of quote


nope, not in the description. it was removed a few versions ago. :NOTSURE:
Reply #1084 Top
Actually, I believe they called themselves Alterans. Being the precursor race to just about everyone else in the Stargate mythology they were then referred to as the ancients by everyone else.-dolynickIndeed, its like having "Terrans" and "Humans" in the game as seperate races. They are the same..   If we are going by Stargate lore, the "Ancients" are called that by people discovering about their prior existance through their ruins and artifacts..Now, they called themselves Alterans (All-terran?) or Atlanteans, right up until the moment they were destroyed by the Wraith...Called Alterans/Atlanteans until ---> destroyed, annihilated.   Humanity finds Alteran/Atlantean ruins ---> ruins are no newer than when they were destroyed, obviously, hence Alteran/Atlantean ruins.Humanity CALLS them Ancients, not knowing their real name..   The Ancients are STILL EXTINCT..So every single ruin and artifact in existance, is from the race calling themselves Alterans/Atlanteans.So, why is the race called the Ancients if the Atlanteans are the exact same? The Ancients should be exactly the same race, since they (ancients/atlanteans) didnt build any new cities, spaceships or devices after being, uh, extincted! The only reasonable way would be to have the Ancients or Atlanteans be represented as the ascended form, and have the other race be the "pre-ascension" civilization.
End of quote


WHHHHHHHHHHHHAAAAAAAAT?

Reply #1085 Top
hay i downloaded the mod and i am wondering how do you colonize aquatic worlds because it said i need a tech to colonize it but i couldn’t find anything except the gas giant and moon colonization tech that were new.you need arctic colonization, it's in the description   nope, not in the description. it was removed a few versions ago.
End of quote


oh crap... what was I thinking?  :LOL: 
Reply #1086 Top
for some reasone stabalize phase space on the atlantians is not working right, as i understand stabalize phase space, if i use it on one planet body and another, no matter how far away, i can jump between them as if they were neibors, but for some reason, its not always working, and i dont know why

EDIT: i have also tryed without the one making the phase stabalizer, but the wierd thing is that sometimes, i can jump the one making the node as well
Reply #1087 Top
for some reasone stabalize phase space on the atlantians is not working right, as i understand stabalize phase space, if i use it on one planet body and another, no matter how far away, i can jump between them as if they were neibors, but for some reason, its not always working, and i dont know why
End of quote


not any distance they have to be in the same system. But i checked it out and i agree there is a problem. and this its self is a problem as the atlantians realy on this to be at there best.

DarkStar
Reply #1088 Top
I'd like a download to this from something other than Filefront. Every attempt at downloading this from Filefront brings me to an error.
Reply #1089 Top
Evil,

On the player set-up where you can choose themes, the Vasari pic doesn't show up. Just a repeat of the advent pic.
Reply #1090 Top
Are there any plans to clean up the 'rogue' race? It seems to be a godawful mess. Virtually all ships are available for manufacture from the get-go, and the text descriptions for the ships are either absent, or gibberish.

In a addition, some of the descriptions for rogue specific tech are complete gobbledy-gook. For example, the text for Computer Control (on the civilian tree) reads as follows:

This highly illegal technology once forbidden by all races. And now, the pirate use it, we must reuse this tech quickly, install devices on our LongRange Frigate, and use it. So that we can re-control our ship's computer.

I tried to diligently reproduce the grammatical train wreck verbatim, but I may have inadvertently corrected one or two of the errors. Regardless, my point is that I don't have any idea what this tech is supposed to do.

I really appreciate what you are doing here DANMAN, but I think you might want to start releasing at least 2 versions - one with essentially complete mods, and another with beta/half-finished stuff on it.

I don't like having the rogue faction available at all because I like to let the AI's play on random - and I don't want them to get this grossly imbalanced and broken race as a pick.
Reply #1091 Top
Evil,

in my last post I meant "change picture set" not theme.
Reply #1092 Top
Are there any plans to clean up the 'rogue' race? It seems to be a godawful mess. Virtually all ships are available for manufacture from the get-go, and the text descriptions for the ships are either absent, or gibberish.In a addition, some of the descriptions for rogue specific tech are complete gobbledy-gook. For example, the text for Computer Control (on the civilian tree) reads as follows:This highly illegal technology once forbidden by all races. And now, the pirate use it, we must reuse this tech quickly, install devices on our LongRange Frigate, and use it. So that we can re-control our ship's computer.I tried to diligently reproduce the grammatical train wreck verbatim, but I may have inadvertently corrected one or two of the errors. Regardless, my point is that I don't have any idea what this tech is supposed to do.I really appreciate what you are doing here DANMAN, but I think you might want to start releasing at least 2 versions - one with essentially complete mods, and another with beta/half-finished stuff on it.I don't like having the rogue faction available at all because I like to let the AI's play on random - and I don't want them to get this grossly imbalanced and broken race as a pick.
End of quote


The reason the rogue (and all the capture abilities) have kinda broken english is that the original creator (HammerSun) speaks English as a second langauge. I don't think DanMan had a lot of time to mess with the descriptions before the release either. But think about it...would it make sense for pirates to researchtheir ships?
Reply #1093 Top
Evil,On the player set-up where you can choose themes, the Vasari pic doesn't show up. Just a repeat of the advent pic.
End of quote


That's because the race lineup is in alphabetical order: TEC, advent, atlantians. There is no custom art for the Atlantians right now so they have the same player pic as the advent
Reply #1094 Top
But think about it...would it make sense for pirates to researchtheir ships?
End of quote


true, but at least replace the ship techs that dont do anthything once researched :)
Reply #1095 Top
Could someone help me with this issue? Filefront claims to have no download servers when I try to get this mod, and FilePlanet is the only other site with 7 Deadly Sins but it's only version 1.0.
Reply #1096 Top
But think about it...would it make sense for pirates to researchtheir ships?
End of quote


Even if its required to maintain a slave-like devotion to some kind of 'lore', which seems like a disingenious contrivance - yes, it makes sense. Its entirely possible that the 'pirates' have kidnapped a cadre of researchers to do their bidding.

Regardless of the lore argument - balancing research and unit production is THE primary dynamic of the game. Removing the requirement to research units is broken, plain and simple.

In addition, you can't start a sentence with a conjunction.
Reply #1097 Top
In addition, you can't start a sentence with a conjunction.
End of quote


My grammar tends to slip after midnight  ;) 
Reply #1098 Top
I like where this mod is headed but I am hesitant to add unfinished portions of this mod to my game. I wish there was a way to just download the finished/balanced portions such as the Sins Plus and Bailknights Graphics mod. I was able to find

Sins_Plus_by_Uzii_v1-3a at http://files.filefront.com/Sins+Plus+by+Uzii+v1+3a7z/;9920913;/fileinfo.html

and bailknight_graphicmod_v1.3a fixed from filefront as well.

Until this mod has separate parts or is fully updated will these two separate mods work together with Version 1.05?

- Hmmm seemed to have learned that you can't have these two running at the same time. I say the link for the multiplayer mod of Sins Plus and Bailknights combined but it is not updated for 1.05.

- Will 7 Deadly Sins work in multiplayer online if we both have the same mod or is it just single player?
Reply #1099 Top
- Will 7 Deadly Sins work in multiplayer online if we both have the same mod or is it just single player?
End of quote


yeah, it'll work. I played against my friend just a couple hours ago
Reply #1100 Top
uhhh... this is kind of embarrassing but I have had problems with this mod. In fact all mods because there is no AppData folder for me to put it in (yes I am using xp) I tried to create its own directory but it was almost impossible to make it work.
C:\Documents and Settings\Joe\AppData\Iornclad Games\Sins of a Solar Empire\Mods
"AppData\Iornclad Games\Sins of a Solar Empire\Mods" was all created by me and it obviously didn’t work. Any suggestions? Thanks!
-subfleet