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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.

12,512,337 views 4,959 replies +12 Loading…
Reply #1251 Top
That's why Atlantians should be played as part of a team effort. If they manage to delay the enemy enough, then the Atlantian brings out a few Radiances and Halcyons and smashes the enemy front lines. Of course, if they have an Anubis or Osiris leading the charge, then things get painful for the enemy.

You forgot that the Atlantians have a lot of vanilla Advent cruisers, like Destras, Disciples, and Illuminators. They do have some fairly decent ships early on.
Reply #1252 Top
Just to let you know, the Atlantians are different in the 2.0 BETA. More powerful, and faster to get going. I noticed that in multiplayer, either AI or human, the Atlantians usually get run over. This should help correct this.
They now have a more powerful drone in the beginning, which swarm in great numbers and can usually overwhelm enemies until the TITANS are built.
The TITANS on average are about 25% stronger now, but even more expensive to produce.

DANMAN
Reply #1253 Top
How do I uninstall this? I can't play online and even after a clean install of soase, it's still there...

Please help, thanks.
Reply #1254 Top
Ummmmm. You put it in your SOASE mod folder, which differs if you have Vista or XP. Then you activate it ingame under Options/Mods. To deactivate it you just go back to the Mod menu under options and deactivate it. And you can play online with 7 Deadly Sins, everyone else just needs the exact same mod and checksum.
Reply #1257 Top
Holy smokes!

That's a brilliant star right there! I like it as it is, personally.

What sort of bonuses will this thing give? >=)
Reply #1258 Top
RedSoviet, go to C:\Documents and Settings\Baleur\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting
For example.. And open the file user.settings in notepad.

Look for:

ModName "7 DEADLY SINS 1.3d"
PrimaryPath ".\"
SecondaryPath "..\..\DataSource\"

Or something like that.
Make sure it is changed to this:

ModName ""
PrimaryPath ".\"
SecondaryPath "..\..\DataSource\"
Reply #1259 Top
Hello all fist time posting in here Danman just wanted to say what a great job you have done so far. I have been reading most of the posts but at 51 pages i may have missed it was there any talk about putting in a point fighter defence turret?
Reply #1260 Top
Holy smokes!That's a brilliant star right there! I like it as it is, personally.What sort of bonuses will this thing give? >
End of quote


I am assuming you are refereing to the purple star on the first page. As of right now, it will give more antimatter regen, but will also have a stronger magnetic pull, and may actually do damge if you get too close to it.

RedSoviet, go to C:\Documents and Settings\Baleur\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\SettingFor example.. And open the file user.settings in notepad.Look for:ModName "7 DEADLY SINS 1.3d"PrimaryPath ".\"SecondaryPath "..\..\DataSource\"Or something like that.Make sure it is changed to this:ModName ""PrimaryPath ".\"SecondaryPath "..\..\DataSource\"
End of quote


Thanks for stepping up to help.
RedSviet, it sounds like you installed the mod directly to your game, overwriting the original files. The only way to fix this is to completely delete the game, and reinstall. This is why you can't play multiplayer. You need to install the mod inot the mod folder, not into the actual game.

Hello all fist time posting in here Danman just wanted to say what a great job you have done so far. I have been reading most of the posts but at 51 pages i may have missed it was there any talk about putting in a point fighter defence turret?
End of quote


Thank you for the comments. I am actually working on something like this, for the final version of 2.0

UPDATE:
I have granted access to all playtesters who have requested it so far. Just to keep everyone in the loop. I also appreciate all the feedback I am getting on the BETA, thank you!

DANMAN
+1 Loading…
Reply #1261 Top
The 7 deadly Sins Forum is down...
Server Error 500.0 internal Server Error...
Reply #1262 Top
The 7 deadly Sins Forum is down...Server Error 500.0 internal Server Error...
End of quote


hmmm works for me
Reply #1264 Top
It's 8 hours since then
End of quote


 :SURPRISED: got me. Didn't see the time.
Reply #1265 Top
The forum is back up...it had some problems, but all is well now.

Keep all the BETA feedbakc coming on the forum. It will make for a better release version!

DANMAN
Reply #1266 Top
Hi Danman, i sent you a pm on the mod's forum requesting playertester status, but i think it wasn't delivered (no message found in outbox). Could you please look at this ? Thank you.
Reply #1267 Top
Just to let you know, the Atlantians are different in the 2.0 BETA. More powerful, and faster to get going. I noticed that in multiplayer, either AI or human, the Atlantians usually get run over. This should help correct this.They now have a more powerful drone in the beginning, which swarm in great numbers and can usually overwhelm enemies until the TITANS are built.The TITANS on average are about 25% stronger now, but even more expensive to produce.DANMAN
End of quote


Yeah that was my impression too. No sweat beating medium AIs, but hardly a chance against lots of hard AI/other human players in the long run.
Reply #1268 Top
Hi all :)

I don't have the time to read 51 pages of text so I am curious about a few things involving this mod. I hold PC Gamer in high regard and was interested after reading their endorsement. I'm trying to get Kreyson's battlewagon mod to work with sins plus. Then I saw that you have the latter and trying to get the former. Is there any time table on when Kreyson's will be included with this compilation?

Thanks!

Sh3p
Reply #1269 Top
Kresyson's Battlewagon mod will be in the full release version of 2.0, as well as the next BETA release.

Masakary,
I have made you a Playtester. Thanks for signing up.

DANMAN
Reply #1270 Top
If you wish to merge Kreysons into Sins Plus here is what you do :)

Make a quick back up copy of the existing mod incase it gets messed up.
Should work (worked for me when i used the older versions of sins +) Open up the GAME INFO folder in the Sins ++ mod package. Open up Kreysons Battle wagons mod package, from the GAMEINFO folder copy over All 15 of the CAPITALSHIP_Phase/Tech/PSI folders and the GAMEPLAY folder from Kreysons into Sins ++. While copying over, you will get a pop up, hit the option to replace file folders.

Fire up, sins, activate the mod, exit game, then start it back up again. Should be good to go.

Enjoy!

Kreyson

P.S.
Additional Info on the mod can be found here --->

https://forums.sinsofasolarempire.com/307994
Reply #1271 Top
Thanks for the info DAN and Kreyson. Would have said so earlier but the forum crapped out on me for a bit.

Kreyson, question.
The only thing I found is a gameplay folder in your mod when I downloaded it. The answer seems obvious but I'd like a bit of confirmation. When you say "CAPITALSHIP_Phase/Tech/PSI folders" do you mean the files that end in .entity in the gameplay folder? Because that's the only thing close that I have found to what you're talking about. If not... help? hehe

Thanks again.

Sh3p
Reply #1272 Top
sorry, i ment the files:)

THere are files called CAPITALSHIP_PhaseBattleship... etc. These are the ones to copy over, the first word CAPITALSHIP is all in upper case.
Reply #1273 Top
"GAME PLAY CHANGES
-Fleet supply Small - x1.0 (2,000 max-default), Medium - x2.25 (4,500 max) , Large - x3.5 (7,000 max)"


I LIKE!!!!! :D
Though for 7000 or even 4500 to be viable ingame (as in playable), the new effects better be somewhat optimized :P Even in 7DS 1.3d it bogs down on a 8800gts with two full armies clashing with normal fleetcap settings.
Reply #1274 Top
Hey Dan
I got my first decent game of the new version in last night, and wow I mean those effects were wicked, especially the phase missiles. And as for the explosions many people have tried to make them more exciting and look more than space popcorn, But u have succeeded were they failed, Its now worth blowing stuff up lol.
P.S I love the DarkAngle it looks so kool, and I had no errors or problems that came up :CONGRAT: 

DarkStar
Reply #1275 Top
the atlantian drone seems to be extremely overpowered in beta, I would recomend increasing its supply cost or adding a metal/crystal cost in addition to increasing build time. I can currently use them to hold 3 planets against a medium ai with 30+ planets. These drones give the atlantians the ability to win any battle through attrition.