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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.

12,508,153 views 4,959 replies +12 Loading…
Reply #1276 Top
Since I'm new to the game I've not tried any mods yet although reading through the latest patch notes I saw someone asking for the ability to use multiple mods. I assume that this is why a compilation has been made.

My question then is does this mean we have to have ALL of the compilations components active at once or do we get to pick and choose (I'm at work right now so can't even test). If it is all or nothing wouldn't this become cumbersome and even downright odd if we've got Masters of Orion components next to Star Trek ones? heh

Cheers.
Reply #1277 Top
You technically can pick and choose the races... but you have to go in the mod folder and delete a file that links the game whatever race you don't want. If you want the new races, but only want some on at a time, you can simply relocate the racefile and move it back later when you want other races back.

Personally, I think it's a cool idea to have Star Control, Star Wars, and Star Trek all fighting eachother. It's like the scifi nerd in me is having a threesome  :CONGRAT:  :LOL: 
Reply #1278 Top
It's like the scifi nerd in me is having a threesome     
End of quote


I scraped together all the Halo meshes i have just so i can nerdgasm seeing them fight the empire  :d 
Reply #1279 Top
It's like the scifi nerd in me is having a threesome
End of quote

I scraped together all the Halo meshes i have just so i can nerdgasm seeing them fight the empire
End of quote

X-(
Reply #1280 Top
lol i love the posts after midnight.I found a Minidump in the 2.0 beta but it might have been me cause i was playingwith it...
Reply #1281 Top
You technically can pick and choose the races... but you have to go in the mod folder and delete a file that links the game whatever race you don't want. If you want the new races, but only want some on at a time, you can simply relocate the racefile and move it back later when you want other races back.Personally, I think it's a cool idea to have Star Control, Star Wars, and Star Trek all fighting eachother. It's like the scifi nerd in me is having a threesome     
End of quote




Thank you for the answer but I wasn't just meaning races. The mods seem to do different things so I'm concerned about there being "too much" changed. From your reply, though, it would seem we can't easily disable individual pieces of the multiple mod.

Cheers.
Reply #1282 Top
I scraped together all the Halo meshes i have just so i can nerdgasm seeing them fight the empire
End of quote


Lucky bastard. I want that uber-nerdgasm too. Especially the UNSC blowing up the Empire.

Reply #1283 Top
Michlo, the great thing about this mod is that the core gameplay of the game is still the same, its rather a compilation of things ADDED to the game rather than changed.
Think of it like the Francesco mod for Oblivion.
Reply #1284 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.
End of quote


Awesome, thanks again. Seems to have worked. :D
Reply #1285 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!KreysonP.S.Additional Info on the mod can be found here ---> https://forums.sinsofasolarempire.com/307994
End of quote


Thank you Kreyon. Your mod was very easy to merge in. However, in went a little outside the box. In order to preserve the original races for those players who do not like the new ones, I have created 3 duplicate races of the original 3. In 7DS, players will have the option of either being the "vanilla" race with no changes, or picking the new "Battlewagon optimized" race. I will also be giving these new races more changes, as well as new ships, as I can now edit them freely without altering the original 3. I have also brought up my new races to Battlewagon Status. So the Atlantians, the Kohr-Ah, the Rogue, and the Arilou all have the new stats. I also tuned down your fleet cap just a bit, for balance and screen FPS sake.

Hey DanI 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  DarkStar
End of quote


Glad everything works great for you! Keep reporting back anything you find that you do not like.

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.
End of quote


Yes...they will be nerfed a bit in the next BETA. Right now they are like a cheaper LRM, except faster and cheaper. Yet, since they have no sheilds, they are weaker.
I will increase their build time a bit, and perhaps resources too.

UPDATE for new BETA for 2.0:
Kreysons Battlewagon mod merged in
Kohr-Ah rebalanced.
Rogue Rebalanced
Atlantians rebalanced.

I will be working on TECH for all my custom races, to make them more complete.

KEEP THE COMMENTS COMING!
Reply #1286 Top
also, the atlantian trade depot seems to be avaialble from the start of the game without research.
Reply #1287 Top
Just an FYI:

Thank you all for the complements on the new effects with 2.0 BETA. However....

I cannot take full credit for all the new beautiful visual effects in the new BETA. All the new weapon and explosion effects for the stock races is courtesy of WLD and Bailknight. I only implemented them where I wanted them to go.

I only made the new BLACK HOLE, the new NEBULAS, the Kohr-Ah's weapons, and the Atlantian's weapons. I also made several of the new planets, along with the White Stars.

As far as ships go, I made the Kohr-Ah's ships, and the Atlantian TITANS based off of the Vasari originals. All other new ships are courtesy of HammerSun. He, Gihren, and I together make up the DANMAN SHIPYARDS.

I just wanted to clear up any confusion here, and give credit where credit is due. I will give a full credit changelog in the release version of 2.0, along with credit giving load screens.

Bailknight and WLD do fantastic work, and I do not want to take credit for something they made. While I did spend my own time merging their stuff and and putting it where I wanted it, they made the actual effects. I will make my own later as I get more comfortable with effects. So far, the Nebulas and new Black Hole are my effect success's. We will see what I come up with next.

Thank you all for reading this. I wanted to make sure the right people get credit for their work, and not me.

DANMAN



Reply #1288 Top
Great! I can't wait for the release ... hope its soon. One question though. How will version 2.0 of this mod be affected by the new official patch coming out soon? When both the mod patch and official patch are released will I be able to use the mod?
Reply #1289 Top
Hi All,

As I await the 2.0 release, is there an easy way to integrate Bailknight's latest graphics mod with 7 Sins 1.3d?

Not sure which files would need to be copied over, or if it would break other stuff. Just curious.
Reply #1290 Top
Great! I can't wait for the release ... hope its soon. One question though. How will version 2.0 of this mod be affected by the new official patch coming out soon? When both the mod patch and official patch are released will I be able to use the mod?
End of quote

I'm not sure that can be reliably answered at this time.
Hi All,As I await the 2.0 release, is there an easy way to integrate Bailknight's latest graphics mod with 7 Sins 1.3d?Not sure which files would need to be copied over, or if it would break other stuff. Just curious.
End of quote

You may have to experiment. I don't know if it would break anything else.
Reply #1291 Top
Great! I can't wait for the release ... hope its soon. One question though. How will version 2.0 of this mod be affected by the new official patch coming out soon? When both the mod patch and official patch are released will I be able to use the mod?
End of quote


Most likely not. I will need to update version 2.0, if it is out, or 1.3d, if 2.0 has not been released yet. Whenever Ironclad released a patch or update, all modders have to update their mods, so I will have to also.

Hi All,As I await the 2.0 release, is there an easy way to integrate Bailknight's latest graphics mod with 7 Sins 1.3d?Not sure which files would need to be copied over, or if it would break other stuff. Just curious.
End of quote


You have to be good at merging. You have to only copy the most recent particle effects, texture animations, textures, and pipline info files.

If you don't, you will ruin 1.3d

I hope this helps!

DANMAN

Reply #1292 Top
Love the mod, mate. Question though, any plans of including Sins of Althaea (sp)? mod? I'm a huge fan of BSG and I think it could add a lot to this mod as well.
Reply #1293 Top
Love the mod, mate. Question though, any plans of including Sins of Althaea (sp)? mod? I'm a huge fan of BSG and I think it could add a lot to this mod as well.
End of quote


Is this mod done yet? Is so, and permission is given, I say yes! I am also a huge BSG fan.

DANMAN
Reply #1294 Top
UPDATE:
New videos up in the main post! Turn up the volume!

DANMAN
Reply #1295 Top
UPDATE:New videos up in the main post! Turn up the volume!DANMAN
End of quote

Impressive. Though the flickering in the first one distracted me a bit and for the second, only the music will play for me. What song is the first one?
Reply #1296 Top
Love the mod, mate. Question though, any plans of including Sins of Althaea (sp)? mod? I'm a huge fan of BSG and I think it could add a lot to this mod as well.Is this mod done yet? Is so, and permission is given, I say yes! I am also a huge BSG fan.DANMAN
End of quote


To my knowledge it's not done yet, but I believe one of the developers asked you in a thread somewhere if you were interested in including it. I think they asked somewhere in their own project thread.
Reply #1297 Top
Wow looks Great ^^

Now there is only missing some of the Master of Orion Races
like the Silicoids or Sakkra, but the Eoladi would be also
great ^^

Oh man, there are 32 Races in Master of Orion, if count
all races of all three Games ^^
Reply #1298 Top
@ Danman3712 here is the Mod for Master of Orion 3, i had been a member of. It may be contained some good idea for you. Ultima Orion Mod 0,87

The contained Leader Mod, would be interesting to you.
My teammate S'yandlwir had done it, it's a very good One.





If it help you, we would be glad about it.
Reply #1299 Top
Is anyone else having an issue with random maps online and all players suddenly not in the same game? I heard of a bug that was supposedly fixed in the last patch that had to do with players disconnecting or losing sync from their online sins games. I was told it may be the mod I'm using that could be the issue but I haven't seen anything on it so I think not. This is my situation:

When I play vs. a friend online, I noticed particularly on the random medium map we at some point lose sync. There is no warning and we keep playing on until we find one another and discover the other is just sitting there doing nothing. We both are fully patched, have the proper ports open in our routers, and have this mod installed properly. The weird thing is we can still send messages and even trade credits with one another as if we were in the same game but we are not. It is frustrating because we have no idea we are not on the same map until we find each other. No one else is having this issue with this mod are they?
Reply #1300 Top
i need help, this is my first time using mods. i cant your mod to work :SNIFF!: , so the question is how can i use the mod? (it would be nice to give me step by step instructions). heres what i have done so far:


i just downloaded the mod from filefront, and downloaded 7zip (that thing is really fast). i created a seperate folder for it under my c drive. then extracted it using 7zip. then what do i do?


the mod looks relly cool. :CONGRAT: