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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.

12,507,727 views 4,959 replies +12 Loading…
Reply #1301 Top
Hey George,

Unzip the mod to this location...

C:\Documents and Settings\YourUSERNAME\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods

... and it should work just fine.

Cheers :)
Reply #1302 Top
i need help, this is my first time using mods. i cant your mod to work  , 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.  
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I always knew george bush was as newbie'ish with computers as he is with running a country..
Oops sorry, this isnt the complain-about-politics thread :D

Danman, how far off is version 2.0 do you think? How close is it to completion, as in all races and features. 70%?
Reply #1303 Top
i got vista, but i found what i think you wanted me to find, but there was no mods folder there.

do i create one, and when i do that should i drag the 7 deadly sins folder into it?
Reply #1304 Top
ahhh... Vista.... Sorry, I don't know the filepath for that system, but I'm sure someone will be able to pipe up and tell you. ;)
Reply #1305 Top
Question, I checked the sins site but haven't seen any pics of the new ships. Not sure if their in yet or not, but any chance of giving a listing of them and/or some pics?
Reply #1306 Top
Vista:
C:\Users\User Name\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods
Reply #1307 Top
i got vista, but i found what i think you wanted me to find, but there was no mods folder there.


The path for the Vista is: computor,username,AppData,local,ironclad games,sins of a solar empire,mod. At least thats it's for me. :NOTSURE: 


I can beleave im helping George Bush... :NOTSURE: 

Reply #1308 Top
Hey DANMAN, got an ETA on the next BETA release of 2.0? Can't wait to see the Dark Angel in its full glory with all those cannons blazing. Will it be delivering broadsides or just firing one after the other? I certainly hope those frontal cannons perform as they are advertising right now with their massive size.

Also, will you be adding in Dolynick's Stargate Ancients mod in as well? I kinda actually prefer them to your Atlantians.
Reply #1309 Top
sorry quick question on the mod. when i put it into the mods folder. will i be able to chose the mods that are on or will they all be on all the time
Reply #1310 Top
sorry quick question on the mod. when i put it into the mods folder. will i be able to chose the mods that are on or will they all be on all the time
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You can only have one mod on at a time, but you can pick which one. You can have it set to load the mod at game opening if you want.
Reply #1311 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 0,87The 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.
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Thank you Killy, and my answer is YES! My goal in the beginning of this mod was to bring MOO and Star Control back to life. This will help me with accomplishing that goal. Please, any ideas or things you can help with, please do so! I will check out your mod in depth. I also plan to add races like the Silicoids and the Psilons in, but all it due time. I need to make them unique enough to have people play them, or they would be wated races.
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?
End of quote


I have also experienced this, but it seems to be a problem with ICO, not the mod.

i need help, this is my first time using mods. i cant your mod to work  , 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.  
End of quote


George,
Start the game, go to options, then click on mods. Then click on show mod path. Write that down. Then exit the game. Open your explorer on windows, and click on view, then folder options. Click on view and turn on the hidden files. Not you can see where you have to put the mod.
Then, go to the mod path that you wrote down, and once there, paste the unzipped mod in the MODS folder. Then, start the game, options, mods, then click on the mod name, and activate it. THERE YOU GO!

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.DANMANTo 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.
End of quote


I will check this out! Thank you!

UPDATE:New videos up in the main post! Turn up the volume!DANMANImpressive. 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?
End of quote


The song is called Torpedeos, by KMFDM.

The second is called Looking for Strange, also by KMFDM.

DANMAN
Reply #1312 Top
i need help, this is my first time using mods. i cant your mod to work  , 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.  I always knew george bush was as newbie'ish with computers as he is with running a country..Oops sorry, this isnt the complain-about-politics thread Danman, how far off is version 2.0 do you think? How close is it to completion, as in all races and features. 70%?
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Yes, about 70% sounds good. And the next release will still be BETA, limited to Mod Developers and Playtesters.

Question, I checked the sins site but haven't seen any pics of the new ships. Not sure if their in yet or not, but any chance of giving a listing of them and/or some pics?
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There are some pics in the 7 DEADLY SINS forum, but I have many more to post. Also, there is a new site in development, which will feature all the pictures, videos, content, readme's and storylines with all the new races. It will also feature some of my other work outside of Sins. This site will launch with the 2.0 final release.

Hey DANMAN, got an ETA on the next BETA release of 2.0? Can't wait to see the Dark Angel in its full glory with all those cannons blazing. Will it be delivering broadsides or just firing one after the other? I certainly hope those frontal cannons perform as they are advertising right now with their massive size.Also, will you be adding in Dolynick's Stargate Ancients mod in as well? I kinda actually prefer them to your Atlantians.
End of quote


TRAITOR!!!!! No...just kidding. Yes, I plan to add the Ancients in as well. Story line for them...the Atlantians are older, and the Ancients are their children that got left on Earth when the Atlantians fled the galaxy. I also plan to incorporate his Ancients into my Atlantians, as he has done a lot of tech tree work that I have not had the time to do. Thanks for the suggestion Sparda.

Also, the DarkAngel will fire using broadside attacks with all those cannons blazing. It will launch Phase Missle "torpedoes" from it's front launch tubes, and will fire a heavy gauss cannon ability from its main deck guns.

DANMAN
t



Reply #1313 Top
There are some pics in the 7 DEADLY SINS forum, but I have many more to post. Also, there is a new site in development, which will feature all the pictures, videos, content, readme's and storylines with all the new races. It will also feature some of my other work outside of Sins. This site will launch with the 2.0 final release.


NICE!!! :CONGRAT: Were can you find this site?
Reply #1314 Top
Also, the DarkAngel will fire using broadside attacks with all those cannons blazing. It will launch Phase Missle "torpedoes" from it's front launch tubes, and will fire a heavy gauss cannon ability from its main deck guns.
End of quote


Sweet. Thanks. Oh, by the way the Rogues need phase missile research as well because currently I don't think their missiles phase through shields. In vanilla the Vasari's didn't phase either until you did at least one level of phase research. Do the Atlantians have phase missile research done? IF not, then they need it too.

Reply #1318 Top
Hi Danman, can you add me to the modtester team? My login name is "Boisdope", thanks!
Reply #1319 Top
Well um will 2.0 be out before August?
Reply #1320 Top
Also, the DarkAngel will fire using broadside attacks with all those cannons blazing. It will launch Phase Missle "torpedoes" from it's front launch tubes, and will fire a heavy gauss cannon ability from its main deck guns.Sweet. Thanks. Oh, by the way the Rogues need phase missile research as well because currently I don't think their missiles phase through shields. In vanilla the Vasari's didn't phase either until you did at least one level of phase research. Do the Atlantians have phase missile research done? IF not, then they need it too.
End of quote


Yes Sparda, in the final 2.0, he Rogue and Atlantians will have phase missle research in their tech trees.

NICE!!! Were can you find this site?WWW Link
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The forum is up, but the actual site that I have been making is not up yet. Only FourAces and HammerSun have seen it so far.

Rogues -Derelict Fleet Action60mb, 1024x768, music: Marilyn Manson -Seizure of Power
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That video was great, and I would like to host it too here in the videos section, and also my new site.

Hi Danman, can you add me to the modtester team? My login name is "Boisdope", thanks!
End of quote


DONE

Well um will 2.0 be out before August?
End of quote


Of course! Actually, the next 2.0 BETA is almost ready. If all goes well with that BETA, then it will turn into the release version after I make some fine tunements.

DANMAN
Reply #1321 Top
Hi DANMAN

I'm using 1.4 still and when I unzipped the file it contained the folders which I placed onto the C drive in mods folder. I have used an older version of your mods which showed a list of mods (in game) when I enabled the mods, with this one I can't. Is this because 1.3d is not compatible with SINS version 1.04?

Reply #1322 Top
Hi DANMANI'm using 1.4 still and when I unzipped the file it contained the folders which I placed onto the C drive in mods folder. I have used an older version of your mods which showed a list of mods (in game) when I enabled the mods, with this one I can't. Is this because 1.3d is not compatible with SINS version 1.04?
End of quote


Yes Jean Luc, you need to update your version of Sins to 1.05, or the mod will not work properly as it is based off of 1.05 files.

DANMAN
Reply #1323 Top
Danman,

I really enjoyed playing this mod although i downloaded the 1.3d from the title screen and i was wondering if i had missed some of the updates for the mod. also for the Kur Ah the maruder was only attacking in one derection with one weapon if you could talk to the designer to increase the damage or perhaps give it a couple of side weapons that would be cool.

P.S. if there is any updates to the mod could i get you to repost the latest version, or perhaps tell me where to find it.

Thank you much. ^^
Reply #1324 Top
Danman, I really enjoyed playing this mod although i downloaded the 1.3d from the title screen and i was wondering if i had missed some of the updates for the mod. also for the Kur Ah the maruder was only attacking in one derection with one weapon if you could talk to the designer to increase the damage or perhaps give it a couple of side weapons that would be cool.P.S. if there is any updates to the mod could i get you to repost the latest version, or perhaps tell me where to find it. Thank you much. ^^
End of quote

The versions as I know it are 1.3d and the Beta 2.0 (Which doesn't work for everybody.)

As for the Kor-Ah, the ship did that in 1.3d, but I believe that has been changed for the beta. (Not sure as I'm one of the ones that the beta doesn't like. ;p
Reply #1325 Top
Danman, I really enjoyed playing this mod although i downloaded the 1.3d from the title screen and i was wondering if i had missed some of the updates for the mod. also for the Kur Ah the maruder was only attacking in one derection with one weapon if you could talk to the designer to increase the damage or perhaps give it a couple of side weapons that would be cool.P.S. if there is any updates to the mod could i get you to repost the latest version, or perhaps tell me where to find it. Thank you much. ^^
End of quote


You have the most current version. The 2.0 BETA is for playtesters and Mod developers that are part of my team. This is open access of course, you only need to sign up if you wish to become a playtester.

As for the Kohr-Ah Marauder, this is exactly as how it was back in the days of Star Control. It has not changed for the BETA except for a few abilities. The other Kohr-Ah ships fire from the sides and use different weapons as well.
So, it is true to the original, but the others are more varied. I made each ship, so I am the designer. I hope this information was helpful to you!

DANMAN