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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.

12,507,678 views 4,959 replies +12 Loading…
Reply #1326 Top
Oh DANMAN, I almost forgot. The Kohr-Ah capitals and their spinning blades of doom need some work. The blades disappear and reappear while traveling, which is annoying to say the least. Sometimes they disappear right after being launched and we don't get to see the wonderful spinning they do (excellent piece of work that).

Also, the Kohr-Ah need different models for their capitals. They all use the same model so if you have more than one you can't tell which is which by a glance, and their zoomed-out icons need differentiation as well.

Just thought I'd point that out, and can't wait until 2.0 BETA 2.
Reply #1327 Top
Also, the Kohr-Ah need different models for their capitals. They all use the same model so if you have more than one you can't tell which is which by a glance, and their zoomed-out icons need differentiation as well.
End of quote


The Kohr-Ah caps do have diffrent models for each type of cap as well as different weapons.

DarkStar
Reply #1328 Top
They have different models? Look the same to me. I know they have different weapons.
Reply #1329 Top
Sparda,
Thanks for taking notice. I have started to work on the blades, and to fix the issue of them blinking in a out.
As far as the ships, they are actually different my friend, all 5. I tried to make them very similar, trying to keep the varients true to the original Marauder from Star Control. I didn't want to get to crazy with the designs, as in Star Control each race only had one kind of ship. So I have to use my imagination for the other 4, plus my mediocre modeling skills.

The new Ur-Quan coming, the Kzer-Za, all have green ships, and they will be much more varied. Gihren, HammerSun and Scott Irving from the Pages of Now and Forever are helping me with the Kzer-Za models, and I should have some screens up soon.

I am also finishing the Kohr-Ah, making all the support ships match in some way, mostly by making them all black and Kohr-ah themed, as well as new abilities. The Kohr-Ah will also have a custom tec tree, focusing on military power, and lacking in civilization development. They are not here to expand and make friends. They are here to exterminate all before them that are not Ur-Quan.
Are non-Ur-Quan are filth, and they must "cleanse" the filth from the galaxy.

DANMAN
Reply #1330 Top


We Are The Ur-Quan Kohr-Ah. Make Whatever Preparations Are Needed For Your Species. You Are The Filth...And We Must Cleanse! But, As You Die, Know This...Perhaps In Your Next Lifetime...You Will Be Born An UR-QUAN!!!
Reply #1331 Top
Hmm, i think then you should start with the Silicoids.

In the Mod they are Natural Terraformer, and well they are
don't be friendly to other kind of species.
And the best thing is, they can grow to ships but that
can take a long time and the bigger the ship is, so there
are a couple of beings are merge to one.

There Ultimate Technologie in our Mod was, the "Ganz-Planet-Silicoid".
Whats mean a whole Planet is merge to a Silicoid being, or you could
say to be Awareness of himself.
Also the have a fierce weapon, which could eat a whole Ship. Over time,
that ship would be lost.
Reply #1332 Top
Hmm, i think then you should start with the Silicoids.In the Mod they are Natural Terraformer, and well they aredon't be friendly to other kind of species. And the best thing is, they can grow to ships but thatcan take a long time and the bigger the ship is, so thereare a couple of beings are merge to one.There Ultimate Technologie in our Mod was, the "Ganz-Planet-Silicoid".Whats mean a whole Planet is merge to a Silicoid being, or you couldsay to be Awareness of himself.Also the have a fierce weapon, which could eat a whole Ship. Over time,that ship would be lost.
End of quote


That sounds awesome. Now to incorporate that into the Sins universe and game engine...


DANMAN
Reply #1333 Top
UPDATE on BETA 2.0:

I have tuned up some of the graphical issues, so things run more smoothly now. I have also optimized some files, which should allow the mod to load and play faster.

I have also implemented some minor gameplay changes, which people have been screaming for since the release of Sins. I will detail these changes later.

I still have much to do, but I am aiming for a new BETA release for this weeked if possible. Just wanted to keep you all up to date.

DANMAN
Reply #1334 Top
Hmmm, how can I take part in the Beta testing?
Reply #1335 Top
Hmmm, how can I take part in the Beta testing?
End of quote


Log in to my official forum, sign up, and send me an email or PM in the forum.
It is that easy...

DANMAN
Reply #1336 Top
Attention all 7 Deadly Sins players:

Tired of few online players?

Tired of Ironclad Online's hosting issues?

Then come on down to the OFFICIAL 7 Deadly Sins Hamachi network, created by the master of this mod, DANMAN3712.

Meet players, chat about stuff, and finally be able to play a game with NO hosting issues!

1.3d and BETA 2.0 Welcome

Network name: 7 DEADLY SINS

Password: danman

Disclaimer: New planet effects in 2.0 WILL minidump your game over Hamachi. Lower the planet effects to avoid this.
Reply #1337 Top
Greatings all 7 Deadly Sins players i have created a map pack that includes 8 maps that use the new planets and planet bonus you can danloade from here WWW Link Plz let me know if u have any problems

DarkStar
Reply #1338 Top
Thank you for this DarkStar!!!!

I will make this a part of the mod download next time...

DANMAN
Reply #1340 Top
I have a modding question. How can you make coppies of ships for different roles?
Example: I want to make a 'variant' of the EscortCruiser (Empire Carrier Cruiser) that colonizes instead of carring fighters. Ive tried just giving it colonize ability and and creating a string. Changing frigate type, etc... And i added it to the empireplayer frigate list...
Whatever i try it just dumps...
My guess is you gotta do something in the window file..but...

anyhelp would be much appreciated as this is the first game ive really tried modding...
Reply #1341 Top
anyhelp would be much appreciated as this is the first game ive really tried modding...
End of quote


Right you have to make a copy of the ship u want(base ship) and rename it
eg. FrigateFourthLight.entity
Remember to change Fourth to the name of your frigate & light to heavy ect
Then u edit the file and change these lines

NameStringID "IDS_FRIGATE_FOURTHLIGHT_NAME"
DescriptionStringID "IDS_FRIGATE_FOURTHLIGHT_DESCRIPTION"
counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_FOURTH"

And add the coloniz abilty here

ability:0 "AbilityTechFrigateColonize"
ability:1 ""
ability:2 ""
ability:3 ""

To remove fighter simply change this line to 0
maxNumCommandPoints 1

Then edit the player.entity file and add the ship were u want it

(Common)
PlayerFourth.entity

frigateInfo
Page:0
count 7 and one to the count for every ship added
entityDefName "FrigateTechScout"
entityDefName "FrigateTechLight"
entityDefName "FrigateTechLongRange"
entityDefName "FrigateTechSiege"
entityDefName "FrigateTechAntiFighter"
entityDefName "FrigateTechColony"
entityDefName "FrigateFourthLight " new ship

Now edit the english string file

(Common)
English.string

Add 3 to numstrings at top of file
adding the folowing


StringInfo
ID "IDS_FRIGATE_FOURTHLIGHT_NAME"
Value "NeoBolt Light Frigate"

StringInfo
ID "IDS_FRIGATE_FOURTHLIGHT_DESCRIPTION"
Value "A workhorse combat frigate that can be upgraded to efficiently defeat other ships with abilities."

StringInfo
ID "IDS_COUNTERDESC_FRIGATE_FOURTH"
Value "Strong vs. antifighter frigates, siege frigates, carrier cruisers and utility cruisers."

now edit the GalaxyScenarioDef file
(Common)
GalaxyScenario.Def

Add 1 to planetItemTypeCount
add this into the planetitem area in the file
planetItemType
designName "Tech:Frigate:Light"
entityDefName "FrigateFourthLight"


DarkStar
p.s full list of codding and hole files here
WWW Link
Reply #1342 Top
Thank you DarkStar! I may have to make you one of my modders instead of a Playtester!

DANMAN
Reply #1343 Top
I was deeply dissoponted by this mod. fist of all what i got was a mix of advent and Vasari. i dont see how people were considering this a variation of vasari becuase its not. also you Kor-Ah race needs to be severly worked on. I like the rogues although they could use more caps and a way to colinize planets. Anyway what i meant by i was dissapointed was that i thought i was going to get something different than what i got and it wasnt as good as what i wanted. This mod is decent but it could be better.
Reply #1344 Top
I was deeply dissoponted by this mod. fist of all what i got was a mix of advent and Vasari. i dont see how people were considering this a variation of vasari becuase its not. also you Kor-Ah race needs to be severly worked on. I like the rogues although they could use more caps and a way to colinize planets. Anyway what i meant by i was dissapointed was that i thought i was going to get something different than what i got and it wasnt as good as what i wanted. This mod is decent but it could be better.
End of quote

Which is why development continues.
Reply #1345 Top
I like the rogues although they could use more caps and a way to colinize planets.
End of quote


I think the whole premise behind the rogues is that they are underdogs and can't colonize planets... they 'steal' them. Hence the term 'Rogue".

Cheers. :)

Reply #1346 Top
I was deeply dissoponted by this mod. fist of all what i got was a mix of advent and Vasari. i dont see how people were considering this a variation of vasari becuase its not. also you Kor-Ah race needs to be severly worked on. I like the rogues although they could use more caps and a way to colinize planets. Anyway what i meant by i was dissapointed was that i thought i was going to get something different than what i got and it wasnt as good as what i wanted. This mod is decent but it could be better.
End of quote


I am deeply saddened that you are disappointed with my mod. Which is also the reason why it is constantly being worked on. This mod has over 1000 man hours put into it, and that is only what I have done, let alone the countless hours that all the other modders have put into their mods that I have merged it.
Perhaps you are only looking at the Atlantians, and not the new planets, stars, entities, graphical effects, sounds, and all the other aspects of this mod.

I would hope that you will stick around and try version 2.0 when it comes out, as you will see that your issues will have been adressed.
Also, as far as I can tell, you are one of the few that do not enjoy it. Over 6,000 people have downloaded and are playing the mod, and most can't go back to the original once they have played 7 DEADLY SINS. They enjoy thr game much more with my mod.

Kithkin and FrostMage, thanks for speaking for me.

DANMAN
Reply #1347 Top
SUPERFLEET: I was deeply dissoponted by this mod. fist of all what i got was a mix of advent and Vasari. i dont see how people were considering this a variation of vasari becuase its not. also you Kor-Ah race needs to be severly worked on. I like the rogues although they could use more caps and a way to colinize planets. Anyway what i meant by i was dissapointed was that i thought i was going to get something different than what i got and it wasnt as good as what i wanted. This mod is decent but it could be better.
End of quote


If you play as Rogues, you must adopt a predatory stance relying on heavy cruisers to bulk up your fleet off the neutrals around you. When you find a colony ship, divert your entire fleet with "autoattack" off and fighters likewise to "autoattack" off so you don't blow up the colony ship. Manually devastate whatever fleet is present and capture it at all costs and escort that gem back to the lair.

I didn't like them at first, but damn they are wicked fun once you figure them out. Check the 7 Deadly Sins forums: General and register. I'll post (as SamazRalan -damn typos suck) up a couple of maps I've made that are ROGUE specific.

Reply #1348 Top
now edit the GalaxyScenarioDef file
(Common)
GalaxyScenario.Def

Add 1 to planetItemTypeCount
add this into the planetitem area in the file
planetItemType
designName "Tech:Frigate:Light"
entityDefName "FrigateFourthLight"
End of quote


OK...everything else i did before.
But this i did not.
Im not at the right pc right now but when i do ill try this.

Thanks Darkstar for your help.
 :CONGRAT: 
Reply #1349 Top
Thank you DarkStar! I may have to make you one of my modders instead of a Playtester!
End of quote


Thx I would like that. Just tell me what i can do to help out.

DarkStar
Reply #1350 Top
Also, as far as I can tell, you are one of the few that do not enjoy it. Over 6,000 people have downloaded and are playing the mod, and most can't go back to the original once they have played 7 DEADLY SINS. They enjoy thr game much more with my mod.Kithkin and FrostMage, thanks for speaking for me.DANMAN
End of quote


you always have THAT ONE GUY that marches to a different drum lol