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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.

12,508,743 views 4,959 replies +12 Loading…
Reply #1401 Top
sorry im back from california

im still having trouble i was reading the other stuff about stoposto. im having the same promblem as him. so where do i find the hidden folder. and remember i have a vista, and how do i .....ummm..... unhide the folder.
Reply #1402 Top
BTW I wanted to ask whether it is possible to revert the main theme back to the original? The new one just doesnt fit the bill for me. Thanks.
End of quote



I thought it would be great to hear David Bowie's song 'Space Oddity'.

"Ground control to Major Tom.... Ground control to Major Tom.... take your protien pills and put your helmet on." LOL
Reply #1403 Top
sorry im back from californiaim still having trouble i was reading the other stuff about stoposto. im having the same promblem as him. so where do i find the hidden folder. and remember i have a vista, and how do i .....ummm..... unhide the folder.
End of quote


open up your control panel.
on left side towards the bottom there are 4 things:

Recent Tasks
Uninstall a program
show hidden files and folders
optimize visual display

click on 'show hidden files and folders'
new window will pop up.

click on the 'view' thumbnail at the top

under 'files and folders' look under 'hidden files and folders'
there you simply check the box of which option you want
either show or do not show hidden files and folders.
after you select click apply...all done

...
Reply #1404 Top
Question: Sins Enhanced - Sky Box Edition v0.5.4 BETA - By Kcissem does not work by itself for 1.05. Which files are used in 7DS?
Reply #1405 Top
Im starting to feel like an idoit. derek what you said is very helpful, and it was what is wanted a step by step thing. but i have a windows vista. i dont have:
show hidden files and folders
optimize visual dsplay.

i do have recent task, but its not under control panel, and uninstall programs to me is in Programs and features.

thanks for trying though :SNIFF!: 
Reply #1406 Top
George_Bush,

Vista:
C:\Users\username\AppData\Local\Ironclad Games\Sins of a Solar Empire\

From an explorer window:
Tools - Folder Options - View - Show hidden files and folders.
Reply #1407 Top
Question: Sins Enhanced - Sky Box Edition v0.5.4 BETA - By Kcissem does not work by itself for 1.05. Which files are used in 7DS?
End of quote


I used all the textures and meshes, along with the Gameinfo files that only dealt with the Stars and backgrounds.

Hope this helps!

DANMAN
Reply #1408 Top
@ DANMAN

Hmmm. Those are the only files within the mod itself. Should I be ignoring Kcissem's instructions to copy the contents of GameInfo and Textures from the program directory to the mod directory? (Sorry I don't know that much about how the mod works)
Reply #1409 Top
where do i find tools, i got like different kinds, admin tools, system tools......

but what folder do i look in for tool, and are you telling me ins in internet explorer?
Reply #1410 Top
btw your banner at the top ran out of bandwith and now it has the photobucket emblem there
Reply #1411 Top
ok, i found what you all werte talking about, and now i unhide the folder!!!!!! Please hold your applause, it was nothing.

anyway, it still didnt work, there is no mods folder under ironclad games, i got this other 10 folders that were already there before this all got started.
so what do i do now?

sign- the boy who sucks at mods.
Reply #1412 Top
Thanks for the help DANMAN.
Unfortunately, I've now come to the conclusion that I suck to much to make it compatible with 1.05 as I can only get it to work by disabling all the changes.

George_Bush,

There should be a Sins of a Solar Empire folder in the Ironclad Games folder. Make sure you have patched SoaSE to 1.05.
Reply #1414 Top
hey wich ship of the rogue race can colonize???
End of quote

None in 1.3d. It has to be captured.

Changing for 2.0 I believe.
Reply #1416 Top
i was about to ask the same question, but first things first. I got it working!!!!! after i did alll that stuff all i had to do was create a Mods folder, put 7 dealy sins in and it worked :CONGRAT: .

the game is sweet, i love it. now it is question time:
With the rogue, if you capture and enemy frigate factory can you build there ships?
ummmmm........ i only got to play it for like 45 mins, becuase i got work tommorow.

comments/suggestions:
i think it would be cool if maybe in the fighter section or frigates or whatever, the would be some time of boarding craft to capture an enemy vessel, so you could use other ships too. that would be cool, and it doesnt have to take like one frigate to capture like one capital ship, you could make take like 5 or whatever. just a suggestion, i always want to be able to have a wide variety.


thanks for the mod danman, its  :SNIFF!: beautiful. :CONGRAT: 
Reply #1417 Top
i was about to ask the same question, but first things first. I got it working!!!!! after i did alll that stuff all i had to do was create a Mods folder, put 7 dealy sins in and it worked  .the game is sweet, i love it. now it is question time:With the rogue, if you capture and enemy frigate factory can you build there ships?ummmmm........ i only got to play it for like 45 mins, becuase i got work tommorow.comments/suggestions:i think it would be cool if maybe in the fighter section or frigates or whatever, the would be some time of boarding craft to capture an enemy vessel, so you could use other ships too. that would be cool, and it doesnt have to take like one frigate to capture like one capital ship, you could make take like 5 or whatever. just a suggestion, i always want to be able to have a wide variety.thanks for the mod danman, its   beautiful.  
End of quote


Glad you got it to work Mr. President...
As far as capturing, the Rogue have this ability automatically, the Heavy Frigate does it. The other races can combat this with research of their own, and equip their LRM frigates to do the job currently. This may change in the future.

As far as a operating captured frigate facilty...I'm afraid not. The only good thing about capturing the enemies buildings is that they can no longer use them, and then you can then cause them to self destruct and then salvage the parts as credits...adds insult to injury!

DANMAN
Reply #1418 Top
Im really new to this game and the whole modding scene. I was wondering DANMAN if you could email me with instructions on how to install your mod.
Reply #1419 Top
KamuiGodofWar,

Unzip it, then place it into your mods folder located at:

Vista:
C:\Users\username\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods

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

Please note that some of these directories are hidden by default. To unhide them, go to Control Panel -> Folder Options -> View and set yourself to view hidden files and folders.
End of quote
Reply #1420 Top
Just another odd question, is there a way you can turn certain elements of the mod off? Or is it an all one in one package deal.

(For instance, I don't want the Star Control Mod activated)
Would I be able to turn it off seperatly in the modification archieve directly on the Sin's game menu, or, would I have to remvoe it Manually?
Reply #1421 Top
Teh-Blonde-Ninja,

Manual editing or deleting of files would be required.
Reply #1422 Top
Im starting to feel like an idoit. derek what you said is very helpful, and it was what is wanted a step by step
End of quote


i have vista too...
sigh...
Reply #1423 Top
Just another odd question, is there a way you can turn certain elements of the mod off? Or is it an all one in one package deal.(For instance, I don't want the Star Control Mod activated)Would I be able to turn it off seperatly in the modification archieve directly on the Sin's game menu, or, would I have to remvoe it Manually?
End of quote


Unfortunately Sins does not support this kind of mechanic with mods, which is the reason why I created 7 DEADLY SINS. If you don't like the Star Control races, you can delete them.
Go into the gameinfo folder, find the Player entity files, and delete the ones that say Kohr-Ah, and Arilou, if you have the 2.0 BETA.

DANMAN
Reply #1424 Top
I think the Arilou need some custom capital ships