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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.

12,507,894 views 4,959 replies +12 Loading…
Reply #1426 Top
I think the Arilou need some custom capital ships
End of quote


I'm sure they're on their way. I'd like to see one that looks like the alien ship from Heavy Metal. If you don't know what I'm talking about, the one halfway through this clip:

http://www.youtube.com/watch?v=i8Yh_RRDMjI&feature=related
Reply #1427 Top
sorry if this is rude but i am starting to loose interest in this mod with all this waiting. i posted in a topic about beta testing in your forums but it has been 4 days and there hasn't been an anwser to it. I am not good with this waiting thing. to me it seems i have been waiting forever.
Reply #1428 Top
well the Atlantian ships could use a total diffrent ship design then the ones of the vasari
End of quote


Yeah, lol...the flattened Vulkoras copy is interesting but kinda ludicrous.

Reply #1429 Top
sorry if this is rude but i am starting to loose interest in this mod with all this waiting. i posted in a topic about beta testing in your forums but it has been 4 days and there hasn't been an anwser to it. I am not good with this waiting thing. to me it seems i have been waiting forever.
End of quote


Cork2,
Just an FYI, I granted you access days ago. I guess you haven't checked back intot the forums? I do apologize, I don't have time to reply to everyone's playtester requests. I simply just grant access, so you need to check back in the forums often. Go to the official forums, login, and you will see that you are a playtester. Go the the DEVELOPERS section, then to the BETA post. There you will find the link.

well the Atlantian ships could use a total diffrent ship design then the ones of the vasariYeah, lol...the flattened Vulkoras copy is interesting but kinda ludicrous.
End of quote


New Atlantian ships are coming. 3D modeling is very difficult, and lengthy. It takes at least a week for me to create one ship, and I have been working on other parts of the mod. The Atlantians were my first attempt at modeling, and it is easier to edit prexisting ships than to create brand new ones. Plus, the fact that they use Vasari and Advent based ships, fits my storyline. The Advent are the Atlantians' CHILDREN, and the Vasari are the Atlantians' CREATION.

BUT I am working currently on BRAND NEW ships for the Atlantians. They will be more organic, and aquatic looking. Also, for the ships not changing, they will be getting new textures to make them different from the original models.

DANMAN
Reply #1430 Top
FYI,
All requests for Playtester status has been granted, and I am currently up to date with granting requests. If you requested mod developer or playtester status, check back into the official forums now. You will see that you can view the DEVELOPER's section on the main page. Here you will find my contact info, the job list, and the link to the BETA.


FYI, a new BETA should be up within a few days for playtesting.

DANMAN
Reply #1431 Top
if you want to show how the advent and vasari are related to the atlantians, you could use a atlantian ship texture that combines the two othere races.
Reply #1432 Top
So danman, for those of us (wierd fucks) that arent that interested in the new races, and where the main reason for loving this mod is all the other things it does like planet bonuses, rogue stars etc etc etc..
Is there anything new to look forward to in 2.0 besides the black holes? Or is it just new races new races new races?
Thx :)
Reply #1433 Top
So danman, for those of us (wierd fucks) that arent that interested in the new races, and where the main reason for loving this mod is all the other things it does like planet bonuses, rogue stars etc etc etc..Is there anything new to look forward to in 2.0 besides the black holes? Or is it just new races new races new races?Thx
End of quote


The graphics and effects are much better
New blackhole for mainstar
More textures for all old planets
New planets. (slavesheilded, Radiated, Shattered)
New white star main and rogue
Also a Nebula Birth featuring what i beleive to be 'baby' stars

Reply #1435 Top
Is there a version of this mod without the new races; just the additional planets and planetary bonuses.
Reply #1436 Top
FYI,All requests for Playtester status has been granted, and I am currently up to date with granting requests. If you requested mod developer or playtester status, check back into the official forums now. You will see that you can view the DEVELOPER's section on the main page. Here you will find my contact info, the job list, and the link to the BETA.FYI, a new BETA should be up within a few days for playtesting.DANMAN
End of quote


Hey DANMAN...I requested playtester status on the official forum but I am still high and dry on that one. Could you grant it when you have a spare minute? I know you are busy and I respect your work. I am registered there under the same name here. Thank you. :)
Reply #1437 Top
ah thanks i did check like once every day but i just went to the topic looking for reply never thought about looking throught the rest of the forums. sorry bout making a big fuss about it. Thanks
Reply #1438 Top
Is there a version of this mod without the new races; just the additional planets and planetary bonuses.
End of quote


If u dont want the new races go just go into the gameinfo folder of the mod and find the player.entity of the race u dont want and delete it.

DarkStar
Reply #1439 Top
Is there a version of this mod without the new races; just the additional planets and planetary bonuses.If u dont want the new races go just go into the gameinfo folder of the mod and find the player.entity of the race u dont want and delete it.DarkStar
End of quote


Or just wait for the next release of Solar Sins, which will be done as soon as 7DS 2.0 is done.


i believe they're called protostars
End of quote


Bingo!

So danman, for those of us (wierd fucks) that arent that interested in the new races, and where the main reason for loving this mod is all the other things it does like planet bonuses, rogue stars etc etc etc..Is there anything new to look forward to in 2.0 besides the black holes? Or is it just new races new races new races?Thx
End of quote


You should know better than to ask that. Of course it is more than just races...
And you will like the new ones....

UPDATE:
The new BETA 2.0 B will be up on my official forum in about an hour. Go to the same spot and download. Calling all playtesters and mod developers!

DANMAN

Reply #1440 Top
UPDATE:

7 DEADLY SINS 2.0 BETA "B" is up!

DANMAN
Reply #1441 Top
Hey DANMAN

How long do you think it will take to upgrade 7DS to the new Sins beta patch? I guess that's a dumb question sisnce it's not quite out yet eh? LOL

But I'm still curious about your thoughts on this...
Reply #1442 Top
Frostmage,
It all depends on how game altering the new patch is. So, hopefully not too long.

DANMAN
Reply #1443 Top
Dan,
you sure you want to put the next true release on a Beta patch? There could be bugs that are bad enough to mess with 7DS.

On a better note, it'll allow up to 9 capital ships! Hooray! (Now all we need is animatable turrets).
Reply #1444 Top
And you will like the new ones....
End of quote

Actually no, i wont/dont :P
For the simple reason that they are not new races at all. They are all almost carbon copies of the original races, or just with some pirate ships and some vasari, or some vasari and some advent.
I dont want to be mean, but thats why i never cared for the new races in this game, mod-wise. Because they just arent new. Yes the Empire sort of is, but then again im not that much of a star wars fan :P

Reply #1445 Top
And you will like the new ones....Actually no, i wont/dont For the simple reason that they are not new races at all. They are all almost carbon copies of the original races, or just with some pirate ships and some vasari, or some vasari and some advent.I dont want to be mean, but thats why i never cared for the new races in this game, mod-wise. Because they just arent new. Yes the Empire sort of is, but then again im not that much of a star wars fan
End of quote


You are not being mean, you are being honest. You also have to undertand the limitations of the game, and how much time goes into creating a race FROM SCRATCH.
In the completed version of 2.0, each of my new races will be just that, NEW RACES.
As I have become more comfortabable with my modding skills, I have made bigger leaps and changes. Each race that I introduce from now on will be its own race, not based off of the originals, except where I explicitly intend to do so, like with my new factions races, the TCA, the UNITY, and the Dark. These are stonger, more powerful versions of the originals, with new ships and enhanced weapons, all while keepin the originals intact, for players such as yourself who want to take out the new races. I don't mind, to each his own. All I ask is that you give the new, completed races a try when they are finally done. If you still don't like them, then so be it. I can see you will be tough to convince, and I will strive to change your mind.

Also, thank you for your help with the sounds. It worked perfectly.

Also, thanks to who gave me support with the BETA, the new one is up.

Patch 1.1 will provide challenging, and I will have to run Sins on two different computers just to keep both the 1.05 and the 1.1 going. I will see how 7 DEADLY SINS can take advantage of the new patch. I will keep you all updated. Also, I am now on IMPULSE for those who want to check me out there.

Go get the 7 DEADLY SINS 2.0 BETA B!

DANMAN
Reply #1446 Top
Danman, just a heads-up: if you want to make truly new races, either get yourself a big team of capable and dedicated people or count on at least six months of doing nothing but art assets (models, textures, icons, particles, etc.) per race.

I base this off my own experience - I am fairly quick with modelling and texturing, and I still can't churn out more than a couple models a week, and that's a burnout.
Reply #1447 Top
What is new in the subfactions? I didn't see any model changes during the 20 minutes while I tested out the TCA.
Reply #1448 Top
TCA will be a cooler looking TEC, with better effects for weapons, including a surprise that you will have to wait for, and have new ships added later including a long-range cruiser. Did you happen to check out a TCA capital? The clone races have uber-leveling capitals.
Reply #1449 Top
Yes, the new subfactions take advantage of Kreyson's Battlewagon mod. They will have new ships and better effects like Rail Guns in the next BETA, which is now a far ways off.

I made the mistake of updating to the 1.1 Beta patch. Modding is NOT supported. So, I now have to uninstall Sins and put it back to the way it was before, in order to do anything. I was trying to take advantage of the new 9 Caps and visuals, but so far I have yet to get my mods to work. I think I will need to crack their new filse first, but that will take some time. I will use my other computer (the slower one) to continue on with 7 DEADLY SINS with the 1.05 patch.

So, I may or may not be down. All depends on how much they actually changed. I just got done a 3 hour game with the 1.1 patch, and I did not notice any big changes accept for the GUI and minor graphical changes in effects and the models are SLIGHTLY different, not anything to get all jazzed about. I was more interested in the hardcodes going away and the modding support, which right now I can't get into.

So thats the story so far...I'm hittin the sack.

DANMAN
Reply #1450 Top
Keep up the great work Danman!