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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.

12,512,233 views 4,959 replies +12 Loading…
Reply #1476 Top
Well finally thought i would post a big thumbs up to danman and the seven deadly sins mod team for their awesome and professional work on this mod. Not only is this a great multi mod but the quality and speed of the mod teams feedback is sweet!! keep kicking azz guys  
End of quote


Thank you for posting! It is always good to get kudos from a fellow gamer, which I am at heart. My team and I are striving to bring the very best we can offer, and stress the game to its limits to provide the optimal gaming experience. Thank you!

DANMAN,could you check the playtester requests in your forums please?I have applied two days ago (along with several other people) and I'm dying to try the Beta Thanks!
End of quote


FYI,
All requests have been granted, however, if you put your request in the wrong place, I may have missed it. Check back there now, and see your rank. If you are still not a playtester, put a post in the playtester request forum I set up at the top of the page. I'll grant access ASAP.

I'm sorry for not specifying. I have the B version (the newest beta).
End of quote


That is wierd. Can you describe when it dumps, as it what actions you are doing at the time?

DANMAN
Reply #1477 Top
Danman,

I know I've been dragging my feet as of late but I just updated the Stargate Ancients mod to a v1.00 release.

Stargate Ancients

If you are still interested in including the mod in 7DS then you may want to use this version instead. Also, you mentioned having some models that might be applicable to this mod and if you are willing to share them I can probably find time to update the mod and incorporate them for you.

Regards,
-dolynick
Reply #1478 Top
FYI,All requests have been granted, however, if you put your request in the wrong place, I may have missed it. Check back there now, and see your rank. If you are still not a playtester, put a post in the playtester request forum I set up at the top of the page. I'll grant access ASAP.
End of quote


Thanks, got it :)

Reply #1479 Top
Danman,I know I've been dragging my feet as of late but I just updated the Stargate Ancients mod to a v1.00 release.Stargate AncientsIf you are still interested in including the mod in 7DS then you may want to use this version instead. Also, you mentioned having some models that might be applicable to this mod and if you are willing to share them I can probably find time to update the mod and incorporate them for you.Regards,-dolynick
End of quote


Dolynick,
That woulde be great. I will download the new version.
Yes, I have models such as Atlantis itself, and Go'ald motherships and Earth's ships such as the Daedilus. I also have a model of a drone from Atlantis, and the Stargate. I fully plan on making my own Stargate mod if the Stargate team does not allow merging of their mod. I fully respect thier wishes and concerns, so this is a backup plan if this will be the case. However, I would also like to help you and the Stargate team along, so let me know which models you would like, and I will get them ready for you. They still need texturing, as they are only blueprint models right now.
Also, I know the Stargate team stated that they will not include the Ori. I have a Ori model, and I intend on using it someday. Hopefully, we can work together to develop some really great mods for the Sins gaming community.

DANMAN
Reply #1480 Top
UPDATE:
The new Beta "C" should be out soon. Here are some updates tht will be in "C":

EMPIRE FIXES: With the help of Derek06, the the Empire from Star Wars has been fixed as far as stats and naming of all the ships. I have been trying to get an answer on the sound hardcodes issue but to no avail. As such, the Empire will have standard Sins sound effects for now.

Also, with the help of SpardaSon, and his mod Metal Storm, the TCA are now a complete race. The TCA is a faction of the TEC, TCA standing for Trade Coalition Alliance, and formed after the TEC. TCA are a more formidable race, and incorporate Kreyson's Battlewagon mod capital ships, Metal Storm, and some custom files that SpardaSon and I worked on. The TCA comes with custom ship names, custom research, and custom weapons. The TCA has replaced most of its autocannons and Gauss weapons with RailGuns, which fire at a high rate of speed and doing moderate damage. All ships stats have been tweaked to provide the TCA with greater armor points, and the TCA have evolved to better withstand the new threats in the galaxy. All RailGun weapons have custom weapon effects as well. Now, the humans are a real force to contend with in Sins. They will also be getting a Titan ship or two of which have not yet been made, but are coming along nicely. Some models by XMASBEER look quite promising, and very intimidating as well.

The Dark Fleet and the Unity are also shaping up well, but are farther behind than the TCA at this point. More on them will be done soon.

The Ur-Quan Kohr-Ah have had some ability switches and buffs, and they are getting more custom frigates and research as well. They will be a completely unique race by the next Beta is released.

The Atlantians are getting a complete overhaul from the ground up. They will be getting all new models, and will shed most links to the Advent and Vasari. There will still be some hints, as to keep in order with the 7 DEADLY SINS storyline, the Atlantians created both the Advent and te Vasari, as well as the Ancients from Stargate, whom are also coming to 7 DEADLY SINS.

Also in store, per Mr. Andrew, will be resource moons! Yes, now instead of just having moons that are special effects that give planet buffs, now some asteriods will be replaced by moons. Mr. Andrew replaced all the asteroids with moons in his mod, but I will be altering the code a bit to allow both asteroids and moons to appear. It will be random which ones the game engine picks.

Also, for all you Star Control fans, I now have a complete Arilou Skiff and Chmmr Avatar thanks to the models of Scott Irving, the webmaster of the Pages of Now and Forever website, dedicated to serving the Star Control fans for over 10 years.
Also, working with my partner HammerSun and modder and Star control fan Gihren, also part of my mod team, the Ur-Quan Kzer-Za and the Druuge will be coming to Sins soon. If they get into the full version of 2.0 will depend on how fast the models can be textured properly and then inserted into Sins. I will keep you updated.

Also, SamazRalan has done a fantastic job inventing new kinds of pirates to fight, and as soon as some coding issues are fixed, these may be coming as well. This will provide some variety in the pirated we face. So instead of always going after TEC based pirates, you may now actuall fight against som Vasari or Advent renegades as well, perhaps even some rebels who are massing old and worn out ships too. More to develop.

As you can see there is a lot going on, and more things behind the scenes that only a few know about, and other projects that I am working on as well that are still in development. Stay tuned as more features develop.

DANMAN
Reply #1481 Top
Daedilus
End of quote


It's Daedalus DANMAN. And I'm looking forward to playing with my TCA race in the next BETA, as well as the de-nerfed Empire. Finally we will have an Imperial-I Star Destroyer and a Venator instead of two Imperator-I's. You ever get the Nebulon-B working? EvilleJedi had minidump problems with it. I like the moons, and the soon-to-come Stargate Ancients, who overpower the Atlantians when it comes to uber-ships. Will the resource moons provide more metal/crystal than an asteroid, or is it purely visual? Moons are bigger and hold more after all.

To all playtesters, I look forward to killing your fleets soon!

Reply #1482 Top
To all playtesters, I look forward to killing your fleets soon!
End of quote


LOL, I'll stick to single player...its way more fun when a CheatHappens trainer can be applied so you can get 1000 logistics and tactical slots per planet. XD. Thanks.

Reply #1483 Top
Hello all.

Quick question about updates.

I Down loaded your mod back in Late June.

Have there been any new versions released since then?

Thanks for your time.
Reply #1484 Top
Hello all. Quick question about updates. I Down loaded your mod back in Late June.Have there been any new versions released since then?Thanks for your time.
End of quote


Lord Nelson,
Unless you are a playtester on my team, then version 1.3d is the latest version. Version 2.0 is currently in its 2nd stage of playtesting, and a new revision will be out in a few days.

DANMAN
Reply #1486 Top
Incredible work DANMAN! I wish Ironclad was as devoted to SOSE as your team is. I would have shelved this game long ago if it wasn't for your meta-MODS. Can't wait for ver 2.0. Thanks for keeping the game alive!
Reply #1487 Top
lord nelson- you have to register as a playtester on danman's forum to have access to the beta
Reply #1488 Top
Could someone tell me the title and author (and maybe a D-load source if possible) of the background music in "Atlantian_Torpedo.avi" movie ?
Reply #1489 Top
Incredible work DANMAN! I wish Ironclad was as devoted to SOSE as your team is. I would have shelved this game long ago if it wasn't for your meta-MODS. Can't wait for ver 2.0. Thanks for keeping the game alive!
End of quote


Thank you very much, and you are very welcome. I do wish Ironclad seemed as dedicated as I and members of my team are. I don't know what they are doing behind the scenes, but hopefully they are working hard on the 1.1 or a new expansion. I only hope they will give us modders more support, especially with hardcode limits and understanding them.

Could someone tell me the title and author (and maybe a D-load source if possible) of the background music in "Atlantian_Torpedo.avi" movie ?
End of quote


YES! The name of the sing is TORPEDOES. The name of the band is MDFMK, which is a side project of the band, KMFDM. The other video, with the Korh-ah, the song is LOOKING FOR STRANGE, also by KMFDM. The next video, should be with their music as well.

DANMAN
Reply #1490 Top
FYI,
It is with heavy heart that I post this message. I have reached all the hardcode limits in the game engine, and I cannot proceed any further with 7 DEADLY SINS regarding new material. I can still change existing things, which I will continue to do as I have promised, but any "new" things are now shelved. I need all your support on this, as I am asking the developers to remove the hardcoded limits. As such, BETA "C" will now be very different from what I have envisioned, and will be out when I can get it done. This is all very depressing for me, as this mod is turning into my life's work.

So, here is what is going on now with BETA "C":

The Atlantians will still get new models, but no new research now. They may just borrow from others for now.

The Empire will be completely cleaned up, but no new research for them either.

The Arilou may be removed altogether, as I cannot give them one unique Capital ship now.

The new ships for the Rogue are off, as they cannot be added.

The Kohr-Ah will stay the same, again, I can't change anything now.

The DARK, and UNITY are on hold. How they are now is how they will remain. The TCA however is more complete. However, no new ships will be released.

Further implementation on future races, stars, planets, etc. has now come to a grinding halt. The team and I can still invent them, and I will continue to do so, but they cannot be implemented at this time.

That's about it for now. I will still continue to work on things, as well as work with all the members of my team developing things for the mod, but a lot of things cannot be done now. So everything "new" created from this point on will have to be stored until the hardcodes are lifted.

Here is the post I created detailing all the hardcoded limits. I would appreciate everyone's support to help get the developers change the limits so that this mod, and other mods, can continue. Thank you all for your support, your dedication, and for your fanship to the mod, myself, and the team. Hopefully, we can keep this party going.....

https://forums.sinsofasolarempire.com/320215

DANMAN
Reply #1491 Top
FYI,It is with heavy heart that I post this message. I have reached all the hardcode limits in the game engine, and I cannot proceed any further with 7 DEADLY SINS regarding new material. I can still change existing things, which I will continue to do as I have promised, but any "new" things are now shelved. I need all your support on this, as I am asking the developers to remove the hardcoded limits. As such, BETA "C" will now be very different from what I have envisioned, and will be out when I can get it done. This is all very depressing for me, as this mod is turning into my life's work.So, here is what is going on now with BETA "C":The Atlantians will still get new models, but no new research now. They may just borrow from others for now.The Empire will be completely cleaned up, but no new research for them either.The Arilou may be removed altogether, as I cannot give them one unique Capital ship now.The new ships for the Rogue are off, as they cannot be added.The Kohr-Ah will stay the same, again, I can't change anything now.The DARK, and UNITY are on hold. How they are now is how they will remain. The TCA however is more complete. However, no new ships will be released.Further implementation on future races, stars, planets, etc. has now come to a grinding halt. The team and I can still invent them, and I will continue to do so, but they cannot be implemented at this time.That's about it for now. I will still continue to work on things, as well as work with all the members of my team developing things for the mod, but a lot of things cannot be done now. So everything "new" created from this point on will have to be stored until the hardcodes are lifted.Here is the post I created detailing all the hardcoded limits. I would appreciate everyone's support to help get the developers change the limits so that this mod, and other mods, can continue. Thank you all for your support, your dedication, and for your fanship to the mod, myself, and the team. Hopefully, we can keep this party going.....
End of quote


Thats truly a damn shame. I have posted my opinion of what is going on in your new thread, but I got a bad feeling that none of our petitions will fall on listening ears. Regardless, voicing our distaste for this problem is a good step forward. It is very disappointing. Thanks for the update DANMAN, and your hard work.

-StoPosto

Reply #1492 Top
Thank you for voiceing your opinion, and for supporting me and the mod.

I will continue to mod, just as always, although my direction has changed. I will still try to get the 2.0 done as soon as I can, and the new BETA "C" should be out soon, just a bit different than I wanted.

I thank you for all those supporting me on the new thread asking for help.

DANMAN
Reply #1493 Top
You wanna know what sucks about the string limit? I made the string that broke the game. DANMAN tried to merge it in and CRASH went the game. Sorry DANMAN.

(:( :SNIFF!:
Reply #1494 Top
You wanna know what sucks about the string limit? I made the string that broke the game. DANMAN tried to merge it in and CRASH went the game. Sorry DANMAN.
End of quote


Not a problem my friend! It wasn't you, it was the game. After removing your string, and putting in my own, the game still did the same thing. It crashed.

Thanks for all the support that you have given me Sparda. I will be counting on you in the future as well.

DANMAN
Reply #1495 Top
Thank you for voiceing your opinion, and for supporting me and the mod.I will continue to mod, just as always, although my direction has changed. I will still try to get the 2.0 done as soon as I can, and the new BETA "C" should be out soon, just a bit different than I wanted.I thank you for all those supporting me on the new thread asking for help. DANMAN
End of quote


I wouldnt worry too much about the different course the next beta will make. I really do not think it will be for the worse despite the setback. As long as the Empire is fixed up a bit and the TCA receive some of the new goodies that were planned, I for one am satisfied. Thanks. :)

Reply #1496 Top
You wanna know what sucks about the string limit? I made the string that broke the game. DANMAN tried to merge it in and CRASH went the game. Sorry DANMAN.Not a problem my friend! It wasn't you, it was the game. After removing your string, and putting in my own, the game still did the same thing. It crashed.Thanks for all the support that you have given me Sparda. I will be counting on you in the future as well.DANMAN
End of quote


I know you don't blame me. I was kinda joking around. Of course, I share the honor with you of being the first two people to uncover the Sins string hardcode, your mod, my strings that pushed it over the edge and broke it. YAY!

Of course, considering we pissed off the entire Sins community at the developers, and we pissed the developers off at us for pissing the community off at them, we may have just started the biggest pissing-off in the history of Sins. Now all the two of us need to do is get pissed off the community for pissing the developers off at us, and the Circle of Pissing-Off shall be fulfilled. Unfortunately, its a bit hard to get pissed off at the community, considering we pissed them off in the first place.

We Are Legend.

Reply #1497 Top
Of course, I share the honor with you of being the first two people to uncover the Sins string hardcode, your mod, my strings that pushed it over the edge and broke it.
End of quote

You are the straw that broke the camel's back.

Oh, and you have pissed me off by posting that pissing-off post of pissed-offness because I had to read it some three times before I understood it. ... Pisser-offer.
Reply #1498 Top
Yay! Success!
Reply #1500 Top
I just have one question, does this 7 deadly sins mod work with the SINS v 1.05 patch.