DANMAN3712 DANMAN3712

[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.

12,508,165 views 4,959 replies +12 Loading…
Reply #1626 Top
Yeah I set them up so they do one 250 damage shot every 5 seconds. Not quite SMAC, but since their platforms use the same weapon type as the TCA's primary weapons, they also benefit from those researches. Add in the fire rate upgrade and it really kicks ass. Plus I boosted the HP and armor, made it take a butt-load of resources, and take 4 tactical slots to balance things out.
Reply #1628 Top
Has anybody suggested the idea of a mobile construction/factory ship? A gigantic ship (1-2 times the size of a kol), taking up 2-3 cap points, having a 4000 health and around 2-3000 shields. You could move it anywhere, and it will build frigates (and possibly carriers). This would allow large spread out fleets to rebuild immediately after a defeat, rather than return to the production planet, which can sometimes be a galaxy away. It'd be slow and costly of course, for balance; but I do think it'd add a nice element to Sins.
End of quote


Hmm... Kinda sounds like the olympus class mod.
I tcan't find the post anymore, but they managed to get two out of the original three faction's ships pretty much completed.
If you can contact them, (Volt_cruelerz) they might be able to supply this for ya.
If not, their post has some decent ideas for creating ships.
Reply #1629 Top
IVE BEEN WAITING FOR 2 MONTHS WHEN WILL 2.0 BE DONE WHEN!!!!!!!!
Reply #1630 Top
IVE BEEN WAITING FOR 2 MONTHS WHEN WILL 2.0 BE DONE WHEN!!!!!!!!
End of quote


It will be done when its done, Remember all good things take time :CONGRAT:


DarkStar 
Reply #1631 Top
Has anybody suggested the idea of a mobile construction/factory ship? A gigantic ship (1-2 times the size of a kol), taking up 2-3 cap points, having a 4000 health and around 2-3000 shields. You could move it anywhere, and it will build frigates (and possibly carriers). This would allow large spread out fleets to rebuild immediately after a defeat, rather than return to the production planet, which can sometimes be a galaxy away. It'd be slow and costly of course, for balance; but I do think it'd add a nice element to Sins.Hmm... Kinda sounds like the olympus class mod.I tcan't find the post anymore, but they managed to get two out of the original three faction's ships pretty much completed.If you can contact them, (Volt_cruelerz) they might be able to supply this for ya.If not, their post has some decent ideas for creating ships.
End of quote


Yeah, I actually figured this out too using abilities and such. I can have a "mothership" create frigates, cruisers, space stations, mines, all kinds of things. Basically, if it can be made into a frigate, the "mothership" can build it. The first race I am going to try this on will be the Arilou. One giant UFO that will spawn other big UFO's, in turn spawning smaller UFO's. Kind of like Independence Day.

IVE BEEN WAITING FOR 2 MONTHS WHEN WILL 2.0 BE DONE WHEN!!!!!!!!
End of quote


Soon my friend. Go get the BETA if you can't wait.

UPDATE:

NEw Kohr-Ah light attack frigate is done, I will post pics later. Fires custom red plasma bolts, and can bomb planets. It is death dealing....but all offense.

I also have one Kzer-Za ship done, and it looks sweet. Pics will be up soon.

I am trying to get things wrapped up for a BETA "D" release within a week or so, as I am starting night school again next week. After the BETA "D", if no bugs are found, that will be the final release.

DANMAN
Reply #1632 Top
The first race I am going to try this on will be the Arilou. One giant UFO that will spawn other big UFO's, in turn spawning smaller UFO's. Kind of like Independence Day.
End of quote


Wow! That sounds awesome! Nice to have something different from the ole' battleship or carrier.  :CONGRAT: 
Reply #1633 Top
awesome! i'll be back to beta test for you danman tomorrow, so i can't wait to see what new things have been done! :CONGRAT:
Reply #1634 Top
Wait... you're putting in something like a Supermac?...I'm switching to that team.
End of quote


Well, go join the TCA my friend. However, the UNSC from the Halo mod will be added. And they WILL have actual SMAC's, instead of a platform based off them. And the UNSC in 7DS are supposed to evoke the same response as the Empire, "Oh God RUN!", instead of spamming tissue paper ships like in the Halo mod.

7DS UNSC: Scary as hell.

Halo mod UNSC: Meh.
Reply #1635 Top
The first race I am going to try this on will be the Arilou. One giant UFO that will spawn other big UFO's, in turn spawning smaller UFO's. Kind of like Independence Day.
End of quote


Well, fortunately we won't have to beg Jeff Goldblum to save us, because we will have some nifty shields and advanced weapons of our own.
Reply #1636 Top
UPDATE:
Here are the pics I promised. I have a few. I have been VERY busy tonight. I made 3 new models! That is a lot....for me.
Anyways, here is the run down:
Kohr-Ah Light Frigate. Fires red plasma bolts, and can bomb planets:


Here is the new Kohr-Ah Heavy Frigate. Like a LRM, fires Kohr-Ah blades from a distance, a little heavier in armor than light frigate, weaker in shields. It can also bomb planets:


This is the new Kohr-Ah Orbital Defense Platform, fires plasma bolts and blades from all four sides of the platform. Pretty easy to kill though, and it is expensive.


And this is for you Star Wars fans....the Empire in all their glory!


Anyways, another model or two and the Kohr-Ah will be done, then on to the Kzer-Za, the Arilou, and finally the Atlantians...

Oh, and the "mothership" ability is sweet.....

DANMAN
Reply #1640 Top
They already have them, I think. However they don't work. By that, they don't interdict.
Reply #1642 Top
They already have them, I think. However they don't work. By that, they don't interdict.
End of quote


Yeah, I am working on that. I am trying to fix them and make them work.
dan, your model looks almost Shivan, from FS2...
End of quote


Yes, the Kohr-Ah do reseamble the Shivans slightly. Also, the Kohr-Ah are reddish in the picures because my player color is red. If I made it blue, then the ships would take on a blueish appearance. This was done on purpose, and so far is unique to the Kohr-Ah. Since thier ships are natually just black, I wanted to give them a little color to give them some flair along with the custom Kohr-Ah glyphs that adorn the hull. I really hope people enjoy yhr Kohr-Ah as much as I have enjoyed making them. They are based solely on combat and offense, with virtually no defensive ability except for the new orbital turret that I have just created. This race will require skill to master effectively, as they are a bit different than the other races, but something I think you will all enjoy. Effectively used, they can take on all other races, and exterminate, or "cleanse" them from the galaxy. As long as you use this approach, the Kohr-Ah will be effective. Typically, if you are the Kohr-Ah, if you are not killing something at the moment, then you are not using them effectively. If the enemy gets time to mount a big offesive of their own, or is allowed time to "dig in" with defenses, then a win for the Kohr-Ah will be difficult. It is all up to the player.

More to come!

DANMAN
Reply #1643 Top
I hope that you will keep Atlantian Mothership Titan model, even if it's Vasari mothership on steroids - I kinda like that one - it shout "Oh, we're fucked" when you see one (or my favorite way - three ships battlegroup with Titan carriers escort) warping into your sector.
Reply #1644 Top
I hope that you will keep Atlantian Mothership Titan model, even if it's Vasari mothership on steroids - I kinda like that one - it shout "Oh, we're fucked" when you see one (or my favorite way - three ships battlegroup with Titan carriers escort) warping into your sector.
End of quote


Mr. Who,

The model itself is not on the chopping block, but it will no longer be Atlantian....

Don't worry though, if you like the Osirus as it is now (the mothership) then you will love the new Atlantian ships. They are about double its size, if not more. They are almost as big as a planet right now (planets will be changing in size soon!)

Pretty much, the way it will be, if you see a "new" Atlantian Titan, pray that they are your allies, or you have your entire fleet there to take it down. If not, I have one strategy for you.....RUN.

While the rest of the Atlantians will be much weaker than standard "vanilla" ships off the bat, the TITANS will be uneffected buy this change. They will be a late game research for the Atlantians, but when they are finally built, they will bring the pain, no matter which one you choose to build (yes, there will be at least five)

As for all the current Atlantian Titans, they will go to another race....

DANMAN
Reply #1645 Top
Atlantian video now on Youtube:



WWW Link


DANMAN
Reply #1646 Top
Yeah, I actually figured this out too using abilities and such. I can have a "mothership" create frigates, cruisers, space stations, mines, all kinds of things. Basically, if it can be made into a frigate, the "mothership" can build it. The first race I am going to try this on will be the Arilou. One giant UFO that will spawn other big UFO's, in turn spawning smaller UFO's. Kind of like Independence Day.
End of quote


When I read this I immediately thought of this mod: WWW Link
Reply #1647 Top
When I read this I immediately thought of this mod: WWW Link
End of quote


lol thats where we are getting the models
Reply #1648 Top
Hmm... What's the ship that has a semi-interdictor ability...
I think it's a vasari ship, maybe advent.
Anyways, for the Imperial interdictor, why not change the amount that it slows the ships jump charge to something massive, then just copy it over and rename it?
Might not work, but I think it's worth a try.
Great mod by the way.
Reply #1649 Top
Well, Interdictor Cruisers don't delay a hyperspace jump. They make it so you can't leave, and the Empire's Star Destroyers can turn your ships into scrap metal, coincidentally killing everyone on-board.

Take a phase jump inhibitor, make it mobile, and make it so it disables phase jumps in the gravity well. There's your Interdictor.
Reply #1650 Top
Take a phase jump inhibitor, make it mobile, and make it so it disables phase jumps in the gravity well.
End of quote

Should be an ability with a time limit/cooldown/etc.