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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.

12,507,810 views 4,959 replies +12 Loading…
Reply #1651 Top
well, intredictors were not only Huge, but boasted a staggering array of offensive weapon systems. it should make a fitting Titan for the Empire
Reply #1652 Top
Depends on which one you're talking about.

There's the Immobilizer-418 that's based on a 600 meter hull and is armed exclusively with light weapons suited for antifighter/bomber combat only. It's decent at that, but requires an escort against most anything bigger.

Then there's the Interdictor Star Destroyer. It's based on the ImpStar-I and has a large portion of the armament removed due to the gravwell generators. Much better, but still requires an escort against capital ships.
Reply #1653 Top
Well, there is the Eclipse Super Star Destroyer. 17 km long, covered in more weapons than the Death Star, and has 8 grav well generators, which is more than an Immobilizer-418 has. It only has 4.

Did I mention the Eclipse has a superlaser capable of penetrating all the way to a planet's core, rendering the planet completely uninhabitable due to the fact a big chunk was blown away by the resulting explosion of ultra-hot magma? And the ash, volcanic gases, windstorms. Can't forget all the tertiary effects.
Reply #1654 Top
The Executer, Eclipse and Soveriegn should be the empires titans...
Reply #1655 Top
Well, no duh. I mean, the Eclipse and Sovereign could take on the first Death Star and win. They have mini-superlasers of their own.

(I'm not trying to insult you here. I'm agreeing with you.)
Reply #1656 Top
I mean, the Eclipse and Sovereign could take on the first Death Star and win.
End of quote

Depends on which fired first.
Reply #1657 Top
but of course, will the Death Star even be in this mod?
Reply #1658 Top
Hell, no! Then what next? System wide battleships? I'm already afraid about amighty Atlantian Titans that might spoil the fun - don't get me wrong I like powerful ships, but I HATE UBERSHIPS that are "game enders" even if they cost mad amount of cash and time because you:
a) don't build any.
b) wait and accomodate resources to build one - then game over - you win.

Neither is fun.

That's why I hope that new Titans won't be much (I mean more than twice) better than current ones.

Super weapons make you drool when you think about them, but the fun is over when you build one and get whipe clear the rest of galaxy without sweat.

P.S I like an idea that vanilla races or more specifically their descendants like TCA and Dark Armada would have only one or two types of Titans max, while Atlantians would have the most types of them.
Reply #1659 Top
I've looked through most of these pages and i was wondering where do i download the version 2.0 beta?
Btw Im a noob and i just downloaded the version 1.3d patch and it is AWSOME! All of you who worked on this did an amazing job!
Reply #1660 Top
Hmm.... Got an Idea for balancing the capital ships.
Well, not really balancing, just putting a limit on how powerful they are.
You know how many ships pirate planets have on them in this mod, even without gaining any from raids?
Make a titan about as powerful as 1.5 to maybe 2 times that many ships.
Reply #1661 Top
I've looked through most of these pages and i was wondering where do i download the version 2.0 beta?
End of quote

Last I heard, you went to the 7DS forums, asked in the area to become a tester, and got it once that status was granted.
Reply #1662 Top
Hey Danman!

UEF Soldier Reporting for Duty, Sir!
;p
Reply #1663 Top
Got an idea. Again.
I know, getting a bit annoying, but sorry...
For the interdictor, why not give it something like the ion shot, strip off everything but disabling phase jumps, then give it an appropriate area of effect?
Oh, and, uh, if you guys just want me to shut up, just let me know.
Reply #1664 Top
Interdictors should be similar to the DDG-U that the rogues have. Set the ability long range, long duration, fast cooldown for multiple ships disabled. :)

oops, responded to kitkun on previous page and didn't notice scratch's post. Great minds think alike :)
Reply #1666 Top
Does this mod work with 1.09b version of the game? When I try to activate the mod the game locks up
End of quote


no mods currently work with the 1.09 beta.
Reply #1667 Top
Take a phase jump inhibitor, make it mobile, and make it so it disables phase jumps in the gravity well.Should be an ability with a time limit/cooldown/etc.
End of quote


Thats just the thing. In order to make it Star Wars "canon", the Interdictor can have this ability for an unlimited amount of time, unless you disable the ability, like with an Ion cannon, or you destroy the Interdictor ship itself. Being that they are not full ISD's, this isn't usually too hard. In Star Wars games, usually fighter can take out an Interdicter all by themselves using torpedoes.

DANMAN
Reply #1668 Top
Well, whats the phase jump inhibitors ability? Can;t that just be modified for the Interdictor?
Reply #1669 Top
Thats just the thing.
End of quote

Never really noticed that no source specifically said they had turn off after a while to recharge...

Anyways, the weaknesses were really:
They had to take a few moments to charge before they are deployed,
They tend to be weaker than other equivalent sized ships, (SSDs excepted, of course.)
The generators put a massive strain on the power core pulling energy from other systems such as defense,
The massive gravity made the ships slow and hard to maneuver when activated.
And they do have a limited range.
Reply #1670 Top
well i have 1.05, do i just download the mod or something?
Reply #1671 Top
well i have 1.05, do i just download the mod or something?
End of quote


you download the mod from the links in the original post, extract the files using 7-Zip and place them in your 'mods' folder.

Vista: C:\Users\**Your User**\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods
Reply #1672 Top
For the infinite thing, just give it a 1 second duration, 0.5 second cooldown, and 0 antimatter cost.
Then, just put it on autocast, and there, you're done.
... I think...
Reply #1673 Top
For the infinite thing, just give it a 1 second duration, 0.5 second cooldown, and 0 antimatter cost.Then, just put it on autocast, and there, you're done.... I think...
End of quote


or you could have a 999999999999999999999999999 duration, 0.00000000000000000001 second cool-down. I think the best way is to make it last for about 60sec., cost 300 anti-matter, a range of around 40000, and a 120sec. cool-down. This way its not unbalanced.
Reply #1674 Top
For the infinite thing, just give it a 1 second duration, 0.5 second cooldown, and 0 antimatter cost.Then, just put it on autocast, and there, you're done.... I think...or you could have a 999999999999999999999999999 duration, 0.00000000000000000001 second cool-down. I think the best way is to make it last for about 60sec., cost 300 anti-matter, a range of around 40000, and a 120sec. cool-down. This way its not unbalanced.
End of quote


Yes, either of these will work to make it last indefinatley. Simply put though, if we are worried about being "canon", the Interdictors should just be like mobile phase jump distorters, with the ability being "on" all the time. The Interdictor ship itself is easy enough to kill to make this work and balanced, or just shoot it with an Ion cannon or something like that, and shut it off. Every race has this ability with at least one ship....

DANMAN
Reply #1675 Top
with the interdictors, i would do it like they did in Sw: Empire at War, and have it as an activatable power, but using it strips shields, and renders it almost completely immobile, and severly reduces the damage it can do with it's guns

titans should be Super Star Destroyers, and the Sun Crusher, and whatever other super-death-shi[s pop up in the expanded universe.

the Death Star should be the Super-weapon, and like the TECs, it should deal huge ammounts of damage to the planet itself, enought to obliterate the occupying teams population, and produce large ammounts of bombardment radiation, so you can't occupy it again, or is it possible to replace planets with asteroid fields in-game? the deathstar should be limited to only being able to be built on 1 planet at a time, and should have a massive cool-down on it's ability