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[MOD] 7 DEADLY SINS : by DANMAN GAMES (DANMAN3712) ver 2.5 FINAL AVAILABLE to the PUBLIC!

[MOD] 7 DEADLY SINS : by DANMAN GAMES (DANMAN3712) ver 2.5 FINAL AVAILABLE to the PUBLIC!

The Ultimate Combo mod - featured in PC GAMER

http://www.danmangames.com

Welcome to the 7 DEADLY SINS mod, as featured in PC GAMER by DANMAN .

 

Welcome to 7 Deadly Sins 2.5 FINAL for the latest version of Sins Entrenchment 1.053.
7DS can only be played at HIGH maximum settings. DO NOT USE VERY HIGH settings. This will cause a minidump. Also, there is an issue with Win7 64 bit. You will get crashes, load errors, or the game will not even play, with or without warning. Just keep reloading the game and trying until you actually get into the game and play. This is a Windows problem, not a problem with Sins or 7DS.

 

7 Deadly Sins is:

The ultimate combo mod, the "unoffical" expansion of Sins of a Solar Empire, or so it has been dubbed by the mod community.
The work of many individual modders working together under my leadership (DANMAN3712).
Nearly 4 years old and downloaded in various forms over 100k times worldwide and in 5 languages.

Together, we form the 7DS Mod Team and the backbone of DANMAN GAMES www.danmangames.com

 

7 Deadly Sins is the combination of original 7DS Team content and other mods including:

Sins Plus - By Uzii
Solar Sins - By DANMAN
Sins Enhanced - By Krissem
Bailknights Graphical Mod 1.3 - By Bailknight
WLD Graphical MOD - By Lost WLD
Volumetric Explosions 0.85 - By Mansh00ter
Star Wars (Empire only) - By EvilJedi
Metal Storm - By SpardaSon21
HammerSun Pirate Mod - By HammerSun
UFO Mod - By i Nert
Kreyson's Battlewagons Mod - Kreyson
Sins Sounds - Gurkoz
Sins Music (unreleased) - Gurkoz
Ancient Ones, Atlantians (unreleased) - DANMAN
Star Control / Master of Orion Mod (unreleased) - DANMAN
NPC Starbases -Thanks Distant Stars for the help
HD Player loadscreen pictures of Arilou, KohrAh and Kzerza by Damon Czanik who is making "UrQuan Masters: Project 6014" dczanik.deviantart.com
Custom HUD displays for all races. Thanks Rick Hughes or Rick's Galaxy http://ricksgalaxy.homestead.com/index.html

 

So, now I know what you want...a list of what YOU, the player, is actaully getting with this mod. Well, here is a non-inclusive list:

11 brand new colonizable planet types
Colonizable Gas Giants, with new types of Gas Giants
5 Colonizable Stars - you colonize the moons that orbit them

Over 80 brand new planetary bonuses, including negative ones -even one that can completely sterilize the world for the remainder of the game.

1 New Star - White Star

1 Modified Star - Green is now a Neutron Star

1 New Super Massive Black Hole - at the center of some solar systems
2 Black Holes - will destroy your ships
3 Nebuleas - complete with baby stars
3 Different Moons, orbiting various planets and Stars

Galactic Rescaling by Makon to improve performance
Rescaled Planets and Gravity Wells by Danman for greater visual appeal

* Completely new soundtrack, provided by Chris Payne (DMG Composer), Gurkoz, Makon, Lucas Arts (Indiana Jones and the Fate of Atlantis Game) & (Star Wars), Frank Klpacki (Universe at War Soundtrack), and Toys for Bob, the developers of Star Control 1 & 2.
* Completely new sound effects, provided by Gurkoz, Toys for Bob, and Lucas Arts.
* New star color variants with matching skyboxes, provided by the Sins Enhanced mod.
* All new weapons, engines, abilities, and explosion effects, provided by Bailknight's Graphical mod, WLD Graphical mod, Volumetric Explosions, and DANMAN.
* Hundreds of custom researches, including those created by DANMAN, HammerSun, and Uzii.
* More individualized research for each race instead of shared research giving each race their own unique feel.
* Altered Artifacts, the 7 DEADLY SINS of Lust, Gluttony, Greed, Sloth, Wrath, Envy, and Pride.
* Dozens of custom ship models, including those from HammerSun, i Nert, EvilJedi, Kiedjor, DANMAN, and the X3: Reunion development team.
* Dozens of new maps, provided by SamazRalan and the 7DS Mod Team.
* New opening video and logos, video by SamazRalan, logos by DANMAN.
* New loadscreens, menu colors, and characters, provided by Uzii, Gihren, and DANMAN.
* New particles for magnetic storms, plasma clouds, wormholes and doomsday weapons by SamazRalan.
* Many more features too numerous to name here and always more in development.

 

New classes of ships:
Frigate -light armor
Destroyers -medium armor
Cruisers -heavy armor
Battlecruisers -very heavy armor, 2 to 3 weapon banks for anti-cruiser, destroyer and frigate duty
Capitalships -capital armor
Dreadnought -capital armor, incredible firepower and durability
Titan -capital armor like Dreadnoughts, possess doomsday weapons

 

New Area Affect Doomsday Weapons
TCA Beta Kol Graviton Doomsday
Imperial Executor SSD Shield Overload
Atlantian Avatar Stellar Converter (beam with damage to all in path)
Triad of Creation -Lapis Blackhole Generator and Spatial Compressor Wormhole Weapon

 

New Special Abilities
Rogue "Assault Pods", The Machine "Assimilation" for capturing capitalships, TCA armor plating unlocked by research for greater tanking, TOU "Oppression Aura" that reduces enemy firepower, Arilou Obliterator "Ion Cannon" disabling Starbases, Arilou "Mxyzptlk Array" with time disrupting "Quasi-Bomb", Triad of Creation "Nosferatu" and "Ghoul" energy siphons that do damage, and More!

 

New classes of strikecraft squadrons and Capitalships/Dreadnoughts/Titans with fixed number of Squadrons
Cruiser Squads of 3 strikecraft
Capital Squadrons of 6 strikecraft; largely used by Hangars
Titan Wings of 9 strikecraft; also used by Starbases

 

Mobile Starbases -all races possess starbases that can move about the gravity well to interdict enemy forces -assault carefully.

 

12 Playable Races with their own traits that make them more unique, from being a total offensive race, to a highly researching race. Each race now has its own unique tactics of gameplay.

Trader Emergency Coalition- solely based on trade and swarming, with little military might
Corpo-Nations that have rebelled against the Trade Order. Their military might stripped, they have turned to allying themselves with various factions and hiring mercs for protection.
TEC has new Battlecruisers, mercenary contracts, and EMP shells that bypass shields to a small degree.
Trade Coalition Armada- the military arm of the Trade Order
Once the development arm of the Trade Order, they are now the last hope for the Trade Order and humanity. Their ships are bricks with extreme range railguns.

TCA has state of the art weapons on traditional capitalships plus the Dresden and Athena Dreadnought and Beta Kol Titan.
The Orion Unity- modified Orion and Advent Combine
Some Orion split with the Atlantian-Orion Combine to guide the Advent towards their ultimate evolutionary stage. TOU ships are stronger, faster and deadlier; They can even travel between worlds using the Phase Stabilizer technology of the Tempest Titan.
Ship research boosts weapon performance.

DARK FLEET- modified Vasari
The Dark Fleet is all that remains of the Vasari. Where the weak Exodus ran often and fought rarely, the Dark Fleet seeks total dominion through force of arms. Their 5 Titan ships roam looking for prey.
Play style is familiar with greater armor, firepower and destructive potential.

Imperial Armada- from Star Wars
Guided by a clone of General Thrawn, the wasteland armadas of the Imperial Armada can employ powerful Force Alchemical Technology and even unleash the power of the Executor Super Star Destroyer.
Can unlock Jedi and/or Sith Holocrons for performance boost to defenses or offenses respectively -and at the expense of the other.

Rogue Cadre- Playable, custom pirates
Rob, pilfer, and steal your way to greatness. The Rogue Cadre is a melting pot of human cultures, Advent refugees and what remains of the Vasari. They have gathered against the TCA, TOU, Atlantian-Orion Combine and TOC to free humanity from tyranny, mysticism and slavery.
Posess the Precursor Titan and The Machine -the latter capable of capturing capitalships

Arilou Vanguard- UFO race from the Star Control Games
Not being of this dimension, the Arilou do not rely on money and normal means of transport or construction. They simply spawn ships from their "motherships", and travel through Quasispace, which propels them at near instant speeds from planet to planet.

Ur-quan KohrAh Third Doctrinal Fleet- Death race from the Star Control games
Totally aggressive, the Korh-Ah are built for battle. They are all offense, and barely any defense. They focus on exterminating every race and every planet they find, and almost every ship is capable of boming from orbit. Their goal is to "cleanse" the universe of all other sentient life, anything that is not an Ur-Quan.

Ur-Quan KzerZa Third Doctrinal Fleet- Slaving race from the Star Control games
Unlike their Kor-Ah cousins, the Kzer-Za believe in a diplomatic approach, let alone old habits of enslaving entire races into their Hierarchy. They have grown from their 10,000 year old ways, and are more good than bad now.

Atlantian-Orion Combine- the ultimate race, the seeders of life (the gods)
The Combine are part of the original Creator Alliance and responsible for seeding galaxies with genetic data. The Orion are the protectors and defenders until the Atlantian vessels can be fielded. Their greatest strength is their technology, but the loss of labs remove bonuses gained from research.

Taalo Horde- Ancient Rock race, from the Star Control games
As if the universe itself groaned for a protector, the Taalo have awakened from a million year slumber only to find old allies -the Atlantians and Arilou stripping the galaxy of semi-sentient flo-metal. They are the ultimate enviromental defender with a naive sense of justice. They have incorporated alien technology into their asteroid bodies with great results.

Triad of Creation- Ancient Destroyers of Worlds, Galactic Enslavers
The Triad of Creation, the Dnyarri, Antaran and Lapis, seek to eradicate all life in the universe. They nearly destroyed the Atlantian-Orion Combine in the Ori galaxy by turning their creation -the Vasari- against them. They emerged from within the Rogue Cadre taking a sizeable portion of their population into slavery. Their fleets struck the Taalo and Dark Fleet with vessels designed for infiltration nearly crippling the two factions.

 

To get the mod, go to the official website: http://www.danmangames.com

Click on MEMBERSHIP or DOWNLOADS , then register. Registering for the forums does not make you a member. Once you sign up for either a FREE or PREMIUM membership, the DOWNLOAD area will open up, you can get this, and other mods that we develop.

 

Again, we hope you enjoy 7 Deadly Sins Final for Entrenchment 1.053.

"7 Deadly Sins 2.5 Beta 6 Manual (old)" is included in the root directory of the mod folder or found at http://www.deviantart.com/download/288707982/7_deadly_sins_beta_6_manual_by_samazralan-d4rw0i6.pdf

*TOC is not included, investigate them, enjoy them, take over the galaxy!

"In the Beginning", Atlantian Lore can be found here http://www.deviantart.com/download/288708883/in_the_beginning_by_samazralan-d4rw177.pdf

 

Outside Sites

Check http://forums.danmangames.comfor forums, technical help, complaints, praise, and fun.

http://danmangames.com/forums/index.php?topic=5269.0 for Bug Reports for Beta 6

http://danmangames.com/forums/index.php?topic=5270.0 for Feedback and Discussion

Many Thanks,

 

DANMAN

 

7 Deadly Sins, a Danman Games Production/Mod for Sins of a Solar Empire by IronClad/StarDock.

12,508,153 views 4,959 replies +12 Loading…
Reply #1676 Top
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,
End of quote

Don't think you can do either of those.
Reply #1677 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 gunstitans 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
End of quote


Agreed. I think I will use the EAW ability.

BTW,
In case anyone cares or is keeping count, with the version 1.3d, since its release in June, over 11,000 downloads have been tracked. These do not count the ones I can't trace...
Thats a lot of people playing 7 DEADLY SINS...

DANMAN
Reply #1678 Top
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,Don't think you can do either of those.
End of quote


The only solution I can see in that case would be to have a Death Star take up over half your fleet supply so that only one could be built and the rest goes into your fleet. Obviously, not elegant and would just piss people off more than anything.
Reply #1679 Top
But makes sense. The Death Star was supposed to be a weapon to make fleets obsolete ,so it taking up massive supply makes sense.

Besides, you try resupplying a space station as big as a moon. Takes an entire SSD for just the fresh water probably.
Reply #1680 Top
But makes sense. The Death Star was supposed to be a weapon to make fleets obsolete ,so it taking up massive supply makes sense.Besides, you try resupplying a space station as big as a moon. Takes an entire SSD for just the fresh water probably.
End of quote


i'm pretty sure water is replaced by some high-electrolyte ration. this is in the past remember. ;p
Reply #1681 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.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
End of quote


Awhile back II created a working interdictor phase jump ability that was passive (i.e. always on) and completely stopped all phase jump (for enemies) within a certain radius. And of course, simply destroying the ship or hitting it with an ion burst disrupted the ability. If you'd like I could try and dig out the actual file I used or give you a quick tutorial on how I did it.
Reply #1682 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
End of quote


My version also caused the Interdictor to be unable to auto-fire, but I didn't have it strip shields and be immobile, though this would be easy to achieve.
Reply #1683 Top
Is there a way to make a warm-up time? That would really enhance the effectiveness of disablers.
Reply #1684 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.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....DANMANAwhile back II created a working interdictor phase jump ability that was passive (i.e. always on) and completely stopped all phase jump (for enemies) within a certain radius. And of course, simply destroying the ship or hitting it with an ion burst disrupted the ability. If you'd like I could try and dig out the actual file I used or give you a quick tutorial on how I did it.
End of quote


Yes Derbal, if you can do this, that would be great and very appreciated. Glad we are sharing info. Please let me know if you need anything for the Star Gate mod.

DANMAN
Reply #1685 Top
i'm pretty sure water is replaced by some high-electrolyte ration. this is in the past remember.
End of quote


Vaderade.

The only sports drink with the power of the dark side.
Reply #1686 Top
Vaderade.
End of quote

X-(
Reply #1687 Top
Hmm...
Think I've got the buff for the interdictor sorted out.
Haven't tested it, had some problems with game in the last couple of hours.  :( 
Anyways, I basically took the range and filter from the black hole, filtered out some of the unwanted stuff, pasted it in what I think is the right spot for it inside the ion blast buff, changed it to only disable phase jump, and bossted it so that it'll disable every enemy ship in the gravity well.
Just tell me where to post it if you want to see it.
Reply #1688 Top
Why did you choose 7zip to hold it?
Reply #1689 Top
Why did you choose 7zip to hold it?
End of quote


because 7-zip is free, highly versatile, and is better at compressing larger files.
Reply #1690 Top
Yes Derbal, if you can do this, that would be great and very appreciated. Glad we are sharing info. Please let me know if you need anything for the Star Gate mod.

DANMAN
End of quote



I totally forgot that I had posted my interdictor version a long time ago on Wincustomize. (March to be exact) Here's the Link The description explains it pretty well I think. You can use my files themselves for the ability if you want, but you'll probably have to rename them and change a few things since I just changed some values in the original files. And you might have to update it to 1.05 and 1.1 eventually since these files are really, really old, but they might still work.

I'm glad I could help.

Why did you choose 7zip to hold it?
End of quote


7zip is awesome. If you don't already have it, get it.
Reply #1691 Top
Yes Derbal, if you can do this, that would be great and very appreciated. Glad we are sharing info. Please let me know if you need anything for the Star Gate mod.DANMANI totally forgot that I had posted my interdictor version a long time ago on Wincustomize. (March to be exact) Here's the Link The description explains it pretty well I think. You can use my files themselves for the ability if you want, but you'll probably have to rename them and change a few things since I just changed some values in the original files. And you might have to update it to 1.05 and 1.1 eventually since these files are really, really old, but they might still work.I'm glad I could help.
Why did you choose 7zip to hold it?7zip is awesome. If you don't already have it, get it.
End of quote


Thank you for this my friend. In fact, I did see this a while back, and I never put two and two together. Thanks a bunch. Like I said, if you need help with anything, just ask. My team and I are at your disposal.

DANMAN
Reply #1692 Top
Is there a link to the Homeworld mod that you are part of, DANMAN?
Reply #1693 Top
Is there a link to the Homeworld mod that you are part of, DANMAN?
End of quote


I'm not really "part" of it yet per say, as you and I both now I already have too much on my plate, but I will be helping them down the line. I will get the link and I will post it later.

Also, I'll be giving you the Marathon soon. It is almost done. Just wanted to put on some finishing touches.

DANMAN
Reply #1694 Top
UPDATE:

As promised, here is a render of the TITAN for the TCA race. Some of you may recognize it...



DANMAN
Reply #1695 Top
could some 1 tell me where i can download the starwars mod and please send me a link to it

i thought it was in this mod but it isnt

thanks in advance
Reply #1696 Top
Old TEC battleship from SoTSE beta :D

Hey Danman I have a strange question:
When will be the 2.0 release?
What is strange in this question?
Becase I hope that that 2.0 won't be release ASAP, but in month or two from now. I know that it's a bit selfish but I won't be able to test new 2.0 till then, so I would be more than happy to hear that it will take some time for next release (more time more new stuff for me) :D
Reply #1697 Top

Jamie Banks,

 

I believe it's in the 2,0 Beta. (Haven't been able to play mods in a while)

Also look for the Star Wars Mod thread.

 

:fox:

Reply #1699 Top

7DS is for version 1.05 currently, yes.

 

:fox:

Reply #1700 Top

Glad someone noticed where the TITAN TCA ship is from.  It is in fact called the TCA KOL BETA, a new experiment ship designed to better defend Trader space.  Here is the ship in action:

 

Sins_DEVELOPER_2008-08-271.wmv

 

I hope you all enjoy it.

DANMAN