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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.

12,508,055 views 4,959 replies +12 Loading…
Reply #1751 Top

Yes,I also like the song,but i'd like a "spacey,dramatic,epic" song more.

 

 

P.S Dan, do you know how many moders you have on your team?

Reply #1752 Top

I always seem to have trouble with the beta versions on my PC. The ver 1.3d of this mod works fine. I am trying to use the Beta C version and very early on from starting an ironclad game the program crashes to desktop (one the game is going). I seem to have had this similar problem with all the beta versions so far. My system specs are as follows: Windows Vista Ultimate, 2 GB RAM, and an Intel Dual Core 6600. I am also using 2 Geforce 8800GTX's in SLI.

I don't really get a warning and it crashes even if I am not doing anything in the game. Tried it 3 times so far.

Also note, I enabled the Beta C mod and told it to load at start up and exited the game. Then restarted it. I even tried disabling anti aliasing just in case but still same issue.

Reply #1753 Top

I don't really get a warning and it crashes even if I am not doing anything in the game.
End of quote
Perhaps the AI is doing something?

 

:fox:

Reply #1754 Top

i remember having that problem earlier, but i forget what i did to fix it. :pout:

Reply #1755 Top

:( I hope you remember! Oh, and I also have SP1 installed as well. My video and sound drivers are up to date.

Reply #1756 Top

For vista ultimate thats an awful small amount of RAM. With all of the new content in the beta versions you think it may be a memory issue? Not saying that is definately your issue, but it is a thought.

Reply #1757 Top

I just downloaded this mod and extracted it, but I didn't stop to think that it wouldn't work with the latest version of the game. I don't really come here often at all, so I suppose that's my bad.

However, now whenever I try to run Sins of a Solar Empire, I get booted to the desktop with a minidump message, and the game crashes a few seconds after that. This is before I even get to the main menu, and I never really got to "run" the mod and I didn't set it to run on startup. Is there anything I can do to fix this other than completely reinstalling the game?

Thanks in advance.

Reply #1758 Top

Quoting crazz2323, reply 5
I hope you remember! Oh, and I also have SP1 installed as well. My video and sound drivers are up to date.
End of crazz2323's quote

Try turning down the graphics in the options, especially the plant detail. One notch usually will fix this problem.

 

Quoting CrazySquee, reply 7
I just downloaded this mod and extracted it, but I didn't stop to think that it wouldn't work with the latest version of the game. I don't really come here often at all, so I suppose that's my bad.However, now whenever I try to run Sins of a Solar Empire, I get booted to the desktop with a minidump message, and the game crashes a few seconds after that. This is before I even get to the main menu, and I never really got to "run" the mod and I didn't set it to run on startup. Is there anything I can do to fix this other than completely reinstalling the game?Thanks in advance.
End of CrazySquee's quote

Sorry, you need to COMPLETELY remove the game, then reinstall it and bring it up to version 1.05.

UPDATE:

Arilou Skiff and MOTHERSHIP models are now complete, and I am working out the ability and weapon details.  The mothership is massive, about 6 capitals put together.  One big HUGE UFO, with jets underneath and a huge dome on top.  It can build smaller UFOs, including the Skiff.  It will be critical for building up the Arilou fleet, as the Mothership will serve as the main factory for the Arilou.  The Mothership is one of the only capitals too, and it is VERY expensive to build.  The Arilou will start with it automatically.  But if you loose it in battle, consider that game unless you have tons of resources to build another one.  Bascially, think ID4, and you get the idea.  The whole civilization is mostly in that ship, considering that the Arilou are not from this dimension anyway.

The Arilou Skiffs are lighting fast too, just like strikecraft, but are frigates in fact.  They fire the famous Arilou pulse laser, bright green and rapid firing.  The ultimate UFO ship.  Once the Arilou are done, I will be focusing more on the Atlantians and trying to get a few more ships done.  Keep you posted!

DANMAN

Reply #1759 Top

i suppose you could lift the parts from the micro-ex, which code for the starbases, and their appropriate models and textures and bolt them into 7DS, or is that technicly theft of some type?

Reply #1760 Top

i suppose you could lift the parts from the micro-ex, which code for the starbases, and their appropriate models and textures and bolt them into 7DS, or is that technicly theft of some type?
End of quote

It is. Giving expansion content to people who don't have the expansion is very not ok.

Reply #1761 Top

It is. Giving expansion content to people who don't have the expansion is very not ok.
End of quote

The way that was phrased opens a nasty can of worms for similar features coded independently... :grin: (how to say in a nice way though?)

There are currently ways to do some of the features in Entrenchment in 1.05, while work-arounds have to be done in some cases, Maybe SINS 1.1 would have new buff-types and new logistics types, but then it gets complicated, since if the hypothetical new buff-types were made to support things like Entrenchment...

LOL, it lets me edit now, after the second reply...

Here's it simply:

   Modding and developing--- GOOD

   Theft---BAD

(how to tell though?)

in the example below, do I have to refrain from adding fighters to hangars and carriers for not being first???

Reply #1762 Top

Of course, if people were to rip off the code, it should be obvious, unless there's only one way to do a certain thing...

  Like when SINS was new, and we had simple mods that changed a number to give us more fighters, or a build-progress bar that could be seen on TECH build-buttons...  this is making me dizzy... :beer:

 

Reply #1763 Top

I would like to add my two cents too to this.  First of, Kryo, thanks for posting man!  It is an honor to have you grace these pages.  Secondly, I do not plan to mod 7DS to adapt to the new mini-expansion.  I will most likely wait unti after the full blown expansion comes out unless modding support is offered for the mini-expansion.  I want to see 1.1 get wrapped up before moving on to an expansion.  Plus, like Helioforge already said, there are workarounds already being done to do some of the things that Entrentment will bring, as us modders have already been working on these for some time now.

 

UPDATE:

First Atlantian ship is done.  It is the new Sekmet, the Atlantian Battle Cruiser frigate.  It is slightly larger than most Heavy Crusiers, and it looks spectacular.  I'll save the images for when the BETA "D" comes out.  It looks like an Aquatic / Angelic  death glider, but far bigger and more deadly.  It fires Atlantian phase drones and Neutron Beam weapons.  With about 3-4 of these, they are more than a match for most capital ships, and are very skilled in killing them.

I will keep you all posted as always.

DANMAN

Reply #1764 Top

I'll save the images for when the BETA "D" comes out.
End of quote
X(

 

:fox:

Reply #1766 Top

Arak,

You have PARTNER access man, there is no reason why you should'nt have the BETA "C".  Go to the developers section and get it!  If you mean "D", then you will have to wait just a little bit longer while I get the Atlantians finished up. 

UPDATE:

Being that today (Septemper 3rd, 2008) is my birthday and all (yes...another lovely year older) I have decide to give you all some gifts in two forms.  First, some pics of the Arilou Skiff that is complete and ingame, complete with Quasi Space portals!

I hope you Star Control fans enjoy that.  These guys are part of 2.0.  They are the ultimate UFO gag race, just like all the UFO movies all rolled into one.  But, that is where the humor stops.  These guys mean business, and their cute looks will soon give way to power, flexibility, and unrelenting speed.  These Skiffs are the size of frigates, yet move as fast as fighters do, quickly able to catch any opponent.  Plus, if the enemy tries to run, the Arilou will just use Quasi Space to arrive either ahead or right behind the enemy, as they move through "phase" very quickly.  I am even working on an ability to allow them to teleport within a gravity well, just like the real thing.  Stay tuned for these cute, yet deadly guys.

Now, here comes some really good news for you fans out there who are itching for something new.  This week, I will be releasing the new version of......SOLAR SINS!  Yes my friends, for all those out there who like 7DS but don't like all the custom graphics, sound effects and all the new races, this is the mod for you.  It will have all the latest planets, stars, anomalies, etc, plus the retexturing of some and backgrounds too.  I will host this on the Solar Sins site.  Expect this by this weekend at the latest.

AND....as soon as I get a few more Atlantian ships done, I'll make a new video to show them off.  Trust me, you won't be disappointed.  The Sekmet, code named Atlantian Attack Angel, is by far one of the best ships I have seen/done.  More to come!!!

DANMAN

Reply #1769 Top

Happy birthday Dan! Thanks for the gifts :P

Reply #1771 Top

hey, happy Birthday Danman!! hope it was a fun one. these Arilou look hellarious, nice idea. I cant wait to see what you've done with the atlantians. tho on that regard, are you going to introduce space gates for them like the ancients mod did? it'd be helpfull considering the cost of most of their ships and what seems to be a lack of speed. ten again i base that off of the last version i saw. anyway, you know how to put togther a fun mod. i wish you well in the year to come and my best wishes. ^_^

Reply #1772 Top

:thumbsup:

 

:fox:

Reply #1773 Top

So that's why there was a slice of cake on your profile yesterday!

Happy birthday...

Reply #1774 Top

To begin with, HAPPY FRIGGIN BIRTHDAY, DUDE!

Now, down to biz-ee-nessnessness.

I've been playing the 1.3d for quite a while now and I've got to say...I'm loving it. I do, however, have two issues with it:

1. The rogues don't seem to have any way to colonize planets, unless you intended them to be like the actual pirates in the game. Even if you did, I've actually witnessed those pirates capture one of my planets (My fleets were busy in other sectors, get off me.)

2. Is it just me, or do the Atlantians and the Kohr-Ah seem relatively overpowered when cmpared to the other races? Sure, yeah, the ships are expensive as hell...but once you get your resource-gathering momentum up, you can become an unstoppable force! The first time i played 1.3d, I was the empire in a free-for-all against all of your added races and, even though it seemed to be fairly matched at first, as soon as the Atlantians dropped into my system, my fleets were getting completely dessimated. I had 3 Imperator class 2s at level 10! All but one were destroyed as they attempted to retreat.

I've only played as the Empire, Atlantians, the Rogue, and the T.C.A so far, and with the exception of the above issues, I'm enjoying this quite a bit ^_^. Excellent work and, once more, Happy b-day! I sincerely think someone should sing him happy birthday (I would, but my throat is killing me -_-')

Reply #1775 Top

The rogues don't seem to have any way to colonize planets
End of quote
Only in 1.3d, they have to capture an opposing colonizer.

 

:fox: