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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.

12,509,689 views 4,959 replies +12 Loading…
Reply #1801 Top

OMG, this is funny as hell.  I love the surgen general's warning!!!

EvilTesla, the pirate music will have to wait for Ironclad to fix the hardcodes, I can't add them in without the game dumping.  But yeah...I wonder where that music came from......

Anyways, your full mod may be added in later, perhaps for 3.0, as a full pirate race, with your vision in play for them.  But, I don't have time right now to squeeze them in.  Awesome mod though.  LOVE the music.

Anyways, SOLAR SINS 2.0 is almost done, and should be up by tomorrow if all goes well.

DANMAN

Reply #1802 Top

it makes me sad that the player pirates have so few actual pirate ships, instead o either upgarded or tec. imperssive load o mods you've combined though.

Reply #1803 Top

this is an awsome mod "/" collection of mods, the only thing i honestly dont like is that ive gotten used to haveing a much much higher pop count, and normaly play games with upwards of 300 planats, 2000 ships is a bit dinky to be spreading out that much lol.  I honestly dont know anything about modding and kinda have trouble understanding it, but i think it would be hella awsome if someone put a thing in the game option that let u select max fleet settings from like 200 to some insane number.

Reply #1804 Top

Thanks Danman.

I was expecting that you wouldn't be able to add the music. I had a hard time fitting in everything as it is.

 

I am thinking, that when 1.1 comes out, if I have better meshes, I may return to Tri-Pirate, and improve it. (defenses and meshes mainly)

Reply #1805 Top

Quoting EvilTesla-RG, reply 4
Thanks Danman.I was expecting that you wouldn't be able to add the music. I had a hard time fitting in everything as it is. I am thinking, that when 1.1 comes out, if I have better meshes, I may return to Tri-Pirate, and improve it. (defenses and meshes mainly)
End of EvilTesla-RG's quote

Of course, I would not have it any other way.  When 1.1 is done, hopefully then the new music and effects I have can go in too, as well as what you have provided for me.

On the Rogue again, they are VERY different now from 1.3d or the last BETA "C" of 2.0.  Expect more ships to have come over to the pirate side...

On the Atlantians, the frigate Apophis is the next ship on the assembly line in the DANMAN SHIPYARDS.  It should hopefully be done today.  Also, SOLAR SINS should be up later today.  I toned the graphics and some other things too, for those with less than top notch PC's.  I will release it on the SOLAR SINS thread.

More to come, and keep those posts coming please!

DANMAN

Reply #1806 Top

come to think of it, I wouldn't mind an option to increase the fleet cap.

but i suppose its easy enough to just go in and change the values manually

Reply #1807 Top

Yeah but then we get a incorrect checksum error if we play with other people.  I wouldn't mind DANMAN releasing a version called 7 Epic Sins or something like that with expanded fleet caps, resource rates, and ship build/move speeds.

 

Hey DANMAN, if you won't do that, I will.  If you do do it, chances are I'll be doing it anyways as your code monkey.

 

Chances are I'll just change some things in gameplay.constants like moving the vanilla fast rate to normal (who doesn't use fast?) and making fast, well fast.

 

Any help with those settings?  I have no freaking idea what rubric they are using for them.

Reply #1808 Top

Quoting SemazRalan, reply 25
This mod has a "SHWING" Factor of 9.3 out of 10. 
End of SemazRalan's quote

Heero_Miiyamoto will not be able to post for a while do to his recent death via laughter.

A Pheonix Down is being performed and he should be up and running in no time.

We appologize for any inconvenience.

Sincerely;

Jeremy Bojangles IV

Director of Awesomeness.

+1 Loading…
Reply #1809 Top

Quoting SpardaSon21, reply 7
Yeah but then we get a incorrect checksum error if we play withother people.  I wouldn't mind DANMAN releasing a version called 7Epic Sins or something like that with expanded fleet caps, resourcerates, and ship build/move speeds. Hey DANMAN, if you won't do that, I will.  If you do do it, chances are I'll be doing it anyways as your code monkey. Chances are I'll just change some things in gameplay.constants likemoving the vanilla fast rate to normal (who doesn't use fast?) andmaking fast, well fast. Any help with those settings?  I have no freaking idea what rubric they are using for them.
End of SpardaSon21's quote




i would love this muchly, like i said i suck at doing anything with the modding, but it would be hella awsome if in the game options there was multple options for fleet caps... someone should totaly do this in the next few days >.> cuz i dont like playing small maps, but i love this mod and the many awsome things in it.  (*is also looking forward to all the other nifty things and races that might be being merged*)

Reply #1810 Top

Greetings All,

It give me great pleasure to announce the release of the next verision of SOLAR SINS!

SOLAR SINS 2.0 is out, which gives all the new custom stars, planets, blackholes and such, with only moderate new weapon graphics and no custom or modified races.  This is for those who like 7DS but do not like my custom races or the high end graphics and sounds.

Here is the link for download, or just go to that thread.

http://files.filefront.com/Solar+Sins+207z/;11723763;/fileinfo.html

Enjoy!

DANMAN

Reply #1811 Top

Wait so is that your mod with the races or the mod to just enhance the graphics and all?

Reply #1812 Top

Neither.  It is a mod with stars, black holes, and other celestial items.  The races and/or graphics are part of the normal 7DS mod.

Reply #1813 Top

Can someone please tell me how to use the planets/stars/etc. from 7DS/Solar Sins in Galaxy Forge?

Thanks in advance.

Reply #1814 Top

Quoting kyogre12, reply 13
Can someone please tell me how to use the planets/stars/etc. from 7DS/Solar Sins in Galaxy Forge?
Thanks in advance.
End of kyogre12's quote


Deadly Forge

^^ Download that, and extract its contents into your galaxy forge folder.

(Its an older verison, I'm not sure when Animage64 will update it)

Reply #1815 Top

Thanks a ton.

Reply #1817 Top

BLACKHOLES?! Ok...yeah, totally downloading this XD!!

Reply #1819 Top

no...new rogue can't colonize, at least not the ones that will be out in sins 3.0.

 

They are actully in a seperate mod.....if anyone is interested.

Reply #1820 Top

Uh actually, the colonizing Rogues are in 7 Deadly Sins, and they are staying that way as far as I know.  So Rogues can colonize, but you will need to go to the forums, register, fill out a request in the Playtester Request sub-forum (It's like a credit card, you're pre-approved!), and then wait untl DANMAN signs in, where he will approve it and make you a playtester with access to the developer forums where you can download the latest BETA.

Reply #1821 Top

Hello Everyone.

There seems to be some confusion.  SOLAR SINS IS NOT 7 DEADLY SINS.  SOLAR SINS is a toned down version of 7DS, with all the custom races, music, and effects removed.  So there aren't any Rogues in SOLAR SINS.

However, if you are looking for colonizing Rogues, and can't wait for 2.0 (there is no 3.0 yet), then do what SpardaSon21 said and go to my forum and request to be a Playtester for the BETA of 2.0, and I will grant you access.

Anyways, have fun, and thanks Animage!  I hoped you would be on top of things!

UPDATE:

Apophis is coming along nicely.  Also, I want to have a vote.  In order to speed things up, and to keep my storyline going, I will be keeping some Vasari and Advent ships in with the Atlantians, but they will get a total graphical makeover.  I wish to keep 2 ships from each race at least.  Let's have a vote here to see which ones you guys would like to see.

DANMAN

Reply #1822 Top

revelation battlecruiser and the vasari carrier model you have been using as a titan, please :)

Reply #1823 Top

revelation battlecruiser and the vasari carrier model you have been using as a titan, please :)

GOOD, these were ships I was considering too.  I need more suggestions please!

 

DANMAN

Reply #1824 Top

Radiance and Skarovas.

 

Radiance seems fairly ancient-y, at least with some modified textures it will.  Plus its my favorite Advent ship.  And it is long and slender, which fits nicely as ancient races tend to be arrogant dicks.  And with its pulse lasers on the sides it makes a real nice escort for Titans, as its got a fairly good forward punch with the beams and plasma batteries and the pulse lasers act as frigate flyswatters.  Detonate Antimatter to stop LRF's and Computer Control.  Additionally Energy Absorbtion helps with giving it endurance, plus a mini Stellar Converter beam in the form of Cleansing Brilliance.

Just replace Animosity with something that doesn't suck.

 

The Revelation is the Flying Jalapeno, right?  Not my favorite by any means.  I would have to go with the Halcyon.  it already looks pretty ancient-y as an Advent ship, with its seashell-like ornamentation.  Plus Skilled Hangar Anima and that cooldown reducing aura for energy weapons.  Telekinetic Push helps with any pesky fighters, and Anima Tempest probably scares the crap out of people with its mass spamming of drones.  A Halcyon and a Radiance are one hell of a destructive combination.  Mix a few of each with a Titan, and victory has never smelled so close.

 

Skarovas is a lot like the Skirantra.  With some changed textures it will look quite Egyptian just like the Skirantra does as the Set.  Will definitely work as a capital destroyer with its heavy armor, shields, and forward wave cannons.  Plus capable in groups as a heavy raiding force. 

 

I definitely agree with the Skirantra.  Feels like an Ancient ship with its Egyptian textures.  The Skirantra model with the new texxes is a great carrier.  Except it feels like it has no real oomph to it, like the Osirus, Anubis, and even the Ra does to a certain extent.  The Set even has less freaking fighters than the Venator, and its a Titan!  Any Titan should have enough firepower to cause its enemies to have wet pants, and the Set just doesn't.  I fear a Venator more than a Set, and the Set costs 10,000 creds, 1000 metal, and 1000 crystal.  Venator is less in all, builds quicker, takes less supply, has bigger guns, and more fighters.

Reply #1825 Top

uhh can anyone post a step by step explaination on how to get this

mod to work?? ive downloaded the files, i do not know how to use the 7zip program.

I've tried replacing the orginal game files with ones i downloaded in this thread but

when i open the game i just get a black screen, unable to minimaze i end up having

to close my computer manualy..... if someone could help that would be great

i really want to try this mod out