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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.

12,507,812 views 4,959 replies +12 Loading…
Reply #2751 Top

Quoting Mr_Blunt3d, reply 25

it already exist a starbase for the rogue
thanks to yours truely and Fileosoft
End of Mr_Blunt3d's quote

 

I know... I am Fileosoft there  :P

Reply #2752 Top

Quoting mr.WHO, reply 24
I noticed the "uniwerse at War" OST, but what is the title of music played in the first 60 seconds of trailer? It sounds a bit like "7 weeks/months later" OST.
End of mr.WHO's quote

Rent the DVD "Masters of Horror" -first season iirc.  I fraps'd it and pulled the audio out.  CREDITS TRACK -right click, save as.

 

+1 Loading…
Reply #2753 Top

Thank you Semaz! k1 karma to you!

Reply #2754 Top

Quoting Thoumsin, reply 1



Quoting Mr_Blunt3d,
reply 25

it already exist a starbase for the rogue
thanks to yours truely and Fileosoft


 

I know... I am Fileosoft there 
End of Thoumsin's quote

*Mr_Blunt3d initiates another Tatical Facepalm*

Reply #2755 Top

Templates Available for Mapping:  Deadly Forge will be updated for Galaxy Forge 1.0 (bundled with 7DS 2.0 Final)

Reply #2757 Top

Am i supposed to moove the Galaxyscenariodef into my galaxy forge folder?

Edit: Nvm i figured it out.

Reply #2758 Top

Any ETA on release? Coz "soon to be release" after whole week become a bit annoying :(

Reply #2759 Top

Hey DANMAN,

could you or one of your teammates please post a smaple of the picture sets used for the new races  

:borg:  B) :cylon: }:) x_x :fuzzy: :jafo: :ninja:

Reply #2760 Top

Quoting JohnRLRF, reply 9

could you or one of your teammates please post a smaple of the picture sets used for the new races  
End of JohnRLRF's quote

 

Not sure about what you ask... but this is the last Player_Portrait_Small.tga

Reply #2761 Top

Just waiting sas patiently as possible for the team to post any form of download for the mod.....

Reply #2762 Top

*Begins to twitch uncontrollably*

Reply #2763 Top

Quoting mr.WHO, reply 8
Any ETA on release? Coz "soon to be release" after whole week become a bit annoying
End of mr.WHO's quote

 

No ETA...

 

One week "soon to be release" is not much when compare to one year work of a big team...

 

If your have no patience, your can always download the last beta... the 7DS 2.0 beta D + Patch... link can be found in our wiki ... these version is from end december... stable, free from major bug but not yet all the new content...

 

Since a pre-release with a lot of minor bug corrected, was released for partner only... The team is waiting the next pre-release for test it... minor bug are very difficult to detect and correct and ask time... if the next pre-release was out today, you will need count around one week for the public release ( time for test all and make correction if needed )...

 

One last thing... Recently, Dan have a baby at home... this along his work don't give him a lot of time for work on the mod... you know, 8 hours work and you come home tired... at night, in place of resting, a baby begin cry each two hours because he will eat... not really the best condition for work on the mod...

 

So, the early release of the baby have delayed the release of 7DS 2.0 ... Since we, human, are not very good at multitasking, you will have to wait a little more longer !

Reply #2764 Top

Just out of curiosity, since we have all the other mods in here which make custom planet types, suns, ect ect ....

 

... I would actually ... really like to see this incorporated into this mod.

 

https://forums.sinsofasolarempire.com/309307

 

It adds realistic sizing to all planets and the suns will be resized as well ... you know ... I just think it's more 'realistic' in the since that it's awesome. Not 'all planets are the same size' crap. This could probably even help out with your 'moons' and spacial anomolies. :-)

 

What do you think?

Reply #2765 Top

there was brainstorming for that, but 2.0 will be mainly polishing/models. Other planets will be added for 3.0

HALOs/Ringworlds/DysonSpheres....etc

Reply #2766 Top

Quoting JohnRLRF, reply 9
Hey DANMAN,
could you or one of your teammates please post a smaple of the picture sets used for the new races   
End of JohnRLRF's quote

Check images of ships here: http://gallery.filefront.com/SamazRalan/

videos here: http://hosted.filefront.com/SamazRalan  7DS.wmv - I recommend downloading and watching it, but the 7DS_L.wmv is smaller for the bandwidth-challenged.

I don't have any pics of the Atlantians, Rogues, Korh'Ah, Arilou together playing pool with the other races.  The Korh'Ah were kicked out the bar for trying to eat waitresses, the Arilou left after the Rogues told them an interdimensional rift had formed in toilet #4 and to flush themselves, and well... the Atlantians totally snookered the TEC, Advent, and Vasari at Nine-ball, then left when the Vasari suggested everyone go out the next night for sushi -the Atlantians for all their majesty have little humor.  A later fight broke out between the TEC and Advent with claims the Advent were using telekinesis to throw off their shots, and the Vasari kept trying to enslave people at other tables to put their money on the Vasari.  Overall it was a massive public relations nightmare. 

The picture set given above omits the police mugshot ID's at the bottom.   Overall, however the Rogues made off with 4 waitresses and about 50 grand from side bets.

Damn 7DS 2.0 Final is gonna be fun.

Reply #2767 Top

Quoting boshimi336, reply 14
It adds realistic sizing to all planets and the suns will be resized as well ... you know ... I just think it's more 'realistic' in the since that it's awesome. Not 'all planets are the same size' crap. This could probably even help out with your 'moons' and spacial anomolies.

 What do you think?
End of boshimi336's quote

 

Have just speak about it a few days ago... about having sun from different size, mainly related to their real size in the universe...

 

But again, the hardcoded limit have hit us... different size mean different .mesh file... and 7DS is already at the hardcoded limit for the maximum number of mesh... unless Stardock rise the limit in a next update, we cannot add more model ( ship or planet/sun )...

Reply #2768 Top

Interesting little tidbits in the modding section of the Entrenchment Beta 3 changelog, though whether they will make it into vanilla Sins is anyone's guess at the moment.

-Mine scuttle times are now data driven. (Exposing a lot more items for data driving is in progress).
-New Manifest System allows for stacking of mods. Priority of order is controlled from the mod option screen. Mods closer to the top of the list are higher priority. (Please stress this if possible as it was difficult to predict how you might want to combo mods)
End of quote
(For those of you who don't keep up on the news.)

 

:fox:

Reply #2769 Top

Quoting Kitkun, reply 18
Interesting little tidbits in the modding section of the Entrenchment Beta 3 changelog, though whether they will make it into vanilla Sins is anyone's guess at the moment.
-Mine scuttle times are now data driven. (Exposing a lot more items for data driving is in progress).
-New Manifest System allows for stacking of mods. Priority of order is controlled from the mod option screen. Mods closer to the top of the list are higher priority. (Please stress this if possible as it was difficult to predict how you might want to combo mods)(For those of you who don't keep up on the news.)

End of Kitkun's quote

How about load on demand and a massive increase in the hardcode limits?  What about English.str, GalaxyScenarioDef, and mods that mod "A mod of higher priority" that are in conflict -as in mods that use elements of what is entirely within 7DS, but made their own modification?  I'm thinking the GSDef is going to be the main issue as each mod may have its own (like 7DS and others), then maps that draw from the GSDef... I forsee some nightmares when someone loads in 7DS and Manshooter's mod only to have SINS blow up due to hardcode issues.

Even if 7DS makes the TEC, Advent and Vasari extinct, there are still only so many mesh, sound, texture, etc... available due to still -to my knowledge because Star/Clad can't even get the SEARCH on the forums to work- unreleased hardcode values.  If loading 7DS, Universe at War, and then some other mod, hardcodes are going to screw things up royally.

Reply #2770 Top

Hello, I didn't wanna say anything but will thought may get flamed. The Kor-Ah race (which Im talking about the red ship ones) the ship models are very bad, I can accept textures but the models just look like there blocks, minimal features or structual purpose. I believe I have tried 1.3d and 2.0beta while back.

Perhaps consider remaking these models,. I am getting into modeling myself and WISH I had things setup but atm I don't otherwise I MIGHT offer to help remake these specials models for you but atm can't and doubt you want help anyway.

Another problem is IF your going to add in all races you could attempt to balance them, for example the Star Wars ships are insane and really have no need to be so powerful at all. Infact most there ships are stupidly large (the super ones), I would only allow a deathstar to be moon size max... But again perhaps balance it so ALL races can fight amungst the stars, NOW that would be truely cool but would require you to make a database of stats for each ship and analysis and adjust them rather then tweaking as you play (longest and most difficult way of balancing).

Anyway I;m sure your aware of all this,. I just find that polish is missing in just about ALL mods except The Last Stand which is the only race mod I think will be mergable into the Sins universe, all others seem to be loosely made, even Star Wars mod has names.abilities.research TOTALLY way off and balanced screwed and ALSO the ships are duplicated in other races, the rebellion-republic? which is it? having Star Destroyers?? wtf.. Thought its all Beta still, however I feel if these balance and polishing of the BASIC level arn't addressed early on the result is a truely just cosmetic mod rather then a playable and enjoyable one.

Reply #2771 Top

I understand your concerns.  The final version of 2.0 is taking so long because we are busy putting polish on it.  New strings, fixing bugs, adding team color to ships, fixing EvilleJedi's shoddily-done Star Wars stuff, etc.  Not to mention we are trying very hard to make each faction unique in their play style.  For example, the Empire will crush you with its uber-powerful mid/late game Star Destroyers, the TCA will outlast you through sheer toughness (they have the highest armor and HP of anyone), the Atlantians will tech up then utterly destroy you like you would not believe, the Kohr-Ah rush, but pay for it with low teching, and the Arilou swarm with lots of low HP high damage flying saucers.  And that's just in 2.0.

Reply #2772 Top

Quoting Blair, reply 1
As much as possible but there has been such fundamental improvements to the engine and the Sins core that it would be very difficult to bring everything. W/r to your examples: about 10% of the AI will be brought, 50% of the memory optimizations but doubtful much of the data driven variables or anything related to modding. The modding portion of Entrenchment is just too far ahead of Sins (e.g. look at what can be done with the new manifest system and mod stacking).
End of Blair's quote

 

From the head guy himself relating to Entrenchment features in vanilla Sins.  Its not much, but its better than nothing.  Yeah, I'm pissed about the lack of modding features too.

Reply #2773 Top

For example, the Empire will crush you with its uber-powerful mid/late game Star Destroyers, the TCA will outlast you through sheer toughness (they have the highest armor and HP of anyone), the Atlantians will tech up then utterly destroy you like you would not believe, the Kohr-Ah rush, but pay for it with low teching, and the Arilou swarm with lots of low HP high damage flying saucers.
End of quote

Never 4 get the Rouges, the Most versital rade in 7DS. Capable of Rush,Turtle, or all out War!

Reply #2774 Top

hello, i'm a big fan of this mod, now i'm playing the 1.3d vers and i have a problem with the vanila game and the 1.3d mod, since yesterday, while i was playing.i've just colonized a planet (the planet's allegiance was 25%, i don't know if that counts but..)  and when i've tried to build a resarch structure i saw that i can't chose the place where that structure to be build and it was build randomly, and from that point al the structures are build randomly on any planet (it doesn't matters if a i start a new game or i load an older game) .i've reinstaled the game but the "bug" persist.i don't know what happend and don't know what to do.

Reply #2775 Top

Quoting debilcip, reply 24
hello, i'm a big fan of this mod, now i'm playing the 1.3d vers and i have a problem with the vanila game and the 1.3d mod, since yesterday, while i was playing.i've just colonized a planet (the planet's allegiance was 25%, i don't know if that counts but..)  and when i've tried to build a resarch structure i saw that i can't chose the place where that structure to be build and it was build randomly, and from that point al the structures are build randomly on any planet (it doesn't matters if a i start a new game or i load an older game) .i've reinstaled the game but the "bug" persist.i don't know what happend and don't know what to do.
End of debilcip's quote

 

There is a button at the side of the Buildings Window that you click, i believe its the one with an Infinate sign in it. Unclick it,.