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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.

12,507,943 views 4,959 replies +12 Loading…
Reply #2777 Top

press K

Reply #2778 Top

Greetings All,

Well, I had hoped to get a pre-release to the partners this weekend, but with the family being sick, I had to play Doctor Dad all weekend, plus mid terms with my classes.  I was however able to mod today, but I had too much to do, and still have stuff to do.  My goal now is to have the pre-release for tomorrow if I can swing it.  There are only a few things left to do, and pending any crashes or family emergencies, this should happen.

Thank you all for your patience.  Stay tuned in!

DANMAN

Reply #2779 Top

make sure if you mod it for entrenchment that you make sure you add any new .entities to the entity.manifest.

Reply #2780 Top

Quoting StCobalt, reply 4
make sure if you mod it for entrenchment that you make sure you add any new .entities to the entity.manifest.
End of StCobalt's quote

 

He won't be.  He doesn't have Entrenchment.

Reply #2781 Top

ah. well, either way :p

Reply #2782 Top

Wow, I thought I was having a hard time, but I've got nothing cpmpared to what you have DANMAN.  Hope your family gets better and good luck on your mid-terms, I think if I try hard enough I can wait for a release to the public.  I know I woun't be dissapointed when it comes out though.

Reply #2783 Top

Is there any reason why the 7DS 1.3d should not work with a correctly updatet SINS 1.05? Because it doesn't. Just minidumps when I try to activate it.

Well I think I'll have to fight through these 112 pages...

Reply #2785 Top

No, only 1.05.

Reply #2786 Top

Quoting TheVladernaught, reply 9
This work with 1.13 patch?
End of TheVladernaught's quote

 

Reply #2787 Top

And even IF thou counting reached 1.05, thou still can encounter unexplainable problems...

Reply #2788 Top

Quoting Gundolf2056, reply 12
And even IF thou counting reached 1.05, thou still can encounter unexplainable problems...
End of Gundolf2056's quote

 

Mini dump when you enable can have two reason... not the right version of sins or file not installed correctly...

 

If at the first menu screen when you start the game, at the lower right corner, you see the v1.05, it is good... if you have install/upgrade via impulse, check your install because in some case, impulse seem to mesh up thing...

 

About install folder, classical error is to copy the gameinfo, texture and other folder of the mod directly in the mod folder... but it is not your case, since you can enable it before the mini-dump...

 

Remain a last possibility... short in memory... if you are at the limit with the original game, when enable the mod, these load in memory a lot of new mesh, texture, entity file, etc... all these take some ram place... if during the enable of the mod, you come short in memory, mini-dump is the result...

 

A other possibility is a bad download... one of the file can be corrupt...

 

Boys, when cannot give you a good help is we don't have the needed information... crash can be due to a lot of reason... 1.3d is solid like rock but error can happen for a lot of various reasons...

 

Reply #2789 Top

Well thanks anyways.

I dont think my PC was short of memory since I'm operation at the limit of Vistas managable memory. But since the problem also occurs with other mods I assume that a corrupt file also is not the problem.

So the problem has to lie somewhere else. If the dump would provide any usable information I had an approach to try anything else... 

Reply #2790 Top

sadly, Star/Clad won't give out the sacred tome of dumpage translation -not even hardcode limit numbers.  Do you have the SINS CD, might be able to do a total reinstall and patch to 1.05.

Reply #2791 Top

DANMAN has authorized me to give you all an update on progress. He has to do some final testing, some music replacements, and the credits, and then 2.0 will be done! There will be no estimated release date, however, just in case something comes up.

Reply #2792 Top

Quoting Gundolf2056, reply 14
I dont think my PC was short of memory since I'm operation at the limit of Vistas managable memory.
End of Gundolf2056's quote

 

What Vista limit ? For Vista 32 bits, the limit is 4 gb where 2 gb max is allocated for application... For Vista 64 bits, the limit is 4 gb max for a 32 bit application... a difference of 100% is a huge difference...

 

But since the problem also occurs with other mods I assume that a corrupt file also is not the problem.
End of quote

 

Can be everything... a old driver, bad version, etc...

 

So the problem has to lie somewhere else. If the dump would provide any usable information I had an approach to try anything else... 
End of quote

 

Use the dev exe from the mod tools for start the game... after a crash, simply compress the log and post it on the 7ds forum... logs from the dev .exe are plain text and we can use it in some case for track problem ( and correct them )...

 

A little patience... soon will be the 2.0 version out, for 1.05... was tested by almost 800 beta tester... sure that it will not be free from minor bug but huge problem will not more exist...

Reply #2793 Top

Debug files are very different from "mini-dump" files.  The semi-useful txt files generated by Dev.exe end up in the debug folder whereas the utter incomprehensible "mini-dump" files end up in some temp folder.

Reply #2794 Top

Greetings Everyone,

Wow, it is late.  I just looked at the time.  Clock shows 2:30 am, EST.  Yeah, I am up late....  And for good reason.

Now....make sure you all have your zippers in their upright and locked positions.....

As the good Lord said......IT IS FINISHED!!!!!!!!!

I am packing up the mod now, and will be posting it later on today for the partners to review.  AFTER the partners review it, if all goes well, then the final version shall be released, and then I can finally begin work on version 2.5.

I will be releasing through www.danmangames.com

THANK YOU ALL for your patience.  I know I have had you all biting at the bit, but trust me, it has been worth the wait.  I will keep you all posted on the approval progress.

DANMAN

+1 Loading…
Reply #2796 Top

if you live on the western seaboard, you probably want to wear a helmet for a couple of days.  my zipper is curently in the atmosphere somewhere over the atlantic, and it is coming in for a landing

Reply #2797 Top

Thank You Danman and anyone else who has worked on the mod.

 

:) :)

 

As Steiner said, it's been worth the wait, :)

Reply #2798 Top

After months of you working you're butt off, it's ready.