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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.

12,507,673 views 4,959 replies +12 Loading…
Reply #3001 Top

I think that killing TEC/ Advent/Vasari is a very good idea, coz they are no match for others.

 

I think that "Atlantian Vault" research is waaaayyy to powerfull. I mean research speed is OK, but making all research free is a bit overkill. They should be cheap after that research, but not free.

I always make a fast run --> 10 lvl research boost --> few lvl resource boost --> Atlantial Vault --> game over to everyone else.

 

 

Again, do you plan to have a small patch for fixing small issues with Empire and Arilous?Coz waiting another year for small bugs fix would be very uncool.

 

Reply #3002 Top

lol, Lorentz is the name of one of my teachers.  Cool design, looks like it could do some damage.  Having trouble with images, every time the game crashes any images taken since I started the game are lost.  I know the game is crashing because of graphics requirements, so there's nothing ya'll can do about that.  Anyways, this mod is probably the best mod ever invented.  Actually, it is the best.

Reply #3004 Top

who exactly, do we complain to, about the hardcode limits? Maybe setup a petition that we can all sign? It seems kind of rediculous that this would be a long term hinderence when this mod obviously begins to showcase the best of the best in one convenient package.

Reply #3005 Top

Quoting DANMAN3712, reply 21



Quoting icen9ne,
reply 18
In the game, you spell capital ship wrong for all the Atlantian ships.  Is there a way I can go in and easily fix this?  It is kinda driving me bonkers.

 

Also, I like your inclusion of stellar conversion, but can you also reform planets after you destroy them like in the Moo series?

 

You could also add new portraits for the Star Control races using images from Star Control 3.  The Star Control 2 ones look a bit dated.  You can find some on this site: http://starcontrol.classicgaming.gamespy.com/



Being a huge Star Control fan (hence the inclusion of the races in 7DS) I know all about the Pages of Now and Forever.  However, I was trying to keep things SC2, not SC3, as most fans consider SC3 a blunder and non cannon, but I may end up using some in the future.  Glad to see another Star Control Fan!  Oh, and by the way, Scott Irving is one of my modders too, he is the guy who runs the Pages of Now and Forever.  The Arilou Skiff is actually his model that he made for me, and then I modified it to get it into the game.  Glad to see you are keeping me on my Star Control toes!




Quoting DroneFragger,
reply 19



Quoting SemazRalan,
reply 4
Drone, you have no idea how much was cut because of hardcode limits.  Many mods focus on changing existing files without adding meshes, sounds, textures, etc... This mod then, with permission, brings those mods together with all within 7DS to create one massively kick-ass universe.

Please keep in mind, Even if the existing 7DS team adds nothing new of their own and only adds 2-3 mods, that alone will be impossible to do.  Do you really want to piss of the BORG that badly?


I still fail to see how this isn't just "adding everything together for the sake of adding everything together". It's still a good mod and all, but it just seems like stuff is just being added regardless of anything else. Total annihilation mods eventually had this problem, with quite a large number of them having large numbers of units with similar roles and strengths costing wildly different amounts, just for the sake of having more units.

Still a good mod though (ps release an entrenchment version already :v)



I fully undertand what you are trying to say.  But, just to defend myself and all those who helped make this mod, have you played the whole thing yet?  Have you played each race?  Experienced all the ships, all the planets and stars?  All this was done with a direct plan, and all on purpose to achieve the feel for the mod that I was going for.  Each mod that was merged was done with purpose, and also due to people's requests.  The 7DS universe is my own invention, where every Sci-fi fans dreams become reality.  So, it was done on purpose, but also try to understand that MUCH is missing due to the hardcode limits in the game.  So, it is missing what could have been an even grander mod.

So, if you still feel it was just thrown together, please give examples of why you feel this way, and I will do what I can to correct that.

DANMAN
End of DANMAN3712's quote

Well, I dont think its thrown together. I think a lot of thought has gone into it. But I think there is still room for improvement and Im glad Danman is open to suggestion. Oh, danman, here's that link of a 3 warp TMP era Federation Dreadnought I did with Major Racal: http://www.battleclinic.com/docks/dock.php?id=3789#3789 

Federation Star Union Dreadnought

I'm a dynaverse game server admin for Starfleet Command Orion Pirates and so I have a critical eye for how things work. So far Im enjoying the different play style moving from the TCA to the Empire. I plan on testing some more races out and giving feedback, but one thing that's bothering me that I might be able to help with are the 2D spirites for ships from all the non standard races that all look alike. How can I help make Star Destroyer 2D icons and such or has someone already done so and not yet implemented them?

Reply #3006 Top

Quoting Thoumsin, reply 17



Quoting Dizzy_XC,
reply 14
I mean, why would I take an ISD Type I when for the same tech and logistics and nearly the same price I can get a better type II?


 

Why do you think that VSD2 is better that VSD1... one is more laser type, the other more missile type... both have very different ability... the VSD1 have directly 2 command point, VSD2 have only one command point...

 

Using a VSD1 along with a VSD2 give a more better result in battle that two VSD1 or two VSD2... take a look at the VSD1 ability, they are all related to attack... VSD2 is more about defensive... VSD2 can use ion blast for "frooze" a powerfull enemy, and then the VSD1 can go near the ennemy and cut it in piece with his offensive ability...

 

Strategy in fleet creation is about put together different class of capital ship who will help each other... the sum of two different capital ship will be higher that the sum of 2 identical capital ship...
End of Thoumsin's quote

I said ISD not VSD. Get your venereal diseases right.

Reply #3007 Top

Quoting DANMAN3712, reply 22
What about Howeworld 1 races ?

Coming Soon hopefully!

DANMAN
End of DANMAN3712's quote

 

Dan, if you begin work on including Homeworld, i have a bunch of mesh in a zip file... know nothing about the game but i have the Higarian Fleet pack, the Vaygr Fleet pack and the Large ships and Station Pack... in the fleet pack, you have thing like shipyard, gun turret, ion turret, ressource controller, etc...

 

If you need it, i can send everything to you...

 

Please, can you modify your main post here... and put in big red letter "only for sins 1.05"... and maybe add "you can find your sins version at the lower right corner of the first menu screen"... some people think that they have 1.05 but they are running entrenchment !!!

Reply #3008 Top

My only problem with this mod is that the Rogue AI won't build their LHD ship to colonize planets, so it's not much fun to play with or against them :/.

Reply #3009 Top

Quoting Dizzy_XC, reply 6
I said ISD not VSD. Get your venereal diseases right.
End of Dizzy_XC's quote

 

What i have wrote for the VSD is true for the ISD too...

 

ISD1 abilities : AbilitySuppression, AbilityDisruptiveStrikes, AbilityEmbargo, AbilityDomination

ISD2 abilities : AbilityVolleyFire, AbilityEnergyAbsorb, AbilityBoostMorale, AbilityVengeance

 

What make a capital ship to have a huge value is his abilities... specially when it earn experience have level up... ISD1 and ISD2 have similar weapons, similar shield/armor, similar price, etc... the main difference reside in the abilities... more they level up, more powerfull become abilities, and more they become different in the tactical use of the ship...

Reply #3010 Top

Quoting Dizzy_XC, reply 5

Quoting DANMAN3712, reply 21


Quoting icen9ne,
reply 18
In the game, you spell capital ship wrong for all the Atlantian ships.  Is there a way I can go in and easily fix this?  It is kinda driving me bonkers.

 

Also, I like your inclusion of stellar conversion, but can you also reform planets after you destroy them like in the Moo series?

 

You could also add new portraits for the Star Control races using images from Star Control 3.  The Star Control 2 ones look a bit dated.  You can find some on this site: http://starcontrol.classicgaming.gamespy.com/



Being a huge Star Control fan (hence the inclusion of the races in 7DS) I know all about the Pages of Now and Forever.  However, I was trying to keep things SC2, not SC3, as most fans consider SC3 a blunder and non cannon, but I may end up using some in the future.  Glad to see another Star Control Fan!  Oh, and by the way, Scott Irving is one of my modders too, he is the guy who runs the Pages of Now and Forever.  The Arilou Skiff is actually his model that he made for me, and then I modified it to get it into the game.  Glad to see you are keeping me on my Star Control toes!




Quoting DroneFragger,
reply 19



Quoting SemazRalan,
reply 4
Drone, you have no idea how much was cut because of hardcode limits.  Many mods focus on changing existing files without adding meshes, sounds, textures, etc... This mod then, with permission, brings those mods together with all within 7DS to create one massively kick-ass universe.

Please keep in mind, Even if the existing 7DS team adds nothing new of their own and only adds 2-3 mods, that alone will be impossible to do.  Do you really want to piss of the BORG that badly?


I still fail to see how this isn't just "adding everything together for the sake of adding everything together". It's still a good mod and all, but it just seems like stuff is just being added regardless of anything else. Total annihilation mods eventually had this problem, with quite a large number of them having large numbers of units with similar roles and strengths costing wildly different amounts, just for the sake of having more units.

Still a good mod though (ps release an entrenchment version already :v)



I fully undertand what you are trying to say.  But, just to defend myself and all those who helped make this mod, have you played the whole thing yet?  Have you played each race?  Experienced all the ships, all the planets and stars?  All this was done with a direct plan, and all on purpose to achieve the feel for the mod that I was going for.  Each mod that was merged was done with purpose, and also due to people's requests.  The 7DS universe is my own invention, where every Sci-fi fans dreams become reality.  So, it was done on purpose, but also try to understand that MUCH is missing due to the hardcode limits in the game.  So, it is missing what could have been an even grander mod.

So, if you still feel it was just thrown together, please give examples of why you feel this way, and I will do what I can to correct that.

DANMAN


Well, I dont think its thrown together. I think a lot of thought has gone into it. But I think there is still room for improvement and Im glad Danman is open to suggestion. Oh, danman, here's that link of a 3 warp TMP era Federation Dreadnought I did with Major Racal: http://www.battleclinic.com/docks/dock.php?id=3789#3789 

Reduced 45%Original 1241 x 656

I'm a dynaverse game server admin for Starfleet Command Orion Pirates and so I have a critical eye for how things work. So far Im enjoying the different play style moving from the TCA to the Empire. I plan on testing some more races out and giving feedback, but one thing that's bothering me that I might be able to help with are the 2D spirites for ships from all the non standard races that all look alike. How can I help make Star Destroyer 2D icons and such or has someone already done so and not yet implemented them?
End of Dizzy_XC's quote

 

Yeah, that's basically what I'm trying to say. Instead of adding more stuff just because you can, you should make the current stuff even better.

Reply #3011 Top

Quoting Gurren, reply 8
My only problem with this mod is that the Rogue AI won't build their LHD ship to colonize planets, so it's not much fun to play with or against them :/.
End of Gurren's quote

 

AI cannot be modded... and a lot of mod have problem with AI... about playing with them, it is fun unless you are a AI yourself... against them is fun in multiplayer game with only human players...

 

The day Stardock put the AI rules outside the AI engine, in some text file that modders can modify... we will  be able to tune the AI for each races...

 

Stardock have already made a great job with Sins... but we, modders are difficult people, we wish to be able to modify everything... all for the gamer pleasure...

Reply #3012 Top

Quoting Thoumsin, reply 11

Quoting Gurren, reply 8My only problem with this mod is that the Rogue AI won't build their LHD ship to colonize planets, so it's not much fun to play with or against them :/.
 

AI cannot be modded... and a lot of mod have problem with AI... about playing with them, it is fun unless you are a AI yourself... against them is fun in multiplayer game with only human players...

 

The day Stardock put the AI rules outside the AI engine, in some text file that modders can modify... we will  be able to tune the AI for each races...

 

Stardock have already made a great job with Sins... but we, modders are difficult people, we wish to be able to modify everything... all for the gamer pleasure...
End of Thoumsin's quote

Yeah, shame though.

Reply #3013 Top

Um I dont have a problem with the actual mod, but when I play this mod, when I exit the mod, my computer seems to be in safe mode, for its resolution gos from 1080x780 i think to 800x600. Also my backround image is gone and is now black. Is there any fix for this.

Reply #3014 Top

Quoting Thoumsin, reply 9



Quoting Dizzy_XC,
reply 6
I said ISD not VSD. Get your venereal diseases right.


 

What i have wrote for the VSD is true for the ISD too...

 

ISD1 abilities : AbilitySuppression, AbilityDisruptiveStrikes, AbilityEmbargo, AbilityDomination

ISD2 abilities : AbilityVolleyFire, AbilityEnergyAbsorb, AbilityBoostMorale, AbilityVengeance

 

What make a capital ship to have a huge value is his abilities... specially when it earn experience have level up... ISD1 and ISD2 have similar weapons, similar shield/armor, similar price, etc... the main difference reside in the abilities... more they level up, more powerfull become abilities, and more they become different in the tactical use of the ship...
End of Thoumsin's quote

ISD cant level beyond 6. I think there needs to be a filler leveler for every ship so they all get to level to 10, whether its a basic +5 stat or whatever, everything needs to go to 10.

And that's not what Im talking about, Thoumsin. Like I said before, the Empire Military tech tree is sparse and not well thought out. Compare it to the TCA tech tree which is fantastic. Empire military tree needs to keep you researching to get the latest and greatest. Right now its not much of anything beyond basic.

Now the ISD is type II is sold as such: "The ISD II boasts more weapons and shields than the ISD I." But thats not entirely accurate. The main difference is you have two ISD's with wildly different abilities. I think that's badly thought out and implemented. If you truly want to have variety, add in a different unit altogether rather than allowing for lazy coverage for ability weaknesses. If you want the Type II sold as an improvement, then make it an improvement. Otherwise it needs to be marketed as a variant that has a different role to play for its ability classes.

The VSD's are different enough in that you have one as a laser boat the other as a missile boat.

Do you get what I'm saying in that there is an opportunity to create a military tech tree split and give the player something more to research than lumping it all together being lazy and saying here, have two same ships and just choose your ability favorite or compliment.

I mean, there are lots of Star Wars meshes... What's one more? Here's a good website for some different Star destroyer ideas for upgrades beyond the ISD type I: http://www.wolfsshipyard.mystarship.com/starwars_Imp.htm

But if an ISD type II is necessary, then offer an upgrade path, make them different enough stats wise and make them look a bit different.

I just dont like the approach where you get to choose you favorite play style in having 2 smae ships each with different abilites. I just fundamentally think its the lazy way to add 'stuff' in a mod for the sake of adding it. Instead, make it clever, make it researchable, make it distinguishable from the others. You want uniqueness and flavor, not muddy choices.

Reply #3015 Top

If you truly want to have variety, add in a different unit altogether rather than allowing for lazy coverage for ability weaknesses
End of quote

Hardcodes permitting, the Empire will be getting some new capitals. I won't tell you what they are (it should be a surprise) but I will give you a hint. They are HUGE. They will probably be the two biggest ships in the mod.

But, if you don't mind, please stop saying that it is lazy. If we had given the Empire a full research tree, as well has everything else we wanted to, you would still be waiting for 2.0.

Reply #3016 Top

Relax already.  A lot of this is planned for 2.5.  Remember, everyone wanted 2.0, and we had to cut some stuff in order to release it before you all rioted.  And its not as though the Empire needs a lot of research, or did you forget about the fact their ships are twice as good as everyone else's when they start off.  And the tech tree wasn't our highest priority, fixing EvilleJedi's horrendously hardpointed models and poorly designed shield meshes was.  You haven't seen bugged until a ISD has a Vulkoras's shield mesh.  And lets not mention the f#&king hardcodes that Stardock and Ironclad love to implement that get in the way of modders which delayed the release by several months.  You want 7DS as it truly should be, get angry at the devs, and ask them to up the hardcode limits that exist everywhere.  Only then will 7DS become the best that it can be.

 

EDIT: Damn it Kyogre, you ninja'd me.

Reply #3017 Top

Alright, I'll not say it was lazy, lol. This mod is good stuff, guys, I just want to see it as good as it can be and am offering my perceptions of the mod.

Did you guys know the Empire's Heavy Fallout tech references the Krosov seige frigate? hehe

Even if you guys add super star destroyer and death star techs, the Empires tech tree is still sparse. Also, the ISD type II was an altogether different ship than the ISD type I http://starwars.wikia.com/wiki/Imperial_II-class_Star_Destroyer and it would just be nice to see a divergent military tech for it. Dont get so bent out of shape, its not a big deal and Im sure 2.5 will blow my mind.

 

Reply #3018 Top

I'm having a playability imbalance issue with these super capital ships and need help on how to fix it. Early on if an enemy capital ship is able to be destroyed, I can usually follow their retreating ships back to their homeworld where they havent built many defenses and wipe them out. This tactic so far has been successful each time I've used it. I'd appreciate play balance ideas on how to solve this from happening.

The only thing I can think of is that super powerful capital ships should be researched before being available in the early game or as your 1st 'free' capital ship. What struck me as this being such a good idea was playing the Empire and seeing that their 100 logistic ISD ships needed 4 or 5 military research stations and thus it would take some time to buy them. In the meantime, a lesser capital ship would be in order as the 1st free ship and then wouldnt overpower early defenses and end up wiping out another race.

Reply #3019 Top

I was going to download the mod today and already visited danmangames.com website, but today when I click on the link or type it in my browser I get a page load error of connection interrupted

Reply #3020 Top

2 more pics: 

Sorry for not having any more, they all got deleted when the game crashed because I wanted higher building graphics.

 

@Spardason21- I saw a planet named after you, and used a stellar converter on it.  Hope you don't mind.:-"

Reply #3021 Top

Quoting DarthCaedusMorgan, reply 19
I was going to download the mod today and already visited danmangames.com website, but today when I click on the link or type it in my browser I get a page load error of connection interrupted
End of DarthCaedusMorgan's quote

The site is having a DDOS attack right now.  I guess we brought them more traffic then they could handle.  The server guys are working on it right now.  Hopefully it will be back up in the morning.

Quoting Dizzy_XC, reply 18
I'm having a playability imbalance issue with these super capital ships and need help on how to fix it. Early on if an enemy capital ship is able to be destroyed, I can usually follow their retreating ships back to their homeworld where they havent built many defenses and wipe them out. This tactic so far has been successful each time I've used it. I'd appreciate play balance ideas on how to solve this from happening.

The only thing I can think of is that super powerful capital ships should be researched before being available in the early game or as your 1st 'free' capital ship. What struck me as this being such a good idea was playing the Empire and seeing that their 100 logistic ISD ships needed 4 or 5 military research stations and thus it would take some time to buy them. In the meantime, a lesser capital ship would be in order as the 1st free ship and then wouldnt overpower early defenses and end up wiping out another race.
End of Dizzy_XC's quote

The retreating thing is a Sins issue, not a mod issue.  They do that in the regular game, the AI is a wimp sometimes.

Also, I did put research requirements on all TITAN ships, so no one should be able to build them from the start, but I will double check.

DANMAN

Reply #3022 Top

Quoting DANMAN3712, reply 21




Also, I did put research requirements on all TITAN ships, so no one should be able to build them from the start, but I will double check.

DANMAN
End of DANMAN3712's quote

So the KOL BETA and the new Titan Marza class forget the name, I think u can buy right off. The KOL BETA is hugely nasty. The other requires 200 logistics, so at least there is something to upgrade, but I think you should need to have a couple military stations before being able to buy those suckers... Those are the two ships I use to kill off the bad guys in the early game.

Reply #3023 Top

Danman,

 

Loving the mod, but have a few suggestions:

 

Atlantian research:

It's incredibly unclear what techs unlock certain ships.  Only Ares actually reads "Unlock: Ares" under one of the techs in the tech tree.  So, as a user you're just clicking and guessing until eventually you unlock capital ships, or Titans.  I'm guessing the techs dealing with hull research unlock them...

 

God Machine and Avatar (Stellar Convertor):

It would be thematic if the "Steller Convertor" left asteroids in place of the planet it hit, but keep the Super Nova ability leaving radiation afterwards.  Also, I'd still love to see a Moo-like ability to convert asteroids into a planet with the Avatar -- like give it a third ability.

 

Ships:

I think it would be more pleasing to the eye if ALL of the Atlantian ships/structures have that reddish hue.  The Avatar is silver still, and some of the capitals appear to be silver as well.  I would choose a universal color.  Also, "capital" is mispelled a few times in the text area of choosing ships to build. 

 

Spheres/Rings (Stellar Manipulation):

One thing I think Sins NEEDS is dyson spheres and ringworlds.  Do you plan on incorporating them at some point?  For us Halo fans could even give the ringworld planet that special ability to fire a superweapon!  Perhaps dyson spheres could be built high up on the tech tree, and ringworlds are just random planet possibilities? 

 

Star Control:

Back on the SC3 portraits.  You could just make them an option in the same way that there are multiple portrait options for the Sins vanilla races...

 

Thanks and keep up the good work!

Reply #3024 Top

Quoting Dizzy_XC, reply 22



Quoting DANMAN3712,
reply 21




Also, I did put research requirements on all TITAN ships, so no one should be able to build them from the start, but I will double check.

DANMAN



So the KOL BETA and the new Titan Marza class forget the name, I think u can buy right off. The KOL BETA is hugely nasty. The other requires 200 logistics, so at least there is something to upgrade, but I think you should need to have a couple military stations before being able to buy those suckers... Those are the two ships I use to kill off the bad guys in the early game.
End of Dizzy_XC's quote

Exactly.  I'll check it and get back to you.

DANMAN

Reply #3025 Top

I just dont like the approach where you get to choose you favorite play style in having 2 smae ships each with different abilites. I just fundamentally think its the lazy way to add 'stuff' in a mod for the sake of adding it. Instead, make it clever, make it researchable, make it distinguishable from the others. You want uniqueness and flavor, not muddy choices.
End of quote

Don't play it if it bothers you that much. Or make your own. If they want to be "lazy" they can be, their not getting paid for this.