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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.

12,507,678 views 4,959 replies +12 Loading…
Reply #3052 Top

Quoting BloodbraT, reply 17
so this is only for 1.05 ive got another version how do i change it back?

 
End of BloodbraT's quote

^ Guess I lagged????

 

I to would like to know the answer to this question :\

Reply #3053 Top

Quoting cmdrleeadama, reply 2



Quoting cmdrleeadama,
reply 18
To get 1.05 if you paid for sins, like everyone damn well should have!!!, do the following

 

google stardock central

 

make sure you actually download stardock central, not impulse

 

install stardock central

 

take existing sins 1.1x and change name of the folder to something else.

 

install sins through stardock central, which will only install thru sins 1.05

 

change name of new sins 1.05 install folder to something else.

 

Change name of 1.1x folder back to what it was originally

 

create and name shortcuts to sins executables in both folders and play away.

 

you will be able to continue to update new versions of sins as well as play 1.05. You will have to reset graphics settings every time you change versions, but thats about it. Mods can go in the same folder, just be careful about loading them in the wrong version.

End of cmdrleeadama's quote

This should really go in the main post...

Reply #3054 Top

It helped but I didn't think it would

First off if you have a download version your kind of screwed but what I did was

1. Install of my RetailDVD (1.00)

2. Named it the same but added some letters at the end of it

3. Went to the site but it didn't help however the program can be found here

 

http://sdc.stardock.com/sdcentral_setup.exe

Install it and bullshit it, hopefully when it is done updating and all it detects the version that is at 1.00 atleast for mine it did

4. ?

5. Profit

After it updates it will ask you to make a shortcut do that and just name it 7DS or something so you know what it is.

btw it says that stardock dosen't work with vista but it does. I do agree with kygro that should definatley be in the little banner thing at the top because Cmdr's helped but I had to get creative :\

BIGNOTE

keep in mind since the version will be 1.05 you need to go to the C:\Users\*****\AppData\Local\Ironclad Games\  click on Sins and put the 7DS unzip into the folder labeld Mods not Mods V1.0x -This applies to the way I did it and the way cmdr did it-

 

Reply #3055 Top

7Deadly Sins mod definatlly needs to be updated to the latest sins, we got a minidump on exit after playing with the mod on the lan over the weekend.

Reply #3056 Top

when i fired up the Super Nova, the guy in the room next door screamed in bliss, so epic was the occasion lol
End of quote

My question how do you use it or initiate it, I got the tech but not sure how to use it.

 

I have found two minor glitches

Also keep in mind with theses errors/glitches, all tech was researched

 

1) I was the Atlantians vs the Empire, on a asteroid field there was a tie fighter squadron the only thing left and it disapeared visual but was under the tactics radial around the roid field icon. I was hovering between 69% to 85% health for well over one hour till it dissapeared all together.

 

These empire fighters squadrons stayed around 69% to 85% changing health either direction for nearly two hours before they disappered from the tactic radial, they were not in the gravity whell, the ship that carried them was long dead.

2)The Atlantian fighter strikecraft and star jumping.The Atlantian titan, the one that cylindrical shaped with the big all powefull cannon, I had two of them, one of them would not jump from one star to another, I decided to disband all fighter sqadrons and then it decided to jump. The other part was the carrior, all fighter squadrons were docked but would not jump, I disband them but still it did not jump, so I had to go the long way around, all other ships in the fleet jumped fine.

 

 

This carrier would not jump it just sat there had to go through a wormhole to get to the other star wich I did no know at that time.

 

 

This is where the fighters would not dock, eventualy had to diband the fighter and was able to jump to another star.

Reply #3057 Top

[quote/]I will later back them up with screenshots, actualy can you tell me where they are stored, I have not changed the location.[/quote]

They are in the same place as the mods folder. Navigate down to the mod folder, you know c:\users\-your user-\app data\ etc (if you have Vista), but don't go into mods. There should be a folder called "Screenshots"

Quoting FrznMD, reply 5
7Deadly Sins mod definatlly needs to be updated to the latest sins, we got a minidump on exit after playing with the mod on the lan over the weekend.
End of FrznMD's quote

Again, we are working on it. And it minidumps a lot when you exit a game. The game runs out of memory when you exit, and crashes. Theres really nothing that can be done about it.

Reply #3059 Top

i think i found a bug with the TCA. It looks like their upgrades that are supposed to reduce the resource cost of their units actually increase the metal and crystal requirements for their guys. I got through the conductive rails researches, which puts me at a 24% discount, but the price of my units and buildings actually has gone up quite alot. For example, my trade station actually costs 750 credits, 140 metal, 185 crystal now, which is alot more than when it started

Reply #3060 Top

I'm having issues with screenshots, they never show up even if I exit the game without a mini-dump.  I know it doesn't save them either because every first screenshot I take in a game is always ....screenshot_12.  I don't think there is anything that can be done, but if there is, please let me know.  If it requires editing of the mod, then don't worry about fixing it unless you get a horde of requests to do so.

Reply #3061 Top

Screenshot have nothing to do with the mod... it is a normal sins function... mod don't change anything about it...

Reply #3062 Top

I'm having issues with screenshots, they never show up even if I exit the game without a mini-dump. I know it doesn't save them either because every first screenshot I take in a game is always ....screenshot_12.
End of quote

you will need to set the sreenshot key to something else, ex: insert

Reply #3063 Top

Quoting DarthCaedusMorgan, reply 6

when i fired up the Super Nova, the guy in the room next door screamed in bliss, so epic was the occasion lol
My question how do you use it or initiate it, I got the tech but not sure how to use it.
End of DarthCaedusMorgan's quote

it's an ability on The God Machine

Reply #3064 Top

Quoting cmdrleeadama, reply 9
i think i found a bug with the TCA. It looks like their upgrades that are supposed to reduce the resource cost of their units actually increase the metal and crystal requirements for their guys. I got through the conductive rails researches, which puts me at a 24% discount, but the price of my units and buildings actually has gone up quite alot. For example, my trade station actually costs 750 credits, 140 metal, 185 crystal now, which is alot more than when it started
End of cmdrleeadama's quote

Actually that is NOT a bug, it was done that way on purpose.  Its showing that there is a price for becoming powerful.....

As you upgrade your flying bricks, they become MORE like flying bricks....horribly slow and expensive....but increadibly powerful.  Next to the Atlantians, no one has better guns...

DANMAN

Reply #3065 Top

Well after being able to load up everything after some creative windows abuse I gotta say you guys absloutley out did yourself. This mod is like having sex with a brazillian super model. Fantastic.

My summary so far is only vague but are my thoughts so far only having played one campaign.

1. The Atlantians are amazing the custom ships look freaking incredible even for having it set on high the amount of detail on all the planets and ships is equal to if not better than the Non mod game on highest. My only qualm graphics wise is the shields. Not that they light up like candles (I actually like that) but that some ships just don't have shields for example the empire :\ Its a narsisistic thing but when I am empire I always end up going OH SHI- my shields are gone????

2. As far as the races go again nice job on the atlantians and Co. they are all super fun so far and the models look great/

3. Titan ships get stuck on freaking everything. I was driving around with the flying cannon last night and repeatedly got stuck on astreoids, planets, ships, and sometimes the thing got stuck on itself. Another addition to it is that Titan ships just DO NOT play well with fleets, they get stuck in them and everything just becomes a blob on the map, they can't move, they can't hyperspace jump. (Pictures will be posted if I can recreate again when I have the time)

4. Is the UI for the Atlantians supposed to be a wierd ass blue and green and wierd colors?

5. Why did you guys make such a fantastic mod?

6. The flying saucer guys are epic I laughed so hard when I was playing them I almost got rushed by the comp

Quoting DarthCaedusMorgan, reply 6
when i fired up the Super Nova, the guy in the room next door screamed in bliss, so epic was the occasion lol

My question how do you use it or initiate it, I got the tech but not sure how to use it.

 

I have found two minor glitches, I will later back them up with screenshots, actualy can you tell me where they are stored, I have not changed the location.

Also keep in mind with theses errors/glitches, all tech was researched

 

1) I was the Atlantians vs the Empire, on a asteroid field there was a tie fighter squadron the only thing left and it disapeared visual but was under the tactics radial around the roid field icon. I was hovering between 69% to 85% health for well over one hour till it dissapeared all together.

2)The Atlantian fighter strikecraft and star jumping.The Atlantian titan, the one that cylindrical shaped with the big all powefull cannon, I had two of them, one of them would not jump from one star to another, I decided to disband all fighter sqadrons and then it decided to jump. The other part was the carrior, all fighter squadrons were docked but would not jump, I disband them but still it did not jump, so I had to go the long way around, all other ships in the fleet jumped fine.
End of DarthCaedusMorgan's quote

Pretty much the same stuff I encountered I noticed with empire SC I only get one per squad? that or they are disapearing on me.

Reply #3066 Top

Quoting DANMAN3712, reply 14

Quoting cmdrleeadama, reply 9i think i found a bug with the TCA. It looks like their upgrades that are supposed to reduce the resource cost of their units actually increase the metal and crystal requirements for their guys. I got through the conductive rails researches, which puts me at a 24% discount, but the price of my units and buildings actually has gone up quite alot. For example, my trade station actually costs 750 credits, 140 metal, 185 crystal now, which is alot more than when it started

Actually that is NOT a bug, it was done that way on purpose.  Its showing that there is a price for becoming powerful.....

As you upgrade your flying bricks, they become MORE like flying bricks....horribly slow and expensive....but increadibly powerful.  Next to the Atlantians, no one has better guns...

DANMAN
End of DANMAN3712's quote

That explains a lot, you should have it say Resource Cost Increase instead of Decrease, cause it makes people think their stuff will be cheaper instead of being more expensive :/.

 

Also, some ships will have odd placed Class names. Example: Dark Class Angel. I'm guessing this is some hardcoded issue correct?

 

Onemore thing, will there be new cameo images and icons for some stuff in the next version?

Reply #3067 Top

I have a question.... I may just be overlooking it, but which Atlantian Ship has the crew Derelict Ship ability. I researched it and apparently some ship of mine crewed one as it went through a graveyard, but I can't figure out which ship it is. I am most likely just looking over it, but it someone could tell me it would be helpful.

Reply #3068 Top

Quoting Kuliakhan, reply 17
I have a question.... I may just be overlooking it, but which Atlantian Ship has the crew Derelict Ship ability. I researched it and apparently some ship of mine crewed one as it went through a graveyard, but I can't figure out which ship it is. I am most likely just looking over it, but it someone could tell me it would be helpful.
End of Kuliakhan's quote

That would be HORUS.  Its one of the "gold" Orion/Atlanian ships, not the organic ones.

Quoting Gurren, reply 16



Quoting DANMAN3712,
reply 14

Quoting cmdrleeadama, reply 9i think i found a bug with the TCA. It looks like their upgrades that are supposed to reduce the resource cost of their units actually increase the metal and crystal requirements for their guys. I got through the conductive rails researches, which puts me at a 24% discount, but the price of my units and buildings actually has gone up quite alot. For example, my trade station actually costs 750 credits, 140 metal, 185 crystal now, which is alot more than when it started

Actually that is NOT a bug, it was done that way on purpose.  Its showing that there is a price for becoming powerful.....

As you upgrade your flying bricks, they become MORE like flying bricks....horribly slow and expensive....but increadibly powerful.  Next to the Atlantians, no one has better guns...

DANMAN


That explains a lot, you should have it say Resource Cost Increase instead of Decrease, cause it makes people think their stuff will be cheaper instead of being more expensive :/.

 

Also, some ships will have odd placed Class names. Example: Dark Class Angel. I'm guessing this is some hardcoded issue correct?

 

Onemore thing, will there be new cameo images and icons for some stuff in the next version?
End of Gurren's quote

Those are all hard code issues that cannot be resolved unfortunatley.  If I could, I would.  They bug me too!

And yes, there will be more cameo pictures coming, especially for the new races coming in!

Quoting SinfulBro, reply 15
Well after being able to load up everything after some creative windows abuse I gotta say you guys absloutley out did yourself. This mod is like having sex with a brazillian super model. Fantastic.

My summary so far is only vague but are my thoughts so far only having played one campaign.

1. The Atlantians are amazing the custom ships look freaking incredible even for having it set on high the amount of detail on all the planets and ships is equal to if not better than the Non mod game on highest. My only qualm graphics wise is the shields. Not that they light up like candles (I actually like that) but that some ships just don't have shields for example the empire Its a narsisistic thing but when I am empire I always end up going OH SHI- my shields are gone????

2. As far as the races go again nice job on the atlantians and Co. they are all super fun so far and the models look great/

3. Titan ships get stuck on freaking everything. I was driving around with the flying cannon last night and repeatedly got stuck on astreoids, planets, ships, and sometimes the thing got stuck on itself. Another addition to it is that Titan ships just DO NOT play well with fleets, they get stuck in them and everything just becomes a blob on the map, they can't move, they can't hyperspace jump. (Pictures will be posted if I can recreate again when I have the time)

4. Is the UI for the Atlantians supposed to be a wierd ass blue and green and wierd colors?

5. Why did you guys make such a fantastic mod?

6. The flying saucer guys are epic I laughed so hard when I was playing them I almost got rushed by the comp




Quoting DarthCaedusMorgan,
reply 6
when i fired up the Super Nova, the guy in the room next door screamed in bliss, so epic was the occasion lol

My question how do you use it or initiate it, I got the tech but not sure how to use it.

 

I have found two minor glitches, I will later back them up with screenshots, actualy can you tell me where they are stored, I have not changed the location.

Also keep in mind with theses errors/glitches, all tech was researched

 

1) I was the Atlantians vs the Empire, on a asteroid field there was a tie fighter squadron the only thing left and it disapeared visual but was under the tactics radial around the roid field icon. I was hovering between 69% to 85% health for well over one hour till it dissapeared all together.

2)The Atlantian fighter strikecraft and star jumping.The Atlantian titan, the one that cylindrical shaped with the big all powefull cannon, I had two of them, one of them would not jump from one star to another, I decided to disband all fighter sqadrons and then it decided to jump. The other part was the carrior, all fighter squadrons were docked but would not jump, I disband them but still it did not jump, so I had to go the long way around, all other ships in the fleet jumped fine.



Pretty much the same stuff I encountered I noticed with empire SC I only get one per squad? that or they are disapearing on me.
End of SinfulBro's quote

I'll look into the Empire's shields going down quickly, but I thought I fixed that a LONG time ago.  Also, I'll look into you Titan issues as well.  They don't do that on my end.

Remember to post in the official BUG thread on teh 7DS forum.  That is my checklist for bugs and errors, as well as suggestions!

Thank you all again for playing, and for your support!

DANMAN

Reply #3069 Top

DANMAN,  I am tipping my hat to you and your team.  You have done a hell of a job with 7DS.  This is the only reason why I still play SINS.  I have done a little modding.  I have increased the size of the Gravity Wells around certain planets.  Mostly concentrated on the Asteroid belts as well as the Asteroid and Dead Asteroid.  I also placed many more resource asteroids as to make this a place where many battles will be.  It is all about resources.  The bigger wells creates a sense of truly fighting in space.  More room for fleets to manuever and have at it.  Rather than a tight well with hundreds of ships crammed together.  However, it pales in comparison to what you have done.  Now, I need a little help with the following questions.  I think I know the answer to the 1st one. 

-I am trying to add a few new players files.  I have copied over all the meshes and other significant files.  When I start to play.  I get a bunch of errors pertaining to a list of meshes that cannot be found (not the ones I carried over).  Prior to this update and subsequent error messages.  Your mod ran with only minor problems.   I am quessing this is probably a hard code limit with 1.05.  Also your mod seems to be at the sound limit to.  As I was having issues there to. 

-I have tried to search the site for all of the Hard Code limits.  Answers are 'not found'.  I know there are some within this link.  Take to long to find it though.  Can you list the ones you think are the most significant to a novice modder like myself. 

-Is there a way you can provide the Galaxy Scenario file in text.  I don't have a way to convert from Binary to Txt.

Any help is much appreciated!!! 

Again....long live DANMAN and 7DS!!!!!!!!!!!!!!!!!!!!

Reply #3070 Top

There were/are a few threads on the hardcode limits.  They have died out, as no one has bumped them for great justice.  A pity really, especially as the search capability on these forums sucks total ass and its completely useless.

Reply #3071 Top

Quoting Kuliakhan, reply 17

I have a question.... I may just be overlooking it, but which Atlantian Ship has the crew Derelict Ship ability. I researched it and apparently some ship of mine crewed one as it went through a graveyard, but I can't figure out which ship it is. I am most likely just looking over it, but it someone could tell me it would be helpful.



That would be HORUS. Its one of the "gold" Orion/Atlanian ships, not the organic ones.
End of quote

 

Ok in my game with the crew derelict ships research done hours has Colonize, repair shield, and crew extractor, it also has an empty button, but no crew derelict ship and crew extractor doesn't work to take ships so.

Reply #3072 Top

Hello, I'm back, but I haven't had time to play the game, and therefore change my screenshot button, and I won't be able to for a while.  One question though about the Empire, which ship has the tech to capture other ships?  Or is the research useless?

Reply #3073 Top

Quoting donnor11, reply 22
Hello, I'm back, but I haven't had time to play the game, and therefore change my screenshot button, and I won't be able to for a while.  One question though about the Empire, which ship has the tech to capture other ships?  Or is the research useless?
End of donnor11's quote

acclamator 1 assultship, it colonizes, capture direlect ships, and neutral mnining roids

Reply #3074 Top

Sorry, I need to be more clear.  Does it capture enemy ships?  Similar to what the Rouge do.

Reply #3075 Top

Oh wait a minute its one or two of there capital ships can due the name of the ability is similar to the advent name