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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 #3076 Top

Domination

Reply #3077 Top

i know the atlantians are supposed to be more powerful than the other factions, but this is just silly, they have 109% shield mitigation, they fill out their tech tree in about 15 min, they deal a wopping 500-700 damage per laser, and they are not skimpy on the number of lasers.. every single one of their weapons bypasses shields completely

couldent they be more powerful than the other factions by a smaller margin? or at least make the other factions capable of destorying an atlantian cap ship?

Reply #3078 Top

Empire is pretty good against the Atlantians, and anybody can win against them with the right skills.

Reply #3079 Top

what would the empire do to defeat the atlantians? the way they are right now i would doubt an entire fleet could kill a cap ship

Reply #3080 Top

Take a look at a level 10 imperial stardestoyer 2, they have three different lasers, all hovering around 400 or above and that is without any tech upgrades to improve laser damage

Reply #3081 Top

Quoting adecoy95, reply 4
what would the empire do to defeat the atlantians? the way they are right now i would doubt an entire fleet could kill a cap ship
End of adecoy95's quote

 

First the ion canon who will stop the Atlantian capital... followed by the Golan who will cut the capital ship in little piece... with a fleet, it is not about the destruction power but more about mixing ship with the right abilities... by example, the atlantian avatar is the upper weapons... but using a ability who dissable the Avatar abilies or a ability who only dissable the sub light motor ( avatar need to be attacked from the back ) are already enough...

 

What you cannot reach with brut force can be reach with tactic...

 

Only problem with atlantian is on huge map with multi star... they have already enough research made when you find them... due to the free research who is all level one ( need only onne research station )... was better to spread it on all the 8 level ( one station for level one, two station for level two, 3 station for level 3, etc ... )

Reply #3082 Top

Hey there,

Awesome mod! I used to play it a lot but just returned from a long hiatus.

Is there a plan to make this mo Entrenchment viable or am I boned and have to go through making custom copy/degrade patch level ect to get it running or is there hope if im patient/status ect?

Sorry if this has allready been answered somewhere else but 124 pages and a poor if not defunct search function on theese forums has prompted me to ask here

 

Cheers!

Reply #3083 Top

Its in the OP that it is for 1.05 only.  I suppose that DANMAN needs to make it in huge red letters though so people can stop asking about it.

Reply #3084 Top

Quoting MegaHammerz, reply 7
Hey there,

Awesome mod! I used to play it a lot but just returned from a long hiatus.

Is there a plan to make this mo Entrenchment viable or am I boned and have to go through making custom copy/degrade patch level ect to get it running or is there hope if im patient/status ect?

Sorry if this has allready been answered somewhere else but 124 pages and a poor if not defunct search function on theese forums has prompted me to ask here

 

Cheers!
End of MegaHammerz's quote

Thank you for your comments!  I am currently working on a 2.1 version, which will fix some bugs and people's concerns, then if everything else goes well, the 2.5 version will be for the new update of Sins.

DANMAN

Reply #3085 Top

Danman I got some question why is it squadron without host (which was killed) fly over half galaxy and those ship just chasing that squadron.  This happens 2% of 100 games or somehow.

 

And there was another event happen.  Ships or frigate just got out of gravity well to make phase jump.

Or go very high up to z-axis while phase jumpig to another planet,  somewhere like parallel to the top of the planet.

Reply #3086 Top

Quoting Thoumsin, reply 6

Quoting adecoy95, reply 4what would the empire do to defeat the atlantians? the way they are right now i would doubt an entire fleet could kill a cap ship
 

First the ion canon who will stop the Atlantian capital... followed by the Golan who will cut the capital ship in little piece... with a fleet, it is not about the destruction power but more about mixing ship with the right abilities... by example, the atlantian avatar is the upper weapons... but using a ability who dissable the Avatar abilies or a ability who only dissable the sub light motor ( avatar need to be attacked from the back ) are already enough...

 

What you cannot reach with brut force can be reach with tactic...

Only problem with atlantian is on huge map with multi star... they have already enough research made when you find them... due to the free research who is all level one ( need only onne research station )... was better to spread it on all the 8 level ( one station for level one, two station for level two, 3 station for level 3, etc ... )

End of Thoumsin's quote

me testing out the atlantians against 9 very hard ai, using a nice mixture of the good races, trying my darndest to get a good challenge, i liked the concept the atlantians had before now heh, im entitled to my opinion i guess, same as you, i just want you to see why i feel this way

it dosent even need to be multi star, i can get every reasearch done in around 15-20 min, once you reasearch the tec that gives you 1111% reasearch speed it fills out on its own

take a look at the number of ships in the grav well on the bottom left, most are retreating now tho

im sorry but i dont think that your fleet is going to do a whole lot of damage to this, note the mitigation and the armor number

Reply #3087 Top

Ha you think that's a lot of armor?  The TCA get armor in the high 20 and low 30's.  All that armor combined with shield mitigation = BRICK!.

Reply #3088 Top

Quoting DANMAN3712, reply 9



Quoting MegaHammerz,
reply 7
Hey there,

Awesome mod! I used to play it a lot but just returned from a long hiatus.

Is there a plan to make this mo Entrenchment viable or am I boned and have to go through making custom copy/degrade patch level ect to get it running or is there hope if im patient/status ect?

Sorry if this has allready been answered somewhere else but 124 pages and a poor if not defunct search function on theese forums has prompted me to ask here

 

Cheers!



Thank you for your comments!  I am currently working on a 2.1 version, which will fix some bugs and people's concerns, then if everything else goes well, the 2.5 version will be for the new update of Sins.

DANMAN
End of DANMAN3712's quote

You sir are a scholar and a gentleman. Thanks for the concise answer!

Keep up awesome work!

Reply #3089 Top

Quoting SpardaSon21, reply 12
Ha you think that's a lot of armor?  The TCA get armor in the high 20 and low 30's.  All that armor combined with shield mitigation = BRICK!.
End of SpardaSon21's quote

But nothing stays alive without support, or under focus fire of everything.

 

To Danman this 7DS 2.0 cost up to 1.6GB memory?  I check this in task manager wonder why so big?

 

Reply #3090 Top

Well the vanilla sins on high quality graphics is like 1gb, so I think that 1.6gb sound pretty reasonable for all the stuff that goes on in this mod

Reply #3091 Top

I've honestly never had a problem with slow down with or without this mod, generally however the game slows to a crawl after a few hours even with low pop, I've already tried fixing it and ain't gotten crap from Stardock so :\ I have a quad core as that is the supposed cause of the problem.

The only actual slow down I've noticed is if you zoom in ALL the way on a ship getting pounded, that and the candle shields tend to freeze my computer lol.

Reply #3092 Top

I got AMD DC but yeah the problem is about graphic, how should I set it to?

It's default setting.

Reply #3093 Top

Quoting FrostyHeat, reply 14

Quoting SpardaSon21, reply 12Ha you think that's a lot of armor?  The TCA get armor in the high 20 and low 30's.  All that armor combined with shield mitigation = BRICK!.

But nothing stays alive without support, or under focus fire of everything.

 

To Danman this 7DS 2.0 cost up to 1.6GB memory?  I check this in task manager wonder why so big?

 
End of FrostyHeat's quote

 

tell that to the ship on the screen, it single handidly held a chokepoint into my system against 9 allied very hard ai

Reply #3094 Top

Quoting adecoy95, reply 18



Quoting FrostyHeat,
reply 14

Quoting SpardaSon21, reply 12Ha you think that's a lot of armor?  The TCA get armor in the high 20 and low 30's.  All that armor combined with shield mitigation = BRICK!.

But nothing stays alive without support, or under focus fire of everything.

 

To Danman this 7DS 2.0 cost up to 1.6GB memory?  I check this in task manager wonder why so big?

 


 

tell that to the ship on the screen, it single handidly held a chokepoint into my system against 9 allied very hard ai
End of adecoy95's quote

Don't forget that the Avatar IS the most powerful ship in the game.  It is supposed to take on anything and win, hence you needed all kinds of research to get it.  Also, how are you getting all the techs done in 20 min?  When I have the Atlantian Vault done, it still takes a long time.  Are you time compressing the game or using a trainer?  There should be no way possible on a normal map to be able to max out the tech in 20 min.

Quoting MegaHammerz, reply 13



Quoting DANMAN3712,
reply 9



Quoting MegaHammerz,
reply 7
Hey there,

Awesome mod! I used to play it a lot but just returned from a long hiatus.

Is there a plan to make this mo Entrenchment viable or am I boned and have to go through making custom copy/degrade patch level ect to get it running or is there hope if im patient/status ect?

Sorry if this has allready been answered somewhere else but 124 pages and a poor if not defunct search function on theese forums has prompted me to ask here

 

Cheers!



Thank you for your comments!  I am currently working on a 2.1 version, which will fix some bugs and people's concerns, then if everything else goes well, the 2.5 version will be for the new update of Sins.

DANMAN



You sir are a scholar and a gentleman. Thanks for the concise answer!

Keep up awesome work!
End of MegaHammerz's quote

You are quite welcome, and it is my pleasure.

Don't forget guys, the Atlantians are supposed to be ALL POWERFUL late game, hence the reward for doing all the research.  They are supposed to give the newbie an easy win and those expert gamers a great challenge.  Also don't forget who these guys are in the 7DS storyline, they are the gods after all, and created all humanoid life in the universe.  So if you have 2 feet, these are your gods!  They have been around not for millions, but billions of years.  I think that is enough time to develop some research....

Also, don't worry, soon you will be begging for the Atlantians to fight what is coming......

DANMAN

Reply #3095 Top

no i am not compressing or using a trianer.

might not be 20 min, time flys sometimes when im playing the game, but its pretty close to that.

my game was a 77 planet (all colonizable, 20 of them urban) 10 player low number jumplanes (for the 10 fleet vs 1 ship epic feel) showdown game vs one empire (fortifier), two tca (fortifier), two of those flying saucer ppl (aggressive), two darks (cant remember), two kor ah (aggressive). before you say "well of course thats why fortifier was why you were holding your own" fortifier is much more agressive than aggressive was that is for shure :)

ill give you the lowdown on what i do, i spend as little as possible on everything. steps

build a cap ship factory/build cap ship

build one reasearch facility (economy one)

put one point in reasearch cost/speed decrease tech (the prereq for the vault)

once that is done i should have already taken a second planet, put one point into civilian upgrade so that they dont drain tax.

keep checking the reasearch, only putting in one point at a time and waiting for it to finish (if you put more than one point at a time the cost decrease dosent take into effect for the 2nd/3rd etc)

by now i should have 2 more planets, build the ore facilitys, build one more eco reasearch facility only if you find an ice/volcano planet

once the reasearch for cost decreases reaches 10, reachearch the ore and metal speed increase (tier one and two 40% bonus i think)

by now you should have a 3rd or even a 4th planet.

ore and crystal should be coming in stupid fast, now that your cap ship has level 3 or 4 you can lower the cost of developing crappy planets like barren or toxic if you are lucky to find ones now instead of earlier)

the black market does wonders for getting to atlantian vault soon, perhaps if the metal and crysal was more than 1000 it would have taken longer

 

by the time the enemy had even sent anything but a scout after me, i had already been constructing my first avatar

i dunno, maby i set up the game the wrong way, perhaps if it was one on one with 18 planets i would have lost, who knows, but i just wish the atlantians were more like they used to be, than they are now, i took a look at the empires tech tree, out of curiosity, their only shield mitigation tech is 15% on missles, that dosent even break the shields of the ship on the screen. ok im putting a little edit right here, i just wanted to point out for those that may not know but 100% shield mitigation in this game does not mean that 100% of the damage is taken by the shields instead of the hull, it is complete and total immunity to damage in every form absoultely zero damage is taken by either shield or hull (of course if they have shield mitigation abilitys this changes some, but i havent really noticed much damage from abilitys like that)

the only real gripe i have with the atlantions is the damage mitigation, i could care less about their damage if they took some in return, the way it is now, they cant even damage my metal extractors

 

Quoting DANMAN3712, reply 19

You are quite welcome, and it is my pleasure.

Don't forget guys, the Atlantians are supposed to be ALL POWERFUL late game, hence the reward for doing all the research.  They are supposed to give the newbie an easy win and those expert gamers a great challenge.  Also don't forget who these guys are in the 7DS storyline, they are the gods after all, and created all humanoid life in the universe.  So if you have 2 feet, these are your gods!  They have been around not for millions, but billions of years.  I think that is enough time to develop some research....

Also, don't worry, soon you will be begging for the Atlantians to fight what is coming......

DANMAN
End of DANMAN3712's quote

thats cool that youll be bringing in some more ppl like the atlantians, battle of the titans sounds neat, just make shure they have shield penetration abilitys heh ;)

Reply #3096 Top

umm i have a problem when i start the game everything is fine (just really slow it takes 5 min. to get to the main menu) and then i click on singleplayer and pick the Atlantians first mission (though this happens with all missions/maps) and it will load taking upwards of 10 min. or more and when its about a tenth from finishing loading the map i get an error that says "sins of a solar empire has stopped working"!!!  X(

 

 

please i want to play this mod sooooooooooooooooooo bad tell me what to do to fix this! <X3

 

 

 

 

the desperate robotmonkey :pout:

Reply #3097 Top

do you have less than 2gb ram?

 

also, check to make shure your running version 1.05 of sins of a solar empire

Reply #3098 Top

i know this is off-topic,  but did anyone watch the finale of battlestar? i seriously almost cried.

Reply #3099 Top

Quoting cmdrleeadama, reply 23
i know this is off-topic,  but did anyone watch the finale of battlestar? i seriously almost cried.
End of cmdrleeadama's quote

mmm... that ending was the weirdest frakkin ending possible.  Makes me want to take the Atlantians against both the Cylons and Humans.

Also, in future versions the Atlantian research might be spread out and across different area having a variety of pre-reqs to unlock.  never know.

Reply #3100 Top

Quoting SemazRalan, reply 24

Also, in future versions the Atlantian research might be spread out and across different area having a variety of pre-reqs to unlock.  never know.
End of SemazRalan's quote

 

That's gonna be a very long game when using that race.

 

And I wonder where are the famous "DeadlyForge" of 7DS gonna be?

I thought it was gonna be release via this 7DS v2.0?