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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.

12,508,068 views 4,959 replies +12 Loading…
Reply #3201 Top

WOOT

Reply #3202 Top

why put in a ship that rams planets and crashes the game?

Reply #3203 Top

Quoting SemazRalan, reply 2
why put in a ship that rams planets and crashes the game?
End of SemazRalan's quote

what ship

Reply #3204 Top

 Ok i have this mod but i cant read back to earlier pages. I dont know why but a message pops up and i get that message that my internet doesnt work when it does. but annyways, i saw on the first page that there was a purple star. I think it was a neutron star. What happened there? The mod doesnt work with v1.15 so i wanted to mix it with all the other planets. (I made a personal mod of all planets. Meaning Sins plus, Celestial bodies and the texture update for the SoaSE planets) Not there. And is the mod going to be compatible with v1.15+ by...lets say summer? I know it takes time but i hope that v1.16 will be the FINAL update of SoaSE.

And Danman, what program did you use to make the planets  for Sins plus? I know usii made a lot but is it just the program paint of something? Im trying to make Ceres (one of the largest asteroids) for Celestial bodies mod and Kharak (Kushan home Homeworld game) for Wraith's HW mod.  

Reply #3205 Top

Quoting DarthCaedusMorgan, reply 3



Quoting SemazRalan,
reply 2
why put in a ship that rams planets and crashes the game?


what ship
End of DarthCaedusMorgan's quote

The Executor/Eclipse. Most people don't know about it, but in some of our private internal betas we had the Executor in game. A frequent problem was that it was so big, when it jumped into a gravity well (usually asteriods) it would ram the planet and the game would crash.

Reply #3206 Top

oh, god, thats bad.

I know that the executor took like up 1/8 of some maps in Empire at War, if used right and having other isd and spam deploy squadron ability like crazy, it destroys all without taking much damage

 

On a side note, did the sins forums font change?

Reply #3207 Top

ships in sins are bigger than 20 miles xD

 

look at the size of them compaired to planets and stuff

Reply #3208 Top

thats called visual pleasers so you don't squent your eyes like you just did

Reply #3209 Top

Maybe a way around the ram problem could be the same thing SOGE used. Make the ships smaller and the gravity wells bigger. That way the executioner won't bump into everything. Though there are a few problems with that regarding looking at your fighters and and the amount of time it takes to go across a gravity well.

Reply #3210 Top

Quoting yoadjla, reply 9
Maybe a way around the ram problem could be the same thing SOGE used. Make the ships smaller and the gravity wells bigger. That way the executioner won't bump into everything. Though there are a few problems with that regarding looking at your fighters and and the amount of time it takes to go across a gravity well.
End of yoadjla's quote

Exactly. Just scale down the executor a tiny bit.

Reply #3211 Top

is this up to date or is it still not compatible with 1.12+ yet

Reply #3212 Top

lol anyways... I've seen the Starwars mod for HW2... bring one of the big ships in and yeah... holy crap... the Super Star Dreadnaught is larger than all other ships if you use that as a comparison from what I recall when I played it

Reply #3213 Top

the first three sentences are:  "Welcome to 7 Deadly Sins 2.1, for version 1.05 of Sins of a Solar Empire. It is NOT compatible with 1.12 or above. 7DS 2.5 will be available for version 1.12+ Sins of a Solar Empire. " :)

Reply #3214 Top

Quoting Ryuzaki777, reply 11
is this up to date or is it still not compatible with 1.12+ yet
End of Ryuzaki777's quote

 

please READ the OP.  all of the most commonly asked questions are actually answered there. like the version required

Reply #3215 Top

seems like alot of work for one ship, whats the harm of putting it in a little bit bigger than the other ships, or the same size? heck even the avatar is the same size as the other ships

Reply #3216 Top

Size of ships is somewhat dependant on latency for the game, if something IS way to big it could probably crash the game... I think... like when you have huge amounts of ships in the game and it slows it down a lot depending on your computers specs

Reply #3217 Top

Heres an idea! well it might take a long time to do, but why not do what Evilejedi did to fix the executor size problem! Resize all the ships. it realy makes the game work faster to. That would be a good thing considering the size of this mod.

And i keep getting that crash i said earlier! I think its the size of the forum. I think you should make a new one for v2.1.

Reply #3219 Top

Do you plan to have a new model for TCA Carrier? Coz Vanilla one is...just vanilla - nothing even close to looks like super carrier. Maybe something similar in style to what you done to TCA SUper Marza (she has a very strong HALO style, me like it).

Reply #3220 Top

Quoting mr.WHO, reply 19
Do you plan to have a new model for TCA Carrier? Coz Vanilla one is...just vanilla - nothing even close to looks like super carrier. Maybe something similar in style to what you done to TCA SUper Marza (she has a very strong HALO style, me like it).
End of mr.WHO's quote

We plan on eventually replacing most, if not all of the TCA ships with their own custom versions. There are actually a lot that are done, but are awaiting textures.

Reply #3221 Top

Quoting Archaon6044, reply 18
no, i think it's just you.  i have no problems with this forum
End of Archaon6044's quote

Well it happens. It might be my internet or something but it pops up.

Reply #3222 Top

internet hates colored text

Reply #3223 Top

 

Quoting doberman211, reply 21


Quoting Archaon6044,
reply 18
no, i think it's just you.  i have no problems with this forum



Well it happens. It might be my internet or something but it pops up.
End of doberman211's quote

 I have the same problem!

Also, on the first page you have a picture of a purple star. I have 2.1 and its not there. Do have have to download solar sins seperatly?

Reply #3224 Top

Can someone tell me were the mod folder is on XP, I can't remember where it is :p.

Reply #3225 Top

Quoting Gurren, reply 24
Can someone tell me were the mod folder is on XP, I can't remember where it is .
End of Gurren's quote

To find it start the game, then at the main menu click options, then mods. There should be a button that says "Show Mod Path". This should bring up a window that tells you where the mod folder is.

Hope this helps!

-soasertsus