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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.

12,508,034 views 4,959 replies +12 Loading…
Reply #4401 Top

I'm immune to trolling so nice try. So where might i find this illusive free version then?

 

And the mods that i combined are Sins pus and Celestial bodies. Sorry for it being you know 3 years since then and the "solar" part confusing me with solar system planets. -.-

Reply #4402 Top

Quoting doberman211, reply 4399
It told me I needed to be a premium member or something like that.
End of doberman211's quote

go to http://www.danmangames.com/dmgadv/downloads.html ... loggin ( registration is free )...

On the left side of the next page, don't click on "premium download area" button but click the "free downloads" button... scroll down the next page for find the download link ( version without video ) 

Reply #4403 Top

Doberman, enough with the rage and poor manners. 

Register on the forums and request playtester status for 7DS.  When approved you'll have access to the 7DS area where you can post complaints with a civil hand in mind. 

Registering for membership is entirely outside registering for the forums.  Registering for forums doesn't mean you have any kind of membership and download privileges.  So, register for a free membership, wait for approval, and then you'll be able to download the mod.  Despite your poor attitude and difficulty expressing frustrations, you'll likely be approved and able to enjoy the fruits of our labors.  We welcome the feedback.

Reply #4404 Top

As Thoumsin (Fileosoft on our forums) has stated, all new people wanting to play 7DS must register on the danmangames website www.danmangames.com, and proceed to the FREE DOWNLOADS area.  There you can download the mod and enjoy.  We do not get paid for the countless hours of our lives we put into the mod, so we do not expect people to pay to play.

That said, there is a donation area, which goes towards hosting the website.  A donation will also get you premium membership with it, but that is entirely up to the player and is not necessary, required, OR expected of anybody.

Any concerns, questions, comments, criticisms, or whatever should be posted on our forums and we will do our best to work with you and help solve issues.  Now go get the damn mod and enjoy it! :D

Reply #4407 Top

Thank you Ironwolf for your kind words.

Thanks to everyone for keeping this forum churning, and for helping out with the questions and with the complaints.

 

To Doberman:

7DS is by far the biggest mod for Sins.  It is around 2GB of files, movies and such withstanding.  EVERYTHING is customized, so there are a lot of files.

 

That being said, sometimes getting 7DS can be tricky, but I tried to make it as simple ans user friendly as possible.  Hosting something this big, with all the traffic we get would cost me and the team thousands of dollars.  I would have to find some way to charge for the mod which is illegal.  So, we offer a PAID version for DONATING members to get the full mod, at full speed, from our server.  We also offer the FREE version, which is broken down into pieces, and hosted on a free service host.  This is the best way to handle all the traffic and downloads.  Out of the thousands of people who download the mod (I have proof), only about 2% actually donate.  So we are not making any big bucks here.  It barely covers the cost of the server we use.

We all pour countless hours into the mods, many fo us have donated YEARS to this project.  Please be considerate in your comments on this thread, as the public views it.  I do hope you are able to download and enjoy what we have managed to make.  It is more than just textures and models, all of which take time and skill to create.  And since I made both the mods you combined, I know what it took to make those mods.

If anyone has any problems with the mod or what goes on here, do not hesitate to contact me.  I will take care of things the best I can. 

DANMAN

Reply #4408 Top

Coming soon to the TCA player:  Alternative research paths!

Hull researches are being completely reworked to add more depth and "thought" to the research instead of just mindless clicking to max out everything.

Now you will have two choices for hull upgrades:

1) Active repair modules (basically passive regen on roids)  will boost your passive hull regen to the point where you can "tank" a fair amount of incoming damage, at the expense of total hull HP

2) Passive "buffer" tanking will boost your total hull HP significantly at the expense of passive hull regeneration.

"Hull stabilizers" research has multiple tiers and benefit both hull hp and hull regen to a small degree, while crippling shield strength (the TCA does not believe in shields...if you want shields go play as the empire :p).  So the player will upgrade both the "stabilizer" tree IN ADDITION to either 1) or 2) from above.  Now, you can actually research everything, and you will basically wind up a modest gain in hull HP AND a modest gain to passive regen.  But doing either one or the other specialization will give more benefit.

Also coming soon: Completely reworked weapon researches.

The TCA player will have 3 types of "EM weapon" researches 1) Railgun specific, 2) Gauss specific, 3) general research that applies to magnetically accelerated weapons.  In the end, gauss gets a small amount of shield negation and bonuses to damage and ROF.  Railguns get similar shield negation as before, but get range and damage bonuses.  Missiles get a slight damage buff, and bombardment researches are now part of the missile tree.  Beams also got some love and got slightly more damage and reseraches that increase range.

Food for Thought, you will see these changes in the next beta release.  Enjoy!

Reply #4409 Top

Yup, TCA revamp looks great and all merged in.  Dan has the mod files and will be layering in his work for Beta 6.

Beta 6 will be released when it is released. 

Reply #4410 Top

Long time no see guys.  I had the itch to fire back up SOSE and 7DS.  What is the installation path for the 7DS file using Steam?

 

Thanks.

 

 

edit, i am using win 7, 64 bit

 

edit, ok, found out it had to go into the entrenchment folder.  got it working now:)  going to test it out with this nice three day weekend off from work!

Reply #4411 Top

Good man.

 

The current version of the beta is very stable on win 7 x64 (I use it), and the next version has some nice suprises in store.

Reply #4412 Top

Forgot, where can i change the setting to turn off the auto camera follow on units?  If i recall, it was a certain file line to change a line from true to false.

 

Thanks.

Reply #4413 Top

Can I combine  7 Deadly Sins 2.5 with Distant Stars 1.00?

Both Mods are individually very good. But how is it possible to play both at the same time without bugs?

 

And can someone translate 7 Deadly Sins into German?

Reply #4414 Top

You don't need to post the same thing in two different threads.

Reply #4415 Top

Jeremy, in short.  NO on merging.  If you want to translate English.str to German, by all means.

Reply #4416 Top

Working with ZombieRus to hunt down and kill errors.  His Eclipse Tools -awesome and if you aren't a dolt like me, get them and use them.  Progress is continuing towards Beta 6 and many adjustments made from Beta 4 to Beta 5 and just as many new tweaks for Beta 6. We've been hasty in releasing before to the disgust of player and ourselves, but taking the time to get this as right as possible.

Arilou: They lack starbases, but can disable starbases and other structures now making them incredibly dangerous instead of just furiously fast and low damage.
Rogue: Heavy BC gets the ability to disable enemy cap/frig weapons and abilities for a short time -they are Rogues after all and prone to pissing off the enemy by cheating.
Taalo: Both capitals gain a powerful 'missile barrage' of their own.
New Race: Number 12: pretty finalized and nasty buggers.
TEC/Rogue capitals get slight armor increases -probably about 30 base armor.  Just kidding.

More will be detailed when Beta 6 comes out.  Wintercross made some great new launch/dock icons for the Empire TIE!  Thanks for the patience and not losing interest with the mod because of all we have going on in real life.

Watch videos on YouTube in highest quality if you don't like the little window views.

Rogue Assault Pods capturing a pirate carrier cruiser. 


Lightning Beam test and Lightning waves -used by 2 Atlantian capitals and the new race's starbase.  The Vasari starbase was just for testing.

Reply #4417 Top

Looking forward to Beta 6 Release within the week

 

Reply #4419 Top

Greetings All,

 

The main post has been updated....the first time in MANY moons.  Thanks to Semaz for his hard work on that.  Thanks to everyone else making Beta 6 possible.  That means you Makon!

Everyone, this is our most stable and best release ever in my eyes.  We are very close to an official 2.5 release.

Kreyson, glad to see you back!

 

DANMAN

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Reply #4420 Top

Awesome cool then.  We wait.  Looks great.

Reply #4421 Top

how long do downloads usually stay in the premium area before they go to the free section?

Reply #4422 Top

not sure, I've send some balance fixes and content that fills out some holes in races to Danman.  Beta 6 will go to free download after "about" a week.  When will Beta 7 be out... up to Dan, but it's about 64 file changes, addresses TCA armor, Empire Holocrons, Arilou spawning, and the velocity of Cannons. 

About Cannons... we tweaked all the maps without tweaking the cannons, so you'll notice cannon shells take forever to get anywhere.

Gotta remember, all of us have hectic lives and can't put as much time towards development as we'd like, but it keeps our family members from killing us.

Reply #4423 Top

BETA 6b Changelog -this includes all recent changes over past 3 months and what has yet to be included.  Beta 6 doesn't have all the features listed, but 7 will.

Beta 6b Changelog

TRIAD OF CREATION IN!



TCA

TCA armor R&D reduced from 10.2 to 7.5
BC armor now max 4
Cruiser armor now max 3
Frigate armor now max 2
accel values adjusted accordingly
TCA Beta Kol, Nimitz, Dresden dps adjusted for weapons with 4 banks where 1 was higher than others.
Dunkirk, Foucault and Eisenhower dps adjusted down in some areas.  Foucault given greater missile damage than other types.
Dresden Repulsion Field has increased push velocity.
TCA Argonev D starbase now moves and can protect the gravity well better.
TCA Seal Scout now has timed charges via new specific research.

Empire

Empire Strike Cruiser: increased antimatter, power surge and incendiary shells. 3 Squads now instead of 1
Empire Vindicator BC: increased firepower and incendiary shells.  3 squads instead of 1.
Empire Imperial StarForge Ion Disc affects hull and shields.  It was noticed that poorly shielded ships were practically immune to the damage.  Notably, TCA ships with high armor tank weren't taking much damage at all since their shields are practically non-existent.
Old starbase mesh used by NPC Empire template found only on a couple of maps, but the mesh is still in the game.  There simply was no way for the Empire to keep both the Outpost and Imperial Star Forge.
ISD II now has repulsion ability akin to TCA Dresden allowing it to push away enemy frigates and capitalships.

Taalo

Taalo Player Pic displays
Taalo "WAIL" missile barrage does greater damage to greater area giving potent area affect. 

TOC

Triad of Creation Launched!  Entire race now fully playable with many opening screen tips about them and their impact on other governments.
Dnyarri Player Pic displays
Triad of Creation Malificent Assault Battlecruiser now requires reseach to field preventing early game slaughter with it.
TOC ships -especially the Antarans have lethal pulsebeams that blow through shields to the tune of about 74% and can be upgraded to 100%.  Most also possess Nosferatu and Ghoul Energy Siphons that steal antimatter and do damage.  NOS/Ghoul can only be used against targets with antimatter -even if at 0%.
TOC Lapis Myrmidon Battleship has NOS, Black Hole Generator area-affect weapon.
TOC Lapis Converter Colony Capital has NOS, Spatial Compressor, wormhole, area-affect weapon.
TOC Dnyarri Battleship has NOS, Intimidation, Psychonic Overload (capital capture) and Psychonic Burst (sets non-capitals adrift).
TOC Antaran Scout has phase hull, speed boost, NOS and Damp field 100% phasic shields.
TOC Antaran Hiveship spawns upgradable ships and has 100% Phasic Shields (blocks all weapon with IgnoreShield properties.

TOC Starbase can capture enemy capitalships.

TOC researches by Electomagnetic, Thermal, Explosive, and Kinetic damage types.  They are masters of destruction and can bonus any weapon in existence.  Paired with the ability to capture enemy frigates and vessels, those ships are immediately improved upon by Lapis melding.

Origins of the TOC
Rogue Cadre -nomadic- discover a completely alien device that can capture capitalships and bring it back.  At this point, the Dnyarri aboard are comatose, but slowly coming back to life.  They are simply the brains behind THE MACHINE and little more.  The Rogue have no clue what they are or what they have done.  Rogue Cadre begins producing THE MACHINE and transferring Dnyarri to new facilities.  Healing accelerated -the Rogue reverse-engineered the technology too well and small groups and fleets are subtly manipulated to serve the Dnyarri.

KzerZa attempt to capture a Rogue Titan during construction and feel the Dnyarri mental compulsion and launch a vengeful attack on the world to annihilate it.  Dnyarri cast off all pretenses and attempt to dominate the KzerZa fleet, but only slow them down and piss them off.  1 scout vessel escapes and sends word to the UrQuan KzerZa and KohrAh.  Third Doctrinal Conflict suspended, but UrQuan do not unite against the Rogue Cadre.

A sizable percentage of the Rogue Cadre is dominated by the Dnyarri.  Antaran forces preparing for a concentrated infiltration assault of Dark Fleet territory is moved 10 years forward.  Lapis infiltration assault of Sigma 6 Sector Taalo while Atlantian-Orion Combine is occupied with KohrAh, TCA and Dark Fleet is moved ahead of schedule.  The Antaran and Lapis fleets are designed after Dark Fleet and Taalo designs to make the deception complete. 

Antaran and Lapis forces launch coordinated assaults on the Dark Fleet and Taalo, respectively, and due to accelerated time-table are not able to eliminate either force entirely, but manage only to severely diminish their fleets at heavy cost to their own before abandoning the campaign to rally to the Dnyarri.

The Dnyarri do not make treaties or pacts with other races.  They are still weak, but able to dominate the minds of small groups.  They can exert low levels of manipulation and influence over diplomats for short term treaties.

In this at least, the KzerZa have been praised by the Atlantian-Orion Combine, the Taalo, and The Orion Unity -but no so much that they are permitted to slave shield the entire region.

Arilou

Obliterator Anti-Starbase Capital has Ion Blast which disables starbases for a short time.
Hangar has 7 wings (63 strikecraft) as they have no starbases or way to protect sovereignty from bombardment.
Research for Obliterator now in defense block.
Cannon now in defense block and Cannon now affects only hull.
Spawn time for free frigates now 120 seconds instead of 180 or more.

TOU

Tempest Titan now has Atlantian Phase Stabilizer to use in conjuction with capitalship factory ability allowing the TOU to rush forces to the Tempest (might not be used by AI)
TOU ship research boosts weapons and armor.
TOU damage research boosted slightly.

ROGUE


Rogue Battlecruiser Kol Alpha II now has Sprint and the ability to disrupt frigate and capitalship weapons and abilities for 8 seconds. 
Rogue Battle Wagon III can capture frigates and plunder resources.
Rogue and Pirate AFG's have new particle for capturing ships.
The Machine uses lobotomized Dnyarri to capture enemy capitalships.  The crews are made into mindless followers of the Rogue command personnel transported aboard.  The Machine has reduced armor stats, about 12 now.

KohrAh

SaMatra Titan has more armor and Super Fried -don't get close!
SaMatra Starbase has Super Fried!
All KohrAh capitalships have incredible bonuses to damage as they level up, but do not gain great levels of defense.  They are designed to simply apply the most force possible against enemy targets.
KohrAh phase missile equipped ships have bonus vs module armor.

Dark Fleet

Ships with phase missiles have bonus vs module armor.

ROGUE

Rogue Battlecruiser Kol Alpha II now has Sprint and the ability to disrupt frigate and capitalship weapons and abilities for 8 seconds. 
Rogue and Pirate AFG's have new particle for capturing ships.
Easier to unlock Rogue AFG and Assault Pods.

TEC

Base Armor on TEC and ROGUE capitalships increases slightly to offset poor armor research.
Merc Contract costs adjusted.

No real changes to the Kzerza

Pirate Base
Still has 2 "The Machine" and now has an NPC starbase that, like all NPC starbases, prevents sovereignty loss by bombardment/cannons.

FEATURES
 
Battlecruisers for all races introduced.  They are anti-fleet with weapons mainly for taking out other battlecruisers, cruisers, destroyers and frigates.

NPC starbases introduced -thanks Distant Stars for letting me peek at their files and incorporating NPC starbases into 7DS.  Corpo, Pirata, Advent, Vasari, and Empire appear in certain maps.
http://danmangames.com/forums/index.php?topic=5259.0 for details about the maps.

ALL CANNONSHELLS have increased velocity, acceleration and starting velocity stats so they cover distances better.

Map Rescaling by Makon now makes it almost impossible to see another planet when you zoom in on one to build structures and fleets.  Planetary objects are much farther apart now and man it makes things run nice.

Taxation for increased fleet sizes adjusted taking less for fleet maintenance.

WARCHESTs for all races added to quickstart option.  Warchest instantly provided 3500 metal and crystal (provided by your 'homeworld') and has incredible trade income throughout game as you 'send and receive' goods to and from 'homeworld' or homebase.  Losing this structure, which is at start/homeworld, likely means you are 2 minutes from being annihilated -cause they're gonna siege you right after.
WARCHEST is also present on Rogue Colony template -if you can capture structures, DO IT!

Ability/Buff Changes

Gauss Blast and MiniGauss do greater damage

Adaptive shield blocks more phasic weapon damage

FlakBurst and the buff present in area affect doomsday weapons vs fighters now affect only hull -fighters/bombers don't have shields.

Intimidation Ability used by Imperial Executor SSD and Dnyarri has been nerfed slightly.

Travel through the gravity wells of Stars, Rogue Stars, Nebulas and Gas Giants is faster.  All ships are affected by ability that boosts their propulsion systems.

Many errors eliminated in ability and buff files.  Still a few more probably lurking. 
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Reply #4424 Top

I would like to specify that the map resizing was done mainly to preserve the "feel" of original sins where you could not physically "see" an adjacent planet if you were zoomed into a planets' gravity well.  Instead, you see an icon, and the planet mesh appears when you get close to it.

All warp speeds for all races were increased to compensate for the increased distance.  As a side effect of all of this work, there is no more lag when trying to place structures (as stated by Semaz)!

Reply #4425 Top

Little off topic, but you've been able to reduce/eliminate placement lag caused by large/close by planets by increasing the scale of the maps?