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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.

12,491,190 views 4,959 replies
Reply #226 Top

Ive been hearing all this stuff on the atlantians, but so far i have heard nor seen anything of "The Acient Ones". Who are they, and what do they look like?
Reply #227 Top
Noobsuace:
So far, the Atlantians and the Ancients are one in the same. I just used the Ancients name as a throwback to Stargate. The Ancients themselves may actually end up as a separate race, as a sect of the Atlantians.

DANMAN
Reply #228 Top
I've been playing the Atlantians excessively this weekend, and HOLY CRAP the two capital ships totally own everything. It's like a slaughterfest, particularly for the Dreadnought (1 of these can take out a pirate fleet single-handed). Previous posters aren't kidding about balancing down these ships. I built a few Dreadnoughts and the AI fleets can't even get through the shields... it's wicked.

A few suggestions, based on my gameplay. And leaving the ship costs alone. Those seem to be okay, at least compared to regular cap ships.

1. Dreadnought. Halve all weapon firing rates. Drop shield strength by at least a quarter. Reduce ship acceleration.

2. Hive Ship. Much better balanced ship. Leave ship ordnance alone, but either:
A. Drop number of initial squadrons by one-third
B. Reduce number of strikecraft per squadron by one-third

With this much nerfing, I think the Atlantian caps will still be competitive over other races' caps (even factoring in the higher costs), but not absurdly so. Meaning another race can actually destroy a Dreadnought... maybe :)
Reply #229 Top
Flexomatic:
Yes, they will be modular, as much as possible and as much as time will allow. I know that not everyone will like everything, especially my custom races I have coming out. So, YES.

Noobsauce94:
Just and FYI, the colonizable stars are not as bright and brillant as main stars, they are dimmer and less powerful, so technically they are more inhabitable than regular stars. (Just make believe man!)

Sang58:
Thanks for your comments, and I'm glad you like the mod. The Atlantians use the Vasari models right nw, except I changed the textures slightly on the Atlantian ships (They have more user color stripes). In the next release when I update them, they will also look more like the Advent. They will stay like that until I have custom models ready, and those are already in development. So stay tuned.

UEF Soldier:
Thanks for answering for me. And for noticing the differences and power of the Atlantians

URett:
I have looked at Epic Immersion, and I have conidered it. However, Epic Immersion is for people who like slow games, and thats not everyone. So, if I do offer it, it will be as a module for 7 DEADLY SINS that can be added on.

Thanks for all the questions and feedback everyone. And don't forget to check out and log into the official 7 DEADLY SINS website. The link is at the top of the main post.

DANMAN
Reply #230 Top
Archman:
Your response is the same as others. However, which version of my mod do you have? In 1.1, the Dreadnaught is much more balanced.
Please let me know.

DANMAN
Reply #231 Top
Dan, here's an innovative idea for the cap ships.


Leave the Atlantean ships where they are and bring the other races ships to the same range of power. Cap ships are just glorified frigates right now anyway.
Reply #232 Top
i was starting to help uzzi with sins (textures) when he handed it over to you, would you like too see some of my stuff? and tell me how i can give them too you.

on sins forum i had 3 ideas of i think awesome planet. tell me if you know about them or if uzzi told you any of this.

EDIT- also, colonazable stars, are they still the centers of systems, cause i looked at them, and planets and stars are labeled as diffrent entities. (havent played you mod yet, if its evn included) I would think colonized stars should be more, not really colonazable, but more, you stick your flag on the star, and deploy defences, no logistic or population or what ever, only tac slots.
Reply #233 Top
bandw2,
First off, thanks for the post, and I saw you on my official forum. Thanks for signing in. I saw some of your work, and it looks good. I may use them with the next release of SINS PLUS. Either PM me with your email and I'll respond, or send me a message in the official forum of 7 DEADLY SINS.
Also, my new stars (not part of current release yet) are not in the center of the system. They behave like planets, and act as planets do, even rotate. They are however the same size, shape, and same abilities. If you role play for a moment, a colony would exist in orbit around the star, taking advantage of all that solar energy. Don't worry, you will need to research the tech before you can colonize.

Nekulor:
Something like that may happen. But the Atlantians are supposed to be superior, no matter what I do. Also, there will be other races that will give the Atlantians a run for their money. They will come later on when I get the time.

DANMAN
Reply #234 Top
However, which version of my mod do you have? In 1.1, the Dreadnaught is much more balanced.Please let me know.DANMAN


I'm playing version 1.1 The Dreadnought ("Dreadnaught" is misspelled) is ridiculously overpowered. Blows away whole fleets singlehandedly. I sent a single one into a Pirate Base, and it never got its shields below half. Pirate cruisers last about 15 seconds, pirate frigates less than 10 seconds. Wow!!

Reply #235 Top
Archman:
Thanks for the blow by blow. The Atlantian Dreadnought (spelling) will be tweaked even more in the next release I address them. This will be right after SOLAR SINS, and before SINS PLUS, so within a week or so.

DANMAN
Reply #236 Top
UPDATE:
SOLAR SINS is taking more time than I thought, plus my weekend was crazy outside of the digital world. BUT, I do have something for you all. Something that was asked for over and over. It will be in SOLAR SINS, as well as 7 DEADLY SINS.
Ladies and Gentleman: THE BLACK HOLE. All modding on this has been done by FourAcesII, one of my team memebers. Enjoy!



DANMAN
Reply #237 Top
Any chance the Atlantean missile capitol ship can be implemented soon? I was looking at the entity files last night, trying to figure them out (I dont know much about modding, but want to) and didnt want to mess anything up, so I left it all alone. But I really would like to see a missile battery, not just the platform, but a capitol ship that launches hundreds of missile at once, like in Robotech. Was thinking about it, it would be cool to have real quick missiles that do less damage, something to soften shields, then med-slow ones that have the hardest punch. I know you had said i a previous post you'd rather not mess with new capitol ship abilities, but if it would be possible to make a new lvl 6 or higher special, one that does a massive missile launch, I would be very happy. I love to create huge 100+ fleets of missile launchers and watch the missiles fly. Anyway, keep up the good work cant wait for the next update.
Reply #238 Top
A missle ship would be nice....

DANMAN
Reply #239 Top
so..the Black hole will destroy anything (or at least damage it greatly) that gets near it?

if so...



PPPPPPWWWWWWWWNNNNNNNNNN!!!!!!
Reply #241 Top
Do you have an ETA on the next release? I'm really excited about it.

Also, I've played against the Atlantian AI on hard and unfair and I rather enjoy the challenge. I can still beat them. It's kind of nice to have a race that enters your space and forces you to go "ohcrap."


You can balance the gameplay while still having some races stronger than others. It's a matter of including ship abilities specialized in countering specific units, such as the dreadnought.

Reply #242 Top
I know this has nothing to do with your mod, but I thought I'd start a discussion on it here since I play your mode exclusively and would like to see a feature like it included somewhere/somehow.

I was reading the "space station" thread here in the modding forum, and while that thread is going nowhere it got me thinking about the space stations in Empire at War and how much I miss them.

I was thinking, and feel free to shred this idea if it is stupid, that there could be some tech upgrade to unlock an orbital battle station similar to the stations in EaW. This station would be a combo of hangers and defense platforms. It would be unlocked through the tech tree and take up a significant amount of tactical slots. Similar to the deliverance engine (advent) in terms of research time and logistical slot occupancy...

Maybe a little bit beefier though (and more expensive, obviously) than the normal hanger bays and platforms. Maybe hold a couple more squadrons, etc. Make it worth it, but costly.

Or this could be an awful idea. Either way keep up the good work. I can't go back to vanilla sins after playing this.
Reply #243 Top
noobsauce94 and Canadaman777:
Glad you guys like the black hole. Expect it soon.

whutdufuk:
I am really glad they give the "oh crap" feeling when the AI plays them and they show up in your system ready to kick your ass. That is one of the reasons why I made them. I wanted to give players the ability to play a superior race, especially the noobs out there that keep getting the butt kicked by the AI. You however, did the other thing I wanted to accomplish. I wanted players, good players, to have a challenge to test their skills. So I am glad you enjoy them. Expect more soon.
As far as an update goes, I am actually behind my own schedule. I wanted to release SOLAR SINS (part of 7 DEADLY SINS)this past weekend, but I am still testing it before release.
After that is done, I need to continue Uzii's work and release SINS PLUS, then I will update the Atlantians.
So, hopefully within the next few weeks the Atlantians will be updated. I might squeek in an update with SOLAR SINS, but I can't promise anything.

Arakcheev:
Your idea is great, in fact it has already been started. The Atlantian Cap ship factory already has shields, and I am working on giving it weapons next. So your idea may become a reality soon. I will look into adding battlestations for all races, but that will take some time. Great idea!

DANMAN
Reply #244 Top
UPDATE:
SOLAR SINS play tested just fine, in fact great. I shall be releasing it for now as part of 7 DEADLY SINS, ver 1.2. It will be available later as a separate mod. Oh, and I decided to throw in a bonus colonizable Star: White Stars. Here is a picture of a regular sized WHITE star, in game, in the newest version of 7 DEADLY SINS:



I'm looking at later today for release.

DANMAN
Reply #245 Top
Yah! I'm gonna download this as soon as I get home!
Reply #246 Top
Cannot wait! I had surgery over the weekend and this mod has been keeping me sane through recovery! Looking forward to it!
Reply #247 Top
Canadaman777:
I knew I could count on you

Arakcheev:
That message brings me much joy knowing that my work kept you going through recovery. I am very glad you like it. It's nice when people appreciate what you do.

And because you guys like it so much, I have decided to throw in another bonus, two BRAND NEW GAS GIANTS!
These will randomly appear whenever a gas giant does. They will also be included in the update, as well as the next release of SINS PLUS. I hope you enjoy these screen shots!






The new version should be up tonight, if all goes well.

DANMAN
Reply #248 Top
UPDATE:
NEW VERION IS OUT NOW! Link on link above.
Note, version 1.2 includes the SOLAR SINS release. SOLAR SINS will be available by itself later for those who want it separately.
Also, SOLAR SINS does not include the Black Hole yet. Still working out the details.

I hope you all enjoy.

The Gas Giants are part of a new release of SINS PLUS, but I couldn't wait to get them out there. So here you go!

DANMAN
Reply #249 Top
Nice man! :D
Reply #250 Top
very nice! downloading as i type. can't wait to try it out!  :CONGRAT: