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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.

12,491,771 views 4,959 replies
Reply #301 Top
i'm going to sound like a total nubsauce,
but i was wondering exactly how to install this and any other mods.
thanks
Reply #302 Top
No prob iron duck,
you just extract the zip folder to User/yourname/appdata/ironcladgames/sinsofasolarempire/mods (for vista)

for XP: Its just User/yourname/documentsandSettings/ironcladgames/sinsofasoalrempire/mods
Reply #304 Top
whoops on XP it's:
C:\Documents and Settings\{USERNAME}\AppData\Ironclad Games\Sins of a Solar Empire\Mods

sorry about that  ;p 
Reply #307 Top
I've now tried downloading this mod with Firefox, but the download freezes on me even with Firefox, so Filefront is absolutely useless to me. Can anyone help me at all?
Reply #308 Top
for uninstalling mods, all you have to do is delete it's folder from the "mods" directory
Reply #309 Top
I will upload a mirror on my colo in about an hour for those of you having issues downloading from filefront.

Edit: Will be up on col in about 20 mins.
Reply #311 Top
Does this mod work with v 1.04?
Reply #313 Top
yes Nisyu, versions 1.1 and 1.2 of this mod DO work with v1.04  :) 
Reply #314 Top
Not to be a Jackass but could you create icons and an updated Scenario file in Galaxy Forge? I would love to use the stars you create in my map modding.

I've tried doing it myself but I'm not the brightest in general coding :p .

It was done by another user (I'm sorry I forget the name) for Uzii's Sins Plus, which is great.

Just a small suggestion.
Reply #315 Top
To all:
For now, don't use Kiedjor's link for the trade patch, he is still working out the bugs.

Brookman5:
SOLAR SINS by itself will be out very soon,
so that
Animage64:
Thanks for stepping up to do this. I know you helped out Uzii with his mod and getting the galaxyforge updated. Hopefully very soon SOLAR SINS will be out.

Flux-87:
Running multiple mods is BAD. Hence the reason to merge them together. The game tends to freak out when running more than one mod.

Matress_of_evil:
I will try to get a mirror up for you.

DANMAN
Reply #316 Top
To all:For now, don't use Kiedjor's link for the trade patch, he is still working out the bugs.Brookman5:SOLAR SINS by itself will be out very soon,so thatAnimage64:Thanks for stepping up to do this. I know you helped out Uzii with his mod and getting the galaxyforge updated. Hopefully very soon SOLAR SINS will be out.Flux-87:Running multiple mods is BAD. Hence the reason to merge them together. The game tends to freak out when running more than one mod.Matress_of_evil:I will try to get a mirror up for you.DANMAN


I posted a mirror a few posts up.

Reply #317 Top
Canadaman777:
Once again, thanks for stepping up to help.

Arakcheev:
You too, thanks for helping, and for mirroring the file.

Nisyu:
Yes, I will always keep up to date with the latest version of SINS.

UEF Soldier:
Thanks for being there.

Astiri:
You are not being a jackass. Just be patient a little while longer. Animage (the one eho helped Uzii) will be updating the Galaxy forge files. As for the icons, they are already done.

Keep the posts coming. Also, don't forget the official forum link is at the top of the page, for those who want to go over there too.

DANMAN
Reply #318 Top
I've gotta say. I can't wait for the trade patch to be fixed. From what I played of it I really enjoyed it.
Reply #319 Top
Danman, I thought of a great idea for your Mod downloads. You should set it up with a base folder consisting of Sin's Plus, Bailknight's mod and Sin's Enhanced-Sky Box merged together, and have the Atlantians, Solar Sins, and any other Mod that will be a part of 7 Deadly Sins in seperate folders in the zipped 7 Deadly Sins:by Danman v.1.2 folder.

Just make the Solar Sins, etc. files (not base files/folder) able to be merged if wanted, even if they cannot be stand alone mods themselves. That way if someone wanted to play with the colonisable stars, but did not want to have the Atlantians, they could easily do it by only combining the Solar Sins textures, mesh, and strings with the base folder's textures, mesh, and strings, after extracting the entire 7 Deadly Sins.. folder to his/her desktop.

If you set up the mod download/install this way, it would make this Mod more enjoyable for everyone, especially when you get even more Mods incorporated in 7 Deadly Sin's.

Please respond to this post, I think it is a good idea and would like to know what your thoughts are on it.

Reply #320 Top
If you don't want to play with the Atlantians it is a simple thing to fix.

1. Choose the races for the AI players. In a multi player just everyone agree no Atlantians.

2. Go in to the 7 DEADLY SINS/GameInfo folder in the mod folder and removing the PlayerAtlantian.Entity file. This removes the Atlantian Race from the game. They can be put back by just extracting the same file from the mod package and puting it back in the same folder.

There has been discussion on making an extra folder that has the files to tone the Atlantians down. The Atlantians are powerful for a reason, this is a start of what will be multiple races in game. There is also discussion about making the ship more expensive or have weaknesses.

As far as the not using the Solar part of it, the only way to do this would be to make a different version. Some people have no desire to edit anything file wise.
Reply #321 Top
I would love to play the Atlantians. Once they are balanced, anyway. They might be a great challenge if the AI is playing them, but it's lamely unfair when the player uses them against other races. Serious nerfing is quite necessary for the Sentry and both Capitols.

It would be more appropriate to make the "extra folder" the one that keeps the Atlantians unbalanced, and make the default mod the one with the balanced units.
Reply #322 Top
No, it wouldn't when the idea is to have the Atlantians default to being powerful. As I said there are going to be other races and the Atlantians are set the way they are for a reason. There might be some tweaks to them later but for now Dan has them how he wants them. Other races will be their balance. Right now there just happens to not be any other races.

If you don't want to play them then don't I explained a very simple method for removing them from the default game. Until Dan makes a toned down version and adds it as an extra folder, this will be the only option. That is if he decided to do this, he hasn't told me one way or the other.

So let us recap, the Atlantians as the stand now are how Dan wants them. If there is a 'Toned down version' it will most likely be an extra folder that allows people to change them.
Reply #323 Top
Siath1970:
Thanks man for speaking for me. You really are treating the Atlantians like your baby, and they are. Thanks for helping out in my absence.

To Archman and heatman77:
Like Siath said, the Atlantians are powerful for a reason. They have a powerful background. They are quite possible the oldest race in existance. They created countless other races, so it would only make sense that after eons of evolving and researching technology, that they would be powerful.
That being said, they are still a work in progress. They will become more balanced as time goes on, and they will not be the only new race in the game. I have over 20 new races cooking in development. Including an almost equal match race, that is a nemesis of the Atlantians. For now, they are great for noobs to use to actually win, and great for an advanced player to have a challenge with.

About SINS PLUS and SOLAR SINS:
I have already said this, but I will again just to clear things up. When I get time, I will release these separately for those who do not want the Atlantians. For now, if they really bug you, just delete the Atlantians out of the gameinfo folder.

I'll keep you all posted as things develop. Trying to release things while at the same time develop new things and stay active in the forums is very time consuming. Hopefully everyone will appreciate this and also appreciate the final product.
Thank you all for your comments.

DANMAN
Reply #324 Top
Yo DanMan,
I can finally edit my profile on the forums now but now I can't reply or post or anything...and I still can't view profiles  :SNIFF!: 
Reply #325 Top
Canadaman777:
Check again, I did some fixing last night.

TO ALL:
UPDATE:
SOLAR SINS RELEASED!!!
Solar Sins is now available as a stand alone mod.
SOLAR SINS includes:
Sins Plus
Bailknights Graphical Mod
Sins Enhanced
New Stars, Gas Giants and new Barren planet textures
STARS and Gas Giants by DANMAN
Barren texture by FourAcesII

Click on the main link in the top post to take you to where SOLAR SINS is hosted.
On Filefront.

Enjoy!

DANMAN