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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.

12,494,322 views 4,959 replies
Reply #351 Top
Animage64:
Thanks once again for answering questions that you seem to be the expert in.

Herodias:
Unfortunately, changing AI behavior is way beyond me at this point, and Uzii had the same problem.

kanesfury:
Paste the mod files into your mod directory within your Sins directory, be sure to locate the path in the options within the game, and paste the files there. Then load the game, go to options, then mods, and activate the mod.
That's it. Oh, and make sure your game is version 1.04.

DANMAN
Reply #352 Top
Hi,
Not a mod'er myself but I really love the mods you all are putting out. One thing I humbly ask is this. For those of us that are at the mod'ers mercy, can you tell us how or just go ahead and put the new ship models into 7 Deadly sins (if there not there already)

Also where can I find a description of the mods them selves. I fell in love with sins plus and tried it out because of the great write up on it when Uzii posted it. 7 Deadly sins I'm trying just because I trust you guys. Figured if you all like Sins Plus as much as I have your work will be just as good.

If there already is a discription of the mod(s) can you point me to it? Kinda would like to a rough Idea of what im getting into lol.

Thanks again all of you!!! You have a dedicated and loyal fan in me.
Reply #353 Top
The individual mod information is listed in the original post.

Here's the link to Sins Plus: https://forums.sinsofasolarempire.com/301574
Reply #354 Top
Thanks for the description of changing the stuff with the graveyards.
Actually it's quite easy once you know where and for what you got to look.

And while I do like the idea with the graveyards, I think I just will play w/o them for now.

I got 1 little follow-up question: maybe I just got too little imagination but what planettype is "City"? I don't think I ever stumpled upon a "City" planet. When I took out the graveyards I overwrote it with 2x"City" but in my current game I didn't really see an "unknown" planet type, so I'm kinda puzzled about that.

Oh and 1 more point:
I don't really have the energy to do any numbercrunching about this as I'm nowadays more interested in playing and enjoying a game than "understanding every detail", but are the Alterians extremly powerful compared to the other 3 races?
My last game has been me (Altarian) vs 3xunfair AI, locked teams. And while it wasn't easy at all, it also wasn't a major problem.
Now I played vs 5xhard AI as Vasari, unlocked teams, and basically they simply ran over me.
Reply #355 Top
@Herodias

City = Urban
Rock = Barren
Military = Old Naval Base

Hope that clears some things up:)
Reply #356 Top
Hi guys,

Is there a possible way to increase the max logistics and tactical build slots for some planets?

I ask this b/c in playing the game soase, i felt at some points when the enemy fleet would jump to one of my planetary zones (this is after bout 4 hours or so of gameplay) i felt that have a couple of defense turrets and fighter/bombers to counter 200+ ships is a bit unrealistic.

Was wondering if this was something that you guys could maybe add to one of your updates into 7 deadly sins.

Thanks,

Flux
Reply #357 Top
Oh and 1 more point:I don't really have the energy to do any numbercrunching about this as I'm nowadays more interested in playing and enjoying a game than "understanding every detail", but are the Alterians extremly powerful compared to the other 3 races?My last game has been me (Altarian) vs 3xunfair AI, locked teams. And while it wasn't easy at all, it also wasn't a major problem.Now I played vs 5xhard AI as Vasari, unlocked teams, and basically they simply ran over me.


The Atlantians are more powerful. This is intentional.

Reply #358 Top
Oh and 1 more point:I don't really have the energy to do any numbercrunching about this as I'm nowadays more interested in playing and enjoying a game than "understanding every detail", but are the Alterians extremly powerful compared to the other 3 races?My last game has been me (Altarian) vs 3xunfair AI, locked teams. And while it wasn't easy at all, it also wasn't a major problem.Now I played vs 5xhard AI as Vasari, unlocked teams, and basically they simply ran over me.The Atlantians are more powerful. This is intentional.


There's a difference between powerful and unbalanced.
Reply #359 Top
so, if I interprete those 2 answers correctly I come to the conclusion that it wasn't my superior skills that let me win the game vs the 2 unfair AIs, but the choosing of the Altarian race. damnit ;P
Reply #360 Top
Frankly, stop with the complaining about how unbalanced they are.

IT IS INTENTIONAL!!!!!!!!!!!!!!!!!!!!!!!!!!!

Get it through your thick skulls, how many times must it be said? They're a work in progress and will probably get some minor tweaks. They will have an enemy who is just as powerful as them. And they will be other races to help balance.

I have explained several times how to remove them from the game...

It isn't impossible to get stomped by the AI when playing as the Atlantians.

CommanderAdama,
I would expect more from a modder in this community. Coming into someone elses thread and rehashing something that has been said over and over is uncalled for. I would have expected another modder in the community to have just repeated what has been said, as in it is intentional. I understand about pointing out flaws, but how many times have we said this is intentional because new races will be introduced. How many times have we said this MOD is a work in progress.

This is one of the few communities of modders I have seen that in general most have only mean and nasty things to say. Or continually poke fun at others, ignore questions on the forums from people. I would expect the modding community to be a strong knit group that were therte to help each other. Very few of the modders here work together or will lend a hand to someone who is having problems. A few will help you with anything if they can.

I once asked how to make the textures in XSI. All these people dropping models and no one can take the time to explain how to make the three different types of textures? While I realize it is a involved process, how hard is it for someone to answer and sau in XSI you do a b and c to get d...



Reply #361 Top
Hi guys,Is there a possible way to increase the max logistics and tactical build slots for some planets?I ask this b/c in playing the game soase, i felt at some points when the enemy fleet would jump to one of my planetary zones (this is after bout 4 hours or so of gameplay) i felt that have a couple of defense turrets and fighter/bombers to counter 200+ ships is a bit unrealistic. Was wondering if this was something that you guys could maybe add to one of your updates into 7 deadly sins.Thanks,Flux




Flux if you go into the GAME INFO folder and open each of the planets folders, Example: PlanetOcean, and change the bold numbers..

path:TacticalModules
stageCount 4
stage
price
credits 0.000000
metal 0.000000
crystal 0.000000
upgradeTime 0.000000
maxModuleSlotCount:Tactical 5.000000
maxModuleConstructorCount 1
stage
price
credits 450.000000
metal 150.000000
crystal 75.000000
upgradeTime 45.000000
maxModuleSlotCount:Tactical 15.000000
maxModuleConstructorCount 2
stage
price
credits 550.000000
metal 175.000000
crystal 125.000000
upgradeTime 60.000000
maxModuleSlotCount:Tactical 25.000000
maxModuleConstructorCount 2
stage
price
credits 650.000000
metal 200.000000
crystal 175.000000
upgradeTime 75.000000
maxModuleSlotCount:Tactical 35.000000
maxModuleConstructorCount 2



I haven’t tested it, but should work…
Reply #362 Top
"Frankly, stop with the complaining about how unbalanced they are.

IT IS INTENTIONAL!!!!!!!!!!!!!!!!!!!!!!!!!!!

Get it through your thick skulls, how many times must it be said? They're a work in progress and will probably get some minor tweaks. They will have an enemy who is just as powerful as them. And they will be other races to help balance."

yeah how could they stand against the UNSC (and the Covenant, the empire, the Xin, the Federation, and god knows what the hell else in later releases)

Trust me, it's gonna necessary ;)
Reply #363 Top
Looks like an interesting mod. But it crashed and generated a minidump with log file.

[16:32:18] randomShipCount exceeds the maximum allowed. 8 requested but only 5 allowed. If a larger number is needed bug a programmer!
[16:33: 9] randomShipCount exceeds the maximum allowed. 8 requested but only 5 allowed. If a larger number is needed bug a programmer!
[16:33:10] randomShipCount exceeds the maximum allowed. 8 requested but only 5 allowed. If a larger number is needed bug a programmer!
[16:33:31] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: randomShip
Line Number:393
Line Contents: randomShipCount 8

[16:33:31] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: randomShip
Line Number:394
Line Contents: randomShipCount 8

[16:33:35] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: randomShip
Line Number:395
Line Contents: randomShipCount 8

[16:33:36] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: randomShip
Line Number:396
Line Contents: randomShipCount 8

[16:33:39] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: pirateRaidComposition:4
Line Number:397
Line Contents: randomShipCount 8

[16:33:39] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: buildSpeedData-Slow
Line Number:398
Line Contents: randomShipCount 8

[16:33:39] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: buildSpeedData-Normal
Line Number:399
Line Contents: randomShipCount 8

[16:33:39] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: buildSpeedData-Fast
Line Number:400
Line Contents: randomShipCount 8

[16:33:40] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: cultureSpeedData-Slow
Line Number:401
Line Contents: randomShipCount 8

[16:34: 6] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: cultureSpeedData-Normal
Line Number:402
Line Contents: randomShipCount 8

[16:34: 7] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: cultureSpeedData-Fast
Line Number:403
Line Contents: randomShipCount 8

[16:34: 8] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: researchSpeedData-Slow
Line Number:404
Line Contents: randomShipCount 8

[16:34: 9] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: researchSpeedData-Normal
Line Number:405
Line Contents: randomShipCount 8

[16:34:10] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: researchSpeedData-Fast
Line Number:406
Line Contents: randomShipCount 8

[16:34:11] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: incomeSpeedData-Slow
Line Number:407
Line Contents: randomShipCount 8

[16:34:12] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: incomeSpeedData-Normal
Line Number:408
Line Contents: randomShipCount 8

[16:34:13] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: incomeSpeedData-Fast
Line Number:409
Line Contents: randomShipCount 8

[16:34:13] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: fleetSupplyData-Small
Line Number:410
Line Contents: randomShipCount 8

[16:34:14] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: fleetSupplyData-Normal
Line Number:411
Line Contents: randomShipCount 8

[16:34:14] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: fleetSupplyData-Large
Line Number:412
Line Contents: randomShipCount 8

[16:34:15] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: shipPhysicsSpeedData-Slow
Line Number:413
Line Contents: randomShipCount 8

[16:34:15] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: shipPhysicsSpeedData-Normal
Line Number:414
Line Contents: randomShipCount 8

[16:34:15] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: shipPhysicsSpeedData-Fast
Line Number:415
Line Contents: randomShipCount 8

[16:34:16] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: marketDef
Line Number:416
Line Contents: randomShipCount 8

[16:34:16] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: playerAISharedDef
Line Number:417
Line Contents: randomShipCount 8

[16:34:16] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: playerDiplomacyAIDef
Line Number:418
Line Contents: randomShipCount 8

[16:34:17] Text FileArchive missing Label.

File: .\GameInfo\Gameplay.constants
Label: playerTradeNetworkDef
Line Number:419
Line Contents: randomShipCount 8

[16:34:18] Missing \n in .\GameInfo\AbilityLightPSIBeacon.entity

This is a mostly harmless error message usually caused by forgetting to hit enter at the end of an archive file.
It is only here to verify that the buffer given to read the string is big enough to hold the string read from the file.
If there is no \n character then this particular bug can't be properly detected.

to fix - put a newline at the end of this file.[16:34:27] randomShipCount exceeds the maximum allowed. 12 requested but only 5 allowed. If a larger number is needed bug a programmer!
[16:34:28] Missing \n in .\GameInfo\AbilityPSIBeacon.entity

This is a mostly harmless error message usually caused by forgetting to hit enter at the end of an archive file.
It is only here to verify that the buffer given to read the string is big enough to hold the string read from the file.
If there is no \n character then this particular bug can't be properly detected.

to fix - put a newline at the end of this file.[16:34:31] Text FileArchive missing Label.

File: .\GameInfo\AbilityShieldPhaseRestore.entity
Label: aiUseTime
Line Number:31
Line Contents:minExperienceLevelRequired

[16:34:31] Failed to convert '' to an enum value.
[16:34:32] Text FileArchive missing Label.

File: .\GameInfo\AbilityShieldPhaseRestore.entity
Label: aiUseTargetCondition
Line Number:32
Line Contents:minExperienceLevelRequired

[16:34:33] Failed to convert '' to an enum value.
[16:34:33] Text FileArchive missing Label.

File: .\GameInfo\AbilityShieldPhaseRestore.entity
Label: isAutoCastAvailable
Line Number:33
Line Contents:minExperienceLevelRequired

[16:34:34] Text FileArchive missing Label.

File: .\GameInfo\AbilityShieldPhaseRestore.entity
Label: isAutoCastOnByDefault
Line Number:34
Line Contents:minExperienceLevelRequired

[16:34:34] Text FileArchive missing Label.

File: .\GameInfo\AbilityShieldPhaseRestore.entity
Label: pickRandomPlanetToExploreForAutoCastTarget
Line Number:35
Line Contents:minExperienceLevelRequired

[16:34:34] Text FileArchive missing Label.

File: .\GameInfo\AbilityShieldPhaseRestore.entity
Label: ignoreNonCombatShipsForAutoCastTarget
Line Number:36
Line Contents:minExperienceLevelRequired

[16:34:35] Text FileArchive missing Label.

File: .\GameInfo\AbilityShieldPhaseRestore.entity
Label: onlyAutoCastWhenDamageTakenExceedsPerc
Line Number:37
Line Contents:minExperienceLevelRequired

[16:34:35] Text FileArchive missing Label.

File: .\GameInfo\AbilityShieldPhaseRestore.entity
Label: isPassive
Line Number:38
Line Contents:minExperienceLevelRequired

[16:34:35] Text FileArchive missing Label.

File: .\GameInfo\AbilityShieldPhaseRestore.entity
Label: antiMatterCost
Line Number:39
Line Contents:minExperienceLevelRequired

[16:34:36] Text FileArchive missing Label.

File: .\GameInfo\AbilityShieldPhaseRestore.entity
Label: cooldownTime
Line Number:40
Line Contents:minExperienceLevelRequired

[16:34:36] Text FileArchive missing Label.

File: .\GameInfo\AbilityShieldPhaseRestore.entity
Label: researchPrerequisites
Line Number:41
Line Contents:minExperienceLevelRequired

[16:34:36] Text FileArchive missing Label.

File: .\GameInfo\AbilityShieldPhaseRestore.entity
Label: nameStringID
Line Number:42
Line Contents:minExperienceLevelRequired

[16:34:37] Text FileArchive missing Label.

File: .\GameInfo\AbilityShieldPhaseRestore.entity
Label: descStringID
Line Number:43
Line Contents:minExperienceLevelRequired

[16:34:37] Text FileArchive missing Label.

File: .\GameInfo\A

<--- this mod is the 2nd one that I have tried loading and crashes with minidump. The other one is the Superminimod.
Reply #364 Top
@Shalarious,

are you updated to 1.04? Also, sometimes if you install a mod in the program files directory and then try using another mod in the mods directory it will cause problems.

also saved games must be reloaded with the same game files that it was played with.
Reply #366 Top
just for the record and speaking for me: I didnt want to critize anything about the Atlantians. I just was pretty proud on myself when I beat those 3 "unfair" AIs, but after I was completly run over as normal Vasari I got some doubts wether it was my "skill" or just the race that made me win ;P
Reply #367 Top
Greetings everyone,

I would like to start by thanking those who have been speaking for me, and rushing to my defense in my absence. I really appreciate your dedication. Keep up the good work. It is hard for me to be in here everyday to answer everyone's questions and comments and still be able to work, have a life, run a business, and oh yeah...make this mod.

Now, to put this nicely, as I and Siath and others on my team have said, this is a work in progress. If you don't like a particular portion of this mod, then delete that portion, or don't use this mod altogether. Unfortunately I, nor my team, can cater to everyone.
I am speaking in particular about the Atlantians. Most people seem to generally like them, but the few that don't are being a little negative.
Constructive criticism is always welcome, but out right bashing is not taken lightly. A lot of work has gone into this mod, be myself and members of my team. I appreciate all the help they have given me, and I am sure they appreciate the help I have given them.

Now let me give you an idea of what is coming for my next release, which will be version 1.3:

Updated Atlantians:
They are now based off of the Advent instead of the Vasari.
They will have a full line of toned down Advent Capital ships (which are basically big frigates) and a full line of buffed up Vasari based Captial ships, utilizing my new BLUE BEAM technology.
The CAP ships will be like superweapons, and will NOT be available early in the game. Heavy research will be needed to unlock them.
ALL costs for the Atlantians will be tripled, as well as build time, and fleet supply cost. They will however have one or two small frigates that will be able to "swarm" and enemy with lots of ships.
Every Atlantian Capital ship (Vasari Based) will be able to creat Phase Jump points anywhere on the map, to instantly travel between any planet they wish.
Atlantian graphics will be updated, including new ship models both original and altered models! -by DANMAN and team members

The new BLACK HOLE will be unleashed. I feel sorry for those not playing the Atlantians....courtesy of FOURACESII

The Atlantians "menace" will also be unleashed. Hopefully, the Atlantians will come to your rescue. If you run into this new race my suggestion is....run. -by DANMAN

New Barren planet textures, courtesy of FOURACESII

New Uninhabitable planet, the "SLAVE SHEILDED" world. Basically a terran planet whose entire civilization has been enslaved by some ancient race underneath an invincible slave shield. -by DANMAN

MOONS around Gas Giants and Rogue Stars. -by DANMAN

Ok. That's it for now. It's alot of work. A release date is far off right now, but I will let you all know when the time is near. Thank you all to those who support me, and contribute constructively to the mod. Hoepfully those who criticize will come to appreciate the mod as well.

DANMAN
Reply #368 Top
any chance of us getting some screen shots of the new line of advent and vasari based ships or is it still to early. I've been enjoying your mod since it came out and watching for more updates like a hawk watches fish in a river, you guys are awesomem keep up the good work and keep the good work coming
Reply #369 Top
I posted the carrier, though it's close it isn't the final model.
I also have a in works fighter and battleship and a couple other secret type models.
Reply #370 Top
This impending DOOM (Atlantians) reminds me of the Shadow from Babylon 5...
Reply #371 Top
yeah just like the shadows im afraid that some random spider ships gonna appear and eat my planet :SNIFF!:
Reply #372 Top
does anyone know how to integrate/merge Wld visual mod into 7 deadly sins? I tried copying folders, and it was still stable, but nothing happened
Reply #373 Top
First let me say that the next update sounds amazing (yet unfortunately far off... I check here daily for status updates because no matter how much you give us, I'm left wanting more!)

Without sounding negative, however, I am concerned about your wording and perhaps it is too early to know this yet, but it feels like this update will have two super races and if you choose to play as an OG race, as I do, you'll likely get run over. Is this the case? I play as Advent only and I am wondering if we'll have any tools at our disposal to fend off these giants?

Also, will the trade mod be included? I really enjoyed what it added to the game, unfortunately it was too unstable. I'd like to see it, or some of it's features return.

Thanks for all of your hard work. I play this mod exclusively any chance I get. Keep it up!

Reply #374 Top
Oh and you might want to fix your spelling because ive noticed that you have colonization spelt with an S... its actually a Z... col-on-iz-ation
Reply #375 Top
Hey Danman....

You and your team have come up with a great mod....keep up the great work.
at one point you said you were going to incorporate the super mini-mode into 7 deadly sins, what ever happened with that?? :CONGRAT: