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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.

12,496,029 views 4,959 replies
Reply #377 Top
To all since my last post:
Thank you all for your very constructive and positive comments and thoughts. This is the thing that keeps me going. I really appreciate it. Hearing that people care about the mod, my work, and my team's work really means much, so thank you.

To yoadjla:
Sorry, I am not the best speller in the world, and it was one of my worst subjects in school. I'll try to correct that for you. You should also check your own spelling though.

Arakcheev:
I know YOU are a fan. Thank you very much for your continued support. To answer your question about 2 super races, the answer is YES for now. Only for now though, many more races are coming, each with different degrees of power. The "vanilla" races may get "something" to combat the threats, or they may get new "friends".
I really wanted to leave the vanilla races alone though. I will think about it.

kthet420:
Yes, the Super-mini mod by Kiedjor is still in the works, I am waiting for him to work out the bugs, which were many. As soon as he is done, we may get an update.

cmdrleeadama: Yes, the Wld2 merge is in the works, I forgot to mention this in my update. So even more content with the next release!

Talk to you all soon.

DANMAN
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Reply #378 Top
Danman, that's fine. Any chance of getting an Advent clone in terms of tech but with some extra goodies to combat the big guns? I'm not talking right away either, like late, late tech tree additions.

Also, I'm not sure if it's the mod or Sins itself, but I've been getting constantly dumped when trying to play lately. On levels that used to take me hours to play I can only get about 20 minutes into the game before it dumps me.

*shrug*
Reply #379 Top
 :CONGRAT: I vote DANMAN for Galactic Leader!

Great Mod. Made some minor changes to satisfy my playing expectations. Keep up the good work! I got my brother playing your Team's mod. Big improvement over the vanilla Sins. Looking forward to your future releases.  

I appreciate all of the hours you and your team have spent!  :CONGRAT:

Wish there was a way that we could blow up some worlds. Literally!
I think I read somewhere that this can't be done because of original programming. Anyway of doing some sort of overlay. There has to be a way.
Reply #380 Top
Arakcheev:
Yes, actually there is something cooking for a "new" version of each race. This way we can have a modified version and a "vanilla" version. Actually, if Kiedjor's mini mod gets cleaned up, a merge with his mod would fullfill this purpose.

Dracothedragon:
Thank you very much for the comments! I know you have been in the forums for a long time, and getting this feedback from you is VERY appreciated. Thanks for spreading the mod to your brother too. The more the merrier I always say.

I wish there was a way we could blow up worlds. I would do it!
It would fit my MOO2 theme, as the "Stellar Converter" was able to act like a Death Star and turn planets into an asteriod field. I'll see what I can come up with.

Thanks again!

DANMAN
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Reply #381 Top
Danman, I played Kiedjors mod yesterday, seemed to work fine for me...but I'm sure that doesn't mean a damn thing!!! I only played it for two hours, without any glitches. but that does not mean the bugs are not there..Thanks for all the hard work
Reply #382 Top
kthet420:
Trust me, I love his mod. He is also part of my team. As soon as I think the mod is ready, I will merge it in. This will add a whole new element to the mod. This will take a lot of work to do, mainly because I want to keep the "vanilla" races, I have to merge his mod in as separate races. So this will give everyone variants of the TEC,Advent, and Vasari.

Thanks for the kind words. I really appreciate it.

DANMAN
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Reply #383 Top
Well I must say, what you folks do modding this game is tough work... I downloaded all the tools, but it still boggles my mind when i try to do anything, and I consider myself pretty computer savvy! any how the game just isn't the same without the mods!!!

On a totally unrelated sidenote Danman, I've tried to upload a picture for my personal icon, and it keeps telling me bad request...any clues as to what I'm doing wrong?

Kthet
Reply #384 Top
Wait his mod won't change any base attributes? Sweet!I love all the flavor of these new mods but i do like me some good vanilla as well
Reply #385 Top
can u get rid of the colonizable stars? i find they really annoying
Reply #387 Top
Kyle Fesy,

GETTING RID OF COLONIZABLE STARS

Go to the Gameinfo file under 7 Deadly Sins 1.2. This will be inside the Mod folder. Scroll down to RogueBlueStar etc. Open each of those files. Scroll towards the bottom. You will see (isColonizable TRUE). Change to FALSE. Then save the changes.

Should now read:
isColonizable FALSE

I wouldn't change it until you are done with current game.

This should do the trick.

Reply #388 Top
is there a way to make the star planets visible right when you start the game? It would be more realistic to be able to see the rogue stars from the start.
Reply #389 Top
kthet420:
Thank again for the comments. To load your icon in, it must be REALLY SMALL. Then it will work.

Canadaman777:
He makes some changes. That is why they will be different races when the get merged in.

Kyle Fesy:
No way man. I put over 20 hours of work into those things. If you want to DELETE them, go into the gameinfo file in the mod folder, and delete all the Roguestar entity files. Then they will totally disappear from the game.

DarkStar9119:
The link at top of this site, those ARE the most up to date links for you. 1.3 is not out yet.

dracothedragon:
Thanks for the help man.

hypergiant:
I will work on that. That is a great idea.

Thanks again for all the comments!

DANMAN
Reply #390 Top
About the Atlantians... I can understand if they're balanced vs new races and ought to utterly destroy the original three, but is the dreadnaught supposed to be far and beyond more powerful than the hive ship? The hive ship seems more-or-less balanced, but the dreadnaught can head straight to the pirate base, eat all it's ships to hit level 7-8, and then demolish anything the ai might have with it's 500-1000 damage/second.

When I use galaxy forge, it's rather easy to end up with dozens of ship graveyards if I don't specifically exclude them; are they in a lot of different packs? Seems to be in asteroids-mix, non-colonizable, and sins-planets, making them three times more common of you choose all of those.

Also, ideas- could the rogue stars be smaller than the regular one, or something? Having a christmas-tree star system is a bit weird, and why should five stars orbit one identical one? Not a huge deal, just something to point out.

Also, if there's now going to be moons... any chance that you could have some sort of planet where the moon(s) are colonizable but the planet itself isn't? Don't know if you could code several separate miniplanets in one gravity well, but it'd be cool.
Reply #391 Top
SolaceAvatar:
By the way, cool screen name. Anything with AVATAR is awesome.
Ok, now to address your message.
Yes, the Dread is way too powerful. I am fixing that in the next release. It will be more in line with the Hive ship. By the way, the Hive ship is not all that powerful, compared to the ne MOTHERSHIP class I am releasing. Basically, it is the colony ship, on crack. Super huge too, about 6 CAPS in size. But, again more balanced.
There will be all kinds of things in the next release to balance the Atlantians out, such as costs, fleet supply, and research. I have also toned down the stats too, so they are not so uber, but still better than the other races.

On the shipyards, since I didn't make them, I will have to look into this further to see how Uzii did this when he made SINS PLUS. I will also include a patch to take out the graveyard for those who wish to remove it.

I also plan to release small versions of the stars, making "dwarf" versions. The idea behind the Rogue Stars is so that you can have binary and trinary systems, as they occur in real space.

About the moons, so far they will only be around Gas Giants and the Rogue Stars, this way is seems more feasible to actually have colonies on those entities.
Also, the coding isn't all that hard really. You can't actually colonize the moons, they are more of an effect. But they sure look cool.

Keep the questions and comments coming. Thanks for all the input

DANMAN
Reply #392 Top
UPDATE:
The Atlantians are coming aling nicely. I have 3 new models done so far. They are only altered originals for now, until I get this 3D moddeling thing under my belt.

The Black Hole is nearly finished, and should be turned loose in the next release.
Just be sure to not fly into it, or it WILL kill your ships. This thing EATS KOLS, for breakfast, then washes it down with a couple dozen frigates too.
It will be a huge tactical point on any map, and will prove a dangerous hazard for those who go wandering off.

New sounds may be making it in as well, especially the opeing theme and the Atlantian music. This will be optional, and can be easily deleted, at least for the opening page. I am a huge WWE fan, and I thought it appropriate to open the best game on the market today with "Time to play the game" theme song. It rocks...

Anyway, I'll post some screenies of the new ships later.

DANMAN
Reply #393 Top
Reinstall fixed my crashing issues. *shrug*

I was playing just now and had a thought. With sins plus there's that tunneling upgrade for 'roids, right? Shouldn't that mean that the dead 'roids become slightly habitable? I mean with the tunneling and all?

Cause they stay dead :(

How will the black hole work? I'm confused as to what it's role will be. Like if you enter that gravity well you're boned? Or if the AI moves your ships in a stupid way towards it they die? I'm confused.
Reply #394 Top
Sorry for the double post, can't edit.

One of my relic worlds disowned me. In the description it had "A Deadly Secret" and the stats for the planet were super screwed. I was wondering what that was.

Also, apparently one of my missionary ships recolonized it but I wasn't given back control of the planet. It told me I colonized it and the missionary ship's colonize was still cooling... but the planet still look neutral (with the "deadly secret" ability still displaying).

Did I miss something?
Reply #395 Top
For the moons- pretty much what I was thinking too, too bad they can't be separately colonizable but oh well, what can you do?

A Deadly Secret makes it so you can't have that planet (since it's got a ton of negative planet health); I once left four colony ships around it just for fun, you get messages about it being colonized but I guess it dies too fast for you to get the message that it's been lost? By the way, a reference to Serenity, right?

One thing about the black hole worries me, if the ai sends a few dozen trade ships through it you'll be hemorrhaging money with no way to change it... also kinda messes up auto-scout, come to think of it. Any way to make the ai automatically avoid it or something?
Reply #396 Top
the thing I really like about the rogue stars is that they fix the z-axis problem when designing systems with more than one star. the distance between stars was huge because of the random placement. another idea would be to make the 2d icons for the dwarf and rogue stars smaller then the main star. And perhaps incorporate some ideas from the galactic ui mod where the planets are tiny when zoomed out but the suns are large(albeit dwarf stars a little smaller).

great work though!
Reply #397 Top
how do graveyards work? I research the salvage ship ability, but it won't let me colonize them with a colony frigate :(

they say they belong to race, but they also say salvageable in blue letters on the ship descriptions. Am I doing something wrong?
Reply #398 Top
Arakcheev:
The "Deadly Secret" is one of those bad planetary abilities from SINS PLUS, kind of puts a risk into exploring. Once you get it, your done with that planet, and there is nothing you can do about it.
Th Black hole I'll get to in a minute.

SolaceAvatar:
Glad we are on the same page. Your right about Deadly Secret.

hypergiant:
Yes, that's cool how they work our when designing maps. I'll look into those icons in the future.

Now about the dreaded Black Hole.
For now, it will not be at the center of the system (for now...)
It will be a non-colonizable planetary entity that will be like a wormhole or plasma storm, but far more deadly.
As you enter the gravity well of the Black Hole, your ship will start to take minimal damage. If you travel around the Black Hole, around the edge of the gravity well, you will be fine, and just warp away with a little damamge. God help you if you decide to steer the ship towards the center. As soon as the ship crosses into the accretion disk, the gravity will grab hold of the ship, slowly pulling it in towards the black singularity. Here, the gravity will continue to increase, making escape harder than before. As your ship gets even closer, damage will soon dramatically increase as the ship is crushed by the shearing forces of the increased gravity. If the ship makes it, the Black Hole will actually pull the ship into the sigularity, the heart of the Black Hole, in which the ship will be crushed beyond the size of an atom, never to escape (and of course will explode).
So, it will behave JUST - LIKE - a black hole should.
Frigates will have a hard time, Cap ships will do better. Just don't get near the center. It will eat your ship, and your entire fleet, if you get too close.
Don't worry though, they won't be that common, unless you want them that way in the galaxy creation screens.
A LOT OF WORK has gone into the Black Hole, so hopefully you will all enjoy it, even it does eat your first KOL ship that wanders into it.

DANMAN
Reply #400 Top
Hopefully you will all enjoy it.
If you do, make sure you give credit to FOURACESII, he did most of the work on it.

DANMAN