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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.

12,501,386 views 4,959 replies
Reply #426 Top
Canadaman777:
Of course no offense was taken, YOU ARE part of my team after all!!!

Burntstrobe:
I thank you, and appreciate your comments and your "fanship" of the mod. To answer your question:
HammerRS: YES, already in the works
The Last Stand: I would love to, but not yet
Kiedjor's Super Mini Mod: Kiedjor is part of my team, so that is a YES as well, and work has already been started on this as well.

LOTS of things going on with the mod. Also to point out that I plan to merge the WLD2 mod in as well for the next release. This mod is growing quickly, and massively for the next release! Stay tuned, and thanks.

DANMAN
Reply #427 Top
I am running 7 deadly sins on Vista. It worked fine until for some reason it froze. I have to alt+tab out of it and it has a error message that says something like mini dump and it shows where it has dumped whatever but I have no idea what it means. Any help would be greatly appreciated
Reply #428 Top
Whitetooth:
Make sure you only have 7DS running as your only mod, with no other mods running. Try this and see if it works.

DANMAN
Reply #429 Top
Yeah, I'm like... super excited about this.

Is the release date approaching or are we a ways away? I go back in for surgery next week and was wondering if I'll get to play the new version during recovery /guilt trip.



Reply #430 Top
Arakcheev:
Ok, the guilt trip is working...I have to please one of my biggest fans...
I will do all that I can to get the mod out sooner rather than later. But to keep it spicy, here is what is done so far:

3 NEW Titan class ships fro the Atlantians, including the old Dread and Hive ship.
Rebalanced those three ships. Yes, they can be beaten. I was using the new version of the Dread, now dubbed "Anubis", and had to retreat for nearly getting destroyed by the TEC. So they are not so uber anymore, so hopefully the complaining will calm down.

I have successfully merged in the WLD2 graphics mod, and it is amazing. It's like Bailknight's mod on steroids.

I have also merged in HammerSun's new mod which delivers:
Totally revamped pirates, complete with new ships, and new capital ship, new tech, and new abilities for all races.
MOONS! I have done this before, and planned to put in in 7DS 1.3, but HammerSun did a much better job. Any planet that has moons, will get a Moon Planetary bonus.
There are at least 3 different moons so far, and I plan to add to it.

FourAcesII and I have finally completeted the BLACK HOLE. It is amazing. This may totally change the way people play Sins. You might want to send scouts ahead of your fleet everytime you go into new territory. We can't be blamed if you stumble across the Black Hole and it eats all your ships!

So that's it so far. I have much more to do, including adding two more races in before release. I plan on the Ur-Quan Kor-Ah, and PLAYABLE PIRATES, based off of HammerSun's mod.

There's also some new planets going in too. So, you can see my work is cut out for me. I will do my best, as well as the team, to get it all done.

DANMAN
Reply #431 Top
I have uploaded a map pack that uses planets from Solar Sins if anyone would like to try them out WWW Link. :HOT:
Reply #432 Top
Thank you Animage64!

UPDATE:
New playable race, the ROGUE, now complete. Based off of pirates, they are awesome. They are part of that Atlantian "menace" I was talking about earlier. They, combined with the Ur-Quan, give the Atlantians a run for their money!

The Rogue have pirate ships, and hence have "capture" abilites. So they could "capture" just about any ship or module they want. The trick to staying in control is to research technology to take the ships back!

Adds a whole new element to the game.

DANMAN
Reply #433 Top
Danmon, can you tell me how to disable new races in the mod? I have some problems with them.
Reply #434 Top
The Rogue have pirate ships, and hence have "capture" abilites. So they could "capture" just about any ship or module they want. The trick to staying in control is to research technology to take the ships back!


Can they take over cap ships to?


The enemy has taken your lvl 10 flagship *cry*
Reply #435 Top
What is actually included at the moment, the first post is confusing. It sounds like Sins Plus, Bailknights mod, Skybox and your own two mods, that right?
Secondly, how balanced is this mod? With all these different races included, it sounds like a complete mismatch of different mods just thrown together with little regard as to how well they complement each other. It does not seem likely that the Star Wars, Trek etc ships will be balanced to the original game but instead to the specific mod; I wonder if you've considered that simply adding them in might unbalance things considerably.
Reply #436 Top
Oh, if you don't like the balance of the current version of 7 Deadly, because of the Atlanteans, simply fo the the PlayerAtlantians file and change this one line

IsSelectable=FALSE

This removes them from the game completely until they can be fully fleshed out by Danman :)
Reply #437 Top
oops, I had a couple of ruined letters on the last post: I think it should say "Find the" Instead of "Fo the the", oops
Reply #438 Top
If you are questioning the general widsom of the 7 Deadly concept, I see it this way, It is easier to remove the features you don't like than to try and combine all the features you do like, without getting a minidump :) Personally, all the extra stars simply blind me and make it hard to look at the screen, but I can remove them from 1.3 and still get the "Real Moons" and the SinsPlus planets without going crazy or blind...

With this in mind, Seven Deadly Sins is a solid concept, and even works for me, and I'm the pickiest person I know!!!

Reply #439 Top
wnmnkh:
Simply delete the race from the gameinfo folder.

Klentrogen:
No, the pirate ships can't....something else can...

Asiriya:
Thanks for the questions about balancing, as this keeps coming up.
First and foremost, I am a GAMER at heart. I don't like when things aren't balanced either, although it is nice that after lots of work you end up with an uber ship or two.
Now, that being said, I thoroughly play test each version of my mod, as well as the mods I merge in, before I release them to the public.
So just to clear things up, balance will not be an issue. Everything will be balanced by the time a put out the next release.
What is included at the moment, for ver. 1.2, is at the top of the page in the main post. What I stated just recently is the update for ver. 1.3.
Also, I have been doing this for some time, and I personally pick and choose the best mods to merge in, and only if they don't disrupt everything in the process.
I do not do this willy nilly or by the seat of my pants. EVERYTHING will be balanced.
Plus, like I always said before, if you don't like something, delete it. But hopefully you will like the mod when the next release comes out.

Helioforge:
Thank you for the kind words, and for answering for me on my behalf. I know the stars aren't for everyone, but I made them because I got so many requests for them.
Unfortunatley in the modding arena, or Life in general, your can't please everyone. I am glad that you have made the mod work for you the way you like it.

DANMAN
Reply #440 Top
I'm glad the guilt trip worked.

But I wasn't really seriously pushing for it. I'm just happy this game has a modder as dedicated as you. Work at your own pace, mate.

It'll kick ass regardless of when it comes out.
Reply #441 Top
Oh... one thing before I forget.

It would be really cool if Pirates could capture planets. They attack players, cleans the planet, and then just sit around doing nothing. Seems like they should acquire it.
Reply #442 Top
Hey danman,

Are you going to make a race that is stronger then your atlantians? And do tinker with mods that you add into deadlysins or do you just add them stock to your mod.

To clarify i should say, do you adjust weapons and defenses etc or do you leave them stock original?

Flux
Reply #443 Top
All vanilla races are unchanged and i don't think he changes mods unless they overlap
Reply #444 Top
I cant wait until Hammersuns mod is merged and released along with 7 deadly sins - please sooner than later!
Reply #445 Top
Thanx for the response canadaman,

I didnt know how it works as i have no knowledge wat so ever of mods and how they worked and only wanted to educate myself on the cohesion of this mod.

I hope i didnt step on any toes, just wanted to ask a question.

Flux
Reply #446 Top
Thanx for the response canadaman, I didnt know how it works as i have no knowledge wat so ever of mods and how they worked and only wanted to educate myself on the cohesion of this mod.I hope i didnt step on any toes, just wanted to ask a question.Flux




Don't worry about it, it was a harmless question
Reply #448 Top
@Archaon6044
Check here: https://forums.sinsofasolarempire.com/304538/page/1
Reply #449 Top
Arakcheev:
No problem man, but thanks for giving me a kick. I managed to get a lot done.

Flux_87:
I try to leave them alone, I want to repspect my fellow modders as much as possible by not meessing uo their work, but I do change them if they don't fit well or overlap. I especially fix balance issues.

Canadaman777:
Thanks for covering for me. Although in the next release, I have committed the cardinal sin of changing the "vanilla" races. I had to for HammerSun's mod, or else the original races would get wiped out.

tyrspawn:
Thanks for the comments, and I think "sooner" is right around the corner.

Animage64:
Thanks for the help with keeping the Galaxyforge up to date. But your work is going to be cut out for you in the next release. More stuff to add...

Here's the current condition of 7DS 1.3:

BLACK HOLE - done
Merge with WLD2 graphical mod - done
Merge with HammerSun's mod - done
New playable pirate race (Rogues) - done
Atlantians - 50%
Ur-Quan - 25%
New planets - 25%

That's the story so far. Thanks again for all the comments and support.

DANMAN
Reply #450 Top
Oh, if you don't like the balance of the current version of 7 Deadly, because of the Atlanteans, simply fo the the PlayerAtlantians file and change this oneline

IsSelectable=FALSE

This removes them from the game completely until they can be fully fleshed out by Danman


From what I understand this just stops the player from selecting them not the AI. You must remove this file from that folder, delete it, move it to your desktop incase you want to play them later... then they will be completly gone from the game.

Of course I could be wrong :)