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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.

12,502,531 views 4,959 replies
Reply #4476 Top

Quoting itsmeanthony333, reply 4475
SORRY! i found the forums on the danman site, ill post this problem there

 

I replied to your post on our forums.  And informed Dan about this, he is aware of the issue and it should be resolved soon!

Reply #4477 Top

New Dropbox option permits links so we can share with everyone!

Please enjoy.  In The Beginning -Atlantian backstory.  7DS Beta 6 Manual

Click.  There is an option to download for better viewing in Adobe Reader.  Web view doesn't enable hyperlinks :(

Reply #4478 Top

it is really really laggy after just a few minutes

Reply #4479 Top

Quoting jason8648776, reply 4478
it is really really laggy after just a few minutes

What are your system specs?  I have not tested out the latest iteration of the beta released yet, so I cannot confirm that it lags or not.

Semaz, you encounter any lagginess when you play?

Reply #4480 Top

Quoting jason8648776, reply 4478
it is really really laggy after just a few minutes

The manual, the story, the mod... which one.

Which release, which races, map, players/Ai involved, graphics [star][ships][structures] settings, and user interface [cargo ships, asteroids, dust, etc... ]

System specs help too.

Reply #4481 Top

For the Atlantians, would it be possible to move the Bastet, Ra, and Osiris to the Cruisers section?  Then have the Aither and Adjudicator built under frigates?  Would seem to make more sense looking at the supplies and relative strengths of the ships.  

Reply #4482 Top

Ive followed the mod for awhile and the last 2 updates have been really laggy even just in small games between every 2 factions i tried. Its especially bad between the Empire and kar zah (Its understandable because of how many ships the kar zah bring to battle) but even with just the tec and atlantians which are just spin offs of stock races its pretty bad

http://us.toshiba.com/computers/laptops/satellite/P770/P775D-S7230 and im using large address aware to allow it to pull more memory and it still hasnt helped much

Other mods it has given a boost to but this mod and distant stars it seems not to have made a differance weather it was on or off

Reply #4483 Top

Quoting jason8648776, reply 4482
Ive followed the mod for awhile and the last 2 updates have been really laggy even just in small games between every 2 factions i tried. Its especially bad between the Empire and kar zah (Its understandable because of how many ships the kar zah bring to battle) but even with just the tec and atlantians which are just spin offs of stock races its pretty bad

http://us.toshiba.com/computers/laptops/satellite/P770/P775D-S7230 and im using large address aware to allow it to pull more memory and it still hasnt helped much

Other mods it has given a boost to but this mod and distant stars it seems not to have made a differance weather it was on or off

What are your system specs?

The mod runs extremely well on my PC, and only gets laggy when I am playing on a large multi-star map that has at least 3 or 4 races that have all teched out and are pumping out huge fleets.

Reply #4484 Top

I also have noticed that amd cpu's seem to be more lag  friendly in games than the intels.

I do not know why, but have trended to intel for this exact reason eg an intel powered laptop at 2ghz is more responsive than an amd powered desktop at 3ghz.

harpo

 

Reply #4485 Top

Quoting Raevyrn, reply 4481
For the Atlantians, would it be possible to move the Bastet, Ra, and Osiris to the Cruisers section?  Then have the Aither and Adjudicator built under frigates?  Would seem to make more sense looking at the supplies and relative strengths of the ships.  

Take a look again at the Atlantian build section for frigs, then cruisers.  All the Orion ships are in one section with true Atlantian ships in the cruiser section.  Order goes from smallest scout/light to battlecruisers -then starbase constructor and antimodule.

    frigateInfo
        Page:0
            count 9
            entityDefName "FrigateOrionAtlLight"
            entityDefName "FrigateOrionAtlHeavy"
            entityDefName "FrigateOrionAtlLongRange"
            entityDefName "FrigateOrionAtlUtility1"
            entityDefName "FrigateOrionAtlUtility0"
            entityDefName "FrigateOrionAtlCarrier"
            entityDefName "CruiserOrionAtlCarrier"
            entityDefName "CruiserOrionAtlHeavy"
            entityDefName "CruiserOrionAtlColony"
        Page:1
            count 7
            entityDefName "FrigateAtlantianLight"
            entityDefName "FrigateAtlantianBattle"
            entityDefName "FrigateAtlantianLongRange"
            entityDefName "FrigateAtlantianSiege"
            entityDefName "CruiserAtlantianSiege"
            entityDefName "FrigateAtlantianStarBaseConstructor"
            entityDefName "FrigateOrionAtlAntiModule"

Reply #4486 Top

For performance, turn planets to high/med; ships to high/med/low; structures to high/med/low.  Disable team colors, some asteroids/dust. 

In User Interface, don't view cargo ships, don't auto pin planets -you can manual do this to important worlds.  Might help.

 

Also, if you find your settings folder, find user.settings and change these lines.

MaxParticleCount 6000
MaxParticleSimulationsCount 2000

to

MaxParticleCount 12000
MaxParticleSimulationsCount 4000

or 6000 to 18000 and 2000 to 6000.  Some report it helps.

Reply #4487 Top

Quoting SemazRalan, reply 4485

Quoting Raevyrn, reply 4481For the Atlantians, would it be possible to move the Bastet, Ra, and Osiris to the Cruisers section?  Then have the Aither and Adjudicator built under frigates?  Would seem to make more sense looking at the supplies and relative strengths of the ships.  

Take a look again at the Atlantian build section for frigs, then cruisers.  All the Orion ships are in one section with true Atlantian ships in the cruiser section.  Order goes from smallest scout/light to battlecruisers -then starbase constructor and antimodule.

    frigateInfo
        Page:0
            count 9
            entityDefName "FrigateOrionAtlLight"  11 Supply
            entityDefName "FrigateOrionAtlHeavy"  27 Supply
            entityDefName "FrigateOrionAtlLongRange"  17 Supply
            entityDefName "FrigateOrionAtlUtility1"  20 Supply
            entityDefName "FrigateOrionAtlUtility0"  5 Supply
            entityDefName "FrigateOrionAtlCarrier"  7 Supply
            entityDefName "CruiserOrionAtlCarrier"  60 Supply
            entityDefName "CruiserOrionAtlHeavy"  52 Supply
            entityDefName "CruiserOrionAtlColony"  149 Supply
        Page:1
            count 7
            entityDefName "FrigateAtlantianLight"  11 Supply
            entityDefName "FrigateAtlantianBattle"  25 Supply
            entityDefName "FrigateAtlantianLongRange"  29 Supply
            entityDefName "FrigateAtlantianSiege"  89 Supply
            entityDefName "CruiserAtlantianSiege"  75 Supply
            entityDefName "FrigateAtlantianStarBaseConstructor"  11 Supply
            entityDefName "FrigateOrionAtlAntiModule"  9 Supply
 

I added in the supply requirements as best I could to the quote.  I guess that makes sense from the setup perspective of you build Orion ships until you can build the Atlantian ships.  However from a gameplay perspective it doesn't add up to me.  I expect the bigger supply and more powerful vessels to be under cruisers, just like I expect the ships taking up less supply to be under frigates..  As you point out, you have a mix of frigates and cruisers listed under both frigates and cruisers instead of being separated by their role.  I also thought from the story it's one united faction, and that they would organize their ships accordingly.  I guess it's not a really big deal, but if there's a simple way for me to modify it for when I play on my own, I would appreciate knowing how to do so.

Reply #4488 Top

About the layout.  There is the simple explanation and the complicated one.

Simple -Orion are early game and Atlantians later game.  Players only have to really deal with one area of the 'frigate factory' for a good part of the game.  Keeps things from being messing and having to jump back and forth constantly while building your early-mid game fleet.  Sure, you have to hop to cruiser tab to get the starbase and anti-module, but you're also tempted with the Atlantian ships, so when you reach that magic point when you tech up for the Atlantian ships they are also all in one area.

Complex -two different races even though united.  Orion are masters of cybermechanical technology.  Atlantians are masters of biomechanical technology -even though their ships aren't living, sentient creatures.  The technologies are so far apart that it'd be like having a Mercedes factory occasionally have to put out a tank and the tank factory having to churn out the occasional Mercedes.  Very different stuff really, so best to have them separated into different areas. 

But why the starbase constructor and antimodule in the Atlantian section???  We ran out of room on the other side.  Sorry, but that's it really.  If we'd started 7DS to be 100% 16:9 widescreen with minimum height resolution of 1024, lots of people would be left out -but we'd be able to totally scretch things out like you wouldn't believe.  However, it's a hardcoded feature that you can't have more than 9 slots and then "Return" button.

We tried to preserve as much of the layout for Orion ships as possible.  You've got some odd build values.  Watch this on 720 and full screen. Most agreed it is just easier to deal with Orion in one area and Atlantians in the other.  We aren't segregationists, it just worked easier.

 

Seeing the different values, I wondered if I screwed up something and left this in the developer 6m version.

Reply #4489 Top

Quoting SemazRalan, reply 4488
But why the starbase constructor and antimodule in the Atlantian section???  We ran out of room on the other side.  Sorry, but that's it really.  If we'd started 7DS to be 100% 16:9 widescreen with minimum height resolution of 1024, lots of people would be left out -but we'd be able to totally scretch things out like you wouldn't believe.  However, it's a hardcoded feature that you can't have more than 9 slots and then "Return" button.

Right, that's what I thought about how much you could fit into one section.  As you said, given the limitations and that you're putting that stuff into cruisers anyways, then how about switching the anti-module and starbase constructor or just the anti-module, then moving the heftier Bastet, Ra, and Osiris to cruisers section?  Then it would be 9/8 or 8/9.  Would that work, or just too much bother?

Thanks for taking the time to respond as well!

Reply #4490 Top

Ajusted it for everything to low and turned off asteroids and planetary rings it helps a little but even on the small maps its pretty bad

il try the exact instructions you sugested and will report back

After before i was running beta 5 no after the update large address aware dosnt seem to be helping much at all

Reply #4491 Top

The problem must be on your end, since I just got through a very long game on the latest beta on a 29 planet map and didn't have lag issues, and my PC isn't as good as yours.  I wish I had 6 gigs of DDR3 RAM.  As harpo said, it's probably your CPU that's lagging you.

Reply #4492 Top

Hmm It seems as some things on toshibas get better others get worse

Reply #4493 Top

Quoting jason8648776, reply 4492
Hmm It seems as some things on toshibas get better others get worse

 

That a toshiba laptop?  That would definitely explain the lag in some cases.  I have said I don't get any lag, but my PC plays Battlefield 3 at maximum settings with no lag at all.  3-4 gigs of ram is definitely enough for this game, however CPU can definitely be holding you back.

Do you know what CPU you have?

Reply #4494 Top

We got the KOTOR Leviathan Interdictor Class Battleship in!  Thanks Scratch and Wintercross and thanks to Warb_Null and Lavo_2 from SoGE for the Leviathan.

Reply #4495 Top

Quoting SemazRalan, reply 4494
I can't remember who gave me the rar file -but thanks to them too!

That would be me. Warb made the ship, so credit to him for that. Looks awesome!

Reply #4496 Top

When I try and use the forgot username/password function on danmangames, it says the following: 

 

"Could not instantiate mail function".  I don't receive any e-mail in either my inbox or junk mail...any help?

Reply #4497 Top

post in the website section so Dan can get it sorted out asap.

 

+1 Loading…
Reply #4498 Top

okay folks, got some new gameover screens.  credit given where author identified. 

Reply #4499 Top

there will be some major site maintenance going on @ Danmangames.  Expect some outages, but it is for the best to keep things up to date.  More information as it becomes available.