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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.

12,502,369 views 4,959 replies
Reply #4551 Top

Quoting Mayjori, reply 4548
the anti-shield ignoring research isnt working on at least one of the empire ships, namely the immortal.

 

 

well thats a little silly if they only get it from force onslaught, cause the ability only lasts so long, where as everything else effected by the research has it always. Its more than silly, it makes empire suck against the high shield negation races, i keep getting wiped out even with shield tech max'd as well as most other stuff with barely any shield missing, there is a definite disparity there.

Reply #4552 Top

thanks for letting me know.

 

What about the jedi holocron, its caught in a catch 22 situation where you cant research it cause it needs something researched that has to have jedi holocron researched (head explodes).

 

man im on a medium map and about mid-late game and im getting big lag-like spikes on a beefy system, you guys working on any tweaks for performance by chance?

 

 

thanks for a good mod :)

Reply #4553 Top

That little bit of recursion has been fixed, too, and Force Onslaught has its duration as long as its cooldown so it has zero downtime, so it isn't as weak as you think.

Reply #4554 Top

Quoting SpardaSon21, reply 4553
That little bit of recursion has been fixed, too, and Force Onslaught has its duration as long as its cooldown so it has zero downtime, so it isn't as weak as you think.

 

if thats true why do my capitals with it keep dying with most of their shields left?? and yes its on auto, and i have my other skills on manual, so it hasnt been an issue of running out of antimatter.

Reply #4555 Top

Is it casting though?  If it isn't, you may have to micro it.

Reply #4556 Top

Quoting SpardaSon21, reply 4556
Is it casting though?  If it isn't, you may have to micro it.

 

yeah its casting. at this point i have a save game that i quit playing but i tossed 3 of the best capital ships with max'd shield tech at the planet, and while i expect them to die, they keep doing so with a large amount of shields left each time i send them in.

Reply #4557 Top

https://www.dropbox.com/s/9vulmloqatalbsb/7DS%20save.rar

 

here the save, there are 2 capitals at the astroid and one at the ice planet, just send em at the volcano planet they both border and you can see that something is not working right.

 

(also you can see the extreme game lag and even just after a fresh load, when i quit shortly after the game will freeze up)

Reply #4558 Top

I'm sorry, but whatever bug you have has already been fixed, so you'll have to wait.  None of the developers have reported issues with Empire shields not blocking shield bypass weapons in the latest builds.

Reply #4559 Top

ok. any idea when the next build is released?

Reply #4560 Top

As I've already stated a couple times in this thread, the chances of another public beta are slim because of the speed with which dev builds are coming.  By the time we managed to get a public release out it would already be outdated and we'd run ourselves ragged trying to keep up.  We are close to a non-beta release of 2.5 though, but best time I can give on that is "Soon".

Reply #4561 Top

Do not rely on the idiot game to autocast anything properly or even when it seems like it should.  One of the most )*^(*^$ irritating things about the damn game is when ships are stacked if you click the ability and target another stack of ships, only that one will do it and only to a single ship.  Totally fubar behavior.

To make matters only worse, when you have the fleets unstacked, trying to use abilities against a target is next to frakking impossible because of how the fleet display system works.  Select single ship, click ability, mouse wheel down to ship you want to use ability on... would work if not for the damn thing not staying in one place.

The game was designed ideally for fleet to jump in and idiot system that governs combat to kick in with minimal user input -but it sucks and, as stated, it uses abilities as well as Forest Gump uses Unix.

Reply #4562 Top

Please use our forums.

Reply #4563 Top

Uhh... Can someone remind me why we switched from having a passive Impenetrable shields to the active Force Onslaught?  Imp. Shields was practically foolproof, other than the "Don't put ability points in here" bug.

Reply #4564 Top

A.I. compatibility, I guess.  AI treated it as any other ability, I bet, and so put points into it.  That being said, if Force Onslaught got dropped in favor of non-research-dependent shields, that would work.

Reply #4565 Top

Beta 6.5 (release candidate 1) notice sent to Danman, Scratch151, Makon, SpardaSon21, Wintercross and ZombieRus5.

Empire gets their passive Impenetrable Shields back, not all keep Force Onslaught. 
Interdictor should have ranged phase disable, no toggle, initial antimatter use, cooldown based and antimatter draining "Interdiction".  Ai loves building the bastards and players love them too.  Antimatter burns through quick, so you'll have to stagger/micromanage a bit for a long duration phase disabling. 
ISDII is getting to capture capitals -takes 32 seconds so enemy might suicide it and your 600 Imperial Commandos on board -such is life.

Arilou getting a wicked damage reduction and something like ImpShields "Dimensionality" that spreads their ships through multiple dimensions.  Skiff Cap and Okun II BC have ability that slows enemy non-capitals around them and they use fighter attacks to be extra annoying by weaving through your fleets and nerfing their max speed, thrust and angular.
Gatekeeper Carrier spawns more stuff only in combat and autocast is false so no more upgrading ability and ships spawn.

Turrets for all races getting some nerfing so research boosts them.  25% less damage, range, and 2-4 tacticals. Dark and KzerZa still have the most kick ass turrets.

Repair Platforms -wtf are those?  Yes, more range, more stacking, fewer tactical slots.

KzerZa and TOC can research for more tactical slots, but not as many.

Culture Towers boosted and Capitals repel it more as well.

At this point, just extra touches to add towards 7DS 2.5 Final

Reply #4566 Top

awesome, love the change to passive impenetrable shields on empire :) looking forward to the next release!

Reply #4567 Top

well, combining volley-fire and imp shields was more for dev.exe.  We were testing tons of stuff and dev.exe threw up whenever selecting an Empire capitalship because the ability was in 'ability-4' slot, which causes no issues for non-capitals.

Now that we're more of less out of 'testing' (entrenchment dev.exe) and into 'quality checking' (normal entrenchment.exe), we can give passive/research-based impenetrable shields and even make the research only require 3-4 military labs.  With Rebellion, we won't even need the ability, we'll be able to do it right through research -hopefully.

Reply #4568 Top

I might be able to make it through research right now by giving research stations an ability that broadcasts the buff to all planets, but I'm not entirely sure how well it would work.  If it DOES work, though, it would remove the need for an ability on every ship.

Reply #4569 Top

When Rebellion is finally patched up -say 6 months, hopefully.  I've only seen it in Shield Pact.

Reply #4570 Top

hi Dan!  Thanks for putting up the great mod :D I have not yet added any mods to my Sins games yet.  Do I have to download all the betas on order to use beta 6?

Reply #4571 Top

I've put out "Release Candidate 2" to Dan, Scratch, Makon, et al

Lots of fixes to the English.str by rewording, rewriting and just killing typos.

Some file fixes.  TCA/TEC/Rogue have reduced antimatter consumption to jump.  Rogue get slight bit more armor through research.  TEC Siege Frigate has more missile damage, but not so much it's a monster.  Vulcan research gives 30% laser and autocannon damage.  Pirate Warhammer BS lacks warhammer drone ability.  Imperial Interdictor "Interdiction Field" ability is now a 50k radius affect ability.

A little work to be done for Imperial Tractor Beam.

Progress continuing.  Thanks for patience.

Shkotay =What you want to download from GameFront== For Entrenchment 1.053 only!

7DS_Beta6g.7z

7DS_Beta6gTextures.7z

7DS_Beta6gSound.7z

Check http://forums.danmangames.com for forums, technical help, complaints, praise, and fun.

 

Reply #4572 Top

Is there a Galaxy Forge for 7DS? I would like to make my own maps with all the planet bonuses and whatnot.

Reply #4573 Top

We are including Galaxy Forge 3 [Deadly Forge] with the final release.  This has well over 80 templates.  Advent, Vasari, TEC, Imperial Militias.  Some cool and tough bases.  Fleets. 

I did not make all the bonuses able to be placed on the planets.  There are so many you'd lose your mind placing them.

A couple of minor fixes and mesh work going on atm.  Everyone is hyper busy with RL -including everyone. 

I've revised a map called "Chalice Sector" and updated it with lots of the militia, more Imperials to kill, more aliens to find and lots of odd jump points.  It's a solo Bot ass kick map for those days you just want to do that for a while.

 

Reply #4575 Top

Other mods have come up with their own names for credit/metal/crystal.  Dawn of Victory changed credits to manpower -well fitting for their universe.  No doubt Star Trek mods have Latinum for credits, Tritanium or Duranium for metal and Dilithium for crystal.  EvE mod might use ISK, Tritanium or another for metal, and maybe Zydrine for crystal.  All give the player immersion into the game story/universe. 

7DS has been going for greater and greater story immersion with the manual and tons of name/desc for things in the game, but credits, metal, crystal have been left alone simply due to lack of imagination on my part.

How are 'credits' appropriate for races like the Arilou, KzerZa, KohrAh and Taalo?  How do you steal 'credits' from a ship or planet; do you send scouts out to suck up coins and bills?  Just what stuff in the metal and crystal asteroids is so unique that it can't be strip mined from a planet?

This is what we've come up with to further immerse players into the game.

Xenurium metal for hull integrity field stabilizers, phase drives and other tech. 

Tholorium crystal for shield generators & stabilizer nodes, phase drives and other tech. 

Anurium, a liquid metal that can neither be replicated nor fabricated, is the common exchange currency between races. It can, however, be used by energy-matter convertors to create nearly anything else.

http://www.youtube.com/watch?v=1tVtrPicLIg&hd=1 for in-game view of new terminology.  HD link, just go full screen.