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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 #476 Top
Well Danman your mods are are awesome but I have a few things to ask of you.

1. The added stars are awsome but I don't particularly like them lol. Would you post at the top of the page a way to get rid of them completely? I would like the stars more if they acted like the normal official stars but just gave us more variety as seeing the same 4 stars in the game gets boring and colonizing stars in unrealistic and has little to offer even if we were to do it in the future anyway. I love the stars but if you do keep them as colonizable things could you at least change their zoomed out logo as it gets confusing to look at a zoomed out solar system with so many stars there. Also if you keep them as colonizable could you change the chances of them as pooping out as planets since I played a game three times and about 75% of the planets were stars which turned me off 7 Deadly sins (solar sins in particular) and haven't been using it since it came out. I will use 1.3 though as hopefully you will do at least some of the changes I've asked. (don't get me wrong, Solar Sins is a great mod but I don't like the idea of colonizable stars or moons that ORBIT the star like our moon does for our Earth. I love moons though and the idea of colonizing them is great so please add that. Maybe you could make a separate version with no colonizable stars whatsoever for people like me XD.)

2. Could you add the ability to have differant sized planets as well as that would make the game more realistic and nicer to look at. (For 1.4)

3. When ever you learn how to model better (no offense intended) could you add the Atlantians as a top priority. It would be awsome to look at them as a unique race. Love how they cost more but pack a punch. Does the rougue race act like the zerg did in Starcraft? I would like to see a race like that if you could make one. (maybe for 2.0 or something.)
Reply #477 Top
Have you thought about including the mod The Last Stand: Sins overhaul, or whatever its called, in your mod? It adds a new race into the mix and so far it's looking pretty good. You sould talk to the guy designing it and see if you can include it in your package.

Here's an idea for another planet: Artificial

If you've read "hitch hikers guide to the galaxy" you know what im talking about, but what it is is a planet that been constructed artificialy(gasp!) So you could make this skin anthing you want i suppose, though i bet it will probably end up looking like industrial

Another idea for a planet skin: Living

That may sound like a stupid name, but what i mean is that the planet itself is alive, is a living sentient creature. Don't know how this would affect or change the gamplay for the better, though.

Might as well wait for starcraft 2, but having a mod for it might make the waiting easier. Has anyone checked arond to see if someone is making starcraft mod? I heard something about a Zerg only mod in the works(i played protoss, personally).

Also, about the stars that you're adding;
With extra star in the system, will you be able to jump from these stars to other systems, or will you still have to jump to another from the "main" star?
I love the idea behind these extra stars(it makes total physics sense, and im a physics student). Now if you just get the cornea around the star in, it'll be perfect(for the stars, the whole mod still needs work, of course)!

Overall, great work, Danman(and his crew of helpers)! I've been following this mod, but i haven't said anything till now.

Keep it up!
Reply #478 Top
Well Danman your mods are are awesome but I have a few things to ask of you.1. The added stars are awsome but I don't particularly like them lol. Would you post at the top of the page a way to get rid of them completely? I would like the stars more if they acted like the normal official stars but just gave us more variety as seeing the same 4 stars in the game gets boring and colonizing stars in unrealistic and has little to offer even if we were to do it in the future anyway. I love the stars but if you do keep them as colonizable things could you at least change their zoomed out logo as it gets confusing to look at a zoomed out solar system with so many stars there. Also if you keep them as colonizable could you change the chances of them as pooping out as planets since I played a game three times and about 75% of the planets were stars which turned me off 7 Deadly sins (solar sins in particular) and haven't been using it since it came out. I will use 1.3 though as hopefully you will do at least some of the changes I've asked. (don't get me wrong, Solar Sins is a great mod but I don't like the idea of colonizable stars or moons that ORBIT the star like our moon does for our Earth. I love moons though and the idea of colonizing them is great so please add that. Maybe you could make a separate version with no colonizable stars whatsoever for people like me XD.)2. Could you add the ability to have differant sized planets as well as that would make the game more realistic and nicer to look at. (For 1.4)3. When ever you learn how to model better (no offense intended) could you add the Atlantians as a top priority. It would be awsome to look at them as a unique race. Love how they cost more but pack a punch. Does the rougue race act like the zerg did in Starcraft? I would like to see a race like that if you could make one. (maybe for 2.0 or something.)


The Atlantians are one of the top prioties for DanMan and Siath but i don't think they have any custom models till 1.3. As for the Rogue, they have some great units on their own (including the WarHammer capital ship) but one of their special abilities is to capture enemy ships
Reply #479 Top
DANMAN, have you added the new HammerRS mod. If you didn't, it would be much appreciated on my part because I've been trying to add it to a merge of SinsPlus1.3 and Bailknight's 1.2 for the past week. Results: minidumps.

Very Nice :CONGRAT: 
Reply #480 Top
DANMAN, have you added the new HammerRS mod. If you didn't, it would be much appreciated on my part because I've been trying to add it to a merge of SinsPlus1.3 and Bailknight's 1.2 for the past week. Results: minidumps.Very Nice  


He added it AND made the new pirates a playable race: "the Rogue"
+1 Loading…
Reply #482 Top
Yeah i trust you will make more races and units than ever :CONGRAT: They make this game even funner.
Reply #483 Top
yes the more races the better but the more added rember it will take longer and longer cos the game must be rebalanced for """all""" race so patients will be the key when the mods are finished cos of rebalance before adding.
Reply #484 Top
A friend and I recently tried the solar Sins mod in multiplayer...problem is it kept loading up with two different checksums??? any idea why that is?
Reply #485 Top
yes the more races the better but the more added rember it will take longer and longer cos the game must be rebalanced for """all""" race so patients will be the key when the mods are finished cos of rebalance before adding.


I'm quite patient....


Or at least I am in real life. The internet makes me incredibly impatient. I demand everything right now!




Reply #486 Top
Well Danman your mods are are awesome but I have a few things to ask of you.1. The added stars are awsome but I don't particularly like them lol. Would you post at the top of the page a way to get rid of them completely? I would like the stars more if they acted like the normal official stars but just gave us more variety as seeing the same 4 stars in the game gets boring and colonizing stars in unrealistic and has little to offer even if we were to do it in the future anyway. I love the stars but if you do keep them as colonizable things could you at least change their zoomed out logo as it gets confusing to look at a zoomed out solar system with so many stars there. Also if you keep them as colonizable could you change the chances of them as pooping out as planets since I played a game three times and about 75% of the planets were stars which turned me off 7 Deadly sins (solar sins in particular) and haven't been using it since it came out. I will use 1.3 though as hopefully you will do at least some of the changes I've asked. (don't get me wrong, Solar Sins is a great mod but I don't like the idea of colonizable stars or moons that ORBIT the star like our moon does for our Earth. I love moons though and the idea of colonizing them is great so please add that. Maybe you could make a separate version with no colonizable stars whatsoever for people like me XD.)

The stars will stay in, but I have been tweaking how often they appear. I will provide a tutorial on howe to remove them though, or provide a patch to remove them for those who do not want them. Also, just as an FYI, with more stars, having so many planets per star seems more realistic than the 20-100 planets around one star.
I'm glad you like the mod, and thanks for these comments.

2. Could you add the ability to have differant sized planets as well as that would make the game more realistic and nicer to look at. (For 1.4)

This is already in the works, but may be for 1.4

3. When ever you learn how to model better (no offense intended) could you add the Atlantians as a top priority. It would be awsome to look at them as a unique race. Love how they cost more but pack a punch. Does the rougue race act like the zerg did in Starcraft? I would like to see a race like that if you could make one. (maybe for 2.0 or something.)


No problem. My moddeling skills have greatly improved over the past few weeks, as you will start to see. The Atlantians will have 5 new TITAN ships, but will still be Vasari remakes for now until Siath gives me the models he is working on.

You will notice that the Ur-Quan Kor-Ah is a brand new model, and will be included as well as the models from HammerSun's mod.

Hope this answers your questions, if not, let me know!

DANMAN

Reply #487 Top
Have you thought about including the mod The Last Stand: Sins overhaul, or whatever its called, in your mod? It adds a new race into the mix and so far it's looking pretty good. You sould talk to the guy designing it and see if you can include it in your package.Here's an idea for another planet: ArtificialIf you've read "hitch hikers guide to the galaxy" you know what im talking about, but what it is is a planet that been constructed artificialy(gasp!) So you could make this skin anthing you want i suppose, though i bet it will probably end up looking like industrialAnother idea for a planet skin: LivingThat may sound like a stupid name, but what i mean is that the planet itself is alive, is a living sentient creature. Don't know how this would affect or change the gamplay for the better, though.Might as well wait for starcraft 2, but having a mod for it might make the waiting easier. Has anyone checked arond to see if someone is making starcraft mod? I heard something about a Zerg only mod in the works(i played protoss, personally).Also, about the stars that you're adding;With extra star in the system, will you be able to jump from these stars to other systems, or will you still have to jump to another from the "main" star? I love the idea behind these extra stars(it makes total physics sense, and im a physics student). Now if you just get the cornea around the star in, it'll be perfect(for the stars, the whole mod still needs work, of course)!Overall, great work, Danman(and his crew of helpers)! I've been following this mod, but i haven't said anything till now. Keep it up!


dr_extremo:
As soon as ManSh00ter is finished with The Last Stand, I will be sure to include it if he gives me the permission to do do.
I love your planet ideas, and may incorporate them later if time allows.
The new Rogue race will have abilities like the Zerg, so hopefully this will keep you satisfied for now.
I am glad that you, a physics student, has an appreciation for the new stars. So far, the corona thing has been a challenge, and not quite worked out yet. Also, you still have to travel to the "main" star in order to leave the system. So far there is no way around that.
I am glad you have been following the mod, and all the work my team and I have put into it. This mod will always be a sort of work in progress, as I will always try to improve it to make it better.

Thanks for the comments and questions, and please keep them coming!

DANMAN
Reply #488 Top
DANMAN, have you added the new HammerRS mod. If you didn't, it would be much appreciated on my part because I've been trying to add it to a merge of SinsPlus1.3 and Bailknight's 1.2 for the past week. Results: minidumps.Very Nice  


Thomas:
Merge with HammerSun's mod complete.

DANMAN
Reply #489 Top
Danman,The more diverse races to mix things up the better. Bring it on!


Yeah i trust you will make more races and units than ever They make this game even funner.


yes the more races the better but the more added rember it will take longer and longer cos the game must be rebalanced for """all""" race so patients will be the key when the mods are finished cos of rebalance before adding.


YES, the more, the merrier I always say!

DANMAN
Reply #490 Top
A friend and I recently tried the solar Sins mod in multiplayer...problem is it kept loading up with two different checksums??? any idea why that is?


Make sure you only have my mod running, and that you both have the same version of 7DS and the most up to date patch from Ironclad.

DANMAN
Reply #491 Top
Well Danman your mods are are awesome but I have a few things to ask of you.1. The added stars are awsome but I don't particularly like them lol. Would you post at the top of the page a way to get rid of them completely? I would like the stars more if they acted like the normal official stars but just gave us more variety as seeing the same 4 stars in the game gets boring and colonizing stars in unrealistic and has little to offer even if we were to do it in the future anyway. I love the stars but if you do keep them as colonizable things could you at least change their zoomed out logo as it gets confusing to look at a zoomed out solar system with so many stars there. Also if you keep them as colonizable could you change the chances of them as pooping out as planets since I played a game three times and about 75% of the planets were stars which turned me off 7 Deadly sins (solar sins in particular) and haven't been using it since it came out. I will use 1.3 though as hopefully you will do at least some of the changes I've asked. (don't get me wrong, Solar Sins is a great mod but I don't like the idea of colonizable stars or moons that ORBIT the star like our moon does for our Earth. I love moons though and the idea of colonizing them is great so please add that. Maybe you could make a separate version with no colonizable stars whatsoever for people like me XD.)2. Could you add the ability to have differant sized planets as well as that would make the game more realistic and nicer to look at. (For 1.4)3. When ever you learn how to model better (no offense intended) could you add the Atlantians as a top priority. It would be awsome to look at them as a unique race. Love how they cost more but pack a punch. Does the rougue race act like the zerg did in Starcraft? I would like to see a race like that if you could make one. (maybe for 2.0 or something.)The Atlantians are one of the top prioties for DanMan and Siath but i don't think they have any custom models till 1.3. As for the Rogue, they have some great units on their own (including the WarHammer capital ship) but one of their special abilities is to capture enemy ships


DANMAN, have you added the new HammerRS mod. If you didn't, it would be much appreciated on my part because I've been trying to add it to a merge of SinsPlus1.3 and Bailknight's 1.2 for the past week. Results: minidumps.Very Nice  He added it AND made the new pirates a playable race: "the Rogue"


Thanks again for all your support man. Really appreciate it.

DANMAN
Reply #492 Top
A friend and I recently tried the solar Sins mod in multiplayer...problem is it kept loading up with two different checksums??? any idea why that is?


Hopefully the wait won't be too much longer!

DANMAN
Reply #493 Top
I want to help with the mod, could i help you guys with it?. Im not very good at modelling but i can do some programing for other games, i would just need some teaching and i would be able to help after that.
Reply #494 Top
industrialAnother idea for a planet skin: LivingThat may sound like a stupid name, but what i mean is that the planet itself is alive, is a living sentient creature.


like Zenoma Sekot in Star Wars
Reply #495 Top
A friend and I recently tried the solar Sins mod in multiplayer...problem is it kept loading up with two different checksums??? any idea why that is?Make sure you only have my mod running, and that you both have the same version of 7DS and the most up to date patch from Ironclad.DANMAN


we are both running Solar sins,and soase v1.04, is there a new patch???
Reply #496 Top
A friend and I recently tried the solar Sins mod in multiplayer...problem is it kept loading up with two different checksums??? any idea why that is?Hopefully the wait won't be too much longer!DANMAN


I would be happy to take you under my wing. Please go into the "official" forum, sign in, and then PM me. I will make you part of the team.

DANMAN
Reply #497 Top
Derok06:
Yes indeed

A friend and I recently tried the solar Sins mod in multiplayer...problem is it kept loading up with two different checksums??? any idea why that is?Make sure you only have my mod running, and that you both have the same version of 7DS and the most up to date patch from Ironclad.DANMANwe are both running Solar sins,and soase v1.04, is there a new patch???


No, not yet. This is curious. I am guessing that because the checksum is different, you can't play multiplayer?

If you can, post some screen shots, one from each computer.

DANMAN
Reply #498 Top
Wow thanks for replying to me so quick XD. Can't wait till 1.3 as it is going to be awesome by what you have said so far!
Reply #499 Top
like Zenoma Sekot in Star Wars


Really? Star wars did it too? I thought that i was the only one crazy enough to have such a stupid idea, thought apparently someone beat me to it and it turned out to be not so stupid.

Patch 1.05 is live!(whatever that means for this mod...)

Also, I've been waiting for someone to make an ability like termporal distortion, or time freeze. That sounds like a very atlantean ability. can you please add that in?

Everyone is saying, "Oh the Dreadnaught is too powerful," "Nerf the atlntean caps, ther 2 pwrful OMG"
Here's a simple solution instead for making it more balanced. Make the atlantean Capital ships cost 2 captila ship crew instead of 1. That means that They can only field half the # of capital ships, AND they have to research one level in ship crews before they get a free ship in the early game. This is just, you know, to stop early atlantean rushing, because they'll still be able to get out a cap ship just before the other person attacks them, so the player will still have a slightly slower start.

Hope you like my ideas Danman,
Reply #500 Top
sooo, when can we expect to see a 1.05 enabled version come out?
:CONGRAT: