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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.

12,481,963 views 4,959 replies
Reply #51 Top
My pleasure. Sites like filefront throttle download speeds... so I figured it would be nice to get a mirror that doesn't.

Reply #52 Top
My pleasure. Sites like filefront throttle download speeds... so I figured it would be nice to get a mirror that doesn't.


Sweet. Thank you for your support. I hope you enjoy the mod.

DANMAN
Reply #53 Top
Sorry that it took so long but this site is about as crappy as the Vanilla version of this game. It took two day to register, and when I tried to send them an email and tell them that the page was MIA (404) they bounced it back as spam!

The file site where you originally posted had it in a personal folder for you and not a general released area. You managed to get it out on other sites, so I just thought that you might appreciate knowing why it wouldn't work.

On a more personal note, the mod is CTDing during moderately small battles. This has been reported in other comp mods using Sin Plus but I have not seen any reasons so far...

It has done it many times in two games and is not time based, as I can wait a few minutes instead of attacking and the crash still happens at the start of battle. It probably has something to do with the launching of fighters/bombers, but I haven't looked at SD's code yet.

Good Luck!
Reply #54 Top
FourAces,
What do you mean by CTDing? I'm not familiar with that term. If you mean crashing, or getting a minidump message, please, DO TELL!
Beta testing this thing is key to being a success. Please elaborate.
Thanks,

DANMAN
Reply #55 Top
ALL:
I am HEAVILY testing this mod tonight, and will post any bugs I find.
So far I have played it about 15 times, all came out fine.
I will try to recreate any problems that may be occuring.

FOURACES:
WHAT ship where you using, and were you playing as the Atlantians?
They have increased fighters, even more than the Advent. But the only cap ships done are the Atlantian Dreadnaught and the Hive Ship. These both have fighters, lots of them.

Also, if this is a SINS PLUS issue, I'll check with Uzii to find out what's going on.
but, make sure you are booting 7 DEADLY SINS from vanilla SINS only, with no other mods running. Try that and see if you still error out.

DANMAN

- post your results!
Reply #56 Top
Links at rapidshare working fine, thanks for resubmitting. I've played a few minutes and looks good. Thank you.
Reply #57 Top
I played for a few hours and all looks well. I'll be on the hunt for bugs though
Reply #58 Top
I have my mod almost up and running, let me know when you feel like merging. I am going to attempt to learn how to model, since you've been wanting new meshes for the atlantian ships.  :CONGRAT: 
Reply #59 Top
Jon,
Whenever you are ready, I am ready. Try to get it near complete or complete first, then lets merge.
And YES, MODEL, PLEASE MODEL. That is what we need. More models. Just make sure whatever program you are using can export into XSI format and can give you 3 texture files in the DDA format.

DANMAN
Reply #60 Top
works great everybody should try this mod..
Reply #61 Top
Deckard,
Thank you very much for your comment. And I am working with that file you gave me. Easier said than done though I'm afraid. It would be nice though, to have half a planet, or what is left of it. This would be great for Uzii's mod if I can get it done.

DANMAN
Reply #62 Top
I have some new screen shots, and I'll be posting them soon.
Some of them show off the battle capabilities of the Atlantians and their new blue beam weapons, other show off Uzii's Sins Plus new planets, such as the Savannah, the Swamp, and the Relic worlds.

I'll post them up later.

DANMAN
Reply #63 Top
UPDATE:
Ok, here are some screenshots to get you all excited. I am going to do this in multiple steps so things don't get confused. Here are shots of the Atlantian Dreadnaught in battle, showing off its blue beam tech. The beams that bomb the planet hve been increased, and are also blue.







The Atlantian Dreadnaught can fire from all sides, so it is actually more effective when it is surrounded. When all the enemy forces are destroyed, it then pummels the planet with powerful bombing beams.

DANMAN
Reply #64 Top
Here are some photos to show off Uzii's portion of this mod. Here are some photos of the Savanaah planet:







DANMAN
Reply #65 Top
Here are photos of the Swamp planet, also within SINS PLUS, contained in 7 DEADLY SINS:





Ok. That's it for now. I'm calling it quits for the night.
See you all tomorrow.

DANMAN
Reply #66 Top
Downloading now and gonna try out this mod gonna post my results when I play a game :)
Reply #67 Top
does this mod have anything to do whit the stargate atlantis series because if it is the new race should be named the raith
Reply #70 Top
Kiedjor:
Thanks for downloading, and please post your comments

alfaorime:
No, this mod does not have anything to do with Stargate Atlantis. I have had an Atlantis obsession since childhood, so this is just a realization of my dreams. I may change it up though later on, and make the Atlantians actually something else. All depends on what 3D models I can get a hold of. And yes, the wraith has an organic look to their ships and tech.

Lurkz:
Have you been able to download and play yet?

Please let me know what you think.

DANMAN
Reply #71 Top
I have yes.

I'm familiar with Sin's plus, so that's all good. I ran a merge with bailknight's before so I know what it's like. I'm not sure what the skybox thing does, I haven't noticed it.

On your side of things... well, you've basically duped Vasari and added two massively imbalanced capital ships and that's it right? Not sure why you'd build the hive ship when it's 1/10th as powerful as the battleship and has less strike craft than the battleship!?

Fun though, for one game at least. Level ten battleship when it cast the buff had a wave damage of 2428. Oh and it had about 15k hitpoints incl shield and *13* strike craft. I basically just flew it from planet to planet wiping out the AIs.

I think I need to bin it though - it's a little pointless in the grand scheme of things and I'd rather an AI (or myself) didn't select it when I leave random on.

If you do buff the bejesus out of these things, cost isn't enough. It's a negligible cost really. Three times a regular capital ship? This thing eats fleets. And you haven't changed the XP so it extremely quickly levels up from the first pirate raid and then you're unstoppable. So, er, not balanced then :-)
Reply #72 Top
hi i have played this a few times and would like to offer some constructive criticism. firstly though i would like to keep your spirits high and congratulate you on creating this fantastic package, in addition to not only thanking you i would also like to thank the other mod makers such as uzii and the other fantastic guys you have also credited here.

anyway. some balance issues (one in particular);

the Atlantian Dreadnaught is just downright imbalanced. It sure looks cool, but is rather unstoppable, even from level one. The reason it is so imbalanced is that the only way to 'counter' it is to have one the same level in return. most of the counters to cap ships simply dont work here.
-bombers....dont work, not only because of the shield repair rate but because of the jam weapons ability.
-LRMS...dont work once again. This ship is just too powerful.
-capital ships...can work but usually dont. you need multiple at a higher or equal level (think supply cost here?!) or one dreadnaught of equal level yourself.
-enforcers...can work....but EN MASSE. and i mean EN MASSE. There is much more cost and supply involved than the cost of the AD, and they need support.
-75 food? 75 food!!! There is no other way in the current game that you can use 75 supply to match this juggernaught.
- its damage output is just totally and beyond imbalanced. AT level 3 your are doing around 800 dmg total, even more when multiple targets are around, and this negates shield mitigation to an extent....its dmg output for its cost and supply is simply unmatched.

the cost? well that is also part of the balance part. The 10000 cost and supply would be prohibitive, save for the fact that you can get it FREE as your first ship.

well the other balance issue is the other Atlantis godly cap ship, the carrier (sorry the name just got away from me). This isnt AS BAD as the AD, and is more 'counterable'

constructive suggestions;
well i can see balance being achieved in one of mutliple ways or a combo of some.
-it is not free even as your first cap ship, it will cost the same amount of resources above normal cap ships (ie you get the first 3000 credits free, so you end up paying 7000 gold +excess metal and crystal) this would mean you could still get it first, albeit much later and at greater cost. This amount of power should not be available so early, let alone free. (im not sure if you could mod this into the game?!)

-the other battle cap ships (or other caps in general) could be improved to the same power...but i can see problems with this also turning the game into my cap ship is bigger than yours...so i win.

-make either this or both the 'godly' cap ships of the Atlantis researchable.

-nerf them. i think the idea of having more powerful cap ships as a defining characteristic of the race....but in addition to having all the firepower of the vasari, they get exactly the same tech tree and THE best starting ship in the game that means the atlantis can just freely tech to whatever they want without fear from anything with no research. There is no reason to currently play the vasari or any of the other races in its current state...atlantis is just better.

the nerfing can be done numerous ways, but i think the most efficient and easiest way to do it is to make it more powerful than the other cap ships by only a factor of 1.5-2 and reflect this in both supply cost, build time and resource cost. ie if these ships are to be 1.5x better than the other cap ships, have a supply cost of 75, and cost almost twice as much. experience given also needs to accommodate this.

well i enjoyed most of the other aspects of the mod, but i understand that this mod is a rather new collaboration and you need help from the modding community. I hope my insight can be taken into perspective.

i can see where your coming from with the want for a more powerful race, but something needs to be changed overall to make it work balance and gameplay wise. This current power totally destroys many if not all strategies and if you want a simple win just make one of these as your first cap ship in a 1v1 vs an unfair opponent (or human) that isnt playing atlantians, and simply send this ship on the way to their main planet whilst upgrading its levels, while pumping the basic atlantian ship....

It would be nice to see a slightly different tech tree for the atlantians, and some more race defining features instead of stealing the vasari phase lane tech and returning armada.

i can brainstorm some ideas, as im sure many others can...or you yourself. ie
-keep their ships powerful, but make make them slow in both movespeed and build time. The final few expensive techs in the tech tree could reduce their mass and build times, and make them catch up in speed to that of the other races. Slow and powerful at the beginning ---> but slow to develop ---> but powerful and fast at the endgame.

-or make some of the ships glass cannons. ie massive dmg output and fast, but die extremely fast due to low armor and shields. Late game upgrades improve their survivability but decrease their speed! Also include awesome but costly support ships that give many positive debuffs.

well just 2 ideas, theres many others. I just wish i could contribute more on the modding side of things but i dont have any real art or modeling skills. I can contribute to testing and balance suggestions though, i have been involved in my fair amount of betas and do enjoy testing and making suggestions and improving stuff.

remember i may sound harsh but i love this mod - i only want to improve something good into something great - and want to thank everyone that put in effort once again. It is fun to run around with an invincible mothership for the first game, but when it is an unbeatable strategy and there is little to no resistance....its not much fun after that.
Reply #73 Top
LURKS:
I have yes.I'm familiar with Sin's plus, so that's all good. I ran a merge with bailknight's before so I know what it's like. I'm not sure what the skybox thing does, I haven't noticed it.On your side of things... well, you've basically duped Vasari and added two massively imbalanced capital ships and that's it right? Not sure why you'd build the hive ship when it's 1/10th as powerful as the battleship and has less strike craft than the battleship!?Fun though, for one game at least. Level ten battleship when it cast the buff had a wave damage of 2428. Oh and it had about 15k hitpoints incl shield and *13* strike craft. I basically just flew it from planet to planet wiping out the AIs.I think I need to bin it though - it's a little pointless in the grand scheme of things and I'd rather an AI (or myself) didn't select it when I leave random on. If you do buff the bejesus out of these things, cost isn't enough. It's a negligible cost really. Three times a regular capital ship? This thing eats fleets. And you haven't changed the XP so it extremely quickly levels up from the first pirate raid and then you're unstoppable. So, er, not balanced then


Thank you for your feedback. The Skybox mod changes the skybox backgrounds and star textures, making the stars brighter and glow stronger. The backgrounds now feature more varied backgrounds while providing matching backgrounds example:( A BLUE star has a BLUE nebulae around it, Yellow for yellow star, etc.)
So far, YES, the Atlantians are a duped and suped version of the Vasari, for now. As my modding skills improve (and I get more time) they will become something completely different. I intend to blend them with the Advent as well. I used the Vasari as a base since they are my favorite race and needed a "menace" to run from.
Now that the developers are coming out with an add-on, complete with storyline that features this menace race, I am giving up this story line. So, the Atlantians are going to change in updates, so hang in there.
And you are right. I played a full game last night from start to finish, and the Atlantian Dreadnaught is unstoppable, and WAY too imbalanced. This WILL be corrected.
Thank you for downloading and playing my mod, and stay on the thread, as I appreciate your critisism and ideas. Your feedback is very helpful to making this a great mod for everyone.

DANMAN

Reply #74 Top
MISC:
WOW, you sure do have a lot to say, and that is GOOD  :CONGRAT: .
Thank you for ALL that feedback and ideas, and please keep them coming.
As I stated before, the AD is completely too powerful, and I am working on that to make it less "godly"
I am not sure if I am going to give it research requirements (end game type ship) or just tone it down, but I am changing it. The Hive ship I ay leave alone, as it is not so powerful and more balanced.

Just to make it clear, the Atlantians are a BIG work in progress, so please bear with me in testing them out. I LOVE all the feedback, and taking it all to heart.
The Atlantians ARE supposed to be a better race, that is intentional, just not "uber".
I am working on balancing them out. Here is my vision of the Atlantians and how I want them to play out:

SLOW to start, and can be beaten very easily in the beginning (for more seasoned players)

More of a TURTLING race, as they need tons of resources and tech to get going, but once they are going (towards middle to end game) they would be virtually unstoppable except for large fleets.
They would expand VERY slowly, until they have enough resources and ships to overrun their opponents. They are made for those players who appreciate a slower game, or who like having the better ships, even if there are fewer of them.
So basically, I want TECH to win. Play the game smarter, instead of harder. As if we had one present day tank go against 100 chariots. In the end , the tank wins. you can build chariots quickly, as the are cheap, but, the slow to build and expensive tanks would ultimatley win.

To make a long story short. HANG IN THERE PEOPLE. There is more to come, and balancing issues to follow, and in the end, hopefully, a really great mod.

DANMAN

Reply #75 Top
UPDATE:
More screen shots for you all from the SOLAR SINS portion of my mod. Before I showed you a neutron (purple) star, now here is my first crack at a white dwarf star. The corona isn't right yet, nor is the size (needs to be "dwarfed"), but it's coming along quite nicely. As always, your comments are welcome and encouraged.

DANMAN