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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.

12,485,144 views 4,959 replies
Reply #103 Top
Nevermind. I've got the XSI tools working!  :D 
Reply #104 Top
@ Dathion & CanadaMan777
Screenshots please. In-game of the research screen, and of the colony frigate (selected) after the research is complete. Thank you.
Reply #105 Top
uzii any chance of more research items and larger planets in the next sins plus??

pwetty pwease  :) 
Reply #106 Top
Icedude,

After restarting it worked fine for a quick game, so then I pumped it to the largest multi-star map and tried out the Atlantians. I never thought that this game would make me laugh, but after nearly getting wiped out in the first 10 minutes by an enemy cap ship, taking out said cap ship that easily was awesome. Horribly unfair, but awesome. So I modified the stats for it and it tested quite well. One thing I think is a little unfair for your race is that they do not start with a frigate shipyard as all the stock races do. It slows down the start of the game considerably in both time and resource cost, which is why I was almost wiped out.

After testing my version of the ship in a small game, I restarted on a (102 planets, 5 star random generation) map with eight random races and it crashed but with a minidump this time. I tried to replicate it six more times and everything was fine. I enabled logging just in case it does it again so I can have something more useful for you than the gibberish in those minidumps. It's not a driver issue. :D

Is there any way to alter the supposed random starting placement for races? It always wants to jam me into the same system with three other AIs even though there are five systems and only eight races in my game? If you know the file then I will tweak it myself, otherwise I'll try to find it after this game (it's probably in that 896 file mess). ;)

Cheers!
Reply #107 Top
uzii any chance of more research items and larger planets in the next sins plus??
pwetty pwease

Planet sizes can't be changed without unwanted side effects, and research, as I stated somewhere else, is out of the scope of S+. I only include research directly linked to the new content I do. Sorry man.
Reply #108 Top
I keep getting a minidump when I activate this mod.

have i missed anything?
Reply #109 Top
Is there any way to alter the supposed random starting placement for races? It always wants to jam me into the same system with three other AIs even though there are five systems and only eight races in my game? If you know the file then I will tweak it myself, otherwise I'll try to find it after this game (it's probably in that 896 file mess). Cheers!


I would also like to know if this can be done. Anyhow, I would like to thank Danman, Uzii, and all the other contributors for the wonderful work they've done. Can't wait for further expansions.

Reply #110 Top
Wow, I'm away for a day and I miss everything!

Ok, lot's of posts to get to, and my friend Uzii has been helping out, and it's not even his thread! Soo..

Jon9:
Did you download the FREE version of SoftImage XSI - MOD TOOLS? If it is not MOD TOOLS, then it is not free, and you have to buy it to get the code.

Animage64:
Thank you again for your comments, I was hoping someone would like the new stars. Just a little bit more and I'll be getting ready for SOLAR SINS to be released in its first version. Thanks to Uzii for showing me how to do this.

Dathion:
If you are using the colony ships, they should be able to just take them over, like a planet.

demwhc:
Thank you for the kudos. Just so that you know, different size planets will require different sized 3D models, which are easier said than done. Now, I have discovered a few things you "can" do, which I will be trying out soon. The Barren planets won't work. SINS is hardcoded so that every planet has atmosphere. The Barren planet has it too, you just can't see it. Uzii worked his magic here. As far as a huge planet is concerened, sit tight. I'm working on it.

As far as more research, that is very complicated, but some other modders are already doind this, and I plan on asking them permission to merge their mod with mine as well.

Thank you for your 2 cents. It is always welcome here. Stay tuned, and keep asking those questions!

DANMAN
Reply #111 Top
Dathion, Canadaman, and Uzii(who has been helping a lot!):
I am going to check to see if the problem is on my end, either with the Atlantians or if something happened when I merged the mod. I will also test out vanilla SINS PLUS, by itself, to see if the problem lies there with the ship graveyard (this would be so awesome if we can get it to work!)

demowhc: I am working on researches and planet sizes. Just a matter of time.

FOURACES:
THANK YOU! Thank you for not giving up and trying the mod again. Yes, please let me know if it minidumps again and what the error is in the log if it happens again. Try setting the mod to load on startup, that may work better. I do know that there is a bug when you use the custom map creation, and sometimes it minidumps for me too. I am still trying to figure out why.
As for the Atlantians, yes, I am glad you exploided the death dealing Atlantian Dreadnaught. It is way too powerful. I am working on that. It's need to get revenge on the computer AI, once in a while.
As far as the Atlantians not getting the frigate factory and such...
You will also notice that the Atlanians don't get anything else either, especially on maps where the other races get tons of stuff. This was done on purpose, to balance out their crushing power. They are meant to have a slow start, as that is their greatest weakness. For once they get everything built and together, they are almost unstoppable. So that part of the Atlantians most likely will not change. That is the risk you run when you play them.

I'm also trying to figure out the random plcement issue.

DANMAN
Reply #112 Top
Uzii:
Thanks again for helping out, especailly with questions about your portion of this mod.

P5yy:
Make sure you are using a fresh boot to 7 DEADLY SINS, meaning, turn off all other mods you are using, then reboot SINS, then load the mod. It should work.
Also, make sure you are upgraded to SINS 1.03, it won't work otherwise.

Heshinsi:
I am working on the random race thing, as I want to know this too.
And thank you for your comments, I am glad you like the mod and appreciate the work gone into it. Sit tight for more updates. I am busy working, and I know Uzii is busy too with SINS PLUS 1.4, which will get merged in once it is done.

Keep the posts coming!

DANMAN
+1 Loading…
Reply #113 Top
Try setting the mod to load on startup, that may work better.

I already do, and it still has not had any problems except some stuttering during zooming in but that was with massive fleets moving around on Highest video settings.
After turning it down to High it was fine again.

...especially on maps where the other races get tons of stuff.

I haven't found any of these yet, I guess I just have to keep looking. ;p

That is the risk you run when you play them.I'm also trying to figure out the random placement issue.DANMAN

Cool, I am away tomorrow but I'll have a look on Tuesday. I am about to start tweaking the game. One thought for you about smaller planets is that if there are multiple types of asteroids then you could just take them over and resize a planet's mesh and texture. The game would treat it as an asteroid, but you could tweak the entities to make it a full-blown planet. Just a thought.

Cheers!

P.S. Devs/Moderator/Webmaster - when you edit a post it does not check the page index to keep you on the proper page, but dumps you to the first page of the thread. You can edit this out after you see it. Thanks!
Reply #114 Top
UPDATE:
Just tested SINS PLUS for the Ship graveyard, and the ability to take over the colonized ships. WORKS GREAT FOR ME! It is awesome, if a bit overpowered. You get a ship, and just takes off your supply, and you can go into the negatives, just like Dark Armada. But, this is better, as you can get Cap ships, and don't need additional cap ship points, nor do they go into the negative. So if you find a graveyard with lots of cap ships, then congrats, you just got a new fleet.

I'm going to check the Atlantians colony ship too, just to be sure. I didn't change that ship yet.
Also, this ability only works on the FRIGATE colony ships, not the Cap colony ships.

FOURACES:
Great, just post if something bad happens. I hope you do enjoy the Atlantians, especially when they are finished. That asteriod idea is cool, I'll have to check that out to see if that will work.

DANMAN
Reply #115 Top
But, this is better, as you can get Cap ships, and don't need additional cap ship points, nor do they go into the negative. So if you find a graveyard with lots of cap ships, then congrats, you just got a new fleet.

Just a little remind/hint. The ships you can get from graveyards will be chewed up by anything over half their size. With no abilities, less health (and regen), shields (and regen), antimatter (and regen), and speed, these ships will not last long against their equivalent, or less. Just a word of warning ;)
Reply #116 Top
Uzii,
Yes, agreed. They are of course, derlict ships, floating in space. But this is a VERY COOL, exploitable resource, especially early on in the game if you built the research stations and research the tech. That's what I did. I built the 5 stations as fast as I could, built a small fleet of 3-4 frigates and a cap ship, with one colony frigate, and went shipyard hunting. I came across one with 3-4 battlecrusiers and 5 frigates, and I had a huge fleet quickly. Then I went with my new beat up fleet to several uncolonized worlds that had some militia around it, and owned them very quickly thereafter.
LOVE that shipyard. Even if the ships are downgraded, they are still....FREE.

DANMAN
Reply #117 Top
Haven't had a single crash issue. Played six different games with the mod, ranging from small to massive maps.

I love it. Keep up the good work, Dan!
Reply #118 Top
Pain in the rear for me, it works brilliantly on my laptop. But laughs in the face of my desktop :(

Great Mod though, no doubt
Reply #119 Top
DANMAN
they are still....FREE

Oooh, as good as cookies! Of course you can't expect to find one every game so I would not invest 5 labs worth of resources until you do. ;)
Reply #120 Top
Whutdufuk:
Glad to hear you are enjoying the mod! Thanks for the comments!

West7890:
West, you poor man....I bet the laptop is better...right?
If not man, just make sure on your desktop you are booting 7 DEADLY SINS from a clean SINS boot, turn off other mods.

FourAces:
We all love cookies!!!!!!
And yes, wait until you actually find a graveyard, then start the 5 labs and research. But, having those 5 labs is good anyways...
Anyway, I'm glad you like the mod.

DANMAN
Reply #121 Top

UPDATE:
Since this is a multiple part mod, I of course have to work on all parts at the same time( talking about stretching myself thin!)
Anyways, here are some screen shots frm the STAR CONTROL portion of this mod. So, all you STAR CONTROL fans out there, check this out. An Ur-Quan slave sheilded world, totally uncolonizable, and useless. It will have asteroids though, which can be taken. Here are the shots:









I hope you all enjoy. This is a 15 year old dream coming true.

DANMAN
Reply #122 Top
Here is another addition to the STAR CONTROL portion. Here are some shots of a "shattered world", left in the wake of the MYCON, an intelligent fungus race that exists only in hellish environments, and release their "deep children" into a perfect Terran planet, only to destroy it and rip open its core so that they can feed on the energy. Cool huh? Here are the shots:







Uzii, this is that planet I was talking about. Let me know if you like it.

DANMAN
Reply #123 Top
I like the shattered world, very nice. The glow from the cracks look impressive, did you use the 'renderAsVolcanic' thing in the planet's file?
Reply #124 Top
Uzii,
Actually, no. I will try that though, and see if it looks even better. This planet was the "broken" world that I was taking about. I will be working on the other mesh too, but a little later. I was hoping on you adding this one in addition to the "other" planet in your next release on SINS PLUS. If it doesn't make it in though, I'll just add it to mine, since it fits my theme.

I'll post new shots if they are worth it. Thank you for your comment, and noticing the planet.

DANMAN
Reply #125 Top
Uzii,
I turned on the 'renderasvolcanic', not much difference, but it did give the planet a "redder" glow to the landscape, like glowing rocks. Here are the shots:









It looks a little different. I don't know if its better, but I'll let you be the judge.

DANMAN