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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.

12,485,403 views 4,959 replies
Reply #127 Top
PirateNeil,
I'm glad you like!

DANMAN
Reply #128 Top
Ya, if you want Dan I will merge with ya still need to finish somethings. Hope you can pull off merging this with sins plus cause i Tried before it crash during battles not sure if its my end or what. :P
Reply #129 Top
Kiedjor,
Just so that you know, in case you didn't read the intro post, 7 DEADLY SINS currently has SINS PLUS and BAILKNIGHT's mod merged together, so if you want, you can download 7 DEADLY SINS and use it for your development if you wish, feel free to do so.

Also, when your done your mod, all I will need is the actual mod and what files you changed/added.
Then I can do the merge. I really appreciate allowing your mod to become part of 7 DEADLY SINS. I am looking forward to the release. Let me know if I can be of any help.

DANMAN
Reply #130 Top
Dan I've played your mod and I must say good job on the merge, works flawlessly and again thanks to everyone for making the merge possible.

I do have 1 question though could you bump up the fleet sizes a bit more on the Large Fleet settings becasue at max I can get about 3 maybe 4 strike fleets and i would want maybe 2 more because I got a really powerful system and love huge wars, I know lower end computers might not be able to handle it but I was jsut wondering if you could. Or could you make a 4th fleet size for even larger fleets?

Thank again and again everyone keep up the great work all the modders of this community ROCK!.
Reply #131 Top
okay cool man, ya after I finish the mod I start working on a list I think I have about over 50 ship variations. XP
Reply #132 Top
RynxXK5,
I am glad you like the mod. As far as the fleet size, I will work on that. Sounds like a good idea, and I'll see if I can make it happen.

Kiedjor,
Try that and let me know what happens. If it still crashes, we may have to look at your files.

DANMAN
Reply #133 Top
Ya, I think I need help with finding the problem. I am out of ideas. After I get the Vsari done i'll post up a download under my post so anyone can take a look and see if they can find the problem after some tweaking here and there. We can merge without crashing I hope. lol
Reply #134 Top
Kiedor,
Yes, post up what you have after the Vasari are done, and I'll see what I can do.

DANMAN
Reply #135 Top
Count me in too Kiedjor. Many hands and all that. :d
Reply #137 Top
Boogercheese,
I will look into that to see if I can add it in. I need to check to see if everything still stays in balance first. If ok, then I'll ask permission to merge.

DANMAN
Reply #138 Top
Boogercheese,
I will look into that to see if I can add it in. I need to check to see if everything still stays in balance first. If ok, then I'll ask permission to merge.

DANMAN
Reply #139 Top
Great mod, but I keep running into a few questions...for instance, where is the crew derelict ship button on the colony ships? Seems like that one got left out. Found a ship graveyard full of derelict battlecruisers, but couldnt access them, no one could.

Many planets have abilities disabled, like the swamp planet. How do I make use of these abilities? And I see reference to a star base in certain skills, but I cannot figure out how to construct one. Cant wait until the rest of the fleet ships are upgraded in the atlantean ship production.

Oh, an idea as well....how about a missile cruiser/battleship as a capitol ship? Seems the Atlanteans are heavy into using missiles, why not a flag ship the uses tons of missiles, like watching old robotech videos, with missiles flying by the score.

I still think there should be pirates of every race, not just the TEC. 8-)
Reply #140 Top
DeadlySeraph,
First off, I love the suggestion of the missle Capital ship. I think that will become a reality, and soon. Love seeing swarms of missles flying through space!

As far as the derelict ship button, it will onlt appear on the colony ships after you research the technology. It is then set to autocast, and any derelic ships you come across will be taken over if you have enough antimatter. Now, if you did the research, and are still having a problem, please let me know right away as you may have bug that can be fixed.

As far as the planets are concerned, onlt the Relic planet has abilities that can be activated as far as I am aware of. All the other abilities are automatic and you can't control them.
As far as the Starbase, the only one I know of is my Atlantian one, which is really just a Cap ship factory with shields.
If you can, post a screen shot of where it mentions that you can build one.

About pirates, I agree. There should be Advent and Vasari pirates too.
No quarter, all rum!

DANMAN
Reply #141 Top
UPDATE:
I've DONE IT!!!
I have managed to make stars within an existing star system, just like a planet, but as a star glowing bright!
I know some people have been looking forward to binary star systems and such, as well as colonizable stars. Well, here is a huge leap in that direction.

I will post some screen shots soon. Now, they will not be exactly like the main stars, they will be the size of planets or gas giants, with no corona's. They will be siblings or children to the "parent" star, which will still be in the center of the star system. I will be introducing the "white dwarf" first as a colonizable star, and then more will follow until they are all there.

Stay tuned!

DANMAN
Reply #142 Top
double post (forums!!!!!!)

DANMAN
Reply #143 Top
Sorry, I haven't been active on the forums for a while. I'm working on adding pirates to my mod. How do you prefer I send it to you?
Reply #144 Top
Jon9,
Send it to my email address:
[email protected]

Be sure to include all the files I will need.

DANMAN
Reply #145 Top
Yo man, my mod is out if you wanna start taking a look at it, hopefully it can merge okay :)
Reply #146 Top
Hey DANMAN,
I was looking over your Mod, and it has some great ideas in it,
I love some of the screens.

I went to try out the Mod, and I noticed the FilePlanet upload dates back to 4/1/2008
and the FileFront version to April 02, 2008

I was wondering if there was a more recent copy floating around?
I don't expect you to upload a updated version each day but I was just wowed at the screens of your 'Shattered world.' I'm very impressed buy your work there.

Keep it up.

- Dave
Reply #147 Top
DAve8128,
First off, thnks for the comments.
To answer your question, the filefront and fileplanet files are all the same, just posted different dates. Some people had success with some sites, and trouble with others. I just wanted to make sure that people who wanted to download the mod were able to get it. So they are both current copies.

As far as the "Shattered" world and other planets and stars, they are not ready yet. However, they will be soon, very soon. I just cleared a hurtle in the scripting and now I am into testing of the new planets and stars. I am also waiting until the 1.04 patch comes out, and for Uzii to update SINS PLUS.
It takes a lot of work to merge mods together, so I don't want to do the work twice.
But don't worry, the wait will be worth it.

Kiedor,
Thank you! I can't wait to try it out. If I get errors, I'll let you know!

Thank you all.

DANMAN
Reply #148 Top
UPDATE:I've DONE IT!!!I have managed to make stars within an existing star system, just like a planet, but as a star glowing bright!I know some people have been looking forward to binary star systems and such, as well as colonizable stars. Well, here is a huge leap in that direction.I will post some screen shots soon. Now, they will not be exactly like the main stars, they will be the size of planets or gas giants, with no corona's. They will be siblings or children to the "parent" star, which will still be in the center of the star system. I will be introducing the "white dwarf" first as a colonizable star, and then more will follow until they are all there.Stay tuned!DANMAN



Very nice man that sounds like a very big leap, we can deff now expect some great battle maps to come in the future.

Reply #149 Top
UPDATE:
Here are the screenshots I promised of the star I made within a star system. It is not quite finished yet, but take a look at some of these pictures. I took different aspects just to prove that the star was in fact within another star system. I one shot, you can clearly see the "parent" star in the background.

Enjoy!

DANMAN







Reply #150 Top
Awesome man are you modeling that into game? Cause when ever I try to model something either crashes game or turns out black:/