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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 #151 Top
Kiedjor,
YES, those are INGAME shots of the star. I just have to edit a few files to adjust the color and glow, as well as make it selectable, but this INGAME.
The model is actually a planet model, with a star's texture and effects.

Make sure you have all your ducks in a row, otherwise it will crash or you'll be blackness.

DANMAN
Reply #152 Top
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.


I parked 2 colony ships right next to a derelict Battlecruiser for about an hour, and nothing happened. I researched that one as fast as I could in anticipation of the results, and was a bit disappointed when nothing happened. I even brought a fleet of ships in there with every type of ship in the atlantean fleet to see if it made a difference...nothing. please fix this.

As for the planetary bonus, this is what I'm talking about...

WWW Link

Just got me curious when I saw the abilities disabled in red at the bottom of the info-card.
Reply #153 Top
Danman,

I am enjoying your mod a lot. However, I am having problems taking over the Derelict ships as well. Did the research. Tried to use the colony frigate (playing as TEC). No ability appears for the colony frigate. Have tried all other ships as well. The Derelict ships have an icon over them. Not one of the players though. Just one of the misc rebel type. The ships just sit there. When I move my mouse over top one of the ships. It indicates that it is capturable. However, I can't capture it.

Even Uninstalled complete game as well as fresh mod download. Reinstalled everything. Still no luck. You indicated earlier you had no problem. What am I doing wrong??????????????????

Help!
Reply #154 Top
DeadlySeraph and Dracothedragon:
I am looking into this matter further. Obviously something is happening that is causing the ability not to work. I will let you know as soon as I find something.
Thank you for bearing with me. I am also in the middle of updating for 1.04, so this is a big modding weekend. Stay tuned.

DANMAN
Reply #155 Top
I parked 2 colony ships right next to a derelict Battlecruiser for about an hour, and nothing happened. I researched that one as fast as I could in anticipation of the results, and was a bit disappointed when nothing happened. I even brought a fleet of ships in there with every type of ship in the atlantean fleet to see if it made a difference...nothing. please fix this.

As for the planetary bonus, this is what I'm talking about...
WWW Link
Just got me curious when I saw the abilities disabled in red at the bottom of the info-card.

Ok, the capture ship ability probably won't be on the Atlantians ship unless Danman has put them on. They will be on the TEC, Vasari, and Advent colony ships, and if they aren't then something must have gone array somewhere, either with the merge, or on the installation.
The Abilities disabled is a side effect of how I have got around the problem of switching on and off the planet abilities. It makes no difference to gameplay, of that I can assure you. No planet ability can be activated/deactivated manually, full stop. That is why all of the abilities that do switch on then off cannot be controlled, and I have explained why in its description.

Have you tried stand alone Sins Plus with the capture ability, and does it work there?
Reply #156 Top
Uzii,
Thanks for chiming in to help, it is really appreciated. I tested SINS PLUS by itself, and the ability works perfectly. I am fully testing 7 DEADLY SINS now to see if something happened in the merge. I am also sure that the Atlantians should work, as I did not change that ship yet, and copied your files over when I merged. I am testing thoroughly to find out what has happened, and will report back as soon as I find anything.

DANMAN
Reply #157 Top
DeadlySeraph, dracothedragon, & Uzii,
I found the problem. The problem happened in the merge when I combined SINS PLUS with Bailknight's mod. Bailknight's ships overwrote Uzii's, thereby the colony ships didn't get the ability. Everything else is there, except the right colony ship files. I will correct that in the update.
If you already have SINS PLUS, and know anything about modding, you can do this on your end if you can't wait. Simply copy the FrigateRACEColony.entity files from SINS PLUS, and them paste them into the 7 DEADLY SINS gameinfo folder and click "yes" to overrite the files. This WILL fix the problem. I will put out the update this weekend. I will also work on a patch to fix this for now.
I have already done this on my end, and now the mod works perfectly. I guess I missed those files when I did the merge. Please forgive me, sometimes all those hundreds of files get lost in the shuffle!!!

DANMAN
Reply #158 Top
Here is the link for the Graveyard patch. Follow my directions above, (put into gameinfo folder inside the mod) and you should be all set.

http://hosted.filefront.com/danman3712/
WWW Link

Let me know if this works for you, it did for me!

DANMAN
Reply #160 Top
Glad I could help!

Canadaman, keep in touch with me with that HALO mod. I love to merge that in.

DANMAN
Reply #161 Top
Thanks for the patch...good thing I just finished my first game with 7....now can start again...lol.
Reply #162 Top
An answer to your earlier question about how to make first capital NOT free.

It is set in the map, when you create it. I don't think there is a switch any where else. Look at the Galaxy Forge for beginers thread it shows where to change that.

Actually I can't remember if you asked that in this thread or your new races thread for the Atlantians...

Sorry if this is wrong place.
Reply #163 Top
Sorry to sound like a total noob, but the new race I created starts with no buildings. Is the file to change that located in the map file or the game info folder?
Thanks!

Jon
Reply #164 Top
DeadlySeraph,
LOL, yes, begin again. And then again after 1.04!

siath1970:
Thanks for that. When I start the campaign for the Atlantians, I will provide that map.

DANMAN
Reply #165 Top
Danman,

Thanks for the Graveyard patch. It did the trick. Also, thanks for all of the time you have put into making the game much more enjoyable.

Draco
Reply #167 Top
Did you get the idea for the Atlantian race from Stargate Atlantis? Just wondering cause there seem to be a few similarities.

Anyway, great mod! It seems there are almost too many SoaSE mods to keep track of... fortunately this one combines all the ones I like.
Reply #168 Top
dracothedragon,
Your welcome. Glad it all worked out. The next step for me is getting updated to 1.04 and more content for all.

bandw2,
Check above on the cover post, but here is a simple breakdown:
SINS PLUS - adds planets and plantary bonuses
BAILKNIGHT'S GRAPHICAL MOD - adds new effects, including weapons and abilites
SINS ENHANCED - enhances the look of stars and the skyboxes
SOLAR SINS - adds new stars, anamolies,etc, including colonizable stars
Ancient Ones - adds the new Atlantian race to the game
Star Control & Master of Orion - bringing elements from these classic games to Sins.

So far, that's it. But MORE is coming...MUCH MORE.

danielw13335,
Partially. I have been obsessed with the Lost City if Atlantis since I was about 10. I am a huge history buff too, and a lot of signs in history point to some "super" race that started it all. Also, since then, any space game I play, I always name my race "The Atlantians". This is a realization of my boyhood obsession. Stargate Atlantis pf course helped my inspiration, as the storyline went along with my beliefs about Atlantis. There are many similarities between my Atlantians and the Stargate "Ancients", or Atlantians. Thank you for asking!

DANMAN

DANMAN
Reply #170 Top
This combination of mods is great. Have you finished your new race, the Atlantians or are you still working on them. I'm not trying to rush anything, but I haven't been reading your post and replies lately.

Again this mod looks great and keep up the good work. I can't wait for it to be 1.04 compatible.
Reply #171 Top
Nekulor:
I like Kreyson's thinking too. I plan on adding a race like them in.

heatman77:
Thanks for the cmpliment. The Atlantians are still a work in progress. They are included with the current release, and copy the Vasari in most respects. A few changes are in place however:
The race itself is fast, through ship speed and phase space.
The Battlship is new
The Carrier is new
The light frigate is new
and The Cap Factory is new.

More is coming, a lot more. The Atlantians in their semi finished form (before new models are done) will be a powerful breed of Vasari and Advent, but with different strenghts and weaknesses. More will be done with the next release and update to 1.04.
Hopefully this will be done soon.

DANMAN
Reply #172 Top
if you do custom models for the atlantians i suggest maybe using a ancient greek/roman style. It would be beast
Reply #173 Top
DANMAN if you didnt get the personal message go to this link tells how to change the original models and I also gave a short summary of how to do this. WWW Link


Good luck man and if you have anymore questions mate i'm here.

Oh and the 1.04 chanegs will be soon i'm still tweaking alot of things I might make these four seperate races so they can play original ones and also my version. :)
Reply #174 Top
Kiedjor,
The four separate races sounds like a good thing, especially since that is exactly what i was going to do with your mod. I want everyone to be able to still play the good old "vanilla" races, as well as the new ones. So, if you can, update to 1.04, get those awesome new models in (thanks for the message, I got it) and make separate races if you could. Then, your mod with 7 DEADLY SINS...awesome.

Canadaman:
Maybe...that is a lot of modeling. I may make them look like Egyptians, like the Gauold do in Stargate.

DANMAN
Reply #175 Top
UPDATE:
I fixed the Dreadnaught, so it is more balanced now. Still very powerful, but at least now it can be killed. I also made it look more ADVENT, with a high gloss finish and a huge power globes on the sides. It is also much brighter too.

The Atlantians in my eyes may be changing somewhat, going more capital ships than frigates, and will have cap ships in frigate spots on the build que. This way I can really blend the Advent in to my liking, which I think everyone else will enjoy also.

Also, BIG NEWS, ver, 1.1 featuring the Dreadnaught tweaks and updated to patch 1.04 will be coming in the next few minutes!

DANMAN