DANMAN3712 DANMAN3712

[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.

12,486,894 views 4,959 replies
Reply #176 Top
UPDATE:
Here is the link for ver. 1.1, updated to patch 1.04:

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

I will also be posting this up top for easier reference!
Enjoy!

DANMAN
Reply #179 Top
What is the graveyard patch (does it remove the ship graveyard like the Uzii no ship graveyard download?). Also if it is there to fix a problem with the ship graveyard, how would I add/combine it to this mod.

Thank you for your constant updates as well Danman, it is greatly appreciated.
Reply #180 Top
jfrutchey,
Sins Plus is updated to 1.04, so make sure you install patch 1.04 from Ironclad first.

Arkcheev,
Thanks fro the mirror, the support is welcome and appreciated

heatman77,
The graveyard patch was for those who have my first version of my mod, in order to fix a graveyard bug in my version. It does not remove the graveyard like Uzii's patch does, so if you want to take it out, download Uzii's patch and install it. It should work with 7 DEADLY SINS.

And, you're welcome. Hopefully you all enjoy the mod, and the future releases.
Thank you all for your support.

DANMAN
Reply #181 Top
Hey there DANMAN great work on the mod, and for getting a 1.04 compatible version out so quickly! I gave your mod a go (using the version prior to the 1.1 update) and had great fun with it; especially trying out the new Atlantian faction  :D 
I’ve just downloaded and installed v1.1 of your mod to give it a go, and noticed something seems to be missing… it appears that it’s no longer possible to play as the Atlantians!
I restarted sins, after having re installed the mod to see if I’ve made an error, but upon enabling it again I was still unable to select the Atlantian faction. It’s still possible to select the 3 original factions on the game set up screen though.
Have you removed the Atlantian faction for the time being? Or am I just missing the obvious  :p 
Thanks; to you and the rest of the modders for sharing your hard work  :) 
Reply #182 Top
Hey Danman did you compile the new additions into a 1.03 compatible version and then update it to 1.04? I am wondering since I updated to 1.04 and got your 1.1 but there are some problems with 1.04 (AI switching targets for instance). I am going to downgrade to 1.03 until it is fixed, but of course I would like to explore your latest and greatest comp. If not I can wait until the hotfix comes out for 1.04 or someone tells me which of the 896 files are for combat heuristics so I can fix them myself.

Could you also tell me where you got the Mod Tools for 1.04? I want to start modding it, and I read that you need the original files for each version. I have looked here on the forums but found nothing (search utility is still a beta). ;)

Cheers!
Reply #183 Top
Jonny,
First off, thank you for your comments, and you're welcome! I will always try to make sure the latest is out so that you are up to date.
As far as the Atlantians go in 1.1, they are still there, and play perfectly fine on my machine. Then again, I did make the mod after all. Make sure you unload the old mod first, if you didn't already. 7 DEADLY SINS is not compatible with other mods, even old versions of itself. Actually, most mods are this way. Try unloading all your mods, exit Sins, then go back in and load the mod. It should work. I double checked my zip file, and everything's there, and it is the same as what I play. So you should have everything that is needed. Try what I said and see if that works. If not, let me know ASAP so that I can fix it.

FourAcesII,
All the files are 1.04. Try what I just told Jonny and see if that works.
As far as the files themselves, I got them from a thread by Blair. He sent out a post to modders, and put in a link to the files in the thread. Check the modding forum, you'll see it.
Also, are you modding my mod 7 DEADLY SINS, or is this another mod you are making? I ask because I am always looking for modders to join me in my effort. So, this is an open invintation to you.
If you do want to mod 7 DEADLY SINS, and stray from the "flock", no problem, go right ahead. Just mention me and the mod in your credits. That is all I ask. Spread the word.

DANMAN
Reply #184 Top
I would be more than happy to help you with your mod. I can create the models, I'm not the best mind you, someone else would have to do the texture. I can even help with some of the code work.

As far as the models, I still haven't figured out how to import them. I wanted to do this to get a reference to their actual size. I have lightwave and XSI and have searched everywhere for an importer for either.
Reply #185 Top
Thanks for the reply m8, followed what u said and I can now select the Atlantians again  :) 
Also, I was wondering if your options screen lags when the mod is enabled? It seems to happen when I move in or out of the options screen on my machine.
Do you know if sins has problems with nvidia cards/drivers?
Sins occasionally crashes to my desktop without a minidump whether I’m running a mod or not.
Anyways thanks again for your help  :) 

Reply #186 Top
The problem with the AI 'wandering off' from the target is a problem with the patch and not your mod. Others running Vanilla 1.04 have noticed this too. See my PM for more.
Reply #187 Top
Can I ask why you decided to make the Atlantian Battleship (capitol ship) so unbalanced that it single handedly tanked an army of 7 insane AI players vs it alone late game.


Me and my friends play with this mod, but are planning to reconsider because of how unbalanced Atlantians are.
Reply #188 Top
Which version are you playing? I think that DANMAN tuned them down in 1.1 (requires patch 1.04). They were a test race and a work in progress and were not considered balanced for a regular game. Just make sure that Atlantians are not one of the races that can either be randomly chosen (see previous post in this thread from DANMAN) or select the race for each of the AI's. You could alway try a game where you and your friends are all Atlantian and see what happens. ;)
Reply #189 Top
I haven't read most of this topic; but are you planning on updating the strings for the Atlantian Race? There's no bugs with them, it's just they could use more..unique names.

Reply #190 Top
EDIT: (can anyone else find their edit button on their posts?)

Any chance of increasing the research levels? For example instead of most researches having only 2 levels, it can have up to 5 or something? (cost stays same or slowly increases, gives you more freedom in researching)
Reply #191 Top
Well something is wacky here. I cannot access the Atlantian race either. I had to uninstall and then reinstall SOSE to patch to 1.04 so it was fresh for 1.1. I also noticed that the transition screen problems (picture misaligned) was fixed and the menu no longer notes the mod's name. I have uninstalled and reinstalled the mod a few times and it is the full 494 MB, so I am at a loss to what is wrong since PlayerAtlantian.entity is there.


Windexglow, no the edit button is MIA. It left a message though, "I'll be back".
Reply #192 Top
WOW! Big night for posts. I am glad there has been huge response. So here we go:

siath1970:
Thank you for stepping up to volunteer on this huge project of mine. Your modeling expertise is what I have been looking for. Don't worry about textures, I can do that. Lightwave and XSI are great, but they can't import the original meshes. Only 3DMAX can do this, and only with a special plugin.
However, I may be able to give you some reference points to start with. PM me to give me your email. We need to get started!!

Jonny:
I am glad it worked out, and that procedure usaully solves most of the mod problems that come up. As far as your slow options screen, yeas, this happens. Something with Sins. Just make sure you have updated NVIDIA drivers (go to their site).
By the way, just to let you know, I have a 2.4 ghz DC processor, with a SLI dual NVIDIA 8700GT setup, with 4 gigs of RAM, and I still get shaky or staggering screens.

FourAcesII:
Thanks for clearing up the AI bug thing.

DANMAN
Reply #193 Top
angelicxx:
First off, I want to thank you for taking the time to download and install my mod and play it. Secondly, the Atlantians are meant to be more powerful. That being said, the Atlantian Battleship is way too powerful in ver 1.0, and admittedly this was my first ship that I have ever made.
You will notice, that it is much more balanced in ver. 1.1, and that the rest of the Atlantian ships so far are balanced. The Atlantians are a work in progress, so please keep this in mind as you play with them. The Atlantians will only get better as this mod evolves. Thank you for your continued support, and your comments are always welcome here.

FourAcesII:
Thank you very much for backing me up. It is a pleasure to have you on the team.

Windexglow:
Yes, I hope to add better names and descriptians to the Atlantians, but that is far from the top of my list. As far as research goes, it is in the pipeline, especially for the Atlantians. They should have far superior technology than the other races.

DANMAN
Reply #194 Top
FourAcesII:
That is weird, very weird. Did you do what I told Jonny?
It may be something with 1.04, but I don't know right this moment. I'll have to look into this. It all plays fine on my machine. I updated to 1.04, then ran the mod. All was well, including the load screens with the name of the mod in there. Make sure that after you load the mod, that you set it to load on startup. Then exit Sins and then go back in. See if that works. Also, make sure only 7 DEADLY SINS 1.1 is running, and no other mods. If after all this and you still get a problem, let me know and I'll send you fresh files, as well as look into what is causing this.
Hang in there!

DANMAN
Reply #195 Top
I managed to figure it out, it was my bad. I copied the "7_deadly_sins_1.1" folder to my mod instead of the daughter folder "7 deadly sins 1.1". I corrected it and it loaded properly. Doh! ;p
Reply #196 Top
Awesome! Glad it worked.
Just curious, what mod are you working on? Anything we can use in 7 DEADLY SINS?
Let me know. I would like to see what you have done.

DANMAN
Reply #197 Top
UPDATE:
Thanks to WEST, a new official 7 DEADLY SINS website is now up and running, including forums! Feel free, especially if you are part of my development team, to login here and post. I will be posting both here and in the new site. In the new site, I will be posting things I need done, as well as ideas that are cooking. All are welcome to sign in and post. If you want to join up, simply contact me. All are welcom who want to add to the mod, no matter what experience you have, as long as you know basic modding or graphics. Her is the link to the site. It is also in the main title post above:

http://www.stealthblade.net/7sins/forum/
WWW Link

Thanks again,

DANMAN
Reply #198 Top
Hey DANMAN, ya I would like to join and im gonna do some of the model conversion to see if I can change the formats for ya. :)
Reply #199 Top
Kiedjor:
Welcome to the team! You are a very welcome addition, as will be your ships and models. Thank you for any help or info that you can provide. Those model conversions will come in handy!

DANMAN
Reply #200 Top
UPDATE:
I am in full SOLAR SINS mode, as I am trying to push this mod out by this weekend. All suggestions and help is welcome! Expect a release this weekend if everything pans out.

DANMAN