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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.

12,486,894 views 4,959 replies
Reply #201 Top
Greetings All,

Well, this has been a long time coming, the release of the Beta of SOLAR SINS, part of my mod 7 DEADLY SINS. SOLAR SINS is like to stars and stellar bodies what Uzii's SINS PLUS is to planets. SOLAR SINS will concentrate on all things stars and stellar related objects. SOLAR SINS will add features such as more stars to choose from, COLONIZABLE stars, with the ability to have more than one star per system, black holes, DYSON spheres, Ringworlds, new storms and nebulaes, and maybe even comets. This mod will be available both as a stand alone mod as well as part of the next release of my main mod 7 DEADLY SINS. Expect SOLAR SINS beta to be released this weekend.

Now, just ot give you a taste of things to come, here are some screenshots! Enjoy!

This is one map, with 1 main star in the center. The rest you see are all COLONIZABLE stars. Just like in 2001 Space Odessy, "MY GOD...ITS FULL OF STARS!!!"



Here is a closeup in the same system of a "Rogue" blue star:



Here is a view in the system showing multiple stars at once:

Reply #202 Top
Greetings All,

Well, this has been a long time coming, the release of the Beta of SOLAR SINS, part of my mod 7 DEADLY SINS. SOLAR SINS is like to stars and stellar bodies what Uzii's SINS PLUS is to planets. SOLAR SINS will concentrate on all things stars and stellar related objects. SOLAR SINS will add features such as more stars to choose from, COLONIZABLE stars, with the ability to have more than one star per system, black holes, DYSON spheres, Ringworlds, new storms and nebulaes, and maybe even comets. This mod will be available both as a stand alone mod as well as part of the next release of my main mod 7 DEADLY SINS. Expect SOLAR SINS beta to be released this weekend.
Here are some screen shots to get you excited:

My God, its full of STARS!


Close up of Blue Rogue Star:


I hope you all enjoy!

DANMAN
Here is a view of multiple stars closeup, all in the SAME system:
Reply #203 Top
Wow! I really like the look of 'em!
Reply #204 Top
first off, I love your collection of mods! I am not sure I can go back to vanilla now lol. I am looking forward to your stars add-on. My favorite part of the new stuff is all the new things to find while exploring!
Reply #205 Top
Canadaman and SwordPhoenix:
Thank you very much for your comments. Look for a release on SOLAR SINS this weekend if all goes well. I might even squeek in a BLACK HOLE, just for fun!

DANMAN
Reply #206 Top
killer. but it will have to wait till after prom
Reply #207 Top
Ah, the prom. I loved prom night. Anyway, by the time you're done, this thing will be released. Oh, and Canadaman, don't forget to sign into the "official" forum. Link is at the top of the page.

DANMAN
Reply #208 Top
Hey guys check these screen shots out...I laughed my butt off during this game. I just downloaded the files for 1.04 and did a random map. Scout ships were building up here trying to get to the unexplored planet, but couldn't, they just kept going in circles.







enjoy!!


Reply #209 Top

Should have taken a top shot too...the white unexplored planet is directly on top of the barren planet below it. Scout ships were getting about halfway up the path, then would reset and start over.
Reply #210 Top
LoL...one more thing, this wasn't the only planet where this was happening. Half of the planets in the game were just like this. It was like a second map was over-layed the first one, but the connections were unaccessable. It's just that this one had a pile of scout ships here before I had to stop.
Reply #211 Top

Nice merging multiple mods at once, but for the system with all those stars: a bit too many for my taste. would the stars count as a random planet in the random map generator?

other than that, this sounds like a great set of mods in one mod!
Reply #212 Top
I would like a zerg mod... :D
Anyways, looks like a fun mod. Nice adds and stuff, but I don't dl mods, sorry.

GOOD WORK!  :) 
Reply #213 Top
DANMAN3712 :

Hey good job mate , heres some kind reminders

A) please give a date added to your threads title when ever you have a update, it makes us easier LOL

B) give the version name of the mod in the thread

C) give the info in the thread to what patch is it compatible with

Question :

1) when will you start changing the ship stats and weapons / structure related ? i don't see any chances about that in the read me ><

2) will the logistic level be modded ? many people want bigger fleets LOL , also the level where it uses income to sustain should decrease LOL the vanilla % is just too high near the end

3)will the planets upgrade level be increased ? it too easy to make a planet to be "done with"
Reply #214 Top
This mod plays great and makes SoaSE feel like a new experience again. I have some questions about Solar Sins.

First, if I started a random generated map, how many stars would/could there be? i.e. is it something like 50% planets to 50% stars for that map?

Sencond, can the stars be explored like planets and contain artifacts?

Finally, how many stars have you created?

Thanks again for all your hard work DANMAN, I can safely say that the modding community appreciates it.
Reply #216 Top
I can't wait to see more of this. I absolutely love the new star colors- and I haven't tried the atlantian race yet (if they work that is). Awesome mod so far! Keep up the good work.
Reply #217 Top
Yes, the Atlantians work. They're considered a super race, though they have been toned down a bit in the recent release. I'm working on new ships for the Atlantian race. Should have pics for you all here in the future.
Reply #218 Top
I must say, I love all the posts. Please keep them coming. It means I am doing a good job.
Saith,
good looking out for me. Yes, everyone, the Atlanians are playable. Saith is working on some new models for me as we speak. So far, they look great.

Darkieus:
Thank you for your kind words. You will see the stars in the new release. Maybe by tomorrow.

glamglen:
Not yet. Yet that is.

Heatman:
Thank you for your comments. The stars will be random, or as you see fit to use them, just like any other planet. In fact, they behave like planets, not the main stars. So however you set the map maker will determine how many stars you get.

So far, four stars have been done. RED, YELLOW, GREEN, BLUE. White and White dwarfs are next, as well as purple neutron stars. Brown stars will be after that. And yes, Stars CAN be explored. Just think of it as if you searched a star and found an artifact floating in orbit of the star. Stars DO NT GET the planet bonuses though, they are stars after all. They WILL get huge amounts of logistic and military structure points, as there is all that solar energy to take advantage of. I hope you enjoy!

DANMAN
Reply #219 Top
whitewolfmxc:
Thank you for your comments, and for your pointers. I'll keep them in mind for the next update.

Sauron0398:
Thank you for your comment, and you should download the mod. You might like it!
Oh, and the Zerg, something like them is in the works.

noobsauce94:
Thanks for the comments, and the picture was taken with a system full of stars just to prove a point. That you can have multiple stars in one system. You don't have to, it is all up to you when you make the map or how the random settings are.
It does look neat though, to have your homeworld surrounded by big, huge, stars!

DeadlySeraph,
Thanks for the pics. I have noticed that with 1.04. Weird how that happens. Hopefully it will be corrected when the developers come out with the next version.

DANMAN
Reply #220 Top
Quick Question:
Do you intend to make this mod modular, so that the player can decide and choose which part to install and which to leave out?
For example, if someone doesn't much care to have the new race in, but wants to have all the other stuff.
Because with mods that add many features, there's bound to be one or two in the bunch that's not liked by some.. and I'm of course talking singleplayer, modular mods and multiplayer might not go well, what with the checksum and all.
Reply #221 Top


Although with all those bright big stars, your entire race would have to be eyeless and withstand millions of degrees (like rock people)
Reply #222 Top
I downloaded your mod and I have to say it's great. It really meshes well together so good job to you Danman for putting it together and good work to everyone who let you use their mods. I do have one question though. When I loaded the mod and attempted to play as the Atlantians it appeared I was just playing as the Vasari instead. So my question is did I do somthing wrong or do the Atlantians not have custom models yet?
Reply #223 Top
I downloaded your mod and I have to say it's great. It really meshes well together so good job to you Danman for putting it together and good work to everyone who let you use their mods. I do have one question though. When I loaded the mod and attempted to play as the Atlantians it appeared I was just playing as the Vasari instead. So my question is did I do somthing wrong or do the Atlantians not have custom models yet?


you did nothing wrong, teh Atlantians don't have any custom models... yet. But they DO have different stats, ex. Even though the battleship has the same model as the Vasari's, it has far more damage, and costs a whole lot more. 6,000 hull compared to the Vasari's (2500? i believe)

As stated by siath1970:

Yes, the Atlantians work. They're considered a super race, though they have been toned down a bit in the recent release. I'm working on new ships for the Atlantian race. Should have pics for you all here in the future.
Reply #225 Top
First of all, thank you for all your efforts, this is already a great mod (collection) and it has the potential to be even better.

My dream mod would be a combination of your 7 SINS and Epic Immersion (WWW Link). EI makes the game MUCH slower (capital ships take 2.5 hours to build, but they are worth it) and every decision matters more as it is almost impossible to correct mistakes quickly. After playing with EI for a while I feel I can't go back to a game where fleets can be built, lost and rebuilt in a matter of minutes.

I don't know if it fits in with your vision of 7 SINS, but maybe you can check EI out and see if you like any of the changes.