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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.

12,495,641 views 4,959 replies
Reply #3476 Top

Well, I suppose I could give beta testing a try, but it won't be for a while, as I'm currently in the prossess of moving in with some friends who, at the moment, do not have the internet.

 

 Despite this, I'm more than willing to join you guys...and not just for the free entrenchment or the glory. Like i said, I really enjoyed playing the mod, and any ability I mayhave to help make it better or release it faster I am more than ready to give. Just tell me how to join and I will.

Reply #3477 Top

Greetings All!

 

Well, things have been a little hot in here hasn't it?  There are many reasons why I am going to Entrenchment only.  The main thing is modding ability and coding.  Entrenchement offers far more, and fixes many of the bugs that were in the 1.05 to 1.16 version.  If I released for 1.16, there would not be any difference from the last release except the cool pirate window in the top right hand corner.  All the same hard code limits are still there, and the mod is already maxing those limits.  Entrenchement fixes most of those concerns.  And Entrenchment is only $10.  That is lunch for some people.  AND we are running a contest to get free upgrades that WE paid for.  So, you can understand why Entrenchement is the way to go, and why you should upgrade when I release the 7DS 2.5.

Now, we at the 7DS MOD TEAM and DANMAN GAMES are VERY busy trying to at least get an Alpha release out.  I ran into a MAJOR bug, but a day later of trying things I squashed it.  As of right now, the following races are working in my version of 7DS 2.5:

Atlantians

Kohr-Ah

Colonial Fleet

Cylons

Vasari

Thats just about it, and all the cool special effects, exploions, ship movement, sounds, etc.  

I am feverishly converting textures right now, and that is no easy task with what I have to work with.  I am converting all the Colonial and Cylon textures right now, which all need to be reworked by hand, but are getting done.  I am trying to get something out by the end of this week.  Either way, whatever I have done, will be released this weekend for the bete testers to try out.

Also, please be patient, I know you guys are biting at the bit, but the lack of proper mod tools is slowing us down, plus real life for me, including me looking for another job and 2nd job, as well as me not feeling well, has delayed things further.  I promise you this, you will not be disappointed for waiting as long as you have.  If you can, please enjoy 7DS 2.1 in the mean time.

Thank you all to those who continue to support me, the 7DS TEAM, and DANMAN GAMES.  Your patience, and your financial support and donations, will hopefully pay off in the end.  Thank you so much.

As a last tidbit, I will be posting some screen shots of things to come.  Hopefully it will show you all what you have been waiting for.

 

More to come!

 

DANMAN

Reply #3478 Top

Greetings.

I own Entrenchment, and was wondering if there's still an need for beta testers.
If so, I'd like to sign me up on that list.

Edit: I'd altso like to mention that I'm an racer to create scripts for repetive tasks.

Reply #3480 Top

Quoting Mr_Blunt3d, reply 4
hmm, then go to our site then

www.sri-corp.com

Oh, I've had alook at the site, and judging by the topic "Request Playtester status HERE!", it looks like you got alot of beta testers. Hench why I'm asking if there's any more need for player testers.
But you know what, it's pretty silly of me to actually ask that here on the forum when it would have been better to actually ask over there.
So excuse my sillyness as I wander over to the other forum.

Reply #3481 Top

Quoting dedjal, reply 5

Oh, I've had alook at the site, and judging by the topic "Request Playtester status HERE!", it looks like you got alot of beta testers. Hench why I'm asking if there's any more need for player testers.

 

All these beta testers are guys who have help us for the 7DS 2.0 ( until end 2008 ) ... we will need a new generation beta tester for the 2.5 since a lot of them have dissappear when the beta testing of 2.0 have know a end...

Reply #3482 Top

I would love to be a beta tester, I already put and play tester request a while ago on scr-corp.com but no onw has replied, I use the same forum name here also in the 7ds forum

Reply #3483 Top

I can only choose TEC, Vasari and Advent when starting up a game and the mod is running. What should I do?

Reply #3486 Top

Entrenchment v1.02

Well there's your problem. 7DS only works with Vanilla 1.05.

Reply #3487 Top

My suggestion is to wait until we have the 2.5 out bofire downloading the mod. Unless you want to do a multiple install on your PC

Reply #3488 Top

I have the SINS 1.05 CD, how do I do a dual install so I can play 7DS 2.1.7 (for 1.05) and then update another install.

I really do need step by step directions please.

Search on forums blows dead goats. 

Reply #3489 Top

semazralan, I remember giving instructions back in feb for this , and I was repeating what I had read and used from eailier threads,

the instructions as I remember are

1 copy your current sins folder to a new location & create a shortcut to the sins exe on the desktop with the version in the name

2 update your sins using impulse (which will only get you the latest released version)

3 if you have entrenchment also update it through impulse

. I agree the search is very good at dredging up allsorts of irrelevent things that have one or more of the terms searched for, but it an improvement on the previous search that did not return ANY results AT ALL

hope this helps

harpo

 

Reply #3491 Top

williamleverett, you put them in the recycle bin but it doesnt help, they dont do anyting

and my question, I just got a new computer and I need 7zip to unpack 7DS again right? Where do I get it?

Reply #3492 Top

DANMAN amazing results for a game, let alone a Mod, 50,000 downloads. Congratulations! B) I am finally getting a chance to sit down and play your Mod for the first time. Running my file service is becoming a full time job lately, with my home business life is crazy. 

This is an interview of sorts. ( We are starting to do Mod reviews )

Are you planning other Mods?

Have you decided to add more to this one?

What is your background other then gaming?

Do you have any favorite races or parts of the Mod you love most?

How long did it take to form your team?

About how many years of gaming you have under your belt :P

How long did 7 Deadly Sins take to create its first release?

 

Thanks in advance if you have time to answer these questions, sorta off topic sorry for that. :)

~Happy Gaming & Keep on Modding

Regards,

~Kitsune @ Game Fanatics

 

Reply #3493 Top

soasertsus, the obvious answer is google it but the more accurate answer is www.7-zip.org

harpo

 

Reply #3494 Top

Are there "future plans" to expand the number of races you allready have or integrate other mods into yours?

Just curious asking :)

Reply #3495 Top
Nothing is yet sure for the future but i think that Halo race ( UNSC and maybe covenant ) will be in 7DS, add the two races from Galactica, add the borg, maybe the federation, and some more races too... Not yet sure how it will work but the mod stacking seem to be a interesting feature... maybe a general mod with several other mods staked ( one by races )... I think that the main priority is to first convert the actual mod and after add a lot of new material... sure that the future look epic for 7DS...
Reply #3496 Top

just woudering but with so many races is it balanced or is there 1 that stands above all others sorta thing

Reply #3497 Top

Its somewhat balanced.  Its like WH40K where everything is overpowered so it all balances out in the end.

Reply #3498 Top

"Unless youre Atlantain. Then you are the boss. Unless your facing a Rogue player"

see, Even the OP Races such as the Atlantains and the Empire are balanced out. We got it all covered.

Reply #3499 Top

I have never actually played 7DS (even though many of my ideas made it in), but from my understanding, the Atlantians are only invincible at endgame...  Until then, you can't do much...

Reply #3500 Top

Actually around mid-game Atlantian teching starts bringing them out of their pit.  I have to be honest, the Atlantians are an actual challenge to use.  Their weak, expensive ships make early conquest and colonization hard, and you are forced to either build expensive structures to research (which is deadly necessary for them) or on conquest fleets, which doesn't pay off much early game thanks to planet development costs.  Their early game is extremely precarious and it literally makes or breaks them later on.