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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.

12,483,548 views 4,959 replies
Reply #751 Top
Cork2 u need to lower settings from highest to high under effects. I was having the same crash problem while running everything on the highest settings after lowering everything to high mod ran fine and im running a c2d e8400 with 2 8800gts so its not a hardware prob and not sure if its just one setting or all but this fixed the problem for me!
Reply #752 Top
once you have the research, build a colony frigate. they have the capture derelict ship ability.


uh...no this is no longer correct
(or my dl was f***d up)
lrms capture with the illegal computer research
colony frigs used to (not any more)
but in 1.3 its now the lrms
Reply #753 Top
Cork2 u need to lower settings from highest to high under effects. I was having the same crash problem while running everything on the highest settings after lowering everything to high mod ran fine and im running a c2d e8400 with 2 8800gts so its not a hardware prob and not sure if its just one setting or all but this fixed the problem for me!


i new it  :D 
Reply #754 Top
Cork2 u need to lower settings from highest to high under effects. I was having the same crash problem while running everything on the highest settings after lowering everything to high mod ran fine and im running a c2d e8400 with 2 8800gts so its not a hardware prob and not sure if its just one setting or all but this fixed the problem for me!



thanks i'll give that a try
Reply #755 Top
uh...no this is no longer correct
(or my dl was f***d up)
lrms capture with the illegal computer research
colony frigs used to (not any more)
but in 1.3 its now the lrms


No that just for other races ships not the derlect ships

DarkStar
Reply #756 Top
Is it possible to make the Atlantian mothership a bit faster? Ok it's big but, weight doesnt count in space.
Reply #757 Top
Weight is variable in space when acted upon by a gravitational force. Mass, however, is constant. Remember basic physics, objects in motion tend to stay in motion until acted upon by a force...
The more mass something has the more energy that force needs to have to alter the motion of the object. You might not have gravity and resistance from air acting upon the ship, but the effects of mass and propulsion still exist.
Reply #758 Top
I downloaded the 13d patch, but it appeared on my desktop as a file(not a folder). My computer did not have the program to open it.

How do I copy and paste the files it contains if the information is not located in folders?
Reply #759 Top
No that just for other races ships not the derlect ships

DarkStar


?
why then is the capture derelict ships no longer an option for colony frigs.
(it disapeard after 1.3)
but lrms can capture them

im starting to wonder if my game got screwed up sumhow :p 

maybe you should check again
tec colony only has capture planet and nuetral asteriods. not derelict ships (even after you research it) in mine

???
Reply #760 Top
Heatman77 - do you have winrar? or winzip?

Derek06 - My colonies still got the capture derelict ship abilities available. Have a game going right now, havent tested out the Lrms computer tech ability yet. Do you have the patch to 1.3D installed correctly?

Danman, love the moon abilities. Can't wait to see what you'll add next.

Flux
Reply #761 Top
Cork2 u need to lower settings from highest to high under effects. I was having the same crash problem while running everything on the highest settings after lowering everything to high mod ran fine and im running a c2d e8400 with 2 8800gts so its not a hardware prob and not sure if its just one setting or all but this fixed the problem for me!


thanks that seems to work, i only played for about 30 min but i didn't crash that entire time.
Reply #762 Top
I downloaded the 13d patch, but it appeared on my desktop as a file(not a folder). My computer did not have the program to open it.

How do I copy and paste the files it contains if the information is not located in folders?


its a .7zip file and u can danloade the converter here WWW Link

DarkStar :HOT: 
Reply #763 Top
Still can't get this to work.downloaded 1.3c and 1.3d copied the 1.3d into the 1.3c mod (Yes i done this correctly, i didnt overwrite the folders i manually overwrote the indavidial files.)Load the game, tried with just enable and play and enable load on startup and play.Didnt get any ships or construction ships, could not build anything.


If you played as the Atlantians, Ur-quan, or Rogues, then you wouldn't have the starting module builders or frigate factory. This is intentional, to balance out thes races against the "vanilla" races. Just TRY to build something, and then wait. The little module frigates will "appear" and then start building.

If you didn't even have these races available to you, then something else is wrong with either the computer, the version of SINS, or the installation of SINS or the mod.

Try what I suggested and let me know.

ArakCheev:
Let me know what you find.

UEF Soldier:
Glad you like the mod man, I worked hard trying to impress you. SOOO glad you like the new Atlantians.

Cork2:
Don't worry man, I'll try to have the full version of 1.3d up tomorrow.

Thank you all again for your support, and for playing the mod.

DANMAN
Reply #764 Top
Is it possible to make the Atlantian mothership a bit faster? Ok it's big but, weight doesnt count in space.


Mr. NOOB:
Weight is variable in space when acted upon by a gravitational force. Mass, however, is constant. Remember basic physics, objects in motion tend to stay in motion until acted upon by a force...The more mass something has the more energy that force needs to have to alter the motion of the object. You might not have gravity and resistance from air acting upon the ship, but the effects of mass and propulsion still exist.


He is right. MASS is constant, and without getting into a physics lesson, the bigger something is, the more mass it has. The more mass an object has, the more force is required to move that mass. So a really big ship should be really slow, unless most of the ship is an engine. This is Newton's laws. However, if you want a faster mothership, by all means, open thr file and change the stats as you see fit. Just use the notepad to make your changes, and then save them.

Heatman77 - do you have winrar? or winzip?Derek06 - My colonies still got the capture derelict ship abilities available. Have a game going right now, havent tested out the Lrms computer tech ability yet. Do you have the patch to 1.3D installed correctly?Danman, love the moon abilities. Can't wait to see what you'll add next.Flux


Glad you like the moons man. I had some help from HammerSun on that one.

I downloaded the 13d patch, but it appeared on my desktop as a file(not a folder). My computer did not have the program to open it. How do I copy and paste the files it contains if the information is not located in folders?its a .7zip file and u can danloade the converter here WWW LinkDarkStar  


Thanks for helping out man.

Keep the questions and comments coming!

DANMAN
Reply #765 Top
?
why then is the capture derelict ships no longer an option for colony frigs.
(it disapeard after 1.3)
but lrms can capture them

im starting to wonder if my game got screwed up sumhow

maybe you should check again
tec colony only has capture planet and nuetral asteriods. not derelict ships (even after you research it) in mine


I think it got screwed up somehow because it’s fine for me

He is right. MASS is constant, and without getting into a physics lesson, the bigger something is, the more mass it has. The more mass an object has, the more force is required to move that mass. So a really big ship should be really slow, unless most of the ship is an engine. This is Newton's laws. However, if you want a faster mothership, by all means, open thr file and change the stats as you see fit. Just use the notepad to make your changes, and then save them.


Although as in sci-fi advance ships have anti-grave fields that create a field around the ship that changes the gravitational effects acting on the ship and allow a really big ship to travel a lot faster with a lot less thrust and engine power (allowing the engines to be smaller) because the field is theoretically reducing the mass. (An idea for a research subject maybe).

DarkStar
Reply #766 Top
Darkstar:
Yes, in the world of Sci-Fi, this is true, and a research topic may pop up in the next release with this, as I intend on concentrating on research in 1.4
But making the Osirus slow was a way of balancing it out too, since it is a very powerful ship, especially once it closes in and unleashes its main weapon array. It can tear a capital ship apart in a matter of moments at close range.

DANMAN
Reply #767 Top
UPDATE:
Version 1.4 is going well, and I hve some progress to report:

RESEARCH - Atlantian research is a primary focus for 1.4, and things are going well.
I have successfully added all 3 wave cannon research topics to the Atlantian research screen, and they are fully functioning in game. More research is to follow, and will be more of a complete merge resulting in the Atlantians having their own research screens.

Kor-Ah: Designs for the next Kor-Ah capital ship has begun, and will completed shortly. It will be more of a destroyer based capital ship, that turns sideways to fire salvos of razor sharp spinning blades with more firepower.

Rogue: Work on a 3rd Capital ship has begun. Details to follow.

Stars: Neutron (purple) star in the works, both as main star and colonizable.
Dwarf stars are also in the works.

So far, thats it for 1.4. If the team balances the Star Wars mod, it will come in here too.

DANMAN
Reply #768 Top
Thanks darkstar, I did not know that the patch was a .7zip file. I got the patch installed finally.
Reply #769 Top
Suggestion: Re-make the front page, or create a small website describing what the mod exactly is, what it includes, and what the current version has over older versions.

At the moment it's an eyesore and hard to understand what you're trying to say =/
Reply #770 Top
Suggestion: Re-make the front page, or create a small website describing what the mod exactly is, what it includes, and what the current version has over older versions.At the moment it's an eyesore and hard to understand what you're trying to say =/


have to agree with that but im oh well il download it and than see whats in the mod
Reply #771 Top
Hey Danman have you looked into the research problem with the Rogues I talked about? Perhaps it was only happening to me??
Reply #772 Top
could someone tell me how to install 1.3d...the forums are kinda confusing...i have 1.3c and d downloaded...i also have the 1.5 patch installed for the main game.
Reply #773 Top
could someone tell me how to install 1.3d...the forums are kinda confusing...i have 1.3c and d downloaded...i also have the 1.5 patch installed for the main game.


never mind i think ive got it, this mod looks sick thanks danman


I'm trying to make a massive map with galaxy forge and was wonding if i have to do something special to get the extra planet types so i can make a massive sick map, i want to base it on the books by david webber one of which is called The Shiva Option.
Reply #774 Top
could someone tell me how to install 1.3d...the forums are kinda confusing...i have 1.3c and d downloaded...i also have the 1.5 patch installed for the main game.


Download the d patch and replace the files in your 1.3c mod directory with the ones in the 1.3d patch. You only need to replace the files included with 1.3d.
Reply #775 Top
any ideas on colonizing derelict ships problem? its also not an option on my colony frigs, though i have only tried with atlantians

also, what ship lets the atlantians reclaim captured ships from rogues?