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.

12,481,283 views 4,959 replies
Reply #776 Top
ok nice got it working thanks man, any ideas about the galaxy forge?

Danman any chance that in the next update theres a way to just run the regular music? i tend to watch movies while playing and this is kinda loud music
Reply #777 Top
neat mod one thing i am curios about is, did you change the look of the TEC? the marza capital ship looks squished and wierd.
Reply #779 Top
Well never been into Mods but this one ROCKS!!!!! I love the opening Song! In case some folks that dont know Mods, Just look up the mod path in options and extract the files there mine was C:\Users\User\appdata\local\ironclad games\sins of a solar empire\mods anyWay THNAKS Again DANMAN its like having a expansion
Reply #780 Top
I noticed the marza capital ship looks differn't in this mod. anyway to undo those changes for the original races. i like playing the tec but i don't like their new look.
Reply #781 Top
Hey Danman, ive been looking into some stuff for your mod and i think i found something that might be able to speed up things on your part.

By this i mean your updates. In EaW:FoC, there was a clan that had an automatic update launcher that both allows you to play the game and update at the same time.

www.ultimate-empire-at-war.com

I don't know how to convert it to sins or if it will even work, or if you need permission rights to use it but nonetheless it could probably help you out tons.

They even have a screenie of it on there front page http://www.ultimate-empire-at-war.com/news/4064.png

Hope this helps you out.

Flux
Reply #782 Top
i was just trying to make a massive map with the new planets (sinsplus) based on some of David Weber's space operas...but im trying to use galaxy forge and the new planets dont show up as options...I thought it would be interesting to use phase lanes which are hidden from one side like in his novel's. so you can have massive surprise attacks, i also wanted to be able to connect planets independently of which star system they were in, if anyone can help me or knows of another mod id appreciate it.
Reply #783 Top
ok nice got it working thanks man, any ideas about the galaxy forge?Danman any chance that in the next update theres a way to just run the regular music? i tend to watch movies while playing and this is kinda loud music


Great to hear that you like it. If you want the original music back, simply open the 7 DEADLY SINS mod that is installed on your computer, and delete the SOUNDS file. Thats it!

neat mod one thing i am curios about is, did you change the look of the TEC? the marza capital ship looks squished and wierd.


ONLY the Marza was changed, and the rest of the TEC is the same. Bailknight changed the Marza, so it is part of the merge with his mod. If you want to change this, let me know and I'll make a patch up later.

created a map called "Lightning Storm" for 7 deadly Sins / SinsPlusIts a 8 player map, some screens here:Screen 1Screen 2Screen 3DL can be found here:Download


Thank you for creating these maps!
Well never been into Mods but this one ROCKS!!!!! I love the opening Song! In case some folks that dont know Mods, Just look up the mod path in options and extract the files there mine was C:\Users\User\appdata\local\ironclad games\sins of a solar empire\mods anyWay THNAKS Again DANMAN its like having a expansion


Glad you like it! Over 300 man hours is invested in this mod, and that's only the hours that I know of!

Hey Danman, ive been looking into some stuff for your mod and i think i found something that might be able to speed up things on your part.By this i mean your updates. In EaW:FoC, there was a clan that had an automatic update launcher that both allows you to play the game and update at the same time. www.ultimate-empire-at-war.com I don't know how to convert it to sins or if it will even work, or if you need permission rights to use it but nonetheless it could probably help you out tons.They even have a screenie of it on there front page http://www.ultimate-empire-at-war.com/news/4064.pngHope this helps you out.Flux


Thank you for the link, I will look into this!

i was just trying to make a massive map with the new planets (sinsplus) based on some of David Weber's space operas...but im trying to use galaxy forge and the new planets dont show up as options...I thought it would be interesting to use phase lanes which are hidden from one side like in his novel's. so you can have massive surprise attacks, i also wanted to be able to connect planets independently of which star system they were in, if anyone can help me or knows of another mod id appreciate it.


Dave, look up Animage, he is keeping up with the 7 DEADLY SINS updates, and usually posts the files you need to get Galaxy Forge to work properly with all the new planets and stars.

Keep the questions and comments coming!

DANMAN
+1 Loading…
Reply #784 Top
thanks danman, how do i even go about looking him up? what little stuff ive done ive always done for me so i dont know anything about the modding community or how to find a user on here...i checked u out cuz of the pcgamer article...lol
Reply #785 Top
man this rocks it means i dont have to try and merge the mods myself which as i must say seems like nobody will tell me how to do it they just say it can be done some great help that is
Reply #786 Top
thanks danman, how do i even go about looking him up? what little stuff ive done ive always done for me so i dont know anything about the modding community or how to find a user on here...i checked u out cuz of the pcgamer article...lol


You can go to the mdding threads, or just go to earlier posts in this thread, and you'll find him. I am actually surprised that he hasn't done a version for 1.3 yet, he is usually on the ball.

man this rocks it means i dont have to try and merge the mods myself which as i must say seems like nobody will tell me how to do it they just say it can be done some great help that is


Merging mods is harder than you thing, especially when there is more than one, almost impossible when there are 7 (and counting)! But that was the basic idea behind 7 DEADLY SINS. I wanted to bring the best of the best to all the players out there. Being a player myself, I found it frustrating that you cannot have more than one mod active at one time without getting errors. So, with a little guidance, and experimenting, I created 7 DEADLY SINS. Now I have over 30 people on my team, and we are all working towards tha same goal, to bring a quality, massive mod to all the players of SOASE, and to help promote the works of the modders involved.

DANMAN
Reply #787 Top
UPDATE:
With several comments talking about this, and some suggestions from the team, I will change the opening post soon. I have left it alone to concentrate on modding 1.3d and getting it bug free. Now that it seems to be ok, I will work on the banner and the main post, to make it more organized. A lot of stuff is going on with this mod, so this will help to let players know what they are getting with 7 DEADLY SINS.

DANMAN
Reply #788 Top
thanks danman, how do i even go about looking him up? what little stuff ive done ive always done for me so i dont know anything about the modding community or how to find a user on here...i checked u out cuz of the pcgamer article...lol


Glad you saw the article! I was shocked to see it, and was truely honored.

DANMAN
Reply #789 Top
Any chance you could just create a section of the post dedicated to installs/links?

IE:

"Install steps:
Install "MOD #1" (Make it a url/DL link)
Install "MOD #2" etc and so on. I went to the site but there are 4-5 mods for download, including patches. Are those incremental, or just need the latest one?
Reply #790 Top
ONLY the Marza was changed, and the rest of the TEC is the same. Bailknight changed the Marza, so it is part of the merge with his mod. If you want to change this, let me know and I'll make a patch up later.


Yes please, I would appriciat it.

Reply #791 Top
heatman77: No Problem, glad to help

cmdrleeadama: as for the derelict ship problem I have looked into it and as of yet am unable to find a problem with it and the colony’s ability

And the long range frigates have the ability(with research) to recapture ships

DANMAN3712: I know I was simply just stating a fact as I know it is an important part in the balancing of the Osirus

DarkStar
+1 Loading…
Reply #792 Top
Danman, thanks again for making not only sins a great game to play, but for restoring the true concept of mods in general.

This is not to say that those who are working on there stand alone mods are not worth it nor equal, but to state that that having the best of everything and filtering out the negatives just creates a better playing environment.

With nothing but positives and constructive criticism for your mod i would enjoy the opportunity to help further.

Flux
Reply #793 Top
Danman could you please edit the filefront or add a read-me to 1.3d patch or whatever you see fit. But you should include what darkstar said about this being a 7s file I had trouble with it myself until he clarified that and added a link.

Thanks darkstar for that.I had no idea what a 7s file was and I'm sure I wasn't alone.

But today i finally played this mod with no minidumps due to patch and it was really great.
I love playing with the atlantians even though its slow at first but once you get going they are nearly unstoppable.

Wow they got that edit button thing down finally.
Reply #794 Top
Since some of u seem to be having some trouble with the patch (and some requested)

Here is a read-me of how to upgrade 1.3c to 1.3d

First u must download V1.3C Here WWW Link
Then u must download the patch Here WWW Link
Once Downloaded u must decompress the 7zip file (Decompresser available Here WWW Link)
Then u copy the files in the patch gamedata folder and paste them into the 1.3c gamedata folder (overwriting the old files) Then u do the same with the string file
Now rename the whole thing 7 DEADLY SINS 1.3d (was 7 DEADLY SINS 1.3c)
Next move the mod to ur mod path
Now start the game and activate the mod and check activate on start-up

DarkStar

P.s Danman u can use this as the read-me if u see fit
Reply #795 Top
Not a read-me; put that near the top of the initial post. He has dozens of weblinks and a ton of text there, if someone wants to just (as I did) grab the mods because they saw it in PCGamer and then test it out, that sort of list is far easier to get through than a lengthy post with dozens of links and colours :p no matter how on topic it is.

Thank you Darkstar! Appreciated.
Reply #796 Top
Since some of u seem to be having some trouble with the patch (and some requested)Here is a read-me of how to upgrade 1.3c to 1.3dFirst u must download V1.3C Here WWW LinkThen u must download the patch Here WWW LinkOnce Downloaded u must decompress the 7zip file (Decompresser available Here WWW Link)Then u copy the files in the patch gamedata folder and paste them into the 1.3c gamedata folder (overwriting the old files) Then u do the same with the string fileNow rename the whole thing 7 DEADLY SINS 1.3d (was 7 DEADLY SINS 1.3c)Next move the mod to ur mod pathNow start the game and activate the mod and check activate on start-upDarkStarP.s Danman u can use this as the read-me if u see fit


Thank you very much for this DarkStar, with me concentrating my time on actually modding, it is the small details that sometimes slip through.

Not a read-me; put that near the top of the initial post. He has dozens of weblinks and a ton of text there, if someone wants to just (as I did) grab the mods because they saw it in PCGamer and then test it out, that sort of list is far easier to get through than a lengthy post with dozens of links and colours no matter how on topic it is.Thank you Darkstar! Appreciated.


I do apologize for this, but like I just said, I really haven't had the time to clean it up, but I will shortly.

Also, work on 1.4 is progressing well. When I redo the banner, I will post this info there, just like Uzii used to do.

Danman, thanks again for making not only sins a great game to play, but for restoring the true concept of mods in general.This is not to say that those who are working on there stand alone mods are not worth it nor equal, but to state that that having the best of everything and filtering out the negatives just creates a better playing environment.With nothing but positives and constructive criticism for your mod i would enjoy the opportunity to help further.Flux


Flux, you are very welcome. Its comments like these that keep me going.

DANMAN
Reply #797 Top
Working ok now i re-downloaded and tried again and seems to be fine.
Looking good, will play it in more depth soon
Reply #798 Top
sorry for sounding naive, but will these mods work on v.0.5? i know that it is new and messes up many things from the older versions, if you could get back to me on this i would like to know if it will WORK before i download it.
Reply #799 Top
sorry for sounding naive, but will these mods work on v.0.5? i know that it is new and messes up many things from the older versions, if you could get back to me on this i would like to know if it will WORK before i download it.


Yes, in fact you need 1.05 in order to play 7 DEADLY SINS.

Working ok now i re-downloaded and tried again and seems to be fine.Looking good, will play it in more depth soon


Glad to hear it. I hope you enjoy the mod!

DANMAN
Reply #800 Top
UPDATE:
I updated the main post, with new graphics, and a complete, organized list of what is in the mod, and what is coming down the pipeline.

I will update with new links as soon as the full install of 1.3d is done.


NEW UPDATE to 1.4:

As of right now, 1.4 no longer exists. I am switching to a new numbering system for everyone's sake. When ever a new MAJOR update is made, it will be in whole number versions, and small updates will be in decimal versions.
So, the new version, will be 7 DEADLY SINS 2.0, and any updates will be 2.1, 2.2, etc.

This way, it is easier to keep track of all the changes, both for myself, my team, and all the players.

So the current version of 7DS is 1.3d, after this, the letters will be dropped. If a minor patch comes out, it will be 1.4, but any MAJOR changes will take place in 2.0

I hope everyone understands what I am trying to say. I want things to be more simple, for everyone.

DANMAN