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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.

12,487,287 views 4,959 replies
Reply #801 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 2.0I hope everyone understands what I am trying to say. I want things to be more simple, for everyone.DANMAN


seems logical. :P

i like the new picture at the top. :)

and i find that the marza does look a little weird. but it shouldn't take a lot of work to change it back to the original, right?

after this week, (its finals week, so lots of studying), i'll be able to help you out a lot more. :D
Reply #802 Top
might just be me but i tried making just a tiny version of the my intended map but its weird...im getting the DEFEAT thing at the beginning of the game...it not sure why yet it works with the maps that game with though...im multitasking like hell though so that could be the problem...just thought id bring it up, probably my fault.

i sent animage a message to.
Reply #803 Top
might just be me but i tried making just a tiny version of the my intended map but its weird...im getting the DEFEAT thing at the beginning of the game...it not sure why yet it works with the maps that game with though...im multitasking like hell though so that could be the problem...just thought id bring it up, probably my fault.i sent animage a message to.


did you set the player home worlds?

Edit:

I was able to revert the marza back to the default design by just replacing the mesh with the one found in the game files. personally, i like the original better than bailknights.
Reply #804 Top
Sorry for my absence, I've been busy. I like your new picture and how you organized everything, it was starting to get messy. :CONGRAT:
I have just uploaded the blackhole for galaxy forge here: WWW Link. :)
Reply #805 Top
@davegir
Try the link above and if you have any questions just let me know and I'll try to help. :D
+1 Loading…
Reply #806 Top
sweet thanks animage, maybe this will help... and ya i tried setting homeworlds, first map though so im not exactly sure i did it right...we'll see when i try animage'shttps://login.facebook.com/login.php
Reply #807 Top
Sorry for my absence, I've been busy. I like your new picture and how you organized everything, it was starting to get messy. I have just uploaded the blackhole for galaxy forge here: WWW Link.


Once again, the mighty Animage64 comes through!

Thank you very much for your help in this. People have been going wild for this. You are the best. I will add your link to the top of the page.

DANMAN
Reply #808 Top
Is the blackhole different from the wormhole? I think they both have the same particle effects but it didn't eat my ships in the wormhole
Reply #809 Top
This is minor but when I went to go change my theme it was a TEC pic and two advent pics. Can someone check this out see if maybe i installed something wrong.
Reply #810 Top
Is the blackhole different from the wormhole? I think they both have the same particle effects but it didn't eat my ships in the wormhole


No, the wormhole is NOTHING like the Blackhole. When you find the Black Hole, you will know it. It may even scare you. It looks absolutely menacing, and has an eerie dying sound with it. Also, you ships will begin taking damage as soon as you phase jump to it, so you'll know.

This is minor but when I went to go change my theme it was a TEC pic and two advent pics. Can someone check this out see if maybe i installed something wrong.


Yes, this is a minor bug, but it only happens on the selection screen. Don't worry, the Vasari still look like the Vasari. I actually don't know how the bug got there, or even how to fix it. If anyone does, please let me know and I will get right on it.

DANMAN
Reply #811 Top
Is the blackhole different from the wormhole? I think they both have the same particle effects but it didn't eat my ships in the wormholeNo, the wormhole is NOTHING like the Blackhole. When you find the Black Hole, you will know it. It may even scare you. It looks absolutely menacing, and has an eerie dying sound with it. Also, you ships will begin taking damage as soon as you phase jump to it, so you'll know.

Good to know!

This is minor but when I went to go change my theme it was a TEC pic and two advent pics. Can someone check this out see if maybe i installed something wrong.Yes, this is a minor bug, but it only happens on the selection screen. Don't worry, the Vasari still look like the Vasari. I actually don't know how the bug got there, or even how to fix it. If anyone does, please let me know and I will get right on it.DANMAN


its because the atlantians are in the second place which boots the advent to third and since they are both using advent pics it will look like their are two advents
Reply #812 Top
davegir: Since its ur first map im not sure if u know but u need to save the map to the galexy folder were u instaled the game not the other one.

Animage64: thx for the black hole update, Work well.

DANMAN3712: Love the new main page, nice job

DarkStar
Reply #813 Top
mate the priates are to friging hard to beat need more ships (like larger fleet sizes)
i tryed to take a priate base with a fully upgraded fleet and lost with in 20secs
my cap ships didnt even get a chance to retreat back in to phase space
Reply #814 Top
well i meant that there needs to be better ships that the tec can get
like bigger carriers and also which ship can capture the ships in graveyards ive researched it but dont know which ship to use
Reply #815 Top
commander_dread:
It’s the colony ship that caps the ships in the graveyard and as for the pirates there meant to be hard and challenging (as the have stole tech from all the other races). But they are sill beatable and they have been thoroughly balanced so that the aren’t overpowered, u just need a biggish well equipped fleet now and not just a small task force as before. I personally suggest that u also have plenty of long range frigates as the have the capture ability (as this can still be used even when there drive systems are offline) the are also useful at taking out the defence cannons (as they are now more powerful) , but be sure to give them a good strong escort. :CONGRAT:

DarkStar
Reply #816 Top
I'm having a heck of a time finding it, if it does exist...anyway, does anyone know if there is a comprehensive log of what's changed in this mod?
Reply #817 Top
the capute abilty will not work ive found three graveyards on the map im playing on but they wont capture the ships there ive even tryd ramming the colony ship right up the dam ships ass how does it work and my fleet i used to attack the prites was the same fleet that i used to destroy three of my 9 hard ais so it was the best and biggest fleet i had it used all my supply and every cap ship was level 10 i even had my long range cannons taking shots at the system for about ten minutes and they are still there
Reply #818 Top
the capute abilty will not work ive found three graveyards on the map im playing on but they wont capture the ships there ive even tryd ramming the colony ship right up the dam ships ass how does it work and my fleet i used to attack the prites was the same fleet that i used to destroy three of my 9 hard ais so it was the best and biggest fleet i had it used all my supply and every cap ship was level 10 i even had my long range cannons taking shots at the system for about ten minutes and they are still there


First, you have to research the capture ability, its level 6 civilian for tec.

Secondly, I was able to demolish the pirates with my fleet. 11 lv. 6 caps, 2 of each, and 3 kols. the fleet also had 50+ cobalts, 25+ lrms, 25+ flak, and 10+ of each cruiser. and my research was maxed out, in both military and civilian. Yes i know that's waaayy excessive, and the pirates were defeated very easily (i lost 3 cobalts), but i kinda loved the fact that they were like a big bad boss. no longer easy pushovers, but 'omg wtf, hax' opponents. :CONGRAT: I love the way they are right now. :CONGRAT:
Reply #819 Top
Hey DANMAN, did you realize your mod is being modded? A guy named Leinad is doing it with his Epic Rebalance Mod. I figure it's quite an accomplishment to have a mod of your mod being created.

Keep up the great work!
Reply #820 Top
Hey DANMAN, did you realize your mod is being modded? A guy named Leinad is doing it with his Epic Rebalance Mod. I figure it's quite an accomplishment to have a mod of your mod being created.Keep up the great work!


ofc he knows, talked with him about it. :)
Reply #821 Top
Still though to have your mod modded? That's pretty good.
Reply #822 Top
Hi DANMAN,

I registered to congratulate you on your awesome mod, I love it (especially the Atlantians, I like having a few powerful ships way better than 100 crappy ones).

However, I wanted to ask you guys a question: How on earth do I beat the pirates? I went to their base with like 5 Uber-heavy capital ships, 20 big battlecruisers (the things the advent have as capital ships...) and a few others as well. I had no chance because they captured all my ships right away and I couldn't do anything against that. I have reasearched that "anti-capture" thing but it doesn't work.

Can anyone tell me how to prevent them from capturing like 20 ships in 20 seconds or how to counter that?

Maybe make a change so they can't capture cruisers or we can recapture...
Reply #823 Top
davegir: Since its ur first map im not sure if u know but u need to save the map to the galexy folder were u instaled the game not the other one.Animage64: thx for the black hole update, Work well.DANMAN3712: Love the new main page, nice jobDarkStar


Thank you. All praise goes to FourAcesII. He made the main screen, then I added in Uzii's planets and my Gas Giants.

mate the priates are to friging hard to beat need more ships (like larger fleet sizes)i tryed to take a priate base with a fully upgraded fleet and lost with in 20secsmy cap ships didnt even get a chance to retreat back in to phase space


CommanderDread:
They are supposed to be hard, very hard, much like a "boss" in a video game. As fas as the "recapture" research, it does'nt prevent your ships from being captured. You need to build the Long Range frigate of whatever race you are playing, and they have the ability to "recapture" ships away from the pirates. When you face them, go after the ships that take over your ships first. Only one kind of ship they have can do this, so destroy them first by concentrating all your firepower on them.
As far as them taking over your "cruisers", then you must be playing as the Atlantians. This is exactly why the pirates and the Rogue are like a "menace" to the Atlantians, because the Pirates and Rogue have the ability to take the Atlantian ships and turn them on their creators! Try to build a fleet like I and Darkstar suggested, and try again.

I'm having a heck of a time finding it, if it does exist...anyway, does anyone know if there is a comprehensive log of what's changed in this mod?


I don't know what you are talking about, so please explain further.

the capute abilty will not work ive found three graveyards on the map im playing on but they wont capture the ships there ive even tryd ramming the colony ship right up the dam ships ass how does it work and my fleet i used to attack the prites was the same fleet that i used to destroy three of my 9 hard ais so it was the best and biggest fleet i had it used all my supply and every cap ship was level 10 i even had my long range cannons taking shots at the system for about ten minutes and they are still there


Make sure you have the latest verion, 1.3d

Hey DANMAN, did you realize your mod is being modded? A guy named Leinad is doing it with his Epic Rebalance Mod. I figure it's quite an accomplishment to have a mod of your mod being created.Keep up the great work!


Yes! Isn't that great. I gave him my blessing, and I am deeply honored by this.

Hi DANMAN,I registered to congratulate you on your awesome mod, I love it (especially the Atlantians, I like having a few powerful ships way better than 100 crappy ones).However, I wanted to ask you guys a question: How on earth do I beat the pirates? I went to their base with like 5 Uber-heavy capital ships, 20 big battlecruisers (the things the advent have as capital ships...) and a few others as well. I had no chance because they captured all my ships right away and I couldn't to anything against that. I have reasearched that "anti-capture" thing but it doesn't work.Can anyone tell me how to prevent them from capturing like 20 ships in 20 seconds or how to counter that?Maybe make a change so they can't capture cruisers...


First off, thank you very much for your kind words, and I am very glad you like the mod. Secondly about the pirates, like I just said, make sure you bring lots of LRM frigates with you, with the "recapture" ability. When you get to the pirate base, concentrate on the ships that have the "take over" ability. Once they are out of the way, you don't have to worry about losing ships over to the pirates. Also, if you build your race's Supre Weapon, fire it at the base before your fleet arrives. It may be enough to give you an advantage. Bring lots of guns, even your entire fleet if you have too. If you are playing the Atlantians, bring lots of Sekmets, as they are strong against the pirates. Bring the Osirus, as it can take a beating before it dies. Any other races, bring lots of Battleships, and lots of carriers. Send out waves of fighters and bombers, and make all your ships fire at one ship, picking off the pirates one by one. You should win then. Hope this helps!
Remeber, the pirates are a "menance" to the Atlantians, because they can use thier technology against them, which makes them so dangerous.
Good luck!

DANMAN
Reply #824 Top
Well, what I mean is, do you have a list laying around of what's been changed/added in this mod?

Example:
Changed TEC Carrier starting squadrons from 4 to 16
Added Alien Race A
Ect...
Reply #825 Top
Hi, DANMAN.
Congratulations on your 1.3d release.

---------------------------------------------------------------------------

Hi DANMAN,I registered to congratulate you on your awesome mod, I love it (especially the Atlantians, I like having a few powerful ships way better than 100 crappy ones).However, I wanted to ask you guys a question: How on earth do I beat the pirates? I went to their base with like 5 Uber-heavy capital ships, 20 big battlecruisers (the things the advent have as capital ships...) and a few others as well. I had no chance because they captured all my ships right away and I couldn't do anything against that. I have reasearched that "anti-capture" thing but it doesn't work.Can anyone tell me how to prevent them from capturing like 20 ships in 20 seconds or how to counter that?Maybe make a change so they can't capture cruisers or we can recapture...


1. Capture the pirate ship which has capture ability first!
2. When you find your ship been captured, disable it's ability and auto-attack, and order it withdrawal.