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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.

12,480,928 views 4,959 replies
Reply #826 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 16Added Alien Race AEct...


Wow, a total list huh. I guess you haven't been around that long. Ok, I will try to remember all the stuff done, so here it goes:

Sins Plus - added 12 new planets and over 60 planetary bonuses
Bailknight's Graphical Mod - enhances all the special effects with upgraded graphics
WLD mod - further enhances battle graphics based in Bailknight's design.
Sins Enhanced, Skybox edition - Changes skybox backgrounds to better match star color, also upgraded all star graphics and corona's to be more realistic
SOLAR SINS - added 5 colonizable stars, 2 new Gas Giants, 2 Wormholes, and 1 BLACK HOLE
Atlantians - Adds the Atlantian race, and introduces TITAN class capital ships. Atlantians are the ancient ancestors for the Advent, Vasari, and the Humans. They share technology and ship designs with them, although far more advanced.
HammerSun's Mod - Adds new ships to the pirates, including a capital ship. Also adds new abilites, including the CAPTURE ability.
ROGUE - Adds the ROGUE race, based of HammerSun's pirates, with new ships and tech. They currently have 2 capital ships
STAR CONTROL - Adds the Ur-Quan Kohr-Ah race, based off the old Star Control games. They have 1 capital ship so far, the Marauder, and enslave the Vasari to support them.
They are a caterpillar like race, except 4 feet wide by 10 feet long. They are hell bent of wiping all life from the galaxy that is not Ur-Quan.
New researches
MOONS in orbit around planets, along with Moon bonuses to the planets.
Gas Giants are colonizable now too.

I think that is about it right now, and as far as I can remember. I hope this helps! You can also go through the other posts, and actually look up the other mods that I have merged in to find out all the fine details.

DANMAN
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Reply #827 Top
Right,, im looking for players to play a multiplayer random huge map with 7 DEADLY SINS v1.3d (im a noob, so take it easy)who wants to join

edit:
oh btw DANMAN awesom mod, best by FAR out there. love the black holes. just to see what they were like i sent a battleship to see how long it lasted. damn thing got stuck INSIDE the 'sun' like object in the middle

double edit: btw my name online is Solar Sailors
Reply #828 Top
When you find your ship been captured, disable it's ability and auto-attack, and order it withdrawal.


HammerSun: This is a good idea as even when u lose control they still follow there last order

Danman: do u have to have spare fleet slots to cap there ships, Cause if so then u need to go to the pirate base with some empty slots if u want them to be able to serve u:

All: Remember that the more LRM frigates u have the faster they will serve u (So if u have 20 then as soon a u drop phase space in the first secound 20 of them will serve u)

DarkStar
Reply #829 Top
Thank you for the hints DANMAN.
So if I play the Atlantians, there is no way I can recapture, right?
I think next time I'll just build all the motherships I can and kill the vermin, they can't capture them ha!

Just played a round with the rogues, getting a colony fregate is kinda hard but beating the CPU is very easy. Just build 10 ships with capture ability, fly to the enemy planet and it's over ;(
Reply #830 Top
So if I play the Atlantians, there is no way I can recapture, right?


No, The atlantians can get the recapture ability

DarkStar
Reply #831 Top
I'm not sure if it was because of the Seven Deadly Sins mod, or SoaSE itself, but after about two hours of non-stop gameplay with 7D activated, the game stopped and exited giving a Runtime Error which stated that SoaSE had requisted that it shut down in an unusual mannor.

Just a note, this is the long time I've spent playing with 7Sins, and I find that its a great mod, though there are still some kinks that need to be worked out. Playing as the Vasari, the economic upgrades for enhancing the ammount of resources mined doesn't seem to work with the Crystal factories.

Also, I wonder if there is a way to re-package most of the mod files back into bianary code, sense 7Sins is so large it bogs down my computer, alot. But other than that, its a great mod. Oh, I also wonder if anyone knows of a program that can change MP3s into the .ogg sound files used in the game? Any ideas?
Reply #832 Top
On another note, has anyone wanted to have longer, drawn-out battles that would allow for more micro-management with dealing with special abilities and the like? I thought that if you could lower the attack damage/attack rate at which the weapons fire, it would produce those longer battles.

Its just an idea, and I'm not exactly sure how many people would care to spend the extra time to micro-manage those types of battles, even with huge fleets.
Reply #833 Top
Right,, im looking for players to play a multiplayer random huge map with 7 DEADLY SINS v1.3d (im a noob, so take it easy)who wants to joinedit:oh btw DANMAN awesom mod, best by FAR out there. love the black holes. just to see what they were like i sent a battleship to see how long it lasted. damn thing got stuck INSIDE the 'sun' like object in the middledouble edit: btw my name online is Solar Sailors


I am also looking for someone to play with online, using my mod. I tried the other night, but no one was there. Kind of dead online. I usually play late at night, ans that's if I am not modding. I usually try to be on by midnight, EST. If your on, I'll host the game. Can't wait to play!

When you find your ship been captured, disable it's ability and auto-attack, and order it withdrawal.HammerSun: This is a good idea as even when u lose control they still follow there last orderDanman: do u have to have spare fleet slots to cap there ships, Cause if so then u need to go to the pirate base with some empty slots if u want them to be able to serve u:All: Remember that the more LRM frigates u have the faster they will serve u (So if u have 20 then as soon a u drop phase space in the first secound 20 of them will serve u)DarkStar


No, you don't need spare slots. You'll actually go into the negatives, and then you can't build anymore ships unless your ships get destroyed or you scuttle some.

Thank you for the hints DANMAN.So if I play the Atlantians, there is no way I can recapture, right?I think next time I'll just build all the motherships I can and kill the vermin, they can't capture them ha! Just played a round with the rogues, getting a colony fregate is kinda hard but beating the CPU is very easy. Just build 10 ships with capture ability, fly to the enemy planet and it's over ;(


No problem, and the Atlantians CAN recapture, just like everyone else.

I'm not sure if it was because of the Seven Deadly Sins mod, or SoaSE itself, but after about two hours of non-stop gameplay with 7D activated, the game stopped and exited giving a Runtime Error which stated that SoaSE had requisted that it shut down in an unusual mannor. Just a note, this is the long time I've spent playing with 7Sins, and I find that its a great mod, though there are still some kinks that need to be worked out. Playing as the Vasari, the economic upgrades for enhancing the ammount of resources mined doesn't seem to work with the Crystal factories.Also, I wonder if there is a way to re-package most of the mod files back into bianary code, sense 7Sins is so large it bogs down my computer, alot. But other than that, its a great mod. Oh, I also wonder if anyone knows of a program that can change MP3s into the .ogg sound files used in the game? Any ideas?


Yes, I will be working on converting the latest version over to binary. This should speed things up a bit. Also, make sure that nothing else is running when you are playing Sins.

DANMAN
Reply #834 Top
a Runtime Error which stated that SoaSE had requested that it shut down in an unusual manor.


No that is a system error. When SoaSE with any mod hits a glitch it minidumps or just crashes to desktop (CTD). As a modder I have seen hundreds of these with this game, and no runtime errors. It is most likely due to insufficient memory, so try reducing the number of AIs and size of your galaxy, in that order. It will save you a lot of memory, and will allow you to get farther into the game. If you find that it clears out the memory after a CTD, so that you can get another couple of hours of playtime, then use the autosaves to reload, or save the game manually after every major event.
Also, as Danman said, shut down all background programs that you can. Check out our mod forum (address at top) under Technical Problems (Vanilla Sins) for Vista specific tips.
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Reply #835 Top
Thanks Danman and FourAces. I hope I can get a copy of the bainary formatted version of this mod, it would speed things up alot. As for the memory problems, I'm running on an AMD 64X2 4000+, 2MBs DDR2 RAM, and a 8800 GTS Nvidia graphics card. I can play Crisis on highest settings without a glitch. But I am running on Vista Home Premium 32bit edition, so that may be the cause of it.

Thanks again!
Reply #836 Top
Thanks Danman and FourAces. I hope I can get a copy of the bainary formatted version of this mod, it would speed things up alot. As for the memory problems, I'm running on an AMD 64X2 4000+, 2MBs DDR2 RAM, and a 8800 GTS Nvidia graphics card. I can play Crisis on highest settings without a glitch. But I am running on Vista Home Premium 32bit edition, so that may be the cause of it. Thanks again!


No problem. I hope everything works out for you. Enjoy the mod!

DANMAN
Reply #837 Top
I love this mod but the rogues are really hard to beat. I have them on normal yet they're still owning me but I love the new challenge. I'm going to play with tthem next see what its like.

Totally unrelated but my computer crashed yesterday while running sins I doubt it was the mod but this ironically happened only AFTER I installed Service Pack 1. SO much for fixing issues.
Reply #838 Top
Sorry I have been gone for sometime DANMAN my computer died and in the process of building one from scratch (virgin at this) Hopefully when everything starts okay I will come back and join your wonderful team. Looks like you have been progressing very well and all I can say is good job mate and to the others you made wonderful mods and addons! See you soon hopefully! ~adios
Reply #839 Top
Hi everybody and DANMAN:
The pirate raid which i've strengthed usually can finished their rogue and return to piratebase, so as game continued, their force become more and more large, this really eat your PC's memory. So i've reduced raid level in my MOD.(Usually maitain low level without bounty).
Considering 7DS is a large complicated MOD, so further reduce the 'PirateRaid Supply' and 'raidStrengthThreshold' should polish up.
Reply #840 Top
Sorry I have been gone for sometime DANMAN my computer died and in the process of building one from scratch (virgin at this) Hopefully when everything starts okay I will come back and join your wonderful team. Looks like you have been progressing very well and all I can say is good job mate and to the others you made wonderful mods and addons! See you soon hopefully! ~adios


Great to hear from you, I thought something bad happened to you! I am SO GLAD to see that you are OK! I will be great to welcome you "back into the fold" when you are ready to go. BTW, two of your ships are in 7 DEADLY SINS 1.3d When you get your computer together and get the new mod, let me know if you find them. They are really obvious if you recognize your own work. Great to hear from you!

Hi everybody and DANMAN:The pirate raid which i've strengthed usually can finished their rogue and return to piratebase, so as game continued, their force become more and more large, this really eat your PC's memory. So i've reduced raid level in my MOD.(Usually maitain low level without bounty).Considering 7DS is a large complicated MOD, so further reduce the 'PirateRaid Supply' and 'raidStrengthThreshold' should polish up.


Thanks for the tips. I will check this out and see if it make a difference.

UPDATE for 2.0:
The Ur-Quan Kohr-Ah now have another ship, the Destroyer. More powerful than the Marauder, better at dealing with capital ships, but weak against masses of smaller ships.

The Rogue now have another capital ship, increasing the count to three. The ASSASSIN, courtesy of HammerSun, now joins the Rogue's ranks. This ship is the deadliest yet, about to outmanuever most other capital ships, and able to launch waves of Pirate and Phase missles, since they pirated them from the Vasari. It also has other pirated technology, which the Rogue can't wait to use against thier enemies!

NEW technology for the Atlantians:
Now have wave cannon and Blue-Beam technology.

A new storyline is coming for the Atlantians too, and will explain who they are.

More to come!


DANMAN

Reply #841 Top
Sounds great! I think in two days i'll be up and running and start to get back into things. :)
Reply #844 Top
Are we ever going to get kiedjor's trader mod?Also, once again, awesome mod.


ArakCheev:
I certaintly hope so. Kiedjor has made great strides in overcoming the hard code limits within SINS, and has found ways around them. Plus he is very good modeler, and some of his designs are great ( I am using two of them).
If he can get those bugs out, I think it would be great to merge his mod in, I just don't want any more minidumps like we went through last week. That was a nightmare that I don't want to repeat.
And once again, thanks for the comments! BTW, have you updated that awesome write up you did for WDF news? If not, could you add the new version in? That would be awesome.

Right,, im looking for players to play a multiplayer random huge map with 7 DEADLY SINS v1.3d (im a noob, so take it easy)who wants to joinedit:oh btw DANMAN awesom mod, best by FAR out there. love the black holes. just to see what they were like i sent a battleship to see how long it lasted. damn thing got stuck INSIDE the 'sun' like object in the middledouble edit: btw my name online is Solar Sailors


I would love too. I was quite disappointed when I logged on the other night for the fisrt time, and NOONE wanted to play multi with me. I felt bad. I wanted to see if anyone wanted to play, mod or no mod, but nothing.

So, I am putting this out there. I want to play multiplayer with some of you good people. I've never gone multi before, and this would be the first.
Just let me know if there are any takers.

DANMAN
Reply #845 Top
Dear DANMAN and the contributing MOD makers
I've downloaded the Mod and it is fabulous; love the new challenge like the reinforced pirates and the idea of a new race like the Ancient ones.
I wondered if any of you Mod pundits could help me out.

Your idea of allocating Advent capship as Atlantian cruisers inspired me and I tried to do the same with other races; ie, using Capships designs as frigates.

But I don't seem to be able to get it to work; I made sure the new frigate was added to the Player.entity file and fixed the 'count value' as well.

I also deleted unnecessary lines related experience and such.

So how does one add a new ship in to the system using existing models like it's been done in 7sins?

Any help will be appreciated, thank you.
Reply #846 Top
Also, I wonder if there is a way to re-package most of the mod files back into bianary code, sense 7Sins is so large it bogs down my computer, alot. But other than that, its a great mod. Oh, I also wonder if anyone knows of a program that can change MP3s into the .ogg sound files used in the game? Any ideas?


use audicity its a good program aslong as you dont want to compose from scratch but to use .mp3s you need the lame encoder :CONGRAT: hehe lame
Reply #847 Top
just played it and i love it one problem when the loading secreen comes up it is plastered with lots of differnt images which are normaly ni the box and you can see some of the seams on the sky boxs but other wise seems great.
Reply #848 Top
just played it and i love it one problem when the loading secreen comes up it is plastered with lots of differnt images which are normaly ni the box and you can see some of the seams on the sky boxs but other wise seems great.


did you make sure to 'enable on startup' and exit and restart sins?
Reply #849 Top
So how does one add a new ship in to the system using existing models like it's been done in 7sins?

Any help will be appreciated, thank you.


U should look here i have a post that should give u the info u need WWW Link

As for using caps as cruisers ill have to leve that to DANMAN to answer

DarkStar
Reply #850 Top
Thank you Darkstar. I somehow thought I could add a new ship without creating its own name. So that's the likely cause of my failure. As for using Caps, I just want my ship to 'look like' a cap, so I assume that's as simple as using the same Mesh. (Mesh is the model for ships in SoaSe isn't it?) Anyway, thank you again for your kind help.