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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.

12,480,950 views 4,959 replies
Reply #851 Top
so basically DL it, run it, play it? All other mods are incorporated into 1 super mod or what?

DL is slow as *(&%&^$&!! so figured I'd ask the nub question instead of reading 34 pages.
Reply #852 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.


Yea, i think u just need to change these lines to the mesh & partical of the cap u want
MeshName "Frigate_FourthLight"
ExhaustParticleSystemName "Exhaust_FrigateFourthLight"


DarkStar
+1 Loading…
Reply #853 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.


Yea, I think u just need change these lines to the cap u want
MeshName "Frigate_FourthLight"
ExhaustParticleSystemName "Exhaust_FrigateFourthLight

DarkStar
Reply #855 Top
so here is a question... how do rogues colonize planets?


They Have to cap a colony frigate first, Then the rogue shall go fourth and take all which dose not already belong to them, Then the rogue will ruthlessly rule the galaxy LOL :CONGRAT:

BTW soz about the double post befor

DarkStar
Reply #857 Top
how do rogues actually capture ships? its it that computer control ability?


Yea u got it Btw thats what i said
They Have to cap a colony frigate first


DarkStar
Reply #858 Top
Glen:
You are on the right track. To make a frigate a Capital ship, you need to copy a frigate entitiy file, rename it to the new ship, then change all the stats to match the capital ship, including the MESH's. The mesh is the model, so you were right about that one.
Then make sure you change the English String file with all the new names you have, and also the Player entity file to be able to build your new "cruiser".

It just takes a lot of time and patience.

so basically DL it, run it, play it? All other mods are incorporated into 1 super mod or what? DL is slow as *(&%&^$&!! so figured I'd ask the nub question instead of reading 34 pages.


Yes. All the mods mentioned in the main post are in this mod, that is why it is such a large download. Just be sure to turn off any other mods you have before running 7DS.

how do rogues actually capture ships? its it that computer control ability?


You got it. Thr Rogues need to use the Control Computer ability built into their Heavy Cruisers in order to capture a colony ship, then you can colonize.

DarkStar:
Thanks for your help!

DANMAN
Reply #859 Top
It just takes a lot of time and patience.

Thank you very much for your further help DANMAN. The 7DS is getting ever larger, introducing not only a fourth but a fifth race as well; and I can hardly wait for an update.

Reply #860 Top
see, i tried that, but computer control only disables weapons...

did they change that in the epic rebalancing mod?
Reply #861 Top
Oh, i noticed that if you mouse over the Ice colonization research, it doesn't show Oceanic. And i haven't seen an Oceanic planet in a while. Maybe its just the randomness. But the research not showing it is confusing. Was it removed?
Reply #862 Top
Oh, i noticed that if you mouse over the Ice colonization research, it doesn't show Oceanic. And i haven't seen an Oceanic planet in a while. Maybe its just the randomness. But the research not showing it is confusing. Was it removed?


It was by Uzii when he was still doing Sins Plus, so it has been out for quite some time now, you just didn't notice it.

As for Oceanic planets, they are still there, but they are rare on Random Maps.
If you make your own, and select it or Sins Plus Planets, they will show up.

see, i tried that, but computer control only disables weapons...did they change that in the epic rebalancing mod?


You might have a bad download. The Computer Control disables all the abilites for 30 seconds, then the computer takes over and the ship is yours. Now mind you, that ship can still get destroyed in those 30 seconds, so protect it, and make sure your other ships are firing at it.

It just takes a lot of time and patience.Thank you very much for your further help DANMAN. The 7DS is getting ever larger, introducing not only a fourth but a fifth race as well; and I can hardly wait for an update.


Your welcome, and there are 6 races now, not 5.
TEC, ADVENT, VASARI, ATLANTIANS, ROGUE, UR-QUAN KORH-AH.

That's 6. More is on the way too, so don't think I'm stopping there.

The Empire from Star Wars will be in 2.0, so that's at least 7, and if the Ur-Quan Kzer-Za make it in, that will be 8.

DANMAN
Reply #863 Top
Quick questions Dan

Is there a readme out detailing all the goodies in the mod or just figure out by trial and error?

Are there any maps designed with your deadly_forge available (a map pack?)? Just wondering how your mod affects the currently available maps.

-I love your intro music  :HOT: 
Reply #864 Top
sweet im such a star wars nut, any eta on the new 2.0 build? my computer had to be reformated (only the laptop gets online at home) so ive been outta the loop! damn windows xp and sata drivers
Reply #865 Top
@SemazRalan
Are there any maps designed with your deadly_forge available (a map pack?)? Just wondering how your mod affects the currently available maps.


Look here: WWW Link

His mod adds the new planets or stars to any map that has WeightedRandom, WeightedColonizable, WeightedNonIce, Random, RandomTrue, RandomTrueNonTerran, RandomTrueNonIce, and RandomSpecial.
Reply #866 Top
Okay guys, I know this isn't supposed to go here, sense its for the wrong game and everything, but I am having way too many problems with this damned game not working. The game I'm talking about is Mass Effect for the PC, for any of you who have it/want it/ or were looking forward to it.

I would almost say DON"T BUY IT YET! ... The initial release just has that many problems to it, and the first patches aren't even out yet. But right now, I think all my problems could be solved if I could get the damned XML error fixed.

But I have no idea what XML is, much less why it says: 'Error: Switch from current encoding to specific encoding not supported. Line 1, Column 40 in into XML settings.'

If anyone has any advice to offer, or anyway to fix this damned thing, I would be most greatful! I know this doesn't go here, but I got no where else to turn to.  :SNIFF!:  I'll already be switching out for a new copy tomorrow unless someone can help me out.

Specs:
Vista Home Premium 32bit
Nvidia 8800 GTS 512MB
2GB DDR2 RAM
AMD 64X2 4000+

Forgot to add that that error accures every time I try to have the game autorun, use to Configuration Ulitilty, or anything that is supposed to happen by itself. I've always manuallied install the game onto my harddrive only to not be able to play it through the MassEffectLauncher.exe in the game folder.
Reply #867 Top
Quick questions DanIs there a readme out detailing all the goodies in the mod or just figure out by trial and error? Are there any maps designed with your deadly_forge available (a map pack?)? Just wondering how your mod affects the currently available maps.-I love your intro music   


I did a full rundown on the previous page, so check there. I will add to the readme in 2.0 ALL the changes that are in 7 DEADLY SINS, this way everyone knows what they are getting. There are just too many things to list in this forum. If I did, my main post would be a mile long.

@SemazRalan
Are there any maps designed with your deadly_forge available (a map pack?)? Just wondering how your mod affects the currently available maps.Look here: WWW LinkHis mod adds the new planets or stars to any map that has WeightedRandom, WeightedColonizable, WeightedNonIce, Random, RandomTrue, RandomTrueNonTerran, RandomTrueNonIce, and RandomSpecial.


Animage, thanks again for your support.

Okay guys, I know this isn't supposed to go here, sense its for the wrong game and everything, but I am having way too many problems with this damned game not working. The game I'm talking about is Mass Effect for the PC, for any of you who have it/want it/ or were looking forward to it.I would almost say DON"T BUY IT YET! ... The initial release just has that many problems to it, and the first patches aren't even out yet. But right now, I think all my problems could be solved if I could get the damned XML error fixed.But I have no idea what XML is, much less why it says: 'Error: Switch from current encoding to specific encoding not supported. Line 1, Column 40 in into XML settings.' If anyone has any advice to offer, or anyway to fix this damned thing, I would be most greatful! I know this doesn't go here, but I got no where else to turn to.    I'll already be switching out for a new copy tomorrow unless someone can help me out.Specs: Vista Home Premium 32bitNvidia 8800 GTS 512MB2GB DDR2 RAMAMD 64X2 4000+Forgot to add that that error accures every time I try to have the game autorun, use to Configuration Ulitilty, or anything that is supposed to happen by itself. I've always manuallied install the game onto my harddrive only to not be able to play it through the MassEffectLauncher.exe in the game folder.


I have no clue. Did you check with Bioware yet? Look on thier forums to see if anyone else is having this problem.

DANMAN
Reply #868 Top
That's the problem. Almost everyone is having the same set of problems. Over 60% of all retail versions of the game have this problem on both Vista and XP sets for Windows. I've been scouring their forums for the past two days, and the DEVs say almost nothing about it.

The sad part is they gave us instructions on how to manually install the game by using WinRAR to unzip and extract all the game files directly to the harddrive, but two or three files come up missing from the extractions and the game either doesn't run straight out or it'll start then crash before the opening menu appears.

Others have been having series problems with Vista's Realtek high-def audio drivers for it, which causes the game to crash also; or they can't get the 8 series Nvidia cards to work properly with it. I mean, it's a bigger mess than SoaSE was upon release or Neverwinter Night's 1.

The first patch for the game isn't even out yet, but it won't do most of us any good if we can't install the game first and atleast try to get it running. I've already taken back my game and got another copy that's doing the same thing.

Atleast the XML error is something computer-related that can be changed by changing some software or settings... I just haven't found anyone that knows how to deal with it yet. Hopefully a patch or a fix comes out that can remedy the problem. Until then its just a waste of $50... More than what I spent on getting Sins in the first place.
Reply #869 Top
That's the problem. Almost everyone is having the same set of problems. Over 60% of all retail versions of the game have this problem on both Vista and XP sets for Windows. I've been scouring their forums for the past two days, and the DEVs say almost nothing about it.The sad part is they gave us instructions on how to manually install the game by using WinRAR to unzip and extract all the game files directly to the harddrive, but two or three files come up missing from the extractions and the game either doesn't run straight out or it'll start then crash before the opening menu appears.Others have been having series problems with Vista's Realtek high-def audio drivers for it, which causes the game to crash also; or they can't get the 8 series Nvidia cards to work properly with it. I mean, it's a bigger mess than SoaSE was upon release or Neverwinter Night's 1. The first patch for the game isn't even out yet, but it won't do most of us any good if we can't install the game first and atleast try to get it running. I've already taken back my game and got another copy that's doing the same thing. Atleast the XML error is something computer-related that can be changed by changing some software or settings... I just haven't found anyone that knows how to deal with it yet. Hopefully a patch or a fix comes out that can remedy the problem. Until then its just a waste of $50... More than what I spent on getting Sins in the first place.


If you know the exact file that has problems, you can open it up in your browser. XML files read in English, not gibberish, and so you can visually see the problem. Then open up the file in notepad, fix it, and save it. Unfortunately, or fortunately, I don't have Mass Effect for the pc, so i can't specifically help you.

Reply #870 Top
So, mod nub question.

Danman, your Mod looks amazing, I am just slightly hesitant because for my own tastes it looks like too much is being added in, is there any way to 'turn off' features? I love all the enhancements, but I'm not so crazy about the new races or non-Sins universe things (star wars, star trek, etc) that are in the pipe.

thanks in advance, and sorry if this is a stupid question.
Reply #871 Top
So, mod nub question.Danman, your Mod looks amazing, I am just slightly hesitant because for my own tastes it looks like too much is being added in, is there any way to 'turn off' features? I love all the enhancements, but I'm not so crazy about the new races or non-Sins universe things (star wars, star trek, etc) that are in the pipe.thanks in advance, and sorry if this is a stupid question.


Not a stupid question.

If you don't want the new races, you can simply delete the player files, and they will be gone.

Right now, there aren't any star wars or star trek things in the mod, but they are in the works. (if that's what you meant by pipe) but i really think you should give the races a chance, you never know if you might like some until you try. ;)
Reply #872 Top
Okay, so that leads to my final question, because I can't seem to find this information anywhere. is 1.3d of the mod compatible with 1.05 of Sins? I may answer that myself, as I am currently downloading the mod... I'll see what happens...
Reply #873 Top
How can a rouge race capture worlds other than capturing a colony ship which requires 5 civic research centers to unlock?
I made a map with Desert_Home planets so I can have 1 frig factory, 1 capital factory and 5 civic RC's... armed with capture, I set off into 2 nearby graveyards that I put "dead" colonizing capitals in just to test it out and the abilities on all derelict caps are gone, no upgrades possible  :p 

bit at a lost at the paradox in needing 5 CRC's to research capture, but unless starting at a desert_home or logistics slot rich planet is impossible to do -then no military labs possible until I colonize another planet.

Any bugs with captured derelict capitals or are all abilities disabled on purpose?

Reply #874 Top
@drakonfire
Yes, 7DS 1.3d is compatible with SOASE 1.05

Danman was working on a version of 7 Deadly Sins without the new races called "Solar Sins." I don't know if he will continue to update it, but the current version is only missing the Blackhole and moons.

Here's the link if you're interested: http://files.filefront.com/SOLAR+SINSzip/;10095519;/fileinfo.html
Reply #875 Top
Okay, so that leads to my final question, because I can't seem to find this information anywhere. is 1.3d of the mod compatible with 1.05 of Sins? I may answer that myself, as I am currently downloading the mod... I'll see what happens...


Yes, it is compatible with 1.05, in fact you need it in order to run 7 DEADLY SINS. As UEF Soldier said, you should give the new races a chance, but if you feel you don't like them, just delete the player files, and they're gone. SOLAR sins has everything except the new races, and the Blackhole and moons like Animage64 said. This will be updated later, as well as a new verision of Sins Plus.

How can a rouge race capture worlds other than capturing a colony ship which requires 5 civic research centers to unlock? I made a map with Desert_Home planets so I can have 1 frig factory, 1 capital factory and 5 civic RC's... armed with capture, I set off into 2 nearby graveyards that I put "dead" colonizing capitals in just to test it out and the abilities on all derelict caps are gone, no upgrades possible   bit at a lost at the paradox in needing 5 CRC's to research capture, but unless starting at a desert_home or logistics slot rich planet is impossible to do -then no military labs possible until I colonize another planet.Any bugs with captured derelict capitals or are all abilities disabled on purpose?


SemazRelan:
Ther Rogue race has the capture ability automatically, you DO NOT have te research it. Just build a frigate factory, then build the Heavy Cruiser. This HAS the abilty already on it. Then you need to capture an ENEMY colony ship, not one in the graveyard, as these all have no abilities (done on purpose). Once you get the enemey colony ship as your own, go forth and colonize, just protect that ship! Make sure you clear all oppostion in front of it, and let it do its thing.
Thr Rogue are awesome, you just were not using them right. You should be able to start colonizing right away. You just have to explore right away to find your enemy, then steal his/her ships.
Remeber, if you run into the Atlantians, you can steal thier cruisers (Advent Captials) as they are classified as frigates. You cannot however, take the Titans, so don't even try.
I hope this clears things up for you.

Animage64:
Thanks for you help once again my friend.

DANMAN