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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.

12,496,301 views 4,959 replies
Reply #1126 Top
OK when I activate the mod he show me the following errors:

Failed to convert '' to an enum value.
Failed to convert 'GasGiant' to an enum value.

Then I started a new game and try one of the new races but here, it shows me:

Failed to find StringID: 'IDS_PLAYERRACENAME_ATLANTIAN'. NOTE: Any following StringID failures will be supressed.

At last it started the game and I try to build one capital ship but when the game want to show the informationtext it crashes down, with no error message.
Reply #1128 Top
http://www.pwnzord.com/crap/7_DEADLY_SINS_1.3d.7zEnjoy.wow, such an url.


Yes, nice url!

UPDATE for 2.0:
The Slave Shielded World and the Radiation World are complete and INGAME. That makes 3 new planets! There are also 5 Gas Giants now too, and tons of other new planet textures done. This will really spice up the Sins experience.

More stuff to be done!

Can anybody help me?I downloaded this Mod and activated it.But when I start a new game with one of the new races the game work for 3-4 minutes.The first buildings are ok, but then I tried to built a capital ship and the game crashes down.I use the German version of Sins, so I think it´s because the informationtext of the new ships.sorry for my bad englishOpen Documents and Settings\***YourUserName***\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting, find file user.setting and open with Notepad, And set IsWatchedFilesOn TRUE; LogOutput TRUE; ShowErrors TRUE; then we can help find out your problem.


Yes, try this and we will see what is going wrong.

DANMAN
Reply #1129 Top
OK when I activate the mod he show me the following errors:

Failed to convert '' to an enum value.
Failed to convert 'GasGiant' to an enum value.

Then I started a new game and try one of the new races but here, it shows me:

Failed to find StringID: 'IDS_PLAYERRACENAME_ATLANTIAN'. NOTE: Any following StringID failures will be supressed.

At last it started the game and I try to build one capital ship but when the game want to show the informationtext it crashes down, with no error message.

;)

I think it´s because the german version of the game.
The game want the german datas only, so it can´t use the english mod datas and crashes down when it need them.


€dit:
Ok I think I understand a little bit of the problem.
The game search for the right stringID, but he search inside the german data where can find not the right IDs for the mod.
Reply #1130 Top
I have fixed it.
The german game (and I think the games in other languages than english too) need their own string data. So they can´t use the data from the mod.

The problem is, when the mod is searching in the german data, for the right stringID he can´t find the IDs of the new races.

I have copied the english.str into the game path an renamed it in german.str.
Now the game is in english but I can play the 7 deadly sins mod.

@Danman:
If you can send me the new strings, I can try to translate it for making a real german.str data.
Reply #1131 Top
Danman could you possibly add in something to your mod to allow allies to start near each other when the same teams are set to start the game seeing as it doesn't look like they will be changing it in 1.1 patch?
Reply #1132 Top
I have fixed it.The german game (and I think the games in other languages than english too) need their own string data. So they can´t use the data from the mod.The problem is, when the mod is searching in the german data, for the right stringID he can´t find the IDs of the new races.I have copied the english.str into the game path an renamed it in german.str.Now the game is in english but I can play the 7 deadly sins mod.@Danman:If you can send me the new strings, I can try to translate it for making a real german.str data.


It would be my pleasure to have a German version of 7 DEADLY SINS. I'll send you the files. PM me your email address, and I'll send them to you.

Danman could you possibly add in something to your mod to allow allies to start near each other when the same teams are set to start the game seeing as it doesn't look like they will be changing it in 1.1 patch?


I don't think this can be done without making custom maps, but I will look into it for you.

DANMAN
Reply #1133 Top
I don't think this can be done without making custom maps, but I will look into it for you.DANMAN


Thanks much.
Reply #1134 Top
Quick problem:

I recently switched from XP to Vista. My game disappeared, but I found it and moved it over successfully, It works and everything. I had 7 Deadly Sins on my former game (not sure what specific mod, I believe 1.3c) which worked perfectly fine. When I moved Sins over the mod no longer existed.

I downloaded 1.3d, moved the folder to the Mods folder, unzipped it and went onto Sins.
I then activated mod and checked the "Activate mods on startup" and the screen stopped (as it did when the Mod worked on XP) but it failed to load the mod. Then I restarted sins and it still failed.

Please help. =)
Reply #1136 Top
Nevermind ...fixed it.


Glad you were able to solve the problem!

Any chance of getting bases in the "open" sectors any time soon?


What do you mean? Please explain so that I can respond.

DANMAN
Reply #1137 Top
Yeah yeah, I suppose a more flattering URL would be nice...


However, that's the directory I dump files for quick access to them. It's only there if people want to use it over filefront.

Reply #1138 Top
I have fixed it.The german game (and I think the games in other languages than english too) need their own string data. So they can´t use the data from the mod.The problem is, when the mod is searching in the german data, for the right stringID he can´t find the IDs of the new races.I have copied the english.str into the game path an renamed it in german.str.Now the game is in english but I can play the 7 deadly sins mod.@Danman:If you can send me the new strings, I can try to translate it for making a real german.str data.


Hi deamon, I have a fixed .dll file, i think maybe it can solve the problem.
I means you don't need to overwrite the original german.str.
If you woulde like to try, plz pm me, and i'll send you the file.
Reply #1139 Top
I have fixed it.The german game (and I think the games in other languages than english too) need their own string data. So they can´t use the data from the mod.The problem is, when the mod is searching in the german data, for the right stringID he can´t find the IDs of the new races.I have copied the english.str into the game path an renamed it in german.str.Now the game is in english but I can play the 7 deadly sins mod.@Danman:If you can send me the new strings, I can try to translate it for making a real german.str data.Hi deamon, I have a fixed .dll file, i think maybe it can solve the problem.I means you don't need to overwrite the original german.str.If you woulde like to try, plz pm me, and i'll send you the file.


HammerSun, thanks for helping out man. Truely above and beyond the call of duty.

UPDATE FOR 2.0:

I have successfully created two Star Birth Nebulas, one red and one blue, just like in real space. I also populated these Nebulas with stars, each of the corresponding variety and light wavelength. They will have the effect of a plasma storm, along with the Solar regenearation ability. They will also be filled with resource asteroids that can be captured. This is all currently INGAME.

Also, I have finally made a main WHITE STAR, and it is now INGAME. You now you have 5 different main stars to choose from.

Finally, a new Black Hole is finished, and INGAME, along with FourAce's original work. The new one is a traditional accretion disk, complete with a glowing hot center, and plasma stream coming from the poles. Almost like the vanilla wormhole, but bigger, and with more effects and colors. It will have the same deadly abilites as the original.

Also, I have to test them out, but HammerSun, part of the DANMAN SHIP YARDS, has produced an additional 15 ship models, from the X3 United game. These may be in soon....


More to come!

DANMAN
+1 Loading…
Reply #1140 Top
YEEEHAAA!!!

DANMAN for (SOASE-)PRESIDENT :)

It´s truly awesome to see how your project goes on and everybody here helps in one way or another with ideas, solving problems and translations to other languages :)

Great work!

Can´t wait to see the X3-models :)

Greetz,

Joe
Reply #1141 Top
Also, I have to test them out, but HammerSun, part of the DANMAN SHIP YARDS, has produced an additional 15 ship models, from the X3 United game. These may be in soon....More to come!DANMAN


Wow, can't wait to see them!
Reply #1142 Top
Also, I have to test them out, but HammerSun, part of the DANMAN SHIP YARDS, has produced an additional 15 ship models, from the X3 United game. These may be in soon....More to come!DANMANWow, can't wait to see them!


qft, soo much stuff, i can't wait!
Reply #1143 Top
Great news Danman, can't wait for version 2

Hammerson, if your making models from the ships in X3, you should check out the mod for that game call Xtended, they had some beautiful models in that game, was so much fun to play.
Reply #1144 Top
Hehehe. Yeah. Especially the Terrans.
Reply #1145 Top
Danman, i have a MAD suggestion :D
I heard you got your new black hole ingame, and when i see that you say it has an accretion disk, i wondered. What is it sucking in?
Then i thought... O_O What if you had a very rare black hole + rogue star "planet/zone/whateveryoucallthesethingsinthesamegravitywell"..
The blackhole could be orbiting slowly like the moons you currently have ingame, have a nice accretion disk effect tied to it, and possibly your jet effect, but sort of aimed at the center of the gravity well (the rogue star) to give the impression of sucking the gases from the star into the black hole  :LOL:  :LOL: 

Man this mod is so crazy, i can easily see it going up to v9.1 lol. Maby another uber rare occurance, where a black hole is near planets too? Perhaps the mini-black holes can be like copies of the moons.
That is, bonuses/debuffs on the actual planet, but with a mesh orbiting to give some visual representation as i said above.  :CONGRAT: 
Could be something to balance against the over-positive moon bonuses, like -90% planet pop, -30 logistics slots, but +500 damage every second to ALL ships within a certain range.
Could be like sort of an unlucky planet, but a nice bottleneck to hold back the enemies :)
I dunno lol, just pitching ideas :) Love space, love this mod..

What does the nebula thing look like??
Also, wait lol. Since you got the white main star thing figured out, is there any way you could possibly add a Pulsar?? Oh man that would be so cool.. I suppose the normal wormhole jet-effect would look pretty okay quickly spinning around that star :)

------------------------------------
I'll stop with the crazy ideas now.. By the way, is there anyway i can help on the mod? Im pretty proficient in Photoshop, a perfectionist when it comes to editing boring values in notepad, but also 3ds max if its needed.

Here is an example of my stuff:
http://img357.imageshack.us/img357/2654/109frontierbu9.jpg <-- Made 100% in photoshop by hand. By far the best way to get realistic starfields is simply to put every dot there by hand rather than generate some uniform boring noise-map.
http://img357.imageshack.us/img357/26/112lurkingrh6.jpg <-- Made 100% in photoshop by hand also, this one was finger-straining lol.
http://img393.imageshack.us/img393/8949/072betacentauriballornp7.jpg <-- Made in 3ds max with a basic planet texture i generated with a photoshop filter (looks crappy, but hey its quick). I wish asteroid belts looked like that in Sins :)
http://img78.imageshack.us/img78/5397/077lovekk2.jpg <-- Made in 3ds max with very fine-tuned atmosphere etc settings/layers (my perfectionism again lol)
Reply #1146 Top
Danman, i have a MAD suggestion I heard you got your new black hole ingame, and when i see that you say it has an accretion disk, i wondered. What is it sucking in?Then i thought... O_O What if you had a very rare black hole + rogue star "planet/zone/whateveryoucallthesethingsinthesamegravitywell"..The blackhole could be orbiting slowly like the moons you currently have ingame, have a nice accretion disk effect tied to it, and possibly your jet effect, but sort of aimed at the center of the gravity well (the rogue star) to give the impression of sucking the gases from the star into the black hole     Man this mod is so crazy, i can easily see it going up to v9.1 lol. Maby another uber rare occurance, where a black hole is near planets too? Perhaps the mini-black holes can be like copies of the moons.That is, bonuses/debuffs on the actual planet, but with a mesh orbiting to give some visual representation as i said above.   Could be something to balance against the over-positive moon bonuses, like -90% planet pop, -30 logistics slots, but +500 damage every second to ALL ships within a certain range.Could be like sort of an unlucky planet, but a nice bottleneck to hold back the enemies I dunno lol, just pitching ideas Love space, love this mod..What does the nebula thing look like??Also, wait lol. Since you got the white main star thing figured out, is there any way you could possibly add a Pulsar?? Oh man that would be so cool.. I suppose the normal wormhole jet-effect would look pretty okay quickly spinning around that star ------------------------------------I'll stop with the crazy ideas now.. By the way, is there anyway i can help on the mod? Im pretty proficient in Photoshop, a perfectionist when it comes to editing boring values in notepad, but also 3ds max if its needed.Here is an example of my stuff:http://img357.imageshack.us/img357/2654/109frontierbu9.jpg <-- Made 100% in photoshop by hand. By far the best way to get realistic starfields is simply to put every dot there by hand rather than generate some uniform boring noise-map.http://img357.imageshack.us/img357/26/112lurkingrh6.jpg <-- Made 100% in photoshop by hand also, this one was finger-straining lol.http://img393.imageshack.us/img393/8949/072betacentauriballornp7.jpg <-- Made in 3ds max with a basic planet texture i generated with a photoshop filter (looks crappy, but hey its quick). I wish asteroid belts looked like that in Sins http://img78.imageshack.us/img78/5397/077lovekk2.jpg <-- Made in 3ds max with very fine-tuned atmosphere etc settings/layers (my perfectionism again lol)


Wow, it's amazing pictures!!!
Reply #1147 Top
Great news Danman, can't wait for version 2Hammerson, if your making models from the ships in X3, you should check out the mod for that game call Xtended, they had some beautiful models in that game, was so much fun to play.


I know XTM, I've been a X3 Moder.
I didn't create, just convert some x3 ships into sins(Just M3/M4/M5 now, you know, 5 races and each 3 ships). :p 
Reply #1149 Top
Danman, i have a MAD suggestion I heard you got your new black hole ingame, and when i see that you say it has an accretion disk, i wondered. What is it sucking in?Then i thought... O_O What if you had a very rare black hole + rogue star "planet/zone/whateveryoucallthesethingsinthesamegravitywell"..The blackhole could be orbiting slowly like the moons you currently have ingame, have a nice accretion disk effect tied to it, and possibly your jet effect, but sort of aimed at the center of the gravity well (the rogue star) to give the impression of sucking the gases from the star into the black hole Man this mod is so crazy, i can easily see it going up to v9.1 lol. Maby another uber rare occurance, where a black hole is near planets too? Perhaps the mini-black holes can be like copies of the moons.That is, bonuses/debuffs on the actual planet, but with a mesh orbiting to give some visual representation as i said above. Could be something to balance against the over-positive moon bonuses, like -90% planet pop, -30 logistics slots, but +500 damage every second to ALL ships within a certain range.Could be like sort of an unlucky planet, but a nice bottleneck to hold back the enemies I dunno lol, just pitching ideas Love space, love this mod..What does the nebula thing look like??Also, wait lol. Since you got the white main star thing figured out, is there any way you could possibly add a Pulsar?? Oh man that would be so cool.. I suppose the normal wormhole jet-effect would look pretty okay quickly spinning around that star ------------------------------------I'll stop with the crazy ideas now.. By the way, is there anyway i can help on the mod? Im pretty proficient in Photoshop, a perfectionist when it comes to editing boring values in notepad, but also 3ds max if its needed.Here is an example of my stuff:http://img357.imageshack.us/img357/2654/109frontierbu9.jpg <-- Made 100% in photoshop by hand. By far the best way to get realistic starfields is simply to put every dot there by hand rather than generate some uniform boring noise-map.http://img357.imageshack.us/img357/26/112lurkingrh6.jpg <-- Made 100% in photoshop by hand also, this one was finger-straining lol.http://img393.imageshack.us/img393/8949/072betacentauriballornp7.jpg <-- Made in 3ds max with a basic planet texture i generated with a photoshop filter (looks crappy, but hey its quick). I wish asteroid belts looked like that in Sins http://img78.imageshack.us/img78/5397/077lovekk2.jpg <-- Made in 3ds max with very fine-tuned atmosphere etc settings/layers (my perfectionism again lol)


Black holes dont orbit there pull is omnipotent so the star would orbit them like a giant sumo wrestler using his monstrous mouth to suck in all rice that stands before him.

Partly illustrated by this picture of a young child eating rice notice how the bowl is twice her size but with the power of the spoon she commands it!
WWW Link

And Just for the hell of it i will post this picture of angry rice balls

WWW Link
Reply #1150 Top
Also can we have some sort of estimate as to when 2.0 WILL BE AVAILABLE! :LOL: