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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.

12,496,662 views 4,959 replies
Reply #1176 Top
If you cant add particle effect, perhaps it would be possible to add a custom sun corona/halo/glow texture instead, with the jet already displayed if you know what i mean.
Like if you were to draw a solar flare to the glow texture.
As a last resort :)
Reply #1177 Top
Wait I don't get it... Edit: I understand now. heh :)

So a model for the star with particle effects in the mesh file crashes the game?
Reply #1178 Top
I think of two new special cannons.
The TEC have their Novalit cannon the Vasari etc...

My first idea is a heavy cannon against ships, specialy capital ships. So before the own fleet arrives at the enemy planet you use this canon for damage the enemy fleet.
Or you can use it, if a enemy fleet attack a own planet.

The second Idea is a heavy defensive platform.
I think of beamweapons and rockets.

@Danman: Hammersuns dll file doesn´t works oin my german version.
When I start the game, it break the operation and save a dump data.
I have send him the data and hope you can use it.
Reply #1179 Top
To damage the enemy fleet at a separate planet requires either:

1. To specifically target a vessel you have to have vision of what's in the grav well, either by remote sensors, cloaked scouts, or the Advent's Eyes of the Converted ability.

2. You can use an indiscriminate weapon that causes heavy damage to all ships in the grav well.

I like the heavy defensive platform idea.

Vasari have phase rockets, Advent have plasma cannons, TEC have a really big rail gun. Think a smaller Novalith (or for Halo fans, an SMAC.)
Reply #1180 Top
those would be regular MACs. Macs never had interstellar range, but they were good for cuttin through covenant capital ship hulls.
Reply #1181 Top
Well no. I was referring to the heavy defensive platforms which are for defense inside the grav well. And MAC guns would be the standard TEC Gauss platform. I think he means heavy defensive platforms being something you use to smash a capship to bits with from very long range. That is what an SMAC does best.
Reply #1182 Top
Is there any way to load 7DS (Sins plus?) planets into the Galaxy Forge? If not, is there a list of planet type names so I can edit a map by hand?
Reply #1183 Top
so I can edit a map by hand?


back in the day, when men were men, women were women, and tech support was tech support, when people did stuff wiv their 'ands.

sorry i couldnt resist, its quite late at night.
Reply #1185 Top
Well no. I was referring to the heavy defensive platforms which are for defense inside the grav well. And MAC guns would be the standard TEC Gauss platform. I think he means heavy defensive platforms being something you use to smash a capship to bits with from very long range. That is what an SMAC does best.


I don't think the TEC needs SMACs. The UNSC is gonna have those and they (when they're done) will be included in this mod! I actually think that the TEC are pretty good the wa they are right now.
Reply #1186 Top
To the previous posts I believe each side shoudl get some new defense structures or platforms maybe like light/heavy defense platforms main due to the long battles where a player is on a roll and needs a defense on a planet and needs to continue his offense.

Reason being is say if he caught his enemy by surprise he would need to continue his attack in order to get the full affect so when he captures the planet he can jsut set up a quick defense (ie: light defense platform and then once thats up bring on the ehavy defense platform)
Just a suggestions.

Btw are you tryign to get the Star Wars mod merged in too??
Reply #1187 Top
Btw are you tryign to get the Star Wars mod merged in too??


It already IS merged in! The empire is going to be in 2.0!
Reply #1189 Top
Danman, i wish i had the patience to help out :(
I just, i dunno. If i could use normal square textures i would, but im too lazy to sit and fiddle with small squares and trying to make them fit without seams etc ^_^
I'd have to keep all the edges as they are on an original map, and that would just limit me to 5 "patches" of new detail on the planet ^_^
Im a total newb when it comes to textures for games and how to make them fit properly, even a simple backdrop is impossible for me :P
Reply #1191 Top
Yes. Defensive options are limited with only a anti-frigate platform and a hangar platform.
Reply #1192 Top
I know this sounds wierd, but maby borrow some defence-ideas from Supreme Commander?
This game is basically supcom in space, with the many units of the same type and such (heck even supcom has more varied units, but sure).

As in, keeping the defences as they are now in sins is probably ok, but adding medium and heavy versions too, each doubling the previous version's damage/range/hitpoints.
Either you spend your resources on ships, or on defences. I like defences in rts games :)
Ships can move, but are weaker. Defence turrets cant move, therefor has to be stronger than the ships 1on1 in order to make them worthwile. As they currently are not in sins vanilla :)
Reply #1193 Top
is there any chance of integrating in SuperMiniMod-style battlestations?

and do we have an ETA for 2.0?
Reply #1194 Top
I don't think the TEC needs SMACs. The UNSC is gonna have those and they (when they're done) will be included in this mod! I actually think that the TEC are pretty good the way they are right now.


I know that. It was just a random suggestion for an OP TEC platform (the SMAC was only for comparison. They are too OP for TEC to have with hangars and massive OP mass driver). Having another tier of defensive structures would be cool, which is all I was really saying.

Reply #1195 Top
I don't think the TEC needs SMACs. The UNSC is gonna have those and they (when they're done) will be included in this mod! I actually think that the TEC are pretty good the way they are right now.I know that. It was just a random suggestion for an OP TEC platform (the SMAC was only for comparison. They are too OP for TEC to have with hangars and massive OP mass driver). Having another tier of defensive structures would be cool, which is all I was really saying.


I know I was just saying (using your expression of an SMAC) that the TEC have that wimpy defense that you need to spam to be effective and I don't know if they need an uber defense weapon. That research thats already in 7DS makes them pretty good right now as it is.
Reply #1197 Top
I know I was just saying (using your expression of an SMAC) that the TEC have that wimpy defense that you need to spam to be effective and I don't know if they need an uber defense weapon. That research thats already in 7DS makes them pretty good right now as it is.


What research? Sorry but I spend all my time as races other than vanilla in 7DS.
Reply #1198 Top
I know I was just saying (using your expression of an SMAC) that the TEC have that wimpy defense that you need to spam to be effective and I don't know if they need an uber defense weapon. That research thats already in 7DS makes them pretty good right now as it is.What research? Sorry but I spend all my time as races other than vanilla in 7DS.


There some research or something that makes the gauss cannons fire rapid fire
Reply #1200 Top
Yeah, in all rts really, the defence towers has to be alot stronger than the equal ships.
Since they cant move, or attack, or anything. They gotta have alot more hp and damage than a ship costing about the same.