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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.

12,499,962 views 4,959 replies
Reply #327 Top
So Danman , solar sins is already in 1.2?...
Reply #328 Top
Correct. 7 DEADLY SINS 1.2 already has Solar Sins 1.0 in it.
Solar Sins is basically 7 DEADLY SINS without the Atlantians.

I had so many requests for this, so I put this out to make people happy.
However, 7 Deadly Sins will always be my main focus.

DANMAN
Reply #330 Top
I've updated Galaxy Forge for Solar Sins.

You can check the link on my forum:
https://forums.sinsofasolarempire.com/304538/page/1

Thanks Danman for your hard work. I know you spend lots of hours to try and release this as soon as possible. :D
Reply #331 Top
I've updated Galaxy Forge for Solar Sins.You can check the link on my forum:https://forums.sinsofasolarempire.com/304538/page/1Thanks Danman for your hard work. I know you spend lots of hours to try and release this as soon as possible.


thanks for that! i'll try it l8r tonight.  :CONGRAT: 
Reply #332 Top
Hey Danman,

I was reading about on Keidjor's mod and was wondering about the status of his mod merging with 7 deadly sins.

Well i should of said that if he was still in the process of merging his mod with your super mod?

Just played the Atlantians, love the whole concept. Just wondering if you were going to make an enemy just as ancient as the Atlantians who come back to do battle or to retake the galaxy?

Hope im not bringing up an thought that was already discussed.

Cheers,

Flux
Reply #333 Top



hey ran into an interesting little mishap with the Solar Sins mod. As you can see i attached a picture of a Crusader that looks alot like a Revelation. If this was done deliberately i apologize but i just figured id point it out in case its a bug that u'd want to fix in your next update for the mod.
Reply #334 Top
Awesome! Now I can complete my map, or as my friend puts it, "immense waste of time" :D 
Reply #335 Top
Animage64:
Thank you very much for putting that together. I will put the link in the top main post.

Flux:
For now the project is on hold. Kiedjor is experiencing too many problems with his own mod, let alone trying to merge the mods together. We want to iron out the cinks in the system before we do this, but we are still working on it.

Lurker:
OOPS! You found an Easter Egg! Actually, you found out a secret about the Atlantians, and the fact that they will be becoming Advent by the next release. This was my attempt to turn frigates into Capital ships. So, you see the beginning stages. My apologies. If you wish, I'll post a file to correct this.

Brookman5:
Glad you like.

DANMAN
Reply #336 Top
ohh wow... interesting lol lemme no when u put out a file correcting this lil thing. Im a fan of both mods and sometimes its a lil nice to go back to basics with Sins plus and such. thanks
Reply #337 Top
hey ran into an interesting little mishap with the Solar Sins mod. As you can see i attached a picture of a Crusader that looks alot like a Revelation. If this was done deliberately i apologize but i just figured id point it out in case its a bug that u'd want to fix in your next update for the mod.


I love the ms paint arrow and the quetion mark that clearly says wtf!?
Reply #340 Top
Well, because I'm a nice guy and I think you all need to be tossed a bone. Here is the Atlantian Carrier, This model is in progress and might change slightly before release.



Reply #342 Top
Ah yes. The first in my new deadly Atlantian fleet. (stands up, and starts to clap LOUDLY).

This thing is awesome, and I can't wait for this, and your other works Siath, to fully encompass this race. Well done my friend.

DANMAN
Reply #344 Top
Yes, that's where I take over my friend. Excellent work.

Oh, and I may be able to help soon. I have 3D MAX now.....mwahahahaw!

DANMAN
Reply #345 Top
This is a great mod, but I think that it would benefit a lot from icedude's Sins Enhancement mod. Would it be possible to maybe include that mod as well once it is updated for 1.04?
Reply #346 Top
I'm not sure if somebody else spoke about this problem before - at least a searching for some posting in that direction didnt lead to anything (but of course, the search function in this forum here is the worst I have seen in the past 5+ years)

The problem I'm having is with the ship-graveyards from "Sins plus"

I find the concept awesome and I do like the taking over the battleships, but the AI seems to have a serious problem with those graveyards.

- in every game I had them the AI
a) doesn't seem to be able to recognize that it can take the ships over by researching a tech (or puts that esearch at lowest priority or some such)
b) completely de-evaluates the derelict ships:
b1) seems to consider them a major threat and gathers almost ist whole fleet there - which afterwards just idling in the graveyard
b2) doesn't seem able to recognize them to be invulnerable and the gathering of the fleet is just the attempt to destroy those "minor weak ships"

But the endresult is the same:
Whenever a graveyard is in an Ais territory they collect massive fleets there (basically all ships they got) which afterwards do absolutely nothing but "guarding" the graveyard

This of course takes away quite some fun.

That's why, is there a way to mod it in a way that the AI deals with the graveyards "correctly": either researches and takes over the ships or consideres it as what is is basically: some pieces of metal which can't be destroyed and which won't attack either.

The 2nd option would of course give the opportunity to a human to gather a few ships behind enemy lines and cause some havoc with them - but that would be better than having the AI gathering it whole fleet at one useless spot and just keeping it there.

Alternatively, would there be an option to add a planet option to the map designer "random - no graveyards"?
Reply #347 Top
Alternatively, would there be an option to add a planet option to the map designer "random - no graveyards"?


@Herodias
You can remove the option to pick graveyards by opening the "GalaxyScenerioDef" with notepad located in your GameInfo folder. And remove every line under WeightedRandom, Random, RandomTrue, etc... that says: orbitBodyType "AsteroidGrave" and fixing its number in orbitBodyTypeCount #
Reply #348 Top
thanks.
I havent attempted any modding, but I understood the first part of your "instructions": And remove every line under WeightedRandom, Random, RandomTrue, etc... that says: orbitBodyType "AsteroidGrave"

But fixing its number in orbitBodyTypeCount # - what do you mean by this? "fixing its number"? do you mean setting it to zero or something?
(I havent looked at the file and can't do so right now, so maybe its going to be obvious when I see it, but still... ;P )
Reply #349 Top
@Herodias
Not a problem, heres an example of a portion of the file when you open it up in notepad:

planetType
designName "SinsPlusPlanets"
designStringId "IDSGalaxyScenarioTypePlanetNew"
orbitBodyTypeCount 19
orbitBodyType "Forest"
orbitBodyType "Forest"
orbitBodyType "Rock"
orbitBodyType "Rock"
orbitBodyType "Ocean"
orbitBodyType "Ocean"
orbitBodyType "Toxic"
orbitBodyType "Toxic"
orbitBodyType "City"
orbitBodyType "Industrial"
orbitBodyType "Military"
orbitBodyType "Paradise"
orbitBodyType "AsteroidGrave"
orbitBodyType "AsteroidGrave"
orbitBodyType "Relic"
orbitBodyType "Grass"
orbitBodyType "Grass"
orbitBodyType "Swamp"
orbitBodyType "Swamp"

Remove the two lines that say orbitBodyType "AsteroidGrave" and change the number in orbitBodyTypeCount from 19 to 17 since there are seventeen lines left now. Repeat this process for WeightedRandom, Random, RandomTrue, etc...