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 UziiSolar Sins - By DANMANSins Enhanced - By KrissemBailknights Graphical Mod 1.3 - By BailknightWLD Graphical MOD - By Lost WLDVolumetric Explosions 0.85 - By Mansh00terStar Wars (Empire only) - By EvilJediMetal Storm - By SpardaSon21HammerSun Pirate Mod - By HammerSunUFO Mod - By i NertKreyson's Battlewagons Mod - KreysonSins Sounds - GurkozSins Music (unreleased) - GurkozAncient Ones, Atlantians (unreleased) - DANMANStar Control / Master of Orion Mod (unreleased) - DANMANNPC Starbases -Thanks Distant Stars for the helpHD Player loadscreen pictures of Arilou, KohrAh and Kzerza by Damon Czanik who is making "UrQuan Masters: Project 6014" dczanik.deviantart.comCustom 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 systems2 Black Holes - will destroy your ships3 Nebuleas - complete with baby stars3 Different Moons, orbiting various planets and Stars
Galactic Rescaling by Makon to improve performanceRescaled 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.
Try the TCA, they are the TEC on steroid... TCA, The Unity, and The Dark are the steroid version of the TEC, Advent, and the Vasari...
It is not yet finish, but for more information about the 7DS race, take a look at http://www.sri-corp.com/mkportal/modules/mediawiki/index.php/Factions ... for a list and detail of all planet bonus ( almost all ), take a look at http://www.sri-corp.com/mkportal/modules/mediawiki/index.php/Planet_bonus ... about the type of Star : http://www.sri-corp.com/mkportal/modules/mediawiki/index.php/Star ...
For info, if you wish, you can help the mod... we seek people for translation of 7DS... have already some people for French, German and Spanish... but any people knowing other language are welcome... it will be fun to have 7DS in any possible languages... More, if you are good writter, we need storyline for some wiki race... you don't need to be modeler, texturer, or coder for help us...
Hi guys,
The vanilla races are just that, vanilla. I did this on purpose to prove a point. To prove what could be accomplished through modding versus standard out of the box. So, the TEC, ADVENT, and VASARI are unmodded, out of the box. If you want all the new features, especially the research, use the TCA, UNITY , and DARK FLEET.
Enjoy the vanilla races now, especially if you want a challenge. They all die in version 2.5
great mod, congratulations to the 7DS team.i love all the new ships, but there is one ship that i don't like, because is to " thin ", and that is the dark and the atlantian " volkoras desolator " (from the vasari race). the dark " space egg " looks great, its huge.
Exactly. Anyone wishing to step up and do some work, no matter the skill,, are welcome.
I know a texturer, and I'm trying to get him to join, but he's lazy as hell. Honestly, this guy's fairly good. He can do a bit of everything. Modelling, UV, texture, etc. Unfortunately he's more of the "watch other people do it and play the result" type of person. Oh, but he doesn't use XSI, can't remember what he uses...
dammit! my interwebs chose to conk out the weekend, so i missed this most momentus of occasions!
Enjoy the vanilla races now, especially if you want a challenge. They all die in version 2.5DANMAN
I've been thinking about your decision to delete the TEC, advent and Vasari races from 2.5 all afternoon. I wanted to get some more experience playing 7DS before I typed a response so I didn't spout some kneejerk reaction out. So now that I've had time to think about it, experience the mod 1st hand, I really do believe that it would be a mistake to cut them.
There are so many wonderful things in 7Ds to enjoy but if we want to play an original tech game, your decision forces us to go stock. That's unfortunate.
Leaving them in is a feature. If in fact your storyline touts your expanded base races as spin offs, leaving the originals fits. That's just a weak storyline argument, I know. But the main thing is that sometimes we may want to play an original race against an expanded tech race. Your new 2.5 mod will prevent us from enjoying that. Please don't do that. Please keep them. 7DS would be better for having them included.
I think I know which one you're talking about. Looks like a mistake to me. The ship looks like the original mesh had been 'pancaked' or flattened. I hope it gets adjusted for 2.5
I just wanted to let everyone know because it was accidentally left out of the storyline 'read first', for the race storyline missions to view their mission statements, once you upload the included fonts into your 'fonts' file in your computer, you must restart your computer before the fonts will take effect. Until you do this, you may not be able to view the mission statements properly.
I wanted you to know that this decision did not come easy. I always wanted to keep them in, but mesh limits currently in the game prevents me from proceeding any further with new races and ships unless I remove some others, and the most logical choice is the vanilla races. If there is a way fro me to keep them in however, I will do so. I like haveing them in too, again just to prove my point of modded vs. unmodded.
This was actually done on purpose, to make it bigger, yet flattening it to make it look slimer, faster, meaner, like a deadly organism from the sea. But, if more people jeer at it, I may change it. For now, I actually like it. For the Atlantians, Ares is the god of war, and this design reflects that.
You will notice that all the Atlantians are named after gods. That is because in the storyline, they ARE the gods. When people pray to the gods, they are praying to the Atlantians....
Anyways, I am glad people are enjoying the mod otherwise. There are always bumps in the road, and always things that not everyone likes. I try to make everyone happy, but that is nearly impossible to do. Everyone has different tastes.
Keep the comments coming!
Sadly, its not that we want to get rid of the vanilla races, its that we have to in order to add more stuff to the mod. You see, there is a hard-coded limit on the number of meshes that can be loaded by the game. If you exceed that, the game crashes every time you run the mod, no matter your graphics settings, etc. 7ds has hit that limit. So for there to be any more new stuff added, other stuff (the vanilla races) have to go. Believe me when I say that you are not alone in wanting the vanilla races to stay, however, it is necessary for anything more to be added to 7ds.
EDIT: DANMAN, you beat me to it again! You posted as I was writing this. How do you do that?
This mod is awsome, epecially with a highly modified sound system and all graphics settings on highest. I love the laser sounds for the Empire. One problem: the TIE fighters + bombers are a little loud, aren't they?
I guess my question then is this.
Is there a way to play the vanilla sins with all of the other cool planetary types ect ect? Is that Solar Sins or is there more crammed into this mod?
I understand now Danman. Thanks for explaining. Got to say this is a TOP NOTCH mod. Im lovin it!
Noticed 2 things. The TCA Bastongne Battlecruiser can't upgrade on lvl 8 or up. Nothing to upgrade to, it's maxed out. Not that it needs to. Same with the KOL BETA ship at lvl 10. Never had anything else as high.
Oh, and why do the TCA have a tech called Mass Transcendence?
And that pancake ship... ya, I'm a modeler/texturer for Starfleet command Orion Pirates. I'll link some of my work so u can see it later, but that pancake ship is pretty flat, lol. If you were going for sleek, you nailed it. Might slice thru the air like a boomerang pretty good, haha.
Yes, it is Solar Sins... Solar Sins 2.0 was the base of 7DS 2.0... go there and you will find the download link for Solar Sins 2.0 ... official version for sins 1.05 and non official version for sins 1.10, 1.11, 1.12, 1.13 ...
Hey, just so I don't make you gods angry, can I post some new in-game pics of the mod? Oh, and thanks for adding the tip about Ctrl+Shift+Z, it helped a lot!
Truly, truly awesome.
And I'm soooo happy you managed to get the graphics for Dark in there!
???
Of course! This always pleases the gods. Especially if you have high quality pics, with all the hud removed. Please post, and share your offering!
I am sure people will enjoy more pictures that what I have done.
I am very happy you like it. I was also glad I managed to fite some Dark Textures in, at least for the capital ships. In version 2.5, I will try to get more in, especially if the Vasari become extinct.
Same for Arilou Mothership.
Anyway Arilou are like infection, you let then grow and you're dead
I played as Arilou vs Empire and I had a lots of ship in lots of sectors, when I chased Empire task for I put multiple blockades and ambushes. It was so fun that I though: if Ai could think it would propably think: "frikin' UFO invasion, call Will Smith and that Cable TV guy"
I haven't played against Arilou, but I noticed possible AI problem. In start they can build Mothership or Skiff. Does AI always build Morthership first? coz if it will select Skiff it won't be able to spawn ship so it's game over for them.
Hey Dan Mod is great I've noticed one thing though that I haven't seen in any post as of yet. When playing the Atlantians there is still no dedicated scout ship, not sure if this was on purpose or not but it would make it easier to scout new planets... just my measly 1.05 cents
That is exactly what I was going for, a UFO Invasion, ID4 style. I was actually going to model that ship, but it game me problems. I am glad you are enjoying the Arilou. They are a completely new way to play the game.
Actually they do. It is the Apophis. The first ship in the "gold" Atlantian ships. It has all the abilies of a scout ship, and the AI implace to take advantage of it. It just looks different because I didn't use the Advent scout model.
Enjoy!
I played as Empire, together with Arilou angainst Dark Fleet. Here is my feedback:
VSD 1 missiles doesn't attack targets in front of her (this means that if you order it to attack a ship, it will turn into it's direction and...stop fire).
Empire Onslaugn ability is a bit buggy for me. When I turn it off during combat ship will still be inmobile till combat ends, while in peacefull situation it works insantly. I lost 3 Capitals in "100% sure survival" situations because because I forgot to turn it off or turn in on by mistake.
Golan III is like a mini Death Star, it's very expensive but very powerfull.
Arulou AI have problems with their build cycle. in most scenarios it build Mothership first, but then they should choose "spawn Okun" ability first to spawn more ship, because when they choose anything else, then only "spawn capable" ship would be Mothership.
I think that Mothership should have Colonize ability from start, because now it have to choose between "colonize" and "spawn Okun" and both are critical for AI survival (because Human player would be smart enough to buy another level to have both of them) - Arilou and their AI need some more work.
In oposition to dumb Ariou AI, the Dark Fleet AI works perfectly and in very agressive way. They are my fovorite AI opponents.
One more problem, heavy cruisers (fromer battleships) tactical Icons are same as Titan icons which make them difficult to distinguish them. Any attack force that have them looks (from galaxy view) much more dangerous than it should.
Do you plan to release small bugfix for Arilou, Empire and other possible problems ?
What is the origin of "quiet 9" "quiet 10" and" 12" music tracks ? they sounds very familiar.
Just a query, You are aware that the mod uses music from eve online? I just noticed this while playing as the dark, i thought i'd left eve running in the background or something. But its the music from the mod.
Thanks Dan for the speedy response, I guess it helps to do some investigating prior to comments on missing stuff. In the process of DL mod for my deasktop comp. and will look at what you have said. Just once again thanks for the effort you and your gang put into this. Looking forward to playing this for a long time.
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