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.
Surely instead of adding more stuff, the current stuff could just be improved and balenced more? I mean, so far the logic seems to be just "adding stuff for sake of adding stuff"
I think that you have not understand the meaning of adding "stuff"... by example, The Dark ( who was existing from the first version of the mod ) use vasiri ship... we cannot use other ship for them due to the harcoded limit... removing the basic race will free room and allow us to finish/complete/balance the actual race...
Models like these below can be in 7DS if the harcoded limit is removed by Stardock or if the vanilla race are deleted... using vanilla mesh don't help for balance ship... weapons bank are "describe" in the .mesh file via null point... adding one weapon or ability change the .mesh file... again hitting the hardcoded limit...
Sins have a good engine but everything is linked together... something simple like resize a ship, modify weapon or ability, or new particule null point, or new textures can ask for a fully new .mesh file...
For example, a guy have made a mod with planet/sun from different size... it is more realistic, like in the real universe.... people who don't know how sins internal work, will think that all is simple... but for each size, a planet use a different .mesh file... for all planet from the same size, but using different color map ( oceanic planet, forest planet, vulcano planet, etc ), again a new .mesh file... If texture was define in the entity file in place of the mesh file, it will allow the use of different texture for the same mesh... but the engine don't allow it... and modder cannot modify the engine ( it is maybe by possible decompilation but not legal )...
So, if we wish finish the TCA, The Unity and the Dark, we have no choice... vanilla race need to be deleted... the TCA, Unity, and Dark will be the steroid version of the vanilla one... these race will be balenced regarding the other race in 7DS...
Also a note; The Darks capital, Nethradi Steraliser, its model is practically flat.
Drone, you have no idea how much was cut because of hardcode limits. Many mods focus on changing existing files without adding meshes, sounds, textures, etc... This mod then, with permission, brings those mods together with all within 7DS to create one massively kick-ass universe.
Please keep in mind, Even if the existing 7DS team adds nothing new of their own and only adds 2-3 mods, that alone will be impossible to do. Do you really want to piss of the BORG that badly?
So is this why only the Empire from SW and no ST races made it in? If you get rid of the vanilla races doesnt that only let you add 3 more races?
No, the reason is at the time 2.0 started being made SoA2 wasn't hadn't been released yet. Later on it got released, and one of the devs privately added in the Federation to his version of 7DS, where they kicked ass. Dan wants them included, trust me on that, and it will finally allow the Great Question of whether it is Star Trek or Star Wars that is cooler. (Its Star Wars by the way. No need for the mod to tell me that.)
Unfortunately, shortly after these pics I had to turn down my building graphics, so the ships and planets look great, but structures are kinda crappy:
So far I've only been Empire, but the ISD 1+2 kick ass! Love the laser sounds.
About hardcodes:
I don't think there's a single member on the team who hasn't wanted to strangle someone because of them. I know it's annoying having to watch Fileosoft (thoumsin)'s, Kyogre's, Makon, my, and a few other's models be delayed from incorporation because of the hardcodes.
And the Vanilla races get a bit boring. I mean, they're vanilla. Plain. Flat. Boring.
Whereas the Steamrolling Empire, Research-Crazy Atlantians, the Steroid Races, and the Spammorific Korh-Ah all have a distinct feel. That, and the vanilla are getting their souls owned by the other races.
And lets not the forget the complete lack of faction diversity the vanilla races had. Compare the TEC, Advent, and Vasari to the TCA, Unity, and Dark Fleet, and see how different the various playstyles are. Spammy TEC is NOTHING compared to the all-powerful railguns of the TCA.
ETA on 2.5?
SOON ( tm Danman )...
Simply mean that 2.5 will be out when ready...
So what about the rebels then?
Great to play the new 7DS 2.0! I kept a copy of 1.05, just to play it.
I am also looking forward to see what the 7DS team is going to add in 2.5!
An excellent mod, always worth waiting for!
I'm hoping the 7DS 2.0 Empire's Military tech gets streamlined a bit. Seems like an afterthought how it was done.
I mean, why would I take an ISD Type I when for the same tech and logistics and nearly the same price I can get a better type II? I think the Military Research Stations should be stepped to reflect the better version having fewer for a Type I and more for a Type II required. Gives the player a need to work to upgrade to something improved. I think think this needs to be adjusted.
I have to agree, and I will try to address this for 2.5.
Wanted to chime in a bit too. TONS of stuff was cut from 2.0 guys, for the hardcode limits. It if was not for those limits, 2.0 would have been out in November.
I also want to reiterate about Ares and the DARK Siege TITAN. I made it flat on purpose. Ares the Atlantian ship, God of War, is streamlined, and to make it look like an aquatic creature, like a manta ray and a scorpion blended together. Hence its flatness. The DARK were created by the Atlantians, all the Vasari were. They use a downscaled, unevolved version of the original Atlantian ship, which was the Ares. That is why the Atlantians and DARK both have Crystals in their hulls. They have similar tech in that area. Only the Atlantians are about a few million years more advanced.
Now, with regards to vanilla races. If the mesh limit was removed by Ironclad in the new version of Sins/Entrencement, then they might stay in. If they dod not remove the limit, then they are getting exterminated in the storyline, and dropped from the mod. I need to make room for the Federation, the Rebels, the TCA ships, and all the Star Control races that still have to come in.
I am glad you guys are enjoying the mod. Keep the comments coming!
What about Howeworld 1 races ?
Why do you think that VSD2 is better that VSD1... one is more laser type, the other more missile type... both have very different ability... the VSD1 have directly 2 command point, VSD2 have only one command point...
Using a VSD1 along with a VSD2 give a more better result in battle that two VSD1 or two VSD2... take a look at the VSD1 ability, they are all related to attack... VSD2 is more about defensive... VSD2 can use ion blast for "frooze" a powerfull enemy, and then the VSD1 can go near the ennemy and cut it in piece with his offensive ability...
Strategy in fleet creation is about put together different class of capital ship who will help each other... the sum of two different capital ship will be higher that the sum of 2 identical capital ship...
In the game, you spell capital ship wrong for all the Atlantian ships. Is there a way I can go in and easily fix this? It is kinda driving me bonkers.
Also, I like your inclusion of stellar conversion, but can you also reform planets after you destroy them like in the Moo series?
You could also add new portraits for the Star Control races using images from Star Control 3. The Star Control 2 ones look a bit dated. You can find some on this site: http://starcontrol.classicgaming.gamespy.com/
I still fail to see how this isn't just "adding everything together for the sake of adding everything together". It's still a good mod and all, but it just seems like stuff is just being added regardless of anything else. Total annihilation mods eventually had this problem, with quite a large number of them having large numbers of units with similar roles and strengths costing wildly different amounts, just for the sake of having more units.
Still a good mod though (ps release an entrenchment version already :v)
It was my impression that 7DS was always meant to be a huge merge mod project with a few extra goodies thrown in for good measure.
By that definition, adding things that have been released to the community since the last version is exactly what it's purpose is. It doesn't matter that, for a generic example, the Empire has a ship with similar abilities to something the Atlantian fleet has, the point is to allow you to be able to pit the Empire up against the Atlantians if you so desired.
-dolynick
Being a huge Star Control fan (hence the inclusion of the races in 7DS) I know all about the Pages of Now and Forever. However, I was trying to keep things SC2, not SC3, as most fans consider SC3 a blunder and non cannon, but I may end up using some in the future. Glad to see another Star Control Fan! Oh, and by the way, Scott Irving is one of my modders too, he is the guy who runs the Pages of Now and Forever. The Arilou Skiff is actually his model that he made for me, and then I modified it to get it into the game. Glad to see you are keeping me on my Star Control toes!
I fully undertand what you are trying to say. But, just to defend myself and all those who helped make this mod, have you played the whole thing yet? Have you played each race? Experienced all the ships, all the planets and stars? All this was done with a direct plan, and all on purpose to achieve the feel for the mod that I was going for. Each mod that was merged was done with purpose, and also due to people's requests. The 7DS universe is my own invention, where every Sci-fi fans dreams become reality. So, it was done on purpose, but also try to understand that MUCH is missing due to the hardcode limits in the game. So, it is missing what could have been an even grander mod.
So, if you still feel it was just thrown together, please give examples of why you feel this way, and I will do what I can to correct that.
Coming Soon hopefully!
Also,
Rebels may be coming later too, I have full permission from EvilJedi to use those. But again, I am limited to the hardcode limits, and right now they are on the back burner.
NEW FROM DANMAN SHIPYARDS!
Here is a new TCA ship, named the Lorentz, that may be coming to 2.5 of 7DS:
Damn the hardcodes. Hopefully they fix it for the 2nd xpac since not much else has been said about it.
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