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.
I think that killing TEC/ Advent/Vasari is a very good idea, coz they are no match for others.
I think that "Atlantian Vault" research is waaaayyy to powerfull. I mean research speed is OK, but making all research free is a bit overkill. They should be cheap after that research, but not free.
I always make a fast run --> 10 lvl research boost --> few lvl resource boost --> Atlantial Vault --> game over to everyone else.
Again, do you plan to have a small patch for fixing small issues with Empire and Arilous?Coz waiting another year for small bugs fix would be very uncool.
lol, Lorentz is the name of one of my teachers. Cool design, looks like it could do some damage. Having trouble with images, every time the game crashes any images taken since I started the game are lost. I know the game is crashing because of graphics requirements, so there's nothing ya'll can do about that. Anyways, this mod is probably the best mod ever invented. Actually, it is the best.
<sorry for double post>
who exactly, do we complain to, about the hardcode limits? Maybe setup a petition that we can all sign? It seems kind of rediculous that this would be a long term hinderence when this mod obviously begins to showcase the best of the best in one convenient package.
Well, I dont think its thrown together. I think a lot of thought has gone into it. But I think there is still room for improvement and Im glad Danman is open to suggestion. Oh, danman, here's that link of a 3 warp TMP era Federation Dreadnought I did with Major Racal: http://www.battleclinic.com/docks/dock.php?id=3789#3789
I'm a dynaverse game server admin for Starfleet Command Orion Pirates and so I have a critical eye for how things work. So far Im enjoying the different play style moving from the TCA to the Empire. I plan on testing some more races out and giving feedback, but one thing that's bothering me that I might be able to help with are the 2D spirites for ships from all the non standard races that all look alike. How can I help make Star Destroyer 2D icons and such or has someone already done so and not yet implemented them?
I said ISD not VSD. Get your venereal diseases right.
Dan, if you begin work on including Homeworld, i have a bunch of mesh in a zip file... know nothing about the game but i have the Higarian Fleet pack, the Vaygr Fleet pack and the Large ships and Station Pack... in the fleet pack, you have thing like shipyard, gun turret, ion turret, ressource controller, etc...
If you need it, i can send everything to you...
Please, can you modify your main post here... and put in big red letter "only for sins 1.05"... and maybe add "you can find your sins version at the lower right corner of the first menu screen"... some people think that they have 1.05 but they are running entrenchment !!!
My only problem with this mod is that the Rogue AI won't build their LHD ship to colonize planets, so it's not much fun to play with or against them :/.
What i have wrote for the VSD is true for the ISD too...
ISD1 abilities : AbilitySuppression, AbilityDisruptiveStrikes, AbilityEmbargo, AbilityDomination
ISD2 abilities : AbilityVolleyFire, AbilityEnergyAbsorb, AbilityBoostMorale, AbilityVengeance
What make a capital ship to have a huge value is his abilities... specially when it earn experience have level up... ISD1 and ISD2 have similar weapons, similar shield/armor, similar price, etc... the main difference reside in the abilities... more they level up, more powerfull become abilities, and more they become different in the tactical use of the ship...
Yeah, that's basically what I'm trying to say. Instead of adding more stuff just because you can, you should make the current stuff even better.
AI cannot be modded... and a lot of mod have problem with AI... about playing with them, it is fun unless you are a AI yourself... against them is fun in multiplayer game with only human players...
The day Stardock put the AI rules outside the AI engine, in some text file that modders can modify... we will be able to tune the AI for each races...
Stardock have already made a great job with Sins... but we, modders are difficult people, we wish to be able to modify everything... all for the gamer pleasure...
Yeah, shame though.
Um I dont have a problem with the actual mod, but when I play this mod, when I exit the mod, my computer seems to be in safe mode, for its resolution gos from 1080x780 i think to 800x600. Also my backround image is gone and is now black. Is there any fix for this.
ISD cant level beyond 6. I think there needs to be a filler leveler for every ship so they all get to level to 10, whether its a basic +5 stat or whatever, everything needs to go to 10.
And that's not what Im talking about, Thoumsin. Like I said before, the Empire Military tech tree is sparse and not well thought out. Compare it to the TCA tech tree which is fantastic. Empire military tree needs to keep you researching to get the latest and greatest. Right now its not much of anything beyond basic.
Now the ISD is type II is sold as such: "The ISD II boasts more weapons and shields than the ISD I." But thats not entirely accurate. The main difference is you have two ISD's with wildly different abilities. I think that's badly thought out and implemented. If you truly want to have variety, add in a different unit altogether rather than allowing for lazy coverage for ability weaknesses. If you want the Type II sold as an improvement, then make it an improvement. Otherwise it needs to be marketed as a variant that has a different role to play for its ability classes.
The VSD's are different enough in that you have one as a laser boat the other as a missile boat.
Do you get what I'm saying in that there is an opportunity to create a military tech tree split and give the player something more to research than lumping it all together being lazy and saying here, have two same ships and just choose your ability favorite or compliment.
I mean, there are lots of Star Wars meshes... What's one more? Here's a good website for some different Star destroyer ideas for upgrades beyond the ISD type I: http://www.wolfsshipyard.mystarship.com/starwars_Imp.htm
But if an ISD type II is necessary, then offer an upgrade path, make them different enough stats wise and make them look a bit different.
I just dont like the approach where you get to choose you favorite play style in having 2 smae ships each with different abilites. I just fundamentally think its the lazy way to add 'stuff' in a mod for the sake of adding it. Instead, make it clever, make it researchable, make it distinguishable from the others. You want uniqueness and flavor, not muddy choices.
Hardcodes permitting, the Empire will be getting some new capitals. I won't tell you what they are (it should be a surprise) but I will give you a hint. They are HUGE. They will probably be the two biggest ships in the mod.
But, if you don't mind, please stop saying that it is lazy. If we had given the Empire a full research tree, as well has everything else we wanted to, you would still be waiting for 2.0.
Relax already. A lot of this is planned for 2.5. Remember, everyone wanted 2.0, and we had to cut some stuff in order to release it before you all rioted. And its not as though the Empire needs a lot of research, or did you forget about the fact their ships are twice as good as everyone else's when they start off. And the tech tree wasn't our highest priority, fixing EvilleJedi's horrendously hardpointed models and poorly designed shield meshes was. You haven't seen bugged until a ISD has a Vulkoras's shield mesh. And lets not mention the f#&king hardcodes that Stardock and Ironclad love to implement that get in the way of modders which delayed the release by several months. You want 7DS as it truly should be, get angry at the devs, and ask them to up the hardcode limits that exist everywhere. Only then will 7DS become the best that it can be.
EDIT: Damn it Kyogre, you ninja'd me.
Alright, I'll not say it was lazy, lol. This mod is good stuff, guys, I just want to see it as good as it can be and am offering my perceptions of the mod.
Did you guys know the Empire's Heavy Fallout tech references the Krosov seige frigate? hehe
Even if you guys add super star destroyer and death star techs, the Empires tech tree is still sparse. Also, the ISD type II was an altogether different ship than the ISD type I http://starwars.wikia.com/wiki/Imperial_II-class_Star_Destroyer and it would just be nice to see a divergent military tech for it. Dont get so bent out of shape, its not a big deal and Im sure 2.5 will blow my mind.
I'm having a playability imbalance issue with these super capital ships and need help on how to fix it. Early on if an enemy capital ship is able to be destroyed, I can usually follow their retreating ships back to their homeworld where they havent built many defenses and wipe them out. This tactic so far has been successful each time I've used it. I'd appreciate play balance ideas on how to solve this from happening.
The only thing I can think of is that super powerful capital ships should be researched before being available in the early game or as your 1st 'free' capital ship. What struck me as this being such a good idea was playing the Empire and seeing that their 100 logistic ISD ships needed 4 or 5 military research stations and thus it would take some time to buy them. In the meantime, a lesser capital ship would be in order as the 1st free ship and then wouldnt overpower early defenses and end up wiping out another race.
I was going to download the mod today and already visited danmangames.com website, but today when I click on the link or type it in my browser I get a page load error of connection interrupted
2 more pics:
Sorry for not having any more, they all got deleted when the game crashed because I wanted higher building graphics.
@Spardason21- I saw a planet named after you, and used a stellar converter on it. Hope you don't mind.
The site is having a DDOS attack right now. I guess we brought them more traffic then they could handle. The server guys are working on it right now. Hopefully it will be back up in the morning.
The retreating thing is a Sins issue, not a mod issue. They do that in the regular game, the AI is a wimp sometimes.
Also, I did put research requirements on all TITAN ships, so no one should be able to build them from the start, but I will double check.
So the KOL BETA and the new Titan Marza class forget the name, I think u can buy right off. The KOL BETA is hugely nasty. The other requires 200 logistics, so at least there is something to upgrade, but I think you should need to have a couple military stations before being able to buy those suckers... Those are the two ships I use to kill off the bad guys in the early game.
Danman,
Loving the mod, but have a few suggestions:
Atlantian research:
It's incredibly unclear what techs unlock certain ships. Only Ares actually reads "Unlock: Ares" under one of the techs in the tech tree. So, as a user you're just clicking and guessing until eventually you unlock capital ships, or Titans. I'm guessing the techs dealing with hull research unlock them...
God Machine and Avatar (Stellar Convertor):
It would be thematic if the "Steller Convertor" left asteroids in place of the planet it hit, but keep the Super Nova ability leaving radiation afterwards. Also, I'd still love to see a Moo-like ability to convert asteroids into a planet with the Avatar -- like give it a third ability.
Ships:
I think it would be more pleasing to the eye if ALL of the Atlantian ships/structures have that reddish hue. The Avatar is silver still, and some of the capitals appear to be silver as well. I would choose a universal color. Also, "capital" is mispelled a few times in the text area of choosing ships to build.
Spheres/Rings (Stellar Manipulation):
One thing I think Sins NEEDS is dyson spheres and ringworlds. Do you plan on incorporating them at some point? For us Halo fans could even give the ringworld planet that special ability to fire a superweapon! Perhaps dyson spheres could be built high up on the tech tree, and ringworlds are just random planet possibilities?
Star Control:
Back on the SC3 portraits. You could just make them an option in the same way that there are multiple portrait options for the Sins vanilla races...
Thanks and keep up the good work!
Exactly. I'll check it and get back to you.
Don't play it if it bothers you that much. Or make your own. If they want to be "lazy" they can be, their not getting paid for this.
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