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.
Domination
i know the atlantians are supposed to be more powerful than the other factions, but this is just silly, they have 109% shield mitigation, they fill out their tech tree in about 15 min, they deal a wopping 500-700 damage per laser, and they are not skimpy on the number of lasers.. every single one of their weapons bypasses shields completelycouldent they be more powerful than the other factions by a smaller margin? or at least make the other factions capable of destorying an atlantian cap ship?
Empire is pretty good against the Atlantians, and anybody can win against them with the right skills.
what would the empire do to defeat the atlantians? the way they are right now i would doubt an entire fleet could kill a cap ship
Take a look at a level 10 imperial stardestoyer 2, they have three different lasers, all hovering around 400 or above and that is without any tech upgrades to improve laser damage
First the ion canon who will stop the Atlantian capital... followed by the Golan who will cut the capital ship in little piece... with a fleet, it is not about the destruction power but more about mixing ship with the right abilities... by example, the atlantian avatar is the upper weapons... but using a ability who dissable the Avatar abilies or a ability who only dissable the sub light motor ( avatar need to be attacked from the back ) are already enough...
What you cannot reach with brut force can be reach with tactic...
Only problem with atlantian is on huge map with multi star... they have already enough research made when you find them... due to the free research who is all level one ( need only onne research station )... was better to spread it on all the 8 level ( one station for level one, two station for level two, 3 station for level 3, etc ... )
Hey there,
Awesome mod! I used to play it a lot but just returned from a long hiatus.
Is there a plan to make this mo Entrenchment viable or am I boned and have to go through making custom copy/degrade patch level ect to get it running or is there hope if im patient/status ect?
Sorry if this has allready been answered somewhere else but 124 pages and a poor if not defunct search function on theese forums has prompted me to ask here
Cheers!
Its in the OP that it is for 1.05 only. I suppose that DANMAN needs to make it in huge red letters though so people can stop asking about it.
Thank you for your comments! I am currently working on a 2.1 version, which will fix some bugs and people's concerns, then if everything else goes well, the 2.5 version will be for the new update of Sins.
Danman I got some question why is it squadron without host (which was killed) fly over half galaxy and those ship just chasing that squadron. This happens 2% of 100 games or somehow.
And there was another event happen. Ships or frigate just got out of gravity well to make phase jump.
Or go very high up to z-axis while phase jumpig to another planet, somewhere like parallel to the top of the planet.
me testing out the atlantians against 9 very hard ai, using a nice mixture of the good races, trying my darndest to get a good challenge, i liked the concept the atlantians had before now heh, im entitled to my opinion i guess, same as you, i just want you to see why i feel this way
it dosent even need to be multi star, i can get every reasearch done in around 15-20 min, once you reasearch the tec that gives you 1111% reasearch speed it fills out on its own
take a look at the number of ships in the grav well on the bottom left, most are retreating now tho
im sorry but i dont think that your fleet is going to do a whole lot of damage to this, note the mitigation and the armor number
Ha you think that's a lot of armor? The TCA get armor in the high 20 and low 30's. All that armor combined with shield mitigation = BRICK!.
You sir are a scholar and a gentleman. Thanks for the concise answer!
Keep up awesome work!
But nothing stays alive without support, or under focus fire of everything.
To Danman this 7DS 2.0 cost up to 1.6GB memory? I check this in task manager wonder why so big?
Well the vanilla sins on high quality graphics is like 1gb, so I think that 1.6gb sound pretty reasonable for all the stuff that goes on in this mod
I've honestly never had a problem with slow down with or without this mod, generally however the game slows to a crawl after a few hours even with low pop, I've already tried fixing it and ain't gotten crap from Stardock so I have a quad core as that is the supposed cause of the problem.
The only actual slow down I've noticed is if you zoom in ALL the way on a ship getting pounded, that and the candle shields tend to freeze my computer lol.
I got AMD DC but yeah the problem is about graphic, how should I set it to?
It's default setting.
tell that to the ship on the screen, it single handidly held a chokepoint into my system against 9 allied very hard ai
Don't forget that the Avatar IS the most powerful ship in the game. It is supposed to take on anything and win, hence you needed all kinds of research to get it. Also, how are you getting all the techs done in 20 min? When I have the Atlantian Vault done, it still takes a long time. Are you time compressing the game or using a trainer? There should be no way possible on a normal map to be able to max out the tech in 20 min.
You are quite welcome, and it is my pleasure.
Don't forget guys, the Atlantians are supposed to be ALL POWERFUL late game, hence the reward for doing all the research. They are supposed to give the newbie an easy win and those expert gamers a great challenge. Also don't forget who these guys are in the 7DS storyline, they are the gods after all, and created all humanoid life in the universe. So if you have 2 feet, these are your gods! They have been around not for millions, but billions of years. I think that is enough time to develop some research....
Also, don't worry, soon you will be begging for the Atlantians to fight what is coming......
no i am not compressing or using a trianer.
might not be 20 min, time flys sometimes when im playing the game, but its pretty close to that.
my game was a 77 planet (all colonizable, 20 of them urban) 10 player low number jumplanes (for the 10 fleet vs 1 ship epic feel) showdown game vs one empire (fortifier), two tca (fortifier), two of those flying saucer ppl (aggressive), two darks (cant remember), two kor ah (aggressive). before you say "well of course thats why fortifier was why you were holding your own" fortifier is much more agressive than aggressive was that is for shure
ill give you the lowdown on what i do, i spend as little as possible on everything. steps
build a cap ship factory/build cap ship
build one reasearch facility (economy one)
put one point in reasearch cost/speed decrease tech (the prereq for the vault)
once that is done i should have already taken a second planet, put one point into civilian upgrade so that they dont drain tax.
keep checking the reasearch, only putting in one point at a time and waiting for it to finish (if you put more than one point at a time the cost decrease dosent take into effect for the 2nd/3rd etc)
by now i should have 2 more planets, build the ore facilitys, build one more eco reasearch facility only if you find an ice/volcano planet
once the reasearch for cost decreases reaches 10, reachearch the ore and metal speed increase (tier one and two 40% bonus i think)
by now you should have a 3rd or even a 4th planet.
ore and crystal should be coming in stupid fast, now that your cap ship has level 3 or 4 you can lower the cost of developing crappy planets like barren or toxic if you are lucky to find ones now instead of earlier)
the black market does wonders for getting to atlantian vault soon, perhaps if the metal and crysal was more than 1000 it would have taken longer
by the time the enemy had even sent anything but a scout after me, i had already been constructing my first avatar
i dunno, maby i set up the game the wrong way, perhaps if it was one on one with 18 planets i would have lost, who knows, but i just wish the atlantians were more like they used to be, than they are now, i took a look at the empires tech tree, out of curiosity, their only shield mitigation tech is 15% on missles, that dosent even break the shields of the ship on the screen. ok im putting a little edit right here, i just wanted to point out for those that may not know but 100% shield mitigation in this game does not mean that 100% of the damage is taken by the shields instead of the hull, it is complete and total immunity to damage in every form absoultely zero damage is taken by either shield or hull (of course if they have shield mitigation abilitys this changes some, but i havent really noticed much damage from abilitys like that)
the only real gripe i have with the atlantions is the damage mitigation, i could care less about their damage if they took some in return, the way it is now, they cant even damage my metal extractors
thats cool that youll be bringing in some more ppl like the atlantians, battle of the titans sounds neat, just make shure they have shield penetration abilitys heh
umm i have a problem when i start the game everything is fine (just really slow it takes 5 min. to get to the main menu) and then i click on singleplayer and pick the Atlantians first mission (though this happens with all missions/maps) and it will load taking upwards of 10 min. or more and when its about a tenth from finishing loading the map i get an error that says "sins of a solar empire has stopped working"!!!
please i want to play this mod sooooooooooooooooooo bad tell me what to do to fix this!
the desperate robotmonkey
do you have less than 2gb ram?
also, check to make shure your running version 1.05 of sins of a solar empire
i know this is off-topic, but did anyone watch the finale of battlestar? i seriously almost cried.
mmm... that ending was the weirdest frakkin ending possible. Makes me want to take the Atlantians against both the Cylons and Humans.
Also, in future versions the Atlantian research might be spread out and across different area having a variety of pre-reqs to unlock. never know.
That's gonna be a very long game when using that race.
And I wonder where are the famous "DeadlyForge" of 7DS gonna be?
I thought it was gonna be release via this 7DS v2.0?
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