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.
Did you bother reading the first post?
if they are going to modify the atlantians reasearch (to make it take longer), could perhaps thier shield mitigation be lowered to 70-80% under fire and just give them extra shield points instead of 119% mitigation (immunity)?
oh and is there a way to make the artifact that lowers reasearch cost by 50% have a different effect when combined with the atlantians reasearch to lower cost by 90%?, example... instead of it going from 90% lower cost to 140% lower cost, it would be 95% lower cost (50% less)?
Greetings All!
I wanted to let everyone know that I have been hard at work dealing with all your issues, and will have a 2.1 version available soon, either by tonight or tomorrow.
I have addressed balance issues, mitiagation, the Atlantian Vault, and other issues regarding to balance and the way things are playing, along with several bugs that have been pointed out. As soon as I am done testing all my changes, I will release this update. Also, since many changes were made, this will be a full version release, and no patch will ba available.
I'll let you all know when it is available for download. I am also starting the coverting process to get up to the new 1.15-1.16 version. So that is coming along now.
I'll keep you all posted.
DOWNLOADS: 3780 (This week: 239)
Not bad at all. Just think how fun an MMORTS version would be.
Well now... I took a look at the movies and I do have to say the intro movie is awesome, good work!
Not bad for a version of a mod that has been out for about 2 weeks.....
cool, is 1.16 entrenchment? or is that 2.0
i can see me getting beaten in the near future, but i have to ask:
i had a custom map i built using the forge, and it doesn't work in 7DS 2.0, there are no planets, and you get an instant game-over, however, when i opened the map with the Forge, everything was there.
i THINK the version of forge i have is version 1.3, and i can't remeber that last version of the SINS plus addon i updated it with was.
the question is: do i need to upgrade the Forge with the new Deadly Forge, before 7DS 2.0 will work with my map, or do i need a newer version of the forge?
EDIT: tried the Deadly Forge update, with the same result
i would love to try this out in 1.16, any word on when it will be released?
how many gigabytes is it?if som1 already asked,im just too lazy to look
922MB for the 7zip file, 2.22GB expanded
harpo
I am having the same issues sort of.
I built a very nice map, most people would like.
I put them in the right galaxy folder, the one under 7DS mod folder, even the original game one two, I get nothing
Did you guys download the patch in the main post for the DEADLY FORGE and update your maps?
If not, don't worry, 2.1 should fix all that. Should be up soon.
i appreciate the quick hotfix danman
Pretty sure I did download and update,
it would be nice if there was a readme for how to save you galaxy map correctly
Im new at this whole Mod thing. Ive been looking around to see wich one to download and try to use cause ive never tried one out. This one seems the most complete one so far as ive seen.
I dont know how hard it is to work a Mod but...
Is this one Entrenchment Compatible or not yet?
If so have you guys tried to work the whole starbase thing for each other of the added races? You could add up the Deathstar for the Galactic empire and make it be mobile like the Vasari one, that would be sweet!
Also ever considered Adding the Battlestar Galactica to the Mix? Capricans and Cylons as races? there some pretty cool ships there it would be fun.
Sometime soon in v3.0
The empire in this mod has a Golan 3 defense platform, just as good as a starbase, if you get the military planet, you can put tons of those there, they have huge range.
It is pretty simple to download and setup, make sure you have sins v1.05, you will need the actual cd to do this along with stardock central to update it. Place it in the mods folder under user\.....ironcladgames\sinsofasolarempire\mods, launch game and click enable mod under the options menu, it will take a sec to enable and as a suggestion, click load on start up check boxk, so you don't have to enable it all the time.
definitley, and to update the maps? just open them up in the forge again? i tried that too, and it didn't work i'm afraid.
praise be!
maybe i'm just putting them in the wrong place? when it worked it was in the Galaxy folder under the main game directory. after updating to 2.0, it no longer appeared in the map lists, so i moved it to the galaxy folder under the
local settings/application data/ironclad/SINS folder, and it appeared, but i hit my problem.
would moving it to the 7DS galaxy folder sort it do you think?
YES! Try putting the maps in the 7DS galaxy folder. That should work, since the mod overwrites any of the vanilla files as long as the mod is active. This most likely your problem. Put all your maps in the 7DS Galaxy folder, and try that.
Also, once either filefront or my site lets me upload, you guys will have 2.1 as I finished it last night, but could not upload. While I did not fix or change everything, I did nail most of the bugs and balance tweaks, and everything that was supposed to be in this version.
As a bonus, the Rogue just became a lot more deadly. They now have the Pirate Base as their Titan ship, which uses no main weapons, but has abilities that are all weapons, and have 8 squads of strikecraft at LVL 1. You can park this thing anywhere, and it can also rain down death to planets from orbit. As a result of this new ship, the "Serpent" got degraded to a Cruiser, and now can be built en masse, so you can set up phase gate points across systems much more easily now.
On another note, since so many people are demanding it, I have decided to make the jump to Entrenchment sooner rather than later. Any people wishing to help just let me know, especially with all the textures. I think I can really brutalize the new engine in the latest version, therefore, truely bringing my vision of 7 DEADLY SINS into reality. So much is waiting in the wings, and if this opens the door, then I am walking through it.
Please keep the questions and comments coming. I enjoy them.
Also, as a side note, I have a few mini-mods in the works, including a new Solar Sins, Sins Plus, Sins Tracks (new music mods, with completely new music tracks, written and produced by DANMAN GAMES), Galactic Sins (I am rewriting the entire galaxy, and the way Sins is played) and several other mini-mods in order to take advantage of the new manifest system in Entrenchment.
I will also be opening up a new thread here in the Sins forums called ASK DANMAN, where you can do just that, ask me anything that you think I may know the answer too. My head is full if useless knowledge, as well as modding and such.
Thank you all for your support. Look for the update later today hopefully....
dan, you really are incredible. the sins community is blessed to have you working so hard for it. 7DS is literally the only reason i still play sins lol.
also, what ship for the rogue has colonize ability?
Why thank you my friend. I try hard to make everyone happy.
The ship you desire is the medium class, or known as the LHD. It is in the cruiser section. You need to research it first. You pay thr price for being a pirate....
No wonder the Rogue ai was being semi retarded for a while, he kept on sending his ships to a fully loaded Atlantian Pirate Base. the Rogue ai was on hard though
Awesome mod man, can't wait for the entrenchment version, nothing like a good compliation mod.
ok figured out the LHDs. at first i thought it took 5 labs to build one lol, then i realized only 2.
Another question though. Do rogues have a ship that can capture extractors?
i want to play it, is it playable with the newest version of Sins? (w/o Entrenchment)
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