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.
Hy.
I have a question, how can I import an already exist sins mesh into XSI. I wanna change the ship and the texture. PLS give me some informations aboute this.
THX
You are most welcome. I am very glad you are enjoying it. Just wait until you get an ISD out....you will blow a zipper!
Oh, and soon....the SSD is coming....
You need to use the new ConvertXSI tool, or the GUI that is floating around the modding community (I will be hosting it in a day or so, so don't worry about it) Then use that to convert the model into XSI.
OR - tell me which models you need, and I will give them to you.
okay, i'll wait for you to hosting that converter tool, please notify us when it is reachable.
till then if you send me the model of the CapitalShip_PsiBattleship i would be grateful
thx
FYI,
I am plowing through the conversion. I did all the ability files yesterday, and now I am working in the buffs. Cap ships are next.
Sure thing. PM me your email address and you shall have it.
Happy Birthday 7DS
by the sounds of things, 2.5 (or the next full update) will be on Entrenchment?
i also believe you said something about "changing the way that SINS is played" danman. care to elaborate?
Could that be the Eclipse per chance or the Executor.
I've never encountered this before and I generally never have issues with rendering any websites, but DANMAN, your website will absolutely not load. In IE7, it tells me "nav cancelled" which is stupid because that means the command that loads the page is being aborted, like when you hit Esc. In firefox and others, it tries to render the whole webpage as an embedded windows media player, which doesn't play anything, obvs. I've used several links, all to different locations on the site, from www.danmangames.com to http://www.danmangames.com/index.php?p=1_13_MODS. It's all the same. And I haven't a clue why.
So what I'm wondering is if someone has mirrored the 2.1 somewhere else. Because I have sins patched to 1.05 and I am eagerly waiting, desperatly trying to find a way to get this.
YES, 7DS 2.5 will be for Entrenchment. There are too many modding possibilites for me to ignore.
"Changing Sins" will be left up to my new Galactic Sins mod, which will be a standalonne and merged into 7DS if it is accepted well. What this does is change what determines a galaxy. Right now, a galaxy is just one star. I tried to fix this description with my Rogue Stars (as I call them, since this has now been copied in other mods). Galactic Sins is the next evolution of Solar Sins. I intend to make each planet as it stands now, and actual solar system, so that many solar systems will make up an actual galaxy, then you can really have more than one galaxy, not just a star system. The gravity wells will be huge, and going to phase space will only occur when traveling to another star system, not another planet. Also, with the right firepower (Avatar, Death Star) you can actually blow up a planet. Due to hardcoding, you will actually colonze the central star as a station, but then the planets will give your "station colony" all the bonuses of their respective planet types, and if those planets are destroyed, then those bonuses are lost. If all the planets are lost, then only a few asteroids and moons will be left to live on. That is Galactic Sins in a nutshell.
Executor for now.
The host is once again experiencing problems, which is why I am moving over to a private server, a DANMAN GAMES server. Please bear with me (US) while this is happening. Try it again in about an hour.
Also, I am done all the buffs for the conversion, now on to capital ships!
Keep it up DANMAN, I'm sure we're all very excited about any new content will be added in the future.
At least I know that I'm excited.
I'm still bummed that 7DS 2.5 will only be for Entrenchment cause I can't get it and will be missing out on the mod .
2.5 is only going to be a conversion over from vanilla to entrenchment, so your not missing out on anything, yet
ok, since you guys are clearly having host problems, maybe someone can upload it to fileshack or something? or pm me a working link?
NICE! sounds pretty awesome! I never felt that the existing system worked quite right.
i always thought that it would be good using a combination of the existing Sins system, and the Haegemonia system.
You phase jump to stars from other stars, because they're the largest steller object out there, and so are easier to navigate to from long distances.
From a Star, you could then jump to it's major orbiting bodies; planets, wrecks and asteroid belts etc. (and Asteroid belts would extend all the way around the star, because it's a belt)
From these smaller bodies, you could jump to the next consecutive one, straight back to the Star, or in the case of a planet, to it's own orbiting bodies, such as Moons. these smaller bodies also actually orbit the star.
Then you could have special bodies such as comets, rogue asteroids and such which move through a system, and may hit the major bodies. you could also have large structures placed in dead space, making a new location, so you could build a starbase and move it out on it's own and set it up.
Don't worry, another version will still be available for the people who stick with 1.05 / 1.16 versions.
But there is too much modding abilities to ignore Entrenchment. Plus I am getting hundreds of requests to change over.
Thanks man, me too!
New site should be up later today. The old host bug the April fool's virus, so they went down. I am working on the new site as we speak.
That is basically the idea. Sins just never felt right the way the galaxy worked. Hopefully I will fix that.
Site looks great now. Downloading 2.0 from the mod page...I thought there was a 2.1? The SRI wiki thing tries to link to it but it takes you to the dmgames mainpage.
I'm reallly sorry if I'm coming across as needy or demanding. I'm just excited to start playing Sins again, and your whole pack here looks so amazing
man, you've made so many changes to this game and the way it's played, you're probably in severe danger of making the mod so complicated you'll need to rebuild the game engine itself, and make 7DS it's own stand alone game, which would be awesome, as both a product, and a feat, and worth every penny. i would certainloy pay for it
i'd pay for 7DS as it is now. the problem would be fronting the money
Wooohoooo, this made my day And happy birthday to 7DS! this mod keeps getting better and better. Awesome job DANMAN, altough i cant play sins.
This may sound like a dumb question. I downloaded the mod and the files name was "7 Deadly Sins 2.0 Final". I thought it was supposed to be version 2.1. Did I download the wrong mod? If so where would I get 2.1
Thanks
PS: Awsome job!
When did you download this, and where did it come from? If you check www.danmangames.com (its fixed now!) Then you should see the link to 2.1, and when you download it, it will be named 2.1. In game however, it still says 2.0.
No a problem, and I hope you enjoy the mod. Also, just be sure you hav 2.1, as 2.0 had a few bugs and balance issues. Try www.danmangames.com now if you wish.
Yeah, changing things a bit was a goal of mine, and with Galactic Sins (when I release it) it will really change how the game is played. Also, anything you can do will help a long way.
Thank you all for your patience.
Aww the executer. I hate to sound like a whiner but the Eclipse would be amazing. I mean look at that thing. Freakishly enourmous and it has a super laser! The Executer is still the greatest thing ever though and it would be awesome in here.
that big ship... the freaking eclipse is a litte over 20 miles long! HOLY CRAP
1 km = 1000 metres/meters
km = 3281 feet
meter = 3 feet
lol do the math and you can find out how freaking big... now all we need is width and height
Actually, it a little under 20 miles, not trying to be a math critic, its 19.88 miles,
Anyways oh my god that huge, you need a high speed train in there. just to get across in a few minutes.
I wonder what the crew compliment is
I hope you realize that picture is wrong? The Executor is actually longer than the Eclipse. The Executor is 19km long, and the Eclipse is 17.5 km long. http://starwars.wikia.com/wiki/Super_star_destroyer
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