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.
Whoa, whoa whoa! Back up a second!
Is 2.5 seriously going to be entrenchment only? So I'll never be able to play 7DS ever again?! Oh, that's cold. If I had the money to get entrenchment, I totally would, and thus wouldn't be complaining....but I don't.
You know its only ten dollars, right?
At this point in time, 2.5 and going forward will be for Entrenchment only. Sadly, the game engine code is too different between 1.16 and Entrenchment to convert the mod twice at the same time. Each one is totally different. Plus, I have already exceeded many of the hardcode limits with regular Sins, in which if I updated to 1.16 only, the only difference would be the cool window in the right hand corner, and that is it. I cannot add any more content without crashing the game. Ironclad did this, perhaps on purpose to get people to pay for the expansion.
Entrenchment seems to fix all the problems I have been experiencing, and the demand is higher for Entrenchment than without it, so for right now (unless I clone myslef about 4 times), 2.5 will only bor for Entrenchment going forward. If I clone myself, or have time, I will make it also for 1.16, but it will missing most of the content that will be added after the 7DS 2.1 release. I can't put any more stuff in without the game crashing.
And Canadaman is right, its only $10.
Sorry in advance if this question has been answered elsewhere but I just got 7ds 2.1 working, it loads and runs and looks awesome as well, but I can't get it to autoload at startup even after setting it that way in the mod options. I would really love to see the cinemetic and I sure don't miss vanilla.
suggestions guys???
oh and way to go Danman I played your first release and this looks even better well done.
One more thing I also noticed that autosave doesn't work and I've experienced a mini dump after about 30 minutes into my first game. I had entrenchment installed before, but uninstalled everythign when i saw that you had come out with a new mod Danman.
Do you think I need to do another uninstal, and then do a clean reinstall, is a remnent of impulse or entrenchment causing some of these issues perhaps?
LOl i duno what happen there
Hey Danman one question. Um i have a problem with the planets. They are all transparent! in the original cd vanila. So i went looking in the original texture file and i found that acording to the mesh entity of the planets (xemple Terran)are missing a Bm normal texture file. I notice because the asteroids had normal bm.dds texture. I know this is the reason why the planets are transparent but i wonder if this is normal.
PLz help
Akkan117
deleted
I for one am excited about this change. Im's curious to see the kinds of changes they will make to the star bases and what the new ones will look like. I've been wanting to play this, but have been to lazy to reinstall Sins and get the 1.05 patch. I've been watching this since last year and have been drooling, now I can finally enjoy! (In the near future )
I too am very excited about ver. 2.5. Just so I have an idea will it be a number of months before a release or is it further along than that?
Nobody can give a time frame... Danman is working on the convertion from 2.1 to 2.5... but the team is creating new material during these time... so, once Danman have finish the convertion, these new material need to be integrated... 2.5 is not only a update to a new sins version, it is a upgrade too ( Star control race will have new ship, empire will maybe have the Death Star, Halo mod will maybe be integrated, etc )...
This is a great mod and I enjoy playing with all of the races. I have one question though. I just started playing as rogue and I noticed that they didn't appear to have a ship with a colonize ability. Can the Rogue colonize or are they meant to be just be based in one system? Thanks.
manticore the colonizer is a fifth level tech but you can capture other races colonisers.
harpo
Not yet test the 2.1... no time... but if i good remember in 2.0 the rogue colonizer was the LHD... was show at level 4 but it was a tier one... one lab was enough for activate the research...
In some case, in 7DS, a columm for a research level was already filed so a new research for these level have his icon put at a other place in the research tree... in place of look at the position of the icon, better look if the option is gray or not... it can happen that with only one or two lab some research show at a more high level become active...
This was true for 2.0 ... not sure for 2.1...
By example for the foreignsabotage, the code is :
researchWindowLocation block 2 pos [ 6 , 1 ]
...
Tier 6
Position is 6 and need 6 labs... a other example, for the Frigatepirate_medium ( LHD )...
researchWindowLocation block 2 pos [ 4 , 0 ]
Tier 1
Position is 4 but only one lab is needed...
Thanks harpo and thoumsin
how do i downgrade to 1.05 nome of mai modz work
For clarities sake, pos [6/tier 6 actually means 7th column 7 labs, and pos [4/tier 1 means 5th column 2 labs.
I think you need to do a clean reinstall of Sins, that is what I had to do when I accidentially when to 1.12 and found that all the mods did not work, including my own! So, wipe your system clean of Sins. Then reinstall it, and GOOGLE a patch to 1.05, it will be out there.
If you still want 1.16, then rename all your Sins info you just installed to Sins 1.05, then install Sins again, and it will not overwrite your 1.05 version. Then update that version with Impulse.
I currently have both versions on my PC.
Looks like the others got to this. LV5 is the colonizer, or, do the "rogue" thing and go steal one. No early colonizing is the price you pay for being the ultimate pirate....
Sound like you also need to do a reinstall. Entrenchment hangs around if you don't uninstall EVERYTHING.
I am very glad you are excited, and I am hoping there are others like you who have Entrenchment but miss the mods, especially 7DS. Hopefully, if everything goes well, version 2.5 of 7DS will be out by the end of May. Sooner if possible. I am doing all the coding and retexturing myself, so it is taking a while. But I also have xXx, a DANMAN GAMES member, who is making ships for the Ur-Quan Kzer-Za race which will be joining the battle as the Vasari are exterminated from the Universe. They were no match for the Atlantians or the Kohr-Ah who saw them as the ultimate threat of slavery, and there were also falling apart from inside as the DARK FLEET used up more and more resources. So don't worry you Vasari lovers out there, the DARK FLEET will still be around, and even more deadly.
With luck, HALO will be around too to replace the TEC, if not them, then perhaps the Federation or 13th Tribe from BSG will make an appearance. There are so many good things going on it is almost impossible to name them all. I suggest you check out www.DANMANGAMES.com and head over to the forums. Don't forget your support there makes the world, at least the 7DS world, go round.
Thank you all, more to come.
Hey, really excited about the prospect of 7 Deadly Sins updating to Entrenchment/1.16
Just a quick question, given this means you'll have updated Sins Plus and the like to modern compatability, would you be able to release the updated files as well? 7DS is fun, but occasionally you feel like a taste of vanilla - but not too vanilla.
I agree with the first step a fresh install to v1.05, but what is exactly renaming sins info, my question is would it be easier after the fresh install to v1.05 to just copy and paste the whole game, then update the original to v1.16. That is what I did and it worked.
For some reason, that did not work for me, so I did it the way I said, and it worked. I guess different configurations lead to different paths. Hopefully one of these will work for him.
This assumption is correct. After 7DS 2.5 is done being converted, I am re-releasing Sins Plus, and Solar Sins. I will also be making race packs too, which will finish off the Atlantian /Ancient Ones mod. I will also be putting out a few Sins music mods, and GALACTIC SINS, which will completely change how people play Sins.
Whats the status of 2.5 ?
That is just too awesome.
Looking forward to it, DANMAN - and I'll pause my own futile efforts to update the blasted stuff myself.
(Man, trying to bugfix without developer.exe... how did you do it? I'm clearly made of softer stuff. )
danman said not that long ago it was still a couple weeks away, ide take that as a minimum estimate personally, and unless he and his team have literally been working without sleep, ide say it's still a good estimate to go by
okay, this mod simply rocks that ass, but I have a question that makes me crazy,
I heard good music stuff, and I found it, it's name is "Battle 9" in the sounds, I'm pretty sure that's batman ost, but I really need to know !!! It makes me really crazy ^^
Thanks for answering please
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