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.
Wow, someone finally noticed this epic song I slipped in. I am pretty sure it is from Batman, it was amongst my huge library of music, and thought that it will be perfect.
BTW, it is the new theme song of 7DS for 2.5 too.
Ahhh ok, I don't check this forum much cause takes awhile for any development of mods
Greetings All!
Well I have some good news and some bas news.
the good news is that every file except for textures has been converted over. The bad news is that the mod still will not load, and causes a C++ runtime error. I cannot find what is causing the problem, so I may have to start from scratch, will will take a while unless someone knows what the problem might be. I am trying to find out what it is, but with over 1800 entity files, it could be anything, or even another type of file altogether, it is hard to say.
Any help would be appreciated.
Do you have any Runtime files installed? (.Net, C++ etc)? I check them.
Can i get a link on the newest version of 7DS because i dont feel like searching through 135 pages to find the correct link.
lol check the first page or the front page... it has the link to the page that has the downloads
follow the danmangames link to find the download
harpo
Hi, I've been playing SoaSE for a while now, and finally decided to try using a mod for the game. I've decided I want to use 7 Deadly Sins, but unfortunately the download link you have provided is not working (Clicked "7 Deadly Sins 2.1" in the 'Game Mods' section of your site, but it just shows 'Loading...' constantly in the Firefox browser and doesn't do anything else thereafter.
If there are any reliable mirrors available, could you perhaps link them here please? Or check the download link to make sure it's not a problem on your end.
Regards
What about making a 'base' version of the mod with all the non-race specfic things(ex planets/graphics) with the normal versions of the TEC, Advent and Vasari? That way you would know that the race data is correct so you can narrow the problem down. If the 'base' version works fine then you would know it is a problem with one or more of your races(just add them one at a time with mod stacking to find the one(s) with the problem).
Hope you find the problem because I want to see 7DS with non-static combat and multiple targets per weapon bank(plus your versions of starbases). Good luck.
you can download the mod now, it's working (in ie7, firefox and chrome)
yeah, as Unknown924 suggested, you can try narrow down the bad file as the simply searching algorithm works... copy over half of the remaining, and check if it's crashing... I think you pictured your day in other way
I guess there is no version to work on 1.16 of SoSE, since everybody is just telling me to look at the top of the page....
I hoped that i could play the old 7DS but looks like i may have to wait till the entrenchment one comes out.
Hey Dan, your problem might have to do with the fact that you havnt converted the textures yet. I tryed to convert and it would not work until the textures that match everything I converted were converted also. I got a runtime error too when I tryed without the textures. Another problem that causes a runtime error is if there is something in your galaxyscenariodef that isnt in the folder or you miscounted the number of things in there, for example the number of planet types. That realy sucks and I hope this helps you fix the problem, I know how hard you worked on this.
Soasertsus
Hey danman great mod you hav here, lots of fun, can't wait till entrenchment!!
Anyways i'm trying to start/revive the mass effect mod, and i heard that you guys hav a normandy ship model already completed, that would save me alot of time and jumpstart the mod, if you hav it and are willing to let me use just pm me the link or somthin and i'll giv credit to who ever made it.
Any help would be apreciated, thanks!
Hi, i am having a problem with the mod, i installed it to the proper location as indicated by the readme file. The mod at first seems to work as the first thing i noticed is the awsome weapon fire effects and explosions and also the change in music. The problem im having is that i dont see any of the other mods that are supposedly included working. When i select the mod and then click the "enable mod" button, only a few maps are available to me to use. (All maps are open for play without the mod active). Plus, when i enable the mod and then hit "Apply Changes" the game locks up on me and i have to manually shut the game down. I dont know whats wrong. Thanks in advance.
i get a the same thing
You guys are playing on Entrenchment arnt you? If so I dont know how many times this has to be said before it sinks in, IT ONLY WORKS ON SINS 1.05!
Yeah i just realized that when it also didnt work on regular SINS, oh wells
Greeting Everyone!
soasertus, that little tip makes sense, and I will try that before going any further. I think a lot has to do with all the new windows and such, and new research and abilities. They all deal with new or edited graphic files from what I have found that Entrenchment changed. Also I still need to flip all the channels of the ship textures to the new format, so that may also have something to do with it.
More good new is that it is now partially working, as I have a "base" mod now going, with new explosions, weapon effects, music, and dynamic ship movement, so that the ships move around during combat.
Either way, I WILL figure this out, and will have something to release soon to you all, as I know you are all waiting. Thanks for being so patient.
And yeah guys, 2.1 only works for 1.05 version of Sins. The next version will be for Entrenchment, which is what I am working on now.
More to come!
Thanks for the update
Still no problems with releasing a seperate Entrenchment version of Sins Plus, Bailknight's Graphic Upgrade, and the like?
Hey uh, I'm having problems playing the game. I copied the files in the way I thought I was suppose to. But its not working. I’m not sure what I’m doing wrong.
armageddonbringer are you attempting to run in sins 1.05? if no that is your problem as 7 deadly sins is for SINS 1.05 ONLY
I downloaded the 2.1 up date but now I can't keep sins runnig that long at all. I had just loaded up the game and loaded up a map when the app crashed any suggestions on what to do? I am runing vista and have 3 GB of ram but my graphics card is below the minimum specs. Could that be causing the problem? also after you download the 2.1 update do you need to keep the 2.0 and prevous files? any way just wanted to know if you could help me and I really like the mod. Almost forgot, I'm running version 1.05 of vanilla sins. hope that helpes.
Have you made it for the latest sins yet?
And theo52 thats probaly why its not working.
Sybertronic
you don't get it (I guess you can't read what theo52 said very well), he actually has a problem, he has 1.05 sins, 7ds 2.1 is for sin 1.05, so something is not running right.
I think you don't need v2.0, but I am not sure.
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