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.
Hey all, this is a question for anyone who can seemingly answer it for me. I've been trying to get this mod to work for a little over a day and by searching on forums and troubleshooting I've managed to get it to show up on the mods section of the 1.05 updated game. (Obviously I downloaded it from danmangames.com and unzipped the file as well) But for some reason whenever I click on the mod and enable it, I go to start a new game and there are still only the three original playable races. I don't know why but it seems that the mod won't work for me for some reason and I can't find any reason on any forums or other places I know of. If anybody has a clue what might be happening I would really appreciate it because I really want to play this mod bad. By the way this is my first mod (I usually play games that either can't be modded cuz of online play or just console games (xbox 360)) so if anyone get help me get this to work I would be in your debt. Thanks guys.
Greetings All,
Just wanted to let you all know that things are still churning right along. The Alpha B has been released to all playtesters, and is going well.
I also just released on the website and in a new thread, and COMPLETE set of modding tools, never before available. Included are TEXT versions of Sins 1.17 and Entrenchment 1.03, along with tons of programs to make your own mod. My little way of giving back to the modding community, of which without I would be nowhere.
Thanks to all for your support. I'll try to be more detailed in my next post. It is getting late.
What version of 7DS have you download on the danmangames.com ?
If you have download the right version, take a look at http://sri-corp.com/Forum/index.php?topic=1782.0 ...if it don't resolve the problem, it is possible that the file structure in the mod directory is bad too... be sure to have :
Mods > "name of the mod" > "all the sins directory like gaminfo, Particule, sound, string, etc"
Something like :
Mods > 7DS > 7DS 2.1 > gameinfo, particule, sound, string,...
Will allow you to enable 7DS but you will have only the vanilla races !!! Maybe you can post a screenshot from the tree of your mods folders...
Bit new to this so I hope I'm not missing something obvious.
I downloaded the 7DS 2.5 alpha from danman's site and unzipped it to the Mods-Entrenchment v1.03 folder. When I go to the mods section in-game, it shows up as '7 DEADLY SINS rebuild' and allows me to enable the mod okay; but when I try to 'apply changes' my computer freezes and I get a minidump. Any suggestions would be appreciated.
C:\Documents and Settings\Kyle Christian\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\7_DEADLY_SINS_2.1\7 DEADLY SINS 2.1
That is the path that I have it in if anyone sees an issue with that. I downloaded the 1.05 update and version 2.1 of DS from danmangames.com
Yeah, there is a major issue with that path. It should be "C:\Documents and Settings\Kyle Christian\Local Settings\Application Data\Ironclad Game\Sins of a Solar Empire\Mods\7 DEADLY SINS 2.1\". In your 7 DEADLY SINS 2.1 folder there should be the GameInfo, Particle, Texture, and all the other folders.
also I believe the alpha is for entrenchment 1.02 only so it could cause a minidump when it is correctly located as spardason21's advice.
harpo
Well I do hope that Alpha B gets released soon, as it's kinda hard to get hold of 1.0.2 when only 1.0.3 is availible.
Is there a description of what the new artifacts offer and are there starbases? Thanks in advance!
If the Alpha that works with 1.0.2 is released, then why not release the Alpha that works with 1.0.3? I mean, Impulse only lets you download 1.0.3.
The version that works with 1.03 is released, to the 7DS Playtesters. We release in this order for future reference.
Alpha - Playtesters only - This is to make sure base code is good.
Beta - Playtesters only - This is to make sure all the visuals are good.
Open Beta/Release Canadate - All - This is to make sure it is good to go, final bug catches taken care of.
Release - All - We release the finished product to the masses.
Alpha and Beta are for the Playtesters only, once we feel it is ready for Open Beta, we'll let everyone know. By letting you guys know where we are let's you know we're working on it.
Spardason is right....
Copy/move everything ( directory and files ) you find in
to
C:\Documents and Settings\Kyle Christian\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\7_DEADLY_SINS_2.1\
and delete the directory
hey quick question has anyone here heard about a 400 limit on mesh files ? Does 7ds have more than 400 mesh files , just curious thanks josh
well Before entrenchment, we had a problem with the Mesh Limit, but if you want an in depth answer, talk to some of the others.
I thought the problem was more of memory usage than any hardcoded limit. 7DS was running straight into a wall made of lack of memory, just like in those new Toshiba laptop commericals.
Hardcode limits... they are numerous... but each new versions of sins expend them... by example since the vanilla sins ( 1.0.0 ), sound limit was raised, weapons hardpoint doubled, multimesh model allowed, etc... actual engine run faster and use fewer memory that previous one...
Patch and expension from Stardock don't only correct game balance and/or bug, they make the game better...
Since the last Entrenchment update, limit are not more a daily problem... yes, some limit remain but let speak about the in one year or so... when we reach them again...
The only thing that i complain since the beginnig is a AI who can be modded... where rules are stored in a file that we can modify... by example, in the Uzi mod, ship graveyard are a magnet for AI fleet... they treat them like enemy but fon't attack them... mod using black hole are similar... human player will remain on the edge of the gravity wheel... AI choose the short way and are destroy by the black hole... AI rules ( not the engine ) is something who need to become external and be moddable...
Anyway, the 7DS 2.5 who was planned to be only a entrenchment convertion of the 7DS 2.1 will have a lot of new materials and races... some of the thing who was planned for the 7DS 3.0 will already be included in 2.5 ... if 2.5 seem to be buggy now, remember that it is only the second Alpha... Alpha are know to be with bug, Beta are more stable but some bug remain... release candidat ( RC ) don't add anymore new material but correct the last problem... final release is what usual player enjoy... following patch are for error who was not detected before the final release... so, we are now at the early stage...
looks good, but I have to wait for a 1.03 entrenchment compatable version. Yay for 7DS! Yay for Danman games! I will await the arrival of 2.5 with bated breath!
well, you can apply for Beta Tester status. We have the Alpha B out for 1.03
admiralteridoc I have successfully updated 7ds 2.5 rebuild alpha from 1.02 to 1.03 with my mods updating utility v1.1 which is in my modding utility pack here
will it ever work with v1.17 or entrenchment v1.03 and if not how can i down grade to the curent patch it works on
madmanstoner, I have used a utility that I wrote to update mods to the current version, and did update the entrenchment 1.02 version and run it in 1.03 for about 2 hours, but it then minidumped on me. if you want to download my modding utility pack to run update 1 or more mods the thread is pointed to in the reply above yours.
ok, i never bothered updating yet, and so still have version 1.02, will this work for me then? Also, no idea where i should post this, but i would like to beta test this
riviaguy the alhpa of 2.5 on the danmangames site was created FOR 1.02,but it IS alpha status
will the new 1 work for the latest or no
madmanstoner, the 2.5 alpha a was created for entrenchment 1.02, and un-unupdated crashes upon opening, but after being updated with my mods updater crashes about an hour into the game.
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