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.
i have a question for the moddlers on the team: i'm trying to draw/represent some idea i had to a mate who's into to sci-fi writing, and i'm pants at drawing pretty much anything freehand, and even worse when it has to be 3d. can anyone direct me towards a decent/functional 3d modelling program that i can get/trial free, or it that part just not going to happen? what program do you guys use for thie Mod?
cheers
wow, you werent kidding when you guys said a lot of work needed to be done (only saying this because of the many areas that say string not found, including the pause button...) ... anyways, i LOVE the atlantian tech tree, it is SOO nice! and their ships are cool too. The parts about cap ships in the frigate area and mixed up frigates and cruisers will hopefully be one of the fixes planned... anyways, i never played the original for 1.05, as i cant seem to get 1.05, but this one is pretty cool.
http://www.wings3d.com/
Wings3D is the software that i use for make my 7DS models... it is free, fast and only a few mb to download... the contextuel interface is easy to use... only limit is that these software is for low poly count ( max 100k triangles ) but it is enough for sins... same software can be used for segmenting/UV...
If you have segment the model, you can use Gimp for paint it ( free too )...
Since sometime, i use Blacksmith3D paint ( http://www.blacksmith3d.com/blacksmith3D-3d-paint-software.php ) who is free too for 3D texturing... direct paint on the 3D model, without care of segmenting/UV ( auto ), without care of seam, etc...
sweet. cheers man! i'll look at them now
EDIT: right, after consiberable tinker time, i've managed to get the base of what i'm trying to do build. the next hurdle is trying to make a pyramid, with a 5-pointed star for a base, with a flat top, shaped like a pentagon, out of a cylinder. the pentagon it quite esy it's just i need to make anchor points for various bits of the pyramid below it.
Thoumsin; is it at all possibe to add in anchor points to anobject? at the moment i'm having trouble romving enough edges in the right places for the base to work
want to try it.. cant.. =/ my sins is to updated and i dont have entrenchment.. anyway to choose how far your game updates? lol
Don't know what you mean by anchor points... and i am not sure what you wish to create... but if you can create the pentago/5Star base, simply select the all top surface, extrude the surface to the top, scale down around the vertical axe and you will have a truncated pyramide with a pentagone base and top...
Never forgeet, with wings3D, you are not obligate to work with edges only ( or vertice )... you can work with one or more surface of with object... usually, i only remove edges when the model is finish, for poly optimisation...
Wings3D can work with poly have a lot of edges... so, if you have a top and below... simply select the surface of the top and backspace... same thing for the below... check that the two new surface have the same number of edges... select both surface and bridge...
Right click menu of wing3D is contextual... mean that nenu change in function of the mode you have choose and what you have select... you can enable the extended work mode ( more complex menu option ) but i don't advice it until you know enough the software...
Take a look at http://www.love-from-russia.be/The_Dark_fleet.jpg , it is a few of all model created for the 7DS mod using Wings3D... left top one is a complex one, the warhead on the left/right missile launcher are made of poly too... but the total poly count is in the norm for a sins capital ship ( only problem iis the 12 hanguar bay, sins support only 10 of them !!! )...
By the way, Wings3D is free but if you like it and if one day, you have a few $$$ too much, nothing stop you to make a donation to them... a lot of open source project only survive in the long term due to donation...
Since it is off-topic, please, for further information, use the PM system...
I got a minidump every time I want to apply the changes after I enabled the mod.
I have the latest patch with Entrenchment and I downloaded "7 DEADLY SINS 2.5 Alpha A.7z"
I lowered the settings from very high to high, but that doesn't help me.
Any suggestion?
Alpha A is only for 1.02. You are going to have to wait until Alpha B is released to Playtesters to be able to play 7DS.
Thanks for the reply.
Will there be any patch to upgrade alpha A to alpha B or I'll have to download the full mod again?
You'll have to download the full mod again.
If there will be a Battlesar Galactica ship mod included in the future, I would hope to see.
Danman, great work by the way
Heads Up!
Well my problem is that the mod is working, atleast something, like explotions, but I dont have no new ships or planets, what could be wrong?
Do we have any word on when Alpha B is due out?
PLease make a vversion for 1..17/1.03 so I can try out the mod
I would really like a version for Entrenchment 1.03. Danman, any idea of when it will be out?
it will be out when it is ready, they still have a a lot to do, as it is no small mod, it is almost an entire game by itself. Be patient
if your impatient, pick up harpo's mod updater. Create a v1.02 Entrenchment mod folder (no that's not the name) and drop the unpacked 7DS Alpha A into it. Run the updater.
It should be able to update the mod. It'll probably take a bit of time, seeing as 7DS is 1.16 GB (and that in 7ZIP forum!).
It's what I am going to do.
um... the videos of the opening cinematic and trailer aren't available at the links provided?
You REALLY should put up system requirements for this mod, because I used up my monthly badwidth cap while downloading this, and so when I install it, I get numerois crashes, only to come here and have you tell me I need ATLEAST 2.5gb of ram to play.
Seriouslt what is up with that?
Onearmy, we cannot post here everything who is post on our forum... but about the memory needed for 7DS 2.0/2.1 ( 2.5 is only in Alpha stage ), i will past here again ( not the first time ) the memory needed...
value are only memory used for sins ( not count memory used by OS, antivirus, firewall, auto-update, etc )... all option on, 1680x1050, 4AA...At the load, with gfx on low : 0.5 gbAt the load, with gfx on very high : 0.8981 gbWith huge multi star map, 9 AI + 1 human + 1 pirate, start value ( grow with time )gfx on low : 1.0943 gbgfx on medium : 1.2324 gbgfx on high : 1.5051 gbgfx on very high : 2.2962 gb
Never try gfx on very on your computer, it will not work... unless your have minimum a work station system... by the way, the max mem that sins seem to be able to use is around 11 gb... it always crash between 11 and 12 gb... the extreme cannot be reach on any standart OS but on a very fine tuned OS, and not with DirectX but openGL, and some heavy compilation work is needed...
In short, with XP pro x64 fine tuned, for sins and 7DS 2.0/2.1, you can begin game from 0.75 gb, let say 1gb if the game is a long one... max limit is 11gb...
For the recent alpha and alpha B of 7DS 2.5, i have not yet make any test... will wait the beta version...
7DS is like sins... it can work with little but if you wish the total thing, you need more that the recommended thing...
By the way, today top machine ( 4 or 6 core at 1.5ghz ) are not the top for sins... better a single ( or dual) core a 4-5 ghz that a quad or six at 1.5ghz... if sins II created, sure that 64 bits and multicore will be included... modders cannot tune the engine ( unless the source code is released )... but Stardock and Ironclad have make a big work on the engine in the previous update release... now, more is possible with fewer power... all is become more fast...
Downloaded 7DS 2.1 and I am having lots of fun with it.
Atlantians are still Very Overpowered, especially once you get those research skills that lower research cost and time, and the one that lowered it by 1111% was insane! (and lowered the time and costs)
also once I got an Atlantian Avatar on to the field, it was GG to anything, steller converter just blasted anything in my way. (level 3 steller converter did 15600 damage)
I also think God machine is a bit iffy as well, being able to kill anything and everything in a gravity well.
Crew derelict ship does not appear on the Colonizing ship of the Atlantians, appears on every other race though.
Pirates do not have a colonize ship, so if the AI is set to it, they are stuck unless they choose the colonize capital ship (which 9times out of 10, they don't)
Good mod still, looking to get my friends to play epic 7 way battles with all different races
Sounds good. I'm dying to try it out! So what I've done so far, like you said, Whiskey, is thrown the 7DS Alpha into my Entrenchment 1.02 folder. Now, as to this updater, does anyone have a link for it? I plan on trying it and letyou all know how it works.
highguard I think that the updater being refered to is my mods updater which is part of my modding utility pack v1.1( which I had tested with 7ds 2.5alpha and the 7ds2.5 alpha after updating ran in 1.03 for about 1 hour, but did minidump out, BUT I was running it on veryhigh)
harpo
Greetings All!
Just an FYI, the 7DS 2.5 Alpha C is now available for the playtesters. Go ahead and test away! Besure to report any bugs insode that thread on the forum, as its the only place I will be looking. The bug racker is well.....buggy at best.
Glad you like the mod! Also, the Atlantians are meant to be overkill. Thats the point of them. The ultimate noob tool, the ultimate enemy to fight. But they are the ultimate tech race. Its for those players who beleive in working long and hard at winning, not just within the first 5 minutes of the game.
Rogues do have a colonizing ship. You need to unlock it with research. Then again, you can always steal one.
Crewing Derelict ships is not something the Atlantians need, since their tech is millions of years ahead of anything is this galaxy. So that was not included on their ships.
Thanks once again Thoumsin for clearing that up. Yeah guys, you need to have a little higher end machine to play this mod than with vanilla Sins. 2-4 gigs ram recommended, and a good video card too. If you have a machine that is not up to par, you should turn the graphics way down to compensate, and NEVER run any setting on VERY HIGH, no matter what machine you have.
These are being fixed, thanks for your interest in these!
Yep, working on it right now. We already have the Sins of the 13th Tribe mod out, and the Colonial Fleet and Cylons will be making their way in soon, barring any problems with the game engine.
Also everyone, you can now follow along DANMAN GAME on Twitter, Myspace, and Facebook.
www.twitter.com/DANMANGAMES
www.myspace.com/DANMANGAMES
www.facebook.com search for DANMANGAMES
Enjoy the new Alpha!
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