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.
Hi guys Dodanodo here. suks the forums still shut down, but I'll keep waiting. byw, scratch do you have a topic on this site or on some other forum. I would like to see how the empire is going. anyway, I'll stick around and I'll notice it when you guys come back online (I hope). untill then good luck.
The forum is up again but at a other URL... domain name is not more from us, so it was not possible to put a redirect link...
Go to http://danmangames.com/forums/index.php who is the main page and register again if you was register after june 2009... if you was register before, normallyn, your old login and password will work...
Once register, PM me your screen name ( i am fileosoft there ), so i can give you the status of mod devs...
Sub forum for the empire is at http://danmangames.com/forums/index.php?board=59.0 ... guest people are only able to see the post called info... once register, new section will reveal to you... once granted the mod devs status, more section will be revealed...
It is now almost two week that the forum is restarted... and scratch was worry about you... from the old forum, 6 month of data/post was loose...
So, for other people, the old 7DS forum have become the DMG forum at http://danmangames.com/forums/index.php ... if you don't register, you will only see the info topic who is the presentation of the mod... now, several mods are hosted there... it is not only about 7DS but about a modding communauty where mod devs help each other... once register and become members, more section will reveal to you... playtester have a special status too... followed by mod devs status and mod leader status...
You beat me to it!
Yes guys, we are back up and running. Here is another link to the new forums, and I will change the header post for this too:
http://forums.danmangames.com
If you posted before June 2009, then you are good. If you came to us after that, then you need to re-register please. Now that this is up and running, we now have total control over all the content, unlike the last time.
As Thoumsin / Fileosoft said, we are now much more than 7DS, we are a huge modding community now. We actually surpassed 7DS a long time ago, just never made a big deal about it.
But here is something to make a big deal about. At DMG, we are now the home for the 7DS, Sins Plus, Solar Sins, Sins of the Prophets (Halo Mod), Sins of the 13th Tribe (BSG mod), Sins if the Younger Races (B5 mod) Sacrifice of Angels 2 (Star Trek mod), Tri-Pirate, & Star Control mods!
Truely a massive modding community, with multiple teams working together.
I hope you all enjoy the ride!
Dan,
I'll give you a call this weekend regarding 3, maybe 4 new "Freelancer" maps for 7DS 2.x (the one compatible for Sins v1.05). Was giving the OM* huge Freelancer map a look-see and cut it into:
6 player "Kusari Unrest"4 player "Liberty Wars" 2 player (Human vs AI) "Bretonia - Rheinland War" <<Imageso far only 3 maps carved out of that massive map, but I plan to make 1v1 maps out of Sigma, Omicron, and Tau Ceti region, then figure out a 6 player 2v2v2 one that pits the "outlaw" regions against each other through key inner areas and "pirate" chokepoints. Also made an Atlantian v Atlantian or can use races other than vasari/dark map that pits you against lots of nasty vasari/dark baddies. Will get to you this weekend.
Email me Dev.exe for v1.05 please.
Semaz!
Good to see you man! I thought you retired!? Welcome back man, you have come at a very good time!!!
Don't forget, we are no longer using Sins 1.05 for 7DS, but we have moved on to Entrenchment and the latest versions of it and Sins. But I will welcome any map you make of course!
Ok, i must be stupid. I had this mod and the game running fine, no probs. Then due to a lovely hard drive wipe recently i lost it and now i cant get this mod up and working again. I have Sins with patch 1.05, sins 2.1 no other mods, everythings there and it doesnt mini dump but when i activate the mod the new music doesnt show up and the new races dont show up, what am i doing wrong. thanks for answering (if you do)
Check the path of the mod...
a normal path will be something like :
.../Local Settings/Application Data/Ironclad Games/Sins of a Solar Empire/Mods/7DS_2.1/GameInfo
If you have something like :
/Local Settings/Application Data/Ironclad Games/Sins of a Solar Empire/Mods/7DS_2.1/7DS_2.1/GameInfo
you will be able to enable the mod but you will have nothing of the new material...
You need a directory structure like these show below ( in your case, it will be "Ironclad Games" and not "Ironclad Games1"... "7DS 2.1" and not "7DS 2.0 mem opt") ... If you are unsure of your structure, take a screenshoot of yours similar to these below and post it here...
so... to be blunt.... how goes the progress on 7DS? ive been waiting so long for this mod i understand there are real life considerations etc but by the time you get this up and running you'll have to start again for Diplomacy...
Allow me to be blunt too... who say that the mod will move to Diplomacy... Diplomacy is a few more mesh without any change in the mesh hardcoded limit... why move to it if we need remove more of our mod material...
By the way, be happy that we work for free, all for your pleasure... if you are not happy of the delay, nothing stop you to help the mod... or maybe make your own mod so you can complain to yourself about release delay !!!
I have vista so that didnt make sence to me
however when i pressed "show mod path" it said "C:/users/alex/appdata/local/ironclad games/sins of a solar empire/mods
and i have put the mod there but it still doesnt work
Ohhh nevermind, solved my own problem
I had the sins folder in but it had ANOTHER 7 sins folder in, got rid of the containing folder and voila it works
It was what i have try to explain you !!! And why i have ask for a screenshot of your directory structure... main reason of the problem is that the 7DS mod need to be unzip in the mod folder, not in a folder created in the mod folder... the zip have already the full directory structure in it...
Any way, problem resolve... have fun !!!
Ironclad has said that Diplomacy will have new modding features, although they haven't said what yet, probably because it's still in beta.
I'd be willing to bet that most mods are going to move on to Diplomacy after it comes out, because most people are going to be playing Diplomacy over Entrenchment or vanilla Sins.
Yea sorry, im sorta clueless with this stuff
Greetings All,
Progress is continuing slowly, as I am dealing with TONS of RL issues right now, both at work and at home. I am very busy all around, so there is no real release date, as it always changes on me. Also, as of right now, I am technically the only person working on 7DS. Most of the other team members are making their own mods within the DMG team, as it should be. 7DS is the showcase of all these mods, along with my own work. So 7DS cannot include everything because of hardcodes, and that is what I am dealing with right now. The Alpha testing is revealing many texture hardcodes as well as mesh hardcodes, of which I need to fix in order to move to BETA testing. And since figuring the error logs is a lot like reading ancient Egyptian, it is going to be awhile.
As such, many other of our mods will most likely come out before 7DS does, but if I get an explosion of free time, or someone to help me, with just 7DS, then it will go a lot faster.
Thanks for bearing with me.
Danman I've asked numermous times and have never been answered whether in email or on this forum.
The upgraded first races (TCA etc) will that be allowed to have their capital ships level up?
I really enjoyed the TCA until I found out they didn't level up. The computers eventually smashed me. It was quite annoying.
Any information would be nice. Thanks in advance.
7DS Team! Important News- Sins 1.19+Entrench 1.05-
This is taken directly from the changelog post!
So far i know any capitals level normal up.
Did you build ships that used Capital crew points or just Battleships (Capital like ships from the cruiser build menu) ?
The upgraded Kol the first time I built it didn't level up. In regards to the abilities list. You just basically had what it started with.
I play long games and once the computers out reasearched me I had no chance.
I was just wondering if the Kol was now upgradable.
Mind you I'm waiting for the new version (well final) to come out for entrenchment.
I'm playing with just Sins Plus right now. LOVE all the new planets.
First off, does this mod freeze anyone elses PC?
I extracted the files. Read the read me. Followed it's instructions. My PC completely froze (except the mouse still worked) and due to lack of reset button I had to pull the power.
Any tips to avoid unwanted happenings like I described and get access to the mods goodies?
Maybe some tips if you give us more information... what version of 7DS have you try to install... what is your sins version... how much ram do you have... when is the mod freeze ( when enable it, when start a game, during the play )... what are you graphic setting for the game... etc
If crash seem to be random, have you try to use the dev exe... if you use the dev exe, it is a good idea to zip the log and send it to us...
More information you give us, the better we can help you... same detail like "i have the German version of sins" can help... several people from Germany have know crash with 7DS and all was related to the German.str who don't exist in 7DS...
(www.danmangames.com)
Game mods > SoaSE > DOWNLOADS 7 Deadly Sins 2.1
Entrenchment v1.041
3.5GB of RAM with a 2Ghz single core processor. GPU is NVIDIA GeForce 8600 GTS.
In the mods menu I enagle 7 Deadly Sins 2.1, click "Apply Changes". That is when everything except the mouse cursor stops. First time I gave it 5 minutes. Made the previous post. Next I gave it about 45 minutes then gave up. Both times required me to cut the power because the onlything my PC would do is allow the mouse cursor to move around.
If it is due to impatiance on my part then my bad but I thought 45 mins should be enough. I tried alt + tab and ctrl + alt + del (on XP SP3 32-bit OS) for task manager and that didn't work.
I also have everything on highest and the game runs smooth until I fill up a gravwell with mine. Apart from the mine thing it runs perfect right up to the big games when I increase the speed. Then it gets choppy.
My SoaSE:E come from Impulse so it may be US or EU. Not sure how to check that. I am thinking US because I had to make an overseas payment.
Also I'd like to extend my thanks for your time and help.
The problem is that version 2.1 doesn't work with entrenchment (not sure about vanila 1.081, but i doubt it) the newest version is 2.5g, but it is only avaible for testers.
~_~
Okay thanks gruntmaster.
I have SoaSE 1.181. Guess I'll give it a try.
Increased maximum number of meshes allowed (400->800). Increased maximum number of textures allowed (1000->2000). This is taken directly from the changelog post!
Thats amazing news
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