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 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.
Increased maximum number of meshes allowed (400->800). Increased maximum number of textures allowed (1000->2000). This is taken directly from the changelog post!
This is taken directly from the changelog post!
Thats amazing news
Ah, so the system demands increase with activation of the mod? Fair enough. Well it crashes as I activate the mod so that don't matter.
Also SoaSE 1.181 is incompatable with 7DS 2.1
@GeneReyva-
1) of course 7DS 2.1 is incompatible with v1.181. 7DS 2.1 was built for Sins v1.05. It's outdated.
2) if you want the latest version, and are willing to help find bugs/balance issues, I suggest you become a playtester for the 7DS mod. If you aren't willing to find bugs/balance issues, then don't bother.
3) 7DS is currently being built on ONLY Entrenchment.
In fact, it can work on very high and/or use more ram that the claimed limit of 2gb... the trick is not to use a windows OS ... and not to use directX... but it is off topic and it will not be a smart move to buy a 4000$ virtual machine software for a game at 50$ max...
By the way, "super computer" don't mean good computer for games... i was lucky with sins... but it is a nightware with Mass Effect 2... i have 2 quad core xeon but the mass effect configuration only detect one processor and only two of the 4 core from these processor !!! My computer was build for fast 3D render, not for game...
There aren't any open up to date beta, but there is a closed for entrenchment. You can get it by applying for play tester status at the danman forums: http://danmangames.com/forums/index.php?board=55.0
I love your mod, though sadly not for the races, but for the planet and star types, simply because the races do not interest me, because I am waiting for Sins Of The Prophets, wanting to play with HALO ships toally destroyed my wish to play with other types of ships, but I love having a realistic universe, with varied planets and the like. So my only suggestion would be, keep up the good work, balance out Atlantis and try your best to add moons to planets, I do it in galaxy forge, making them asteroids, very close to the planet, then shrinking its gravity well, though sadly with no control over the Z axis I can't always have the moon close to the planet height wise. Would love to see what you make of the concept of moons.
Sorry, double post, when will Deadly Forge be available, or is it not finished yet, due to extra objects being added?
Is there a support forum for this mod? My game crashes to desktop about 10 seconds into the game when i play with this mod.
My specs: Intel Q6600 quad core 2.4ghz, 4GB DDR3, GeForce 8800GT 256, my system is running windows 7.
There are no error messages, just "this program has stopped working, windows is looking for solutions to this problem" and back to desktop. The game works fine for me when im not running the mod, and i have the graphics settings on high across the board (not highest). Any suggestions on where to start?
Try and run the mod with the settings on lowest. Activating mods will require more ram and the Sins enginge can only handle a max of 2 GB ram.
sorry, double post
devman133, what version of 7DS mod have you use ?
You remember the 1.0 but since, there is plenty of version... alpha, beta, candidat release and final release...
More information you give, more easy it is to help you...
thats kind of weak. i remember running version 1.0 of 7DS on both vista and xp without a hitch, at least until later in some large maps where it would get super laggy, but not crashing still.
i am running 2.1
i was able to play a medium map with 4 players today for about an hour before it would crash, did it 3 times.
2.1? what version and expansion of sins do you use?
i am running 1.05 sins with no expansion installed, just like the mod calls for.
since this is a RAM issue, as said before that the engine only uses a max of 2 GB RAM memory maximum, medium settings should be good in a medium-large map with 4 players?
i also have Windows 7 modded ultimate edition.
since you suggested earlier, i've been running with everything on low and it still crashes.
2.1 is strong like rock... and i am pretty sure that it is not directly a memory problem... have not find back my test for the 2.1 due to the 7DS/DMG forum having loose the last 6 month of info... but i have them for 2.0 ( 2.1 is like 2.0 with a few bug corrected )...
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
I can have gfx on very high but you see directly that it is not possible with windows since it is already over 2gb...
Now, one of the 1.05 sins problem was a little memory leak making the game memory use grow slowly until it reach the 2gb limit... this was corrected in one of the next sins upgrade, along with a code who is more fast...
I have a little work for you... game again but save every 10 minutes... once it crash, check how much ram use sins... restart sins, reload the last save game and check how muuch ram is used... if the difference is huge, you are victim of the sins 1.05 memory leak...
In so case, two way for workaround... save regulary your game and once crash, reload the last savegame... second workaround need Linux and some more complex configuration... mainly, the leak was due to texture... linux use opengl and store the texture in the graphic memory... it is possible to flush the graphic memory with a script at regular interval... result will be a black frame during the flush... not sure that it will work with you due to the low graphic memory ( only 256 mb )...
When in sins 1.1, the cl alpha was switch with the da red, and shader code was modified, everything have become better and more fast... in fast, at almost each patch the game have become faster ( there is always some issue but it is better )...
7DS 2.5 is far to be finish, we are only in the alpha stage... but visit the forum at the new address : http://danmangames.com/forums/index.php ... request the playtester status... and contact Danman for info about the new life sync system for 7DS... Danman don't really work anymore with alpha/beta version number... once he add/modify/correct code on his computer, all 7DS playtester have their code directly upgraded to the last version... it spare the numerous huge download between revision, only the file changed are updated...
It can take time before Danman reply to your e-mail request... be patient... he is now the only guy working on 7DS and he is very busy... from what i have read, the last alpha is not so bad... few string error and some research tree error... but the 2.5 have a lot of new material who is added...
PS: forget to say... have not a lot of people using 2.1 and Win7 x64... maybe you can start a game with the dev exe and post the zipped log on the DMG forum... a lot of chance that i will be the guy who will reply and will try to help you ( i am filesoft there )... specialy if it is related to a version of 7DS who is old...
A last thing... between your good working 7DS 1.0 and the 7DS 2.1, have your add some other software or hardware ? there is some know issue who can lead to little sins problem... little problem who can become big with 7DS... know issue for sins are :
* If you're using Windows Vista, you MUST have speakers or headphones plugged in or thegame will crash.* Folding@Home will cause the game to crash. Please exit the Folding application before playing.* If you have a USB Missile Launcher, please detach it before playing the game or it willcrash the game.
There can be unknow issue too ... there was at the begin some issue with Nvidia card but it was resolved with new driver... some issue with Vista who was resolved with a KB patch... Win7 is enough new and it is very possible that some new issue appear... issue non critical for a usual sins game but since 7DS push the limit of the game to the extreme, these non critical issue can become deadly one...
Again forget something... are you using the Kalypso version of sins ( European version )... these lead to crash with 7DS unless some local file are modified... in the past, have know a lot of problem with the German version of sins and 7DS 2.0/2.1 ...
Being part of the 7DS/DMG team, i cannot promise that we will resolve your problem but we will try...
wait... does version 2.1 work with entrenchment 1.05???
No vanila sins 1.05
you gotta be kidding me... is there a way to make it work with entrenchment 1.05?
to address your comments, i am running win7 x64 but i just installed it 3 days ago, so my install is almost brand spanking new. i was watching my ram usage during play on the G15 performance monitor applet, and when i started a new game it was about 75%, when i crashed it was somewhere around 77% but the game doesnt go from running good to running bad to crashing, it goes from running perfectly to crashing to desktop. im going to spend some time tinkering with my drivers to see what i can come up with.
@devman133- try changing ALL GRAPHICS SETTINGS down from HIGHEST to HIGH or LOWER!!! Many users have reported crashes are fixed by doing so.
Also, please include more info about your comp. Like: RAM amount, Processor speed; also include any info about your graphics settings.
2% increase for one hour of game... it is really very little... cannot be a ram issue... and sins without mod working normally, it is not a game issue...
Please, use the dev exe and send us the zipped log... with these file, we can maybe see what have go wrong...
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