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.
Well, i knew about the forums and i had looked, i didn't know i needed to request playtester status to see the Bug Report forum, but don't you think that should be more open anyway?
I don't think you're being a douchebag, i apologize if i came off that way. I do seriously appreciate what you and the rest of the 7DS mod team are doing, but i really think it's a bit of a hassle to have to sign up for multiple things and jump through hoops just to be able to play a mod, where every other mod just posts a link and has their bug trackers right in the OP.
I'll request playtester status immediately and figure out what the heck i need to do to play. Thanks for the help.
EDIT: And now i'm being told my username doesn't exist, i never got an activation e-mail so i can't request any information, and when i tell it to resend the email, it says THAT doesn't exist either.
I'm gonna use this as an excellent example as to why i really dislike having to sign up for many different things just to get something working.
Well, the bug section of the forum is only for the alpha-beta-release candidat ( RC )... as today, 2.5 remain a beta... so, since it remain in the devs cycle, report happen in the bugs section from the play tester...
Once 2.5 will be a final release, player will make report in the "Technical Support" section who is open to every members... final release can be followed by patch based on the problem reported in the "Technical support" section...
Simply remember that your are not playing a mod now, that you are playing a Beta version from a mod who is yet in his development cycle... Being able to download and play the Beta is a privilege but can lead to usual problem with a non finished product...
A lot of other mod choice a different way, don't release until the product is in his final stage... the forum at danmangame is the dev forum... if you don't like to register at various place, simply wait for the final release... by the way, the multiple level from the forum have a simple reason... spam... dev of the various mod have enough work and not time to delete hundred of spam message each day, so a level system was created... all visitor ( guest included ) can see the intro page of each mod, register members can see the "feature discussion" and the "technical support" section... playtester can see the bug report section and the playtester section... mod leader and dev can see the devs section, where the real work is done...
If you wish, you can PM me here ( don't post it on the these forum ) your desired username and e-mail address... i will register it, activate it and give you the playtester status... once done, you will need to log in and change the default password that i will give you... i can make it since i am always remaining the third in command there ( after Danman and Scratch ) and have full admin right on the forum... have seek in the 692 members who have not yet activated their account but cannot find somebody with NHD* in the list...
Just want to mention that in OP description of the mod forum address is correct but the link that it points to needs to be fixed. At the moment its pointing at
http://sri-corp.com
instead of
http://forums.danmangames.com
Thanks for the help Thoumsin.
I understand the need to get rid of spam, it's got to get really annoying, but it's still a bit frustrating for the guy who really just wants to play and help find bugs.
Lots of changes coming with Beta 3 (of course when ready), tons of fixes under the hood, dents pulled, smoothed, polished -sort of like CHRISTINE without the desire to suck the life energy out of the user (just the Devs/Partners -LOL) and kill indiscriminately. Please don't just play the TCA, EMPIRE, and ATLANTIANS or you're gonna miss out on the devious Rogues, genocidal KohrAh who are early game nightmares, fanatical KzerZa with their hundreds of strike craft, armored TOU seeking enlightenment and revenge, whimsical Arilou jetting through the phase lanes at breakneck speeds spawning their fleets on the go, slow and relentless Taalo: self-appointed guardians of the environment, the tyrannical Dark Fleet pressing for galactic supremacy, and finally, the TEC corpo-nations forced to contemplate alliances that will set them against the Trade Order and the rest of humanity for centuries if they are to survive an increasingly hostile neighborhood of races.
Thanks everyone who is part of the 7 Deadly Sins Experience (a roller coaster, ain't it?) and worked tirelessly to make the Mod tops. Also, to the 508 who have downloaded the manual, I'm not updating it with every Beta patch that comes out, but will do final changes when we hit the Release Candidate stage.
Keep downloading, keep playing and feedback helps us make it better.
I would but I cant download the Beta of 2.5
When I'm at the "File Downloader Login" I cant login and it says "PLEASE NOTE: Currently only PAID members can login while we make changes to the FREE MEMBERS area, thank you for your patience."
-------
edit: ok I was wrong... I only have to log in and go to download not to "products - mods and so on"
now I can download and play
Now i'm new to sins and modding Very new but does 7ds change the game or is it just another mod i've read somethings that make it out like it changes the game it self
What do you mean "change the game or is it just another mod"? By definition, mods change the game. You're probably asking if 7DS actually changes significant aspects of Sins of a Solar Empire, and yes it does.
Death, we have the SOASE engine and chassis that everyone gets. We've just tricked out everything else. Look through the Beta Manual and decide for yourself on content. Gameplay, well, there is still no campaign, no ability to 'Gift' research tiers as done or set max limits on tech -which are StarClad's responsibility.
Greetings All,
I fixed several of the reported errors in the OP post, so all traces of our old site (over a year ago now) are gone. Everything should link up to the new site.
Permisions on our site are in place for a reason, to deter spammers and grant access to those who need it and earn it. If you are just a player, then you don't need to see what is going on behind the scenes, but if you are a modder, the you need to see more stuff. Just like a regular company has restricted areas, so do we.
Anyways, thanks to Fileosoft and SemazRalan to your posts and helping out here guys.
Also, this is to announce that 7DS 2.5 Beta 3 is now available from the DMG website, both to FREE and Premium members. The mod runs so much better now, its scary. Remember, only HIGH settings are recommended. You must have Entrenchment in order to play the mod, sorry regular Sins players. Not yet.
Please test all races like Semaz recommends. Most of what has been done has been to the races that ar the underdogs.
Now, everyone has a fighting chance. And everyone has a Deadly Sin....
Yup, the underdogs got some much needed loving in Beta 3. Enjoy and if playtesting with us, feedback makes the mod run better.
Test all races looking for the following:** Research that has prerequisites, but prerequisite missing for that race.** Research that has wrong tier/position** Logistics: Media/Culture, Tradeport, Refinery able to be built without research, but research present.** Tactical: Anything that can be built without research, but research present.** Descriptions: READ EVERYTHING -not because I wrote most of it, but check length looking for cut offs or titles that are too long.Recently Changed Races:Arilou: New Obliterator Anti-Starbase Capital (with flak-burst) that spawns 3 anti-module heavy cruisers that level with spawning ability. New firepower research tree. Time increases per tier as usual, but time per level actually decreases.KzerZa: Entire tech tree reworked; tons of new titles and descriptions. Not all 'frigs' can have both fighters and bombers.KohrAh: New Sounds!!!Rogue: Tradeport requires research.PLANETMODULE_ORIONORBITALFLEETCOMMANDCENTER -no clue what the entity does, but something TOU or AtlantianNew Descriptions for Atlantian ability researchTCA: The Athena!
Also, to reduce size of download to 660mb instead of 935mb, the movie folder has not been included. Please copy movie folder from Beta 2 to Beta 3 before attempting to enable mod or view opening cinematics. The 35mb manual has not been included either, but has not changed nor will until we reach the "Release Candidate 1" stage.
what movie folder?
I've traced one of the Windows 7 64 bit minidumps to any map containing a City planet. I was playing around with my own custom map and kept getting minidumps. So I went and made all the planets default Sins worlds. The game ran just fine. So then I went through the planet types one by one until I found that having a City world on the map causes a minidump 100% of the time.
I've been able to play every race without minidumping on any map without a City planet.
I still get minidumps half the time when I first run entrenchment, but I think this is a Windows 7 issue. If I get past the initial minidump I'm able to play just fine.
Btw, I am running the newest version of 7DS (7DS 2.5 beta 3) and the latest version of Entrenchment.
The Sins dump file mostly contains a bunch of jibberish. Is there any certain part of the dump file that will tell me what the actual error is? I also set showerrors = "TRUE" and that didn't help.
Well, in the case of NHD-151, i have setup a account, certify it and give the playtester right... but the guy have never log on the forum...
Try to start the game with the dev.exe version ( "Sins of a Solar Empire Entrenchment Dev.exe" )... this will generate a full text log of your game session... modders cannot use a mini-dump file but they can use the dev.exe log for track problems... everything is written in the log, from model problem to string error... these log can become huge ( 30-50 mb ), so it is a good idea to zip them before posting them somewhere...
By the way, the dev.exe can speed up the playtesting process... below, a quote from a post that i have made 1 year ago :
"the dev.exe have some interesting function for speed up the playtesting... You can use it to instantly get all technologies research, spawn all capital ships from all races and level them to level 10, colonize any planet you can see, turn the AI on and off at will, etc...You don't need play hours for check something... you can configure planet and fleet ( with level ) for directly check big battle, abilities, etc...The dev.exe have two menu who can be access via "CTRL+SHIFT+." (period) and "CTRL+SHIFT+M"... To return to a previous Menu press "," (Comma)... used on the root menus this will close the Control Menu display...I don't remember for what is the first menu but the second one "CTRL+SHIFT+M" have the following submenu ( submenu keys are case sensitive ) :a Change Galaxy - affect gameplayb Overlays - general analysis tools, FPS, memory usage, and various statisticsc Entity Info - information overlays for actual entities d Player Info - mainly helpful as AI analysis toolse Rendering - removal of certain UI functions, change skyboxes, allows to change the visibility of certain entities (basically you can change what is visible through the fog of war)f Windows - This is for UI analysis, the most helpful function is "Show Brushes Under Cursor" g Camera - A small selection of camera analysis tools, of limited utility. Does allow you to ignore the minimum zoom distances, so can be used for screenshotsh User Input - Again, limited utility, main use is if you change the mouse cursor, you can see where it is actually pointing. It also allows you to see the Z-Axis interface that never was.i Sound - A wide range of sound and music analysis tools, good for testing sound, and also for seeing the criteria for music tracks to change.j Dump - Outputs to a text file a list of items, such as loaded textures, or all the watched files being used in the gamek Settings - Essentially the options menu.l Network - Allows you to simulate lag, as well as changing certain network behaviours with the dev.exe, if you change a file during the game, the game would automaically reload the file and then would apply the changes, unlike the normal game where if you change something in a mod, you need to restart. This will only occur if you change a none significant entity file, however, if you change something that will change the interface, or meshes you will definitively restart just to see the changes..."
I happened to get too busy to do much since then. I've just taken care of it now though, and am looking around.
I can also understand that. The issue was when i had asked for help and was pointed in that direction to get the fix that i would have obviously seen had i been looking there, and i had never known to need to go through even more signups to get to this one section in the first place. It would have been much easier had i actually been helped instead of just being told i wasn't looking hard enough.
I've done that twice just now in my map. The first time I used a city planet and ended up with a 49k debug file (minidumped). The second time I changed the city planet to an ocean planet and ended up with a 100kb debug file (didn't minidump).
Here's a link to my log files (I used 7zip): http://www.mediafire.com/download.php?pa48zky3q22g23o
Two very minor cosmetic bugs:
The TCA Athena has a "String not Found" description
The Athena's Thanatos Railgun also has a "String not Found" description
whenever i play the tca it auto minidumps
Well, i am pretty sure that your log will be useful for Danman... included the log who have not end by a mini dump...
For the log with minidump, the last action was the building of a planet module by the AI... seem to be the reason of the crash...
For the log without mini dump, there are numerous minor problem show... by example with the "Kzer-Za Heavy Frigate Conqueror.mesh"... who is a modeling problem... or some missing texture ( certainly some typo error )... or the well know "*** Prim3D has run out of cache space for rectangles ***"... below, a quote from one of my old post :
"*** Prim3D has run out of cache space for rectangles ***Your video card ran out of memory. So it switches to sys ram, or VMem...Possible solution : best is to triangulate fully the model before export it to .mesh ... Stardock/Ironclad documention say that model can be made of quad and tri but graphic card work only with tri... quad are cached ( take graphic memory ) before be transformed in triangles for processing... usual reason of these problem is due to surface with the transparent attribut ( sometime called "hole", show in blue with wings3d )... these surface are not convert to triangle with triangulation... if these surface are quad, the game 3D engine will use a cache for triangulate it..."
Again, a modeling problem... transparency in sins can be made only via shader, not via polygone attribut... nor XSI or the mesh converter triangulate these poly... in fact, if the transparent surface is a poly with more that 4 edge, it can crash the game engine !
The report of the string not found is useful too... it mean that the english.str file have not all entry or the right entry...
Don't forget, 2.5 is always in Beta stage... and it is log report from the dev.exe who help the team to find and resolve bugs... will be a good idea to register on the danmangame forum and request the playtester status... it will ease the report of bug and the posting with files attachment...
Just noticed that the corellian Corvette thrusters arent all there sorta looks funny
if you were posting to 7DS bug thread, you'd have the fixes or at least know what's up. Beta 4 scheduled for next weekend and addresses issues being posted in the bug thread -the GSDef being old and not new, desc off, and a couple of little things.
Sign up on forums and post bugs there. I check here once a week, 7DS forums daily.
Sure enough. The bug thread wasn't public so I didn't see it until I registered. They already had a fix up for the city planet crash. I'll go post my logs there.
Good deal m8. Will take a look at the CorCorv thrusters and try to eyeball how to edit the mesh
The TCA string errors for the Athena are in the process of being fixed, they will be corrected in the next release .
There are many great features available to you once you register, including:
Sign in or Create Account