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.
Yeah, I read within the day, and as of now my heart is fading.
I just checked and there is still beta 3 showing.
You are saying you have beta 4?
Beta 3 had urban planet problem and they never updated files so you had to DL fix from link posted on 7DS forums.
Prior to that game always crashed on load screen.
I just got confirmation that they did put the urban planet fix in beta 4.
Edit: Beta 4 is not visible yet.
Mine always crashes on loading screen and then I can't get back in the game until about an hour later!
Did you download beta 3 or beta 4? Only Beta 3 is visible to free members right now and it always crashed on load screen due to the urban planet bug. Beta 3 is not the newest version.
Yeah I think beta 4 will be on in a week or so.
Will there be a Diplomacy V3.1 version of this mod at all?
A Diplomacy version is unlikely since Rebellion is coming out in a few months. The most likely chain of events for a Diplomacy version is the mod getting ported to Diplomacy, alpha- and beta-tested, then released in a non-beta form either just before Rebellion comes out or even after Rebellion is released, and then we'll have to port the mod over to Rebellion (not an easy process if Ironclad is telling the truth about the changes), starting the entire process over for everyone and possible including bugs and serious balance issues due to lack of time to test and fix when we could not port to Diplomacy and instead focus on making the mod as bug-free and balanced as possible before it gets ported over to Rebellion, where we'll have to bugfix and balance there, hopefully with fewer bugs due to the lack of a rushed Diplomacy release.
I think that a port to diplomacy will be good mainly due to the engine optimization in Diplomacy ( more memory and CPU resource for the game )... but if they add everything planned for Rebellion, it will remain less room for mod... since 7DS is already near the (in)famous 2GB limit... Dan is already using plenty of his time to optimize mesh and texture but there is some limit to optimization...
Coming Soon™
Mycon Podship for the KzerZa Hierarchy of Battle Thralls
is the wavy effect a metaphor for how unstable this mod is
Swiss Knight, we all know that you don't like this mod ( and some people working on it )... and maybe, the only thing who is really instable is your own mind... have never see so much hatred in a guy and lasting for so long... sure that psy have a special word for it...
So, in place of using energy for make non-constructive critic, maybe use these energy on your own never released mod...
My comment may have set back the release of Dawn of Victory by 4 months, but it was worth it!
Furthermore, as a paid member of the Danman Games VIP squad, I believe I have earned the right to my hilarious comments.
Oh great, good to see everyone's still playing nice with each other while I'm out.
Here's my constructive criticism:
Beta 3 of the mod is actually very stable-if you find and download the urban planet fix. Imo, the one (and unfortunately incredibly massive) thing they did wrong with the mod was to release it with a broken file and not upload a hotfix where everyone could easily find it (as soon as they found the problem, of course). Once I pointed everyone here to the fix, I suddenly got an incredibly massive amount of PMs thanking me for it. On top of that I got an angry reply by a member of their team just for re-upping only the fixed GalaxyScenariodef file and posting the link here. They also continue to shoot themselves in the foot by keeping only the unfixed beta 3 up in the free downloads area. Not the best way to run a mod, imo. I know it's a beta and all, but you guys still should have at least released an official hotfix as soon as you found the problem (it did cause a minidump after all).
However, once Beta 4 is out for everyone, everything I just posted becomes a non-issue.
That all said, the mod itself is absolutely excellent. Just adding the Star Control stuff in made it one of my favorite Sins mods. Then they added the Atlantians with a completely new hyperspace effect and a focus on beam weapons. The new races (and new take on old races) are also excellent. What a brilliant and creative idea to give the TCA an armor upgrade that also slows their ships down. The new fire and sound effects are also excellent. The Kzer-za and Kor-ah weapons looked and sounded just like they did in Star Control 2. I had hours of fun with all-out Ur-Quan wars. The new models for the new races are great too. I also like being able to send multiple Executors out at everyone else.
I've been needing to say all that (good and bad) for a while now.
Well, being the one of web admin there, i agree with you... the fix are located in the "bug report" section... when i have setup the actual forum structure, the "bug report" section was only for dev and official playtester... if a public release is made ( alpha, beta, or other ), hotfix need to come in the section "Technical support" who is for any member of the forum... patch ( who are the sum of several hotfix ) need to be located in both download section ( pay and free one )...
In fact, each mod hosted on the Danman forum have a special page called "info" that everybody can read ( non members included ) but that only mod leader can modify... for a good example, the B5 mod at http://danmangames.com/forums/index.php?topic=1688.0 ... for a bad example, the 7DS mod at http://danmangames.com/forums/index.php?topic=1687.0 ... yes, the basic template was never edited in 20 month and the "info" page for 7DS mod is the most viewed page on the forum ( when i exclude 2 page from the pre-2010 archive ) ... and this is really "shoot themselves in the foot" because it is the only page who is fully public, and the only page that search engine can look at...
The 7DS mod is very good at the dev side but they sµck for PR...
Well, this is personal taste... it just happen that the mod leader, Danman, is a huge fan of Star Control... primary goal of the mod is to include the most races that allow the 2gb limit... without these limit, there will be plenty of other races...
Don't worry, there will be other issue
By example, the final texture for the new capital shipyard of the empire was not included... In fact, it is more a alpha that a beta since new material is always added...
Thank you
Who is Swiss Knight?
Peter, yeah, that was me and there were lots of files being posted up so I wasn't just getting on you.Thoumsin, yeah, things get pretty messy with site/forums and yes, I'm a little irked that Beta 4 isn't public. Alpha, Beta, Gamea, Dumpa... we're above such labels. LOL! Yes, we're in beta and new stuff is going in. More new stuff will be going into Beta 4 making for Beta 5.
Btw, Empire Capitalshipyard textured, temporarily, but textured.
We are ever busy on 7 Deadly Sins trying to fix things, improve things, and sometimes that means adding totally new things to do the job. Here we have Impenetrable Shields for Empire Capitals replaced with active ability that combines the Volley Fire and Adaptive Shield abilties. Frigate class ability remains requiring research and only gives 80% blocking. It also introduces the new squadrons... notice at 6 seconds in... TIE Division for SSD -again something new.
Since Beta 4 Release on July 25.
404 gameinfo files changed balancing firepower, adding new squadrons38 new entity files by Makon for Atlantian Firepower, individual TOU ships for Atlantian Player223 new StringInfo for new squadron name/descriptions for standard, capital, hangar, and titan squadrons.20 meshes changed/updated8 new particles added, 2 changed142 new entities added relating to new squadrons
Each Race now has their own fighter/bomber -share meshes, but own entities. Orion now have fighter, bomber, homingmine/mineEach race now has new squadrons based on ship class Standard Squad of 3 strikecraft for non-capitals Capital Squadron of 6 strikecraft Hangar Wing with 7 strikecraft Titan Division of 9 strikecraft
Capitalships will have at the most 12 squadrons; Starbases same. Some Capitals have Capital Squadron, Titans and Starbases have Titan Divisions. Lower number of squadrons from previous versions now keep most of ship information visible.
So, things get busy, but before any of these Beta 4C changes get into a Beta 5 release, they will be gone over by Danman, Makon, Scratch and hopefully ZombieRus & his amazing Entity Validation Tool. Please forgive us for not acknowledging foolish posts that don't help us improve things and notice with what was done just in the past 5 days we really don't have the time to go to the Dawn of Victory forums and post snarky comments. I actually like how thing look in the Mod, but I can't imagine heading 7 Deadly Sins with "...Use the newer thread idiots". I do like how the Mod incorporates "Starship Trooper" backstory of how the Vets took over.
Modding, above all else, should be fun. Even the Empire is having fun with 7DS!
In general, the forum is not so bad... in fact, it is a very good workplace... PR ( public relation ) was always the problem of 7DS... each time that a PR guy was selected, the guy disappear after a few days... well, if i find some free time, i will myself make the information page for the 7DS mod...
Believe me, with a mod so huge, upload on public host is not easy... more fail that success... in fact, some public host will never accept the mod in one single huge file... maybe for a final public release ( not in the near future ), a .torrent file will be more easy...
Final textures was posted the 12 July ( before the Beta 4 release ) on the forum... at http://danmangames.com/forums/index.php?topic=771.msg25408#msg25408 ( only danmangame dev can go there, sorry for the other )
My point... few people realize how huge the mod is... how numerous is the amount of files included... and how huge is the amount of work too...
Damn, nice work on Empire Capyard. I slapped a Golan/Machine texture on it because I got sick of the nekedness.
Well, i was with some free time at the begin of the month... but we are in holiday period... so, from time to time, there are missing people in the long chain of command... i bet that it is why it have not reach Dan in time for the beta 4...
Speaking of "Golan", you remember me that i have some other huge work waiting for me...
Beta 4 is now up on the Free Downloads section of the Danman Games website.
Paying someone else or not does not give you the right to harass or troll on our forums. If you have complaints to make, I'm sure there are appropriate channels for them. If you just want to dump on another mod though, do it elsewhere.
Thank you Kryo.
Yes, despite the strengths that the TCA has (namely armor and hull) they have fairly considerable drawbacks to teching up. The speed drawback you mention is actually mass which affects not only acceleration, but also how quickly the ships turn. So in effect, by gaining these massive armor bonuses, you make your fleet alot slower (they are among the slowest if not THE slowest race in the mod) and they are slower to turn and initiate warp.
In addition, the research for their main weapons (Railguns) increase the costs of everything by a percentage. At this time it is not a huge cost increase, but when you compare it to other powerhouse races, say the atlantians, which get a cost reduction from research; the tca get a cost penalty for researching their guns.
The TCA Kol beta titan also gets a negative buff from its research which basically trades shield HP for more armor and regenerative hull. The Centauro capital destroyer also has this ability but it you must research two levels of the research to get any benefit. The first level unlocks the kol beta, the subsequent levels unlock the bonuses that come along with it.
Switching gears to the Atlantians, I reworked how the beam and plasma (now pulse beam and disintegrator) weapons tech up. Basically instead of having a "linear" bonus progression where each level gives you the same amount of bonus, it is not more of an "exponential" bonus progression. It keeps the atlantians from getting too strong too fast, but still allows for the epic god-like ness they were intended to be....Also the Avatar no longer does 7000 dps, go ahead and shoot me, I am responsible for that .
I'm the guy responsible for the TCA research, and they've been tweaked once because the drawbacks were too hindering.
To everyone who's playtesting Beta 4: I'd really like some feedback about the TCA researches, specifically about cost (they're more expensive compared to the TEC), benefits (too small, too large), and the drawbacks (too hindering, not painful enough). I'd also like to hear about any weaknesses that don't get addressed or if one area is clearly superior to the others. Their economy is purposefully weaker, but I'd like to hear if it has issues with building and supporting late-game fleets. Posting your thoughts here is fine.
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