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.
Any idea when the download will be available in the free section?
not sure when Beta 5 will be up for public, we're actually hoping to push beta 6 soon and then look toward final release.
Ariloux3 on unfair is complete suicide for your system, lol it's like 1 mothership is going to build 100+ ships which all of those little ships are going to build a fighter each. But I tend not to play with them anymore, tooooooo much lag.
they are designed to generate ships from antimatter or fleet beacon them in. antimatter spawned have expiration time so they blow up. The Okun BC doesn't have expiration time, but can beacon ships in to its gravity well. Fleet Beaconed ships don't expire, but use fleet cost unlike the antimatter spawned ones, they have abililites and are generally tougher. KohrAh have the best shot with FRIED against Arilou spammers, as do Atlantians with Spatial Compressor. TCA and Empire distant 3rd/4th with Doomsday weapons. Arilou aren't tanky so there's a small token.
By the way... It's the KzerZa who spam fighters/bombers, not Arilou. We've gone through all the area affect weapons, doomsday's included, and given them a buff vs fighters that is separate from the buff that damages frigates, structures, capitalships and starbases so the lag from area affect abilties trying to damage an infinite number of fighters is gone -a set number are damaged now. It's just a KzerZa thing to spam fighters and KohrAh to kill them with FRIED. KzerZa have a slight nerf in that their instant build fighters requires research.
Seem that the 7DS Taalo
are preparing to invade earth... they have scout our planet these Tuesday : http://www.pcmag.com/article2/0,2817,2396086,00.asp?obref=obinsite#fbid=McQbuONLE1a
is this compatible with the latest version of sins of a solar empire or any of the mini expansions?
The latest beta works with the latest version of Entrenchment. 2.1 is for an obsolete and unobtainable version of original Sins, and there is no Diplomacy support at this time.
thank u thank u thank u.
so what would be an example of a super titan?
as compared to a titan
Well... our Titans are just glorified capitalships because that is all the game engine permits. 7 Races with 'Titan' type capitals:
Empire has Executor SSD with Shield Overload Doomday. Area affect weapon with up to 30k range, 140k damage vs shields, 14k vs hull. It can also call the DoomFleet UltraBC versions of the capitals and intimidate the hell out of enemies in the grav well it is in causing them to be nerfed in a lot of interesting ways.
TCA has Beta Kol with Graviton Doomsday. Area affect with up to 30k range, 55k damage vs shields and hull. Athena is high damage ship, Centauro as well, but for fiction purposes are Dreadnaught.
Dark Fleet has all ships with beefier stats and 2 targets per bank on some or all weapons for multikill opportunities.
Atlantian Avatar with Stellar Converter Doomsday Weapon. Hyper beam blast damaging all in beam path up to 15k damage to shields and hull.
KorhAh SaMatra has superfried area affect weapon. Does damage to multiple targets (2) per available bank.
KzerZa SaMatra with just nasty damage. It's a monster.
Rogue Titan with 2 targets per bank, high DPS, Rapid Fire Hellbore (GaussBlast type), can deploy loads of turrets and deploy some nasty Warhammer drones.
All these vessels have minimum 300 fleet cost and cost a lot -Executor costs below- but what you get is requires a starbase to kill or multiple battleships with non-capital assets. Our Titans have base armor/shields averaging 10k with some variations adding to near 20K combined Shields/Hull. They are 'Tanks' with serious firepower, but will get killed going solo vs a tech'd up starbase. They are not required to win, but damn fun when you roll one out and get to L6.
basePrice credits 27510.000000 metal 2352.000000 crystal 3200.000000
A SUPERTITAN, is something that would require 2-3 of the above 'Titans' to kill. No Titan can instakill another titan with its Superweapon/Doomsday, but that Doomsday will rip hell against capitals and lesser.
We've had to work with what's available and Rebellion should let us to even more.
I just got Trinity from Steam (entrenchment 1.053) and I cannot create base stars as TEC, neither are there any of those titans.
Does the beta4 simply not work with the steam version?
for the record, all the "new" races from the mod etc do show up.
But I did have a crash while first playing with a new race, so I switched to TEC
When I take a Reloz Heavy Constructor, and assign it to build a star base, it goes to the position, takes the resources and on the icon the red cooldown bar counts down, and then nothing happens..
Beta 4 is currently outdated and buggy, and you should avoid playing it. Hopefully a less buggy Beta 5 can be made available to everyone soon.
Will beta 5 make it to the free download area sometime in the near future, or is beta 6 nearing release?
Currently I do not believe there is an available release date other than 'soon'. You can bet it will be worth the wait though, that's for sure.
I'll call dan and find out why Beta 5 isn't up on public side. Beta 4 had some serious issues, but we were focused on newer race's stuff and dropped the ball on some older races. The TEC could not create starbases because there was a starbase creation conflict error. TEC and TCA both used the same creator (sorry) and same ability that had a prerequisite the TEC didn't research. TEC and TCA create Argonev and Argonev D starbases, respectively.Steam can blow, but that's my personal and unwavering opinion that is only mine. I just don't know.As for crashes, in BETA 4, 1 ship role type was missing entirely so when there was TOU selected as random AI, crap hit the processor.Beta 5 is good, I'm a developer and working with an entirely new faction which may or may not get into the game, but it plays solid. I've played an 11 hour 8 player, 158 planet map with this new faction with some bad choppiness at times due to volume of stuff the game was handling, but it's been more of a stress test with planets on high, ships at high/med/med, structures at high/med/med and all but bloom and team colors selected. At those settings, the game memory load was about 1.2 GB -so no more 2GB memory dumpage issues; unsure atm what mem load would be for 10 player. Beta 5 is a massive change over Beta 4, to put together a changelog atm would be near impossible the changes are that sweeping. Beta 4 Bug Report thread started on July 24, shortly after Beta 4 release. The Bug Report thread for Beta 5 started on October 19. If interested in what the bugs for Beta 4 are, check this http://danmangames.com/forums/index.php?topic=3503.0 If interested in Beta 5 bugs, check here http://danmangames.com/forums/index.php?topic=4289.0 Gives a good idea of what we missed and what we're fixing.Other devs are working on aspects specific to Empire and TCA.
so the super titans are in the beta 5 release?
The 'Titan' capitals; the Executor, Avatar, Beta Kol + dreadnoughts, SaMatra for KohrAh & KzerZa, and Precursor Rogue Titan are all in Beta 5. Actually, if by super titan you mean those with area-affect abilities that insta-kill capitals, then Executor, Beta Kol, KohrAh SaMatra are them and lethal in diminishing order.
Beta 5 is up for DL on the free membership section. This download does not include the intro video which can be viewed on YouTube.
7DS 2.5 Beta 5e Manual for what is in development toward Beta 6. This sort of announces some finalizing of ships and stats since I really don't want to spend another 8 hours editing it again. Thanks to the 1700 people who viewed it and almost 700 downloads. This manual revision fixes some annoying typos, includes new ships for TCA. Stats for multiple races fixed.
PDF Manual is not viewable on Deviant Art, please download for your reading enjoyment. It's big, 35mb, but also 8.5 x 11 inches format. Please let me know how it views on things like the iPad and other tablet style devices. I already figure it'll be difficult to view, but in all honesty reformatting the document would likely lead to 192 pages instead of 96.
awesome mod
just played my first game with atlantians vs UFO/empire/TCA/pirates
i wtf pwned most of em, exept the pirates who were a pain in the ass cuz they kept taking over my capitals(all were lvl 10, lost about 5 of em cuz of taking over,than lost 2 in battle,only had 6 avatars left and some other capitals ) took me about 6 hours of gameplay to win against them(normal diffuculty)
I am glad you hate "The Machine", it's HammerSun's nightmare made reality. Did you like the NPC pirate starbase? There are a couple of maps that have Imperial, Advent, Vasari, and TEC type NPC starbases; they lack abilities, but if present block colonization until destroyed.
Some maps have tec, advent, vasari, and/or empire militias. On others, you'll encounter the KohrAh, KzerZa, Arilou, and Taalo. 18 maps have some sort of other races present as npc's. We didn't put in Atlantian templates this round, but might for Beta 6. We just don't have the maps for Sigma 6 Sector where it's appropriate (see manual). I would put up a list, but that'd just be a massive spoiler.
QuickStart is very different from NormalStart; we found a way to give players metal/crystal and high trade income via a non-buildable "Resource Depot" to your command. Every 1.6 hours (6000 seconds), your command supplies you with 3500 metal and crystal. When on an AI stomp with pirates active, I use quickstart to get defenses in place until I can find a good place to stop inbound pirates with a starbase fitted with auxiliary government.
The "Heavy" maps start you with a medium sized non-capital fleet.
Btw, which map were you playing? Be sure to give all the races a run. Even the TEC -not against Atlantians as game progresses- can be fun with the Mercs hired out of the "Outreach" tactical module.
i created my own map, i usually love making my own maps *especially when i make my starsystem VERY big, and theirs not so big, making the fight occur at my starsystem mostly even tho i do not have all the planets yet*
and tbh, i would love to get a list with all the features in this mod. but it would be incredibly big i suppose. so i'll just have to find out for myself than
and i didn't even see the manual link >.< time to read it now...
-edit: when i saw a starbase jumping to my system i was kinda scratching my head...-and those UFO's are very annoying to fight. its good that i was atlantian with an avatar army so i could insta kill their motherships/planets. but they kept destroying my planets right after i took it.
-edit2: why is there no exit button in the start menu? - and the manual link only goes to a pic on DA with the start menu... not really a manuel
Can I ask you guys if any of you are using sins on steam ?
I ask because I bought trinity on steam and am unzipping the 7 deadly sins (free version) files on top of the sins directory and this results in a minidump instead of a game menu, and steam patches your game up to 1.053...
am I doing this wrong somehow ?
PS: this mod looks AWESOME am really looking forward to playing it.
You're doing it wrong. You are never supposed to overwrite any of your game base files when you're installing a mod. Sins has a specific mod folder that you're supposed to be mods in then activate in-game. The folder is different based on your operating system, but Sins has a "Show Mod Path" option in its Mods section of the Options menu. You may need to enable viewing of hidden files in order to be able to see the folder in your explorer.
DeviantArt can't display the PDF so use the download button at topright.
The menu came as a very unwelcome surprise to me to. It's beyond me. Something got changed and we have to rework a file in the window subdirectory of the mod to get it working again.
Mods always go in:
"C:\Users\[NAME]\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.053"
That's if you're using Vista or 7, and only for this version of Entrenchment. For XP the directory is "C:\Documents and Settings\[NAME]\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\", and mods go in the mod folder for the version of Sins they are for.
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