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'm immune to trolling so nice try. So where might i find this illusive free version then?
And the mods that i combined are Sins pus and Celestial bodies. Sorry for it being you know 3 years since then and the "solar" part confusing me with solar system planets. -.-
go to http://www.danmangames.com/dmgadv/downloads.html ... loggin ( registration is free )...
On the left side of the next page, don't click on "premium download area" button but click the "free downloads" button... scroll down the next page for find the download link ( version without video )
Doberman, enough with the rage and poor manners.
Register on the forums and request playtester status for 7DS. When approved you'll have access to the 7DS area where you can post complaints with a civil hand in mind.
Registering for membership is entirely outside registering for the forums. Registering for forums doesn't mean you have any kind of membership and download privileges. So, register for a free membership, wait for approval, and then you'll be able to download the mod. Despite your poor attitude and difficulty expressing frustrations, you'll likely be approved and able to enjoy the fruits of our labors. We welcome the feedback.
As Thoumsin (Fileosoft on our forums) has stated, all new people wanting to play 7DS must register on the danmangames website www.danmangames.com, and proceed to the FREE DOWNLOADS area. There you can download the mod and enjoy. We do not get paid for the countless hours of our lives we put into the mod, so we do not expect people to pay to play.
That said, there is a donation area, which goes towards hosting the website. A donation will also get you premium membership with it, but that is entirely up to the player and is not necessary, required, OR expected of anybody.
Any concerns, questions, comments, criticisms, or whatever should be posted on our forums and we will do our best to work with you and help solve issues. Now go get the damn mod and enjoy it!
badasess
this game rocks
thanks for the game guys
Thank you Ironwolf for your kind words.
Thanks to everyone for keeping this forum churning, and for helping out with the questions and with the complaints.
To Doberman:
7DS is by far the biggest mod for Sins. It is around 2GB of files, movies and such withstanding. EVERYTHING is customized, so there are a lot of files.
That being said, sometimes getting 7DS can be tricky, but I tried to make it as simple ans user friendly as possible. Hosting something this big, with all the traffic we get would cost me and the team thousands of dollars. I would have to find some way to charge for the mod which is illegal. So, we offer a PAID version for DONATING members to get the full mod, at full speed, from our server. We also offer the FREE version, which is broken down into pieces, and hosted on a free service host. This is the best way to handle all the traffic and downloads. Out of the thousands of people who download the mod (I have proof), only about 2% actually donate. So we are not making any big bucks here. It barely covers the cost of the server we use.
We all pour countless hours into the mods, many fo us have donated YEARS to this project. Please be considerate in your comments on this thread, as the public views it. I do hope you are able to download and enjoy what we have managed to make. It is more than just textures and models, all of which take time and skill to create. And since I made both the mods you combined, I know what it took to make those mods.
If anyone has any problems with the mod or what goes on here, do not hesitate to contact me. I will take care of things the best I can.
Coming soon to the TCA player: Alternative research paths!
Hull researches are being completely reworked to add more depth and "thought" to the research instead of just mindless clicking to max out everything.
Now you will have two choices for hull upgrades:
1) Active repair modules (basically passive regen on roids) will boost your passive hull regen to the point where you can "tank" a fair amount of incoming damage, at the expense of total hull HP
2) Passive "buffer" tanking will boost your total hull HP significantly at the expense of passive hull regeneration.
"Hull stabilizers" research has multiple tiers and benefit both hull hp and hull regen to a small degree, while crippling shield strength (the TCA does not believe in shields...if you want shields go play as the empire ). So the player will upgrade both the "stabilizer" tree IN ADDITION to either 1) or 2) from above. Now, you can actually research everything, and you will basically wind up a modest gain in hull HP AND a modest gain to passive regen. But doing either one or the other specialization will give more benefit.
Also coming soon: Completely reworked weapon researches.
The TCA player will have 3 types of "EM weapon" researches 1) Railgun specific, 2) Gauss specific, 3) general research that applies to magnetically accelerated weapons. In the end, gauss gets a small amount of shield negation and bonuses to damage and ROF. Railguns get similar shield negation as before, but get range and damage bonuses. Missiles get a slight damage buff, and bombardment researches are now part of the missile tree. Beams also got some love and got slightly more damage and reseraches that increase range.
Food for Thought, you will see these changes in the next beta release. Enjoy!
Yup, TCA revamp looks great and all merged in. Dan has the mod files and will be layering in his work for Beta 6.
Beta 6 will be released when it is released.
Long time no see guys. I had the itch to fire back up SOSE and 7DS. What is the installation path for the 7DS file using Steam?
Thanks.
edit, i am using win 7, 64 bit
edit, ok, found out it had to go into the entrenchment folder. got it working now:) going to test it out with this nice three day weekend off from work!
Good man.
The current version of the beta is very stable on win 7 x64 (I use it), and the next version has some nice suprises in store.
Forgot, where can i change the setting to turn off the auto camera follow on units? If i recall, it was a certain file line to change a line from true to false.
Can I combine 7 Deadly Sins 2.5 with Distant Stars 1.00?
Both Mods are individually very good. But how is it possible to play both at the same time without bugs?
And can someone translate 7 Deadly Sins into German?
You don't need to post the same thing in two different threads.
Jeremy, in short. NO on merging. If you want to translate English.str to German, by all means.
Working with ZombieRus to hunt down and kill errors. His Eclipse Tools -awesome and if you aren't a dolt like me, get them and use them. Progress is continuing towards Beta 6 and many adjustments made from Beta 4 to Beta 5 and just as many new tweaks for Beta 6. We've been hasty in releasing before to the disgust of player and ourselves, but taking the time to get this as right as possible.
Arilou: They lack starbases, but can disable starbases and other structures now making them incredibly dangerous instead of just furiously fast and low damage.Rogue: Heavy BC gets the ability to disable enemy cap/frig weapons and abilities for a short time -they are Rogues after all and prone to pissing off the enemy by cheating.Taalo: Both capitals gain a powerful 'missile barrage' of their own.New Race: Number 12: pretty finalized and nasty buggers.TEC/Rogue capitals get slight armor increases -probably about 30 base armor. Just kidding.
More will be detailed when Beta 6 comes out. Wintercross made some great new launch/dock icons for the Empire TIE! Thanks for the patience and not losing interest with the mod because of all we have going on in real life.Watch videos on YouTube in highest quality if you don't like the little window views.Rogue Assault Pods capturing a pirate carrier cruiser. Lightning Beam test and Lightning waves -used by 2 Atlantian capitals and the new race's starbase. The Vasari starbase was just for testing.
Looking forward to Beta 6 Release within the week
Beta 6 is out for premium members at www.danmangames.com
GO GET IT!
Greetings All,
The main post has been updated....the first time in MANY moons. Thanks to Semaz for his hard work on that. Thanks to everyone else making Beta 6 possible. That means you Makon!
Everyone, this is our most stable and best release ever in my eyes. We are very close to an official 2.5 release.
Kreyson, glad to see you back!
Awesome cool then. We wait. Looks great.
how long do downloads usually stay in the premium area before they go to the free section?
not sure, I've send some balance fixes and content that fills out some holes in races to Danman. Beta 6 will go to free download after "about" a week. When will Beta 7 be out... up to Dan, but it's about 64 file changes, addresses TCA armor, Empire Holocrons, Arilou spawning, and the velocity of Cannons.
About Cannons... we tweaked all the maps without tweaking the cannons, so you'll notice cannon shells take forever to get anywhere.
Gotta remember, all of us have hectic lives and can't put as much time towards development as we'd like, but it keeps our family members from killing us.
BETA 6b Changelog -this includes all recent changes over past 3 months and what has yet to be included. Beta 6 doesn't have all the features listed, but 7 will.
Origins of the TOCRogue Cadre -nomadic- discover a completely alien device that can capture capitalships and bring it back. At this point, the Dnyarri aboard are comatose, but slowly coming back to life. They are simply the brains behind THE MACHINE and little more. The Rogue have no clue what they are or what they have done. Rogue Cadre begins producing THE MACHINE and transferring Dnyarri to new facilities. Healing accelerated -the Rogue reverse-engineered the technology too well and small groups and fleets are subtly manipulated to serve the Dnyarri.KzerZa attempt to capture a Rogue Titan during construction and feel the Dnyarri mental compulsion and launch a vengeful attack on the world to annihilate it. Dnyarri cast off all pretenses and attempt to dominate the KzerZa fleet, but only slow them down and piss them off. 1 scout vessel escapes and sends word to the UrQuan KzerZa and KohrAh. Third Doctrinal Conflict suspended, but UrQuan do not unite against the Rogue Cadre.A sizable percentage of the Rogue Cadre is dominated by the Dnyarri. Antaran forces preparing for a concentrated infiltration assault of Dark Fleet territory is moved 10 years forward. Lapis infiltration assault of Sigma 6 Sector Taalo while Atlantian-Orion Combine is occupied with KohrAh, TCA and Dark Fleet is moved ahead of schedule. The Antaran and Lapis fleets are designed after Dark Fleet and Taalo designs to make the deception complete. Antaran and Lapis forces launch coordinated assaults on the Dark Fleet and Taalo, respectively, and due to accelerated time-table are not able to eliminate either force entirely, but manage only to severely diminish their fleets at heavy cost to their own before abandoning the campaign to rally to the Dnyarri.The Dnyarri do not make treaties or pacts with other races. They are still weak, but able to dominate the minds of small groups. They can exert low levels of manipulation and influence over diplomats for short term treaties.In this at least, the KzerZa have been praised by the Atlantian-Orion Combine, the Taalo, and The Orion Unity -but no so much that they are permitted to slave shield the entire region.
I would like to specify that the map resizing was done mainly to preserve the "feel" of original sins where you could not physically "see" an adjacent planet if you were zoomed into a planets' gravity well. Instead, you see an icon, and the planet mesh appears when you get close to it.
All warp speeds for all races were increased to compensate for the increased distance. As a side effect of all of this work, there is no more lag when trying to place structures (as stated by Semaz)!
Little off topic, but you've been able to reduce/eliminate placement lag caused by large/close by planets by increasing the scale of the maps?
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