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.
Only for Entrenchment. We are basically skipping Diplomacy and moving right to rebellion (well, we will convert to diplomacy first before rebellion, but just because most of rebellions files are based from diplo.)
Beta 6 Manual Updated. Removed Quick Reference for now.
Areas updated.
Empire Leviathan Interdictor Class Sith Battleship p37Rogue "Cadre Armor Repairer II" p56/57TCA Nimitz SuperCarrier (placeholder pic temp for Vesuvius) p70TEC Vulcan BattleCarrier p78Unfortunately, I can't embed movies into the PDF or I'd have them in.
It's a small matter, but I updated all the crew levels for ATL, Dark Fleet, Imp, Rogue, TCA, TEC, TOU.
Beta 6 Manual Updated
Leviathan Interdictor Class Battleship
If theres gonna be stargate have to have the humans and has to be balanced thats the thing that stops me from playing the stargate mods is they are so unbalanced
Awesome you guys are updating the mod--looking forward to it.
We've actually been updating the mod for a while, just not this page. Dev versions have actually been coming ridiculously fast once we removed the main bottleneck on them. We've never made a dev team account for some silly reason and the only one who can update this thread has no free time on his hands to do so. We'll probably make a new thread for the actual release of 2.5 for Entrenchment, hopefully with a dev team account like SGI, SoGE, and SoA2 if either Scratch151 or DANMAN3712 get off their asses and make one.
huh, where'd that come from?
How's about you just make a dev team email address (gmail, anything works) for that dev team account and share the email info with the dev account info.
Well, I'm really sort of a fringe member right now than one actively involved in stuff. I did do a lot of stuff back in the days of Original Sins, but now I just mainly playtest, offer a lot of advice, and bust spam on the forums whenever it shows up.
We are always updating! we keep our forums relatively updated and this one here unfortunately becomes the "red-headed step child" and gets left behind.
Now we are mainly working on balancing, bug fixing (in house dev versions are fairly bug free at this point), soundtrack modifications, etc. The next "public" release is going to be the full version of 2.5
Don't know where the whole stargate stuff came from, we definitely have "humans" as a "faction" but it isn't at all related to stargate...
Hmm, thats a good idea. We have been throwing the idea of a dev team account for a while....We just need to do it lol.
New Emperor picture for Loadscreen -game loading.
Yeah, that's really not a good victory screen to put in a sci-fi video game, regardless of faction.
It looks too "friendly" to be Imperial. Everyone knows the Stormtrooper corps is as cutthroat as they come! That and the Imperial roundel is positioned very awkwardly on the banner there.
Time for a brief update on progress towards final.
Lavo_2, ZombieRus, GoaFan and others are to thank for the new "AI Driver" that will hopefully get the AI researching more instead of doing so little.
Some testing on Gas Giants and Rogue Stars convinced us to mess with the ability that boosts speed, acceleration and turning -it's getting there and we think we have a reasonable speed/accel/turning level now. Also, these 'planets' are colonizable, by way of fictional fluff, by satellite pods and stuff like Bespin Cloud City; Arilou just make a pocket dimension and kick back playing ping pong. What I've put in, for review and testing, is making it so you can't upgrade their health or make them a home. For tactical purposes, when a Rogue Star is a "capital world" you put one starbase at the point furthest from where a fleet might enter and protect sov, then another to beat the hell out of anything that comes in.
Gameplay. As someone pointed out, you can't do anything to reduce the slots something takes up. You just have to change the slots it requires in the entity file. Testing combat labs and civilian labs only using 2 slots so you can get more stuff on your home planet than before or at least more labs. Only Atlantians and Triad of Creation have 4 slot combat labs still.
A nice little boost for "The Orion Unity", beefy Advent, is up to 45% faster research instead of 33%.
Empire Jedi/Sith holocrons are split into 4 jedi and 3 sith holocrons. Split makes the bonuses flow better so you can see the bonuses stack better. They don't require credits, just metal/crystal to produce what is needed so ships get the technology.
Atlantians will get their capitalship factory at the start of the game otherwise it takes a long time to get AI to build it and produce the Amun-Ra colony capital.
Some things still in the works, new 2d icon art for research and abilities, some model textures, and refinements.
Yes, that's the Tiamat model from Wing Commander 3d. Wintercross is doing amazing stuff with 2d icon art and importing models like the Tiamat into 7DS.
That's what the thread was started for. Glad it helped.
I got f*cking BRB'd by the AI in my mod after giving them some AI only upgrades, lol.
Due to a combination of the AI upgrades, and them having very good luck with planets versus my lackluster luck, I've been locked in an 8-9+ hour struggle on a medium large random map. Until the last half hour or so, I was just sitting on my ass pushing the AI back when it came for one of the border worlds... If I was up against a human player I wouldn't have survived; I barely have against the AI.
wait where do i drag mod to after download and what do i need to run game settings as???
you NEED to extract the mod from the archive to the 'Mods-Entrenchment v1.053' folder hidden below the (xp) documents & settings\user name (vista/7) users\user name tree, but the mod folder is also underneath TWO hidden folders so yo NEED to turn on show hidden folders in your folders setting s in control panel.
harpo
thanks i just needed to know what versions this mod is good for most mods do not share this and i could not find it
well here is some self explanatory picture AND WHEN I ENABLE CINEMATIC VIEW I MINIDUMP
You're obviously missing the texture files. You didn't download and extract everything you were supposed to.
I DLd the Beta 6g and can't seem to find the Leviathan anywhere. STOP HIDING IT FROM ME!
Sorry, I get all tweaky when I can't get what I need. And let me tell ya...
...I need my fix, man.
I don't think the Sith Leviathan BS made it to 6g. If it did, it would only be available from the Executor's Death Squadron ability.
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