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.
Thanks for insulting me by saying implying incompetence...
proof i have them
I don't know what "DS Entrenchment Beta 0.995" is supposed to be, but you are definitely missing texture files judging by the white icons on the research menu and mono-colored ships. If you downloaded and installed everything according to the instructions, then maybe they didn't copy right. I would suggest a reinstall of 7DS.
Upsurper, why are you asking us for help with what appears to be 'Distant Stars' mod. We are 7 Deadly Sins [7DS] , not Distant Stars [DS]. I suggest you their thread for help. https://forums.sinsofasolarempire.com/335474 Please download and play 7DS and if you have issues with our mod, please post 7 Deadly Sins issues here and not in the Distant Stars thread. They are as unfamiliar with our mod as we are with theirs.
well first pic is wrong one oops i will fix
lol second one with textures is correct
will add corrected urls to it
http://tinypic.com/view.php?pic=2898kdd&s=6
here we go lol kinda embarassing but i still get problem with the blank spaces here is the levels
Root Mods folder
7ds Beta 6g
all folders with those random .dll ect
what are you trying to run SOASE on? Screen looks 1024x768. Please provide some screenshots of 7DS running. If you have everything installed in the proper location and textures aren't showing up, it might be a hardware issue which is why with Distant Stars -even if you have the texture files- things aren't displaying right.
lol just got an update from my graphics card people and it works
but i noticed when playing with the empire you can never get
JEDI HOLOCRUN
-requires 4 points in stability-
STABILITY
-requires 4 points in some shield tech i forgot
SHIELD TECH I FORGOT
requires 1 point in jedi holocrun
so you can never unlock that whole section of research in 7ds
We already fixed that.
Of course, releases are happening so fast in the dev forums as soon as one went public it would be outdated, so we really can't upload another public version. Please just be patient a little longer. We are getting closer to a full, non-beta release of 2.6
oh okay can we get a bump when it happens
New Imperial Icons by Wintercross
Just a slight tease....I may have started converting humanity's last hope over to rebellion.
The rest of the team is working to polish and finish up version 2.5
So im missing textures, assuming i must have installed wrong, but i cant for the life of me find directions anywhere here or on danman forums for how to install properly.
I dowloaded 7DS_Beta6g.7z then extracted into my mod folder for entrenchment. Set all the setting to High (as it says on initial post). The mod loads ok, its just when its loading an actual game (after selecting races and stuff) there is a big white box on the left side of screen, then the UI is all white, and some of the planets and stuff are white boxes.
If anyone can please point to the install directions or tell me what i did wrong, i would appreciate it!
Thanks
the textures folder is missing from the beta 6 download at http://www.gamefront.com/files/user/danman3712
am i suppose to install 6 overtop 5?
You want these: (not beta 5 -old files)
http://www.gamefront.com/files/21552026/7DS_Beta6g_7z
http://www.gamefront.com/files/21552132/7DS_Beta6gTextures_7z
http://www.gamefront.com/files/21552093/7DS_Beta6gSound_7z
Extract to 7DS_Beta6g in your [C:\Users\*Name*\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.053] . Textures and Sound might extract into .../textures/textures and .../sound/sound so they aren't accessible. You want things like in the pic.
spank you!
what a hurdur, i should have scrolled down, lol
So i played atlantians as my first race and LOVED them cause they have shit tons of research (im a total research junky), I have looked at two other races now and the research for them is WAY less, are there any other races that are near atlantians when it comes to the ridiculous quantity of research you can do, if not, i think i ruined all the other races for myself, lol?
Thanks.
did you try the empire?
The total number of research items include about 8 "Ai-Drivers" which we hope force the Ai to greater levels of research. Beta 6g doesn't have these yet, but playing against "Hard Ai - Researcher" provides a greater challenge.
Atlantians - 148Dark Fleet - 128Empire - 144KohrAh - 87KzerZa - 106TOU (The Orion Unity) - 125Rogue - 113Taalo - 88TCA (Trade Coalition Armada) - 156TEC (Trader Emergency Coalition)- 126TOC (Triad of Creation)Arilou - 83Atlantians have the most research when you consider all the levels per item, but they also have the greatest research acceleration. If you can get 6 civilian labs up and some distance from enemies, you can easily get very good research rate and cost reduction, then power research resources and military items. Almost all their research only works, however, if the labs exist -labs die, bonuses vanish.
Dark plays very much like Vasari and storywise are on their last leg. TOC hammered them hard and the TCA is pushing now that the TOC has formed up to take on the Atlantians.
Empire had a single jedi/sith holocron, now there are 4 Jedi "Defensive" holocrons and 3 "Offensive" Sith ones. You can now, in Beta 6g, go tank and have reduced firepower or go gank and have reduced defenses. Final will have penalties removed and it is easier to figure out bonuses since research flows in straight lines. Rebellion, we hope, will allow mid-game faction declaration so if you go Jedi Defensive, you can't get any of the Sith items and vice versa, but we'll see how it plays out.
KohrAh are pure and savage damage with some nice abilities that give damage bonus vs modules to anything with Shuriken/PhaseMissiles and the ability to reduce target armor greatly. Almost all their ships can siege planets. Their capitals gain little defensively, but they have the highest per level increases for weapon damage and rate of fire.
KzerZa are a bit like the Dark Fleet and KohrAh. KzerZa, the Green Ur'Quan, were the TOC researchers while the KohrAh were the soldiers. KzerZa are a nice blending. Many have the opinion that the Vasari are basically a bad take on the KzerZa Hierarchy of Battle Thralls from Star Control. KzerZa have greater versatility than the KohrAh.
TOU are Advent on Steroids. The play just like the Advent in many regards and ship research provides bonuses by the addition of Orion cybermechanical technology.
Rogue are some interesting bastards. They were introduced back 3 years ago in 1.3d for SOASE vanilla -long before Entrenchment. They are playable pirates and then some with a playstyle very different. You can't get super with them, but they can steal ships, capitals if they are dumb enough, and planet modules.
TCA have a ton of research as we go forward to final release. They can research towards an HP tank or Hull Regeneration tank; same with Gauss and Railguns. Most of their research is weapons and vessels.
TEC -they're still around and holding on. The TCA is at a state of war with the playable TEC who have declared independence from the Trade Order. As a result,they can hire 4 different mercs -pirates, advent, tca blackguards, and taalo from their Outreach Center, which is tactical like the Vasari Phase Gate and its "Return Armada". TEC is about economic power and they use it for nifty things like the Vulcan Battlecarrier and their mercs. TEC are fun even if you reach the point where you made you valiant push and got slaughtered. The TEC "Corpo-Nations" that you can play are rebels from the Trade Order and not the "loyal" TEC "Corpo-Nations" that have stayed with the Trade Order. The loyal ones aren't fighting, the TCA is doing it for them.
TOC have great research when it comes to weapons. Their research flows along electromagnetic, thermal, kinetic and explosive (yeah, like EVE, but not) and can bonus any weapon in the game. They can steal ships better than the Rogue and have early game dominance with Antaran ships that rip through shields, mid game Lapis endurance and late game Dnyarri who can cripple fleets and steal capitalships.
Arilou are just interesting. They can set down a defense node that blocks lose of planet to bombardment and spawn defense ships to protect it. The Obliterator gets a powerful starbase neutralizer (weapons and abilities are kaput for a short time) and all their beaconed ships can have staggering damage reduction (90% damage reduction).
Don't think you've spoiled yourself on the Atlantians, all the races have their own flavor, which is why the KohrAh looooove them so. Personally, I like, in order of preference, Rogue, Arilou, KohrAh, and Taalo. I also love the Empire, TEC and TOC.
oh man thank you for that! especially the amount of research!
what was the lame race that ignores almost all shields and does direct damage to hull? i forgot to pay attention before rage quitting -.- talk about OP
read through the above again, and realized its TOC, how in the hell do i counter that with empire? they reamed my half built starbase and a couple capital ships and the first tactical defense guns that should have wiped them out, but they ignore most of my shields and wiped me out with a smallish force -.-.
You obviously didn't research Impenetrable Shields which gives all your frigates, cruisers, and structures a 98% resistance to shield bypass, making them much tougher against anything that relies on shield bypass.
EDIT: That may not be in 6g (been a long time since I played that version), but if it isn't, well, its in the dev versions and only 3 military labs.
i will look for it, if it is in 6g, then you sir are my hero! thank you
the anti-shield ignoring research isnt working on at least one of the empire ships, namely the immortal.
Capitals have Force Onslaught which gives 100% immunity to phasic weapons (any that can bypass shields).
also, i think that ion collectors 2nd level of research removes all antimatter, as in takes it to 0/0 so that it dosnt fill up anymore on the empire starbase.
That's fixed internally.
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