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.
The forums and website do not use the same registration system or accounts, and two people reporting website issues have successfully completed forum registration and activation with no issues. I don't know why they were set up that way in the first place, but unfortunately that is how they operate.
Hello All!
Well, its my fault the website is so goofy. I was in the middle of upgrading it when it came time to release the mod. Damn me for trying to do better!
Anyways, I screwed up the code with the download/logging in area, and it had a two fold effect of messing with the PHP code for the entire site, everything except the forums (thank God!) were effected. I have now fixed that issue by installing a backup version of the site before I started to mess with things, and everything is back to how it should be.
Simply go to www.danmangames.com for the redirect to the new, fixed site. The mod is in the FREE area only for now...I still have a lot of work to do. The TCA for Rebellion is also there as well.
I will continue to work on the site to improve it and make it better. For now, it works, and serves the purpose. ALSO, to clear up any misunderstandings, there is NO fishing going on whatsoever. We ask for people to register and login simply to add you to our secured database, so that you can be informed of when something else comes out from DMG, and so I can track the downloads of the mods to see which ones are successful, and which ones are not. That way, we are not wasting out time making mods that people do not enjoy. So, just to clear things up like that. Honesty and Integrity are put of my being, and I expect the same out of our members, and out of anything I do.
I will also be releasing the mod on other websites and such in the near future, so it will be available on the web without going through the DMG website. This is for those who wish to not register and remain anonymous. I support that if you don't wish to become a member...and its not a problem.
Harpo, always good to see you man I use those tools quite often for modding.
Sparda, thanks for covering for me Also, I am working on a new forum, so there will be no need to register in two different places, only one login for EVERYTHING
Anyways all, DMG is simply here to provide mods for everyone to play and enjoy. That is why I make them, and I am sure why the members of DMG do the same. For us ALL to enjoy, and get the most out of the games we play. So go ahead and grab the mod, all should be working now! Thanks for your patience everyone!!!
danman, I am STILL unable to log in to the FREE section of your website, and have even done the password request, but not received ANY email to my hotmail add from your server.
what am I doing wrong????????
harpo
It did work for me.
Great mod and so far very stable as long as settings stay quite low.
Played TCA and Atlantian so far. Both against 3 allied AI s on highest difficulty (unfair I think its called.
Atlantians are still Easy mode while with TCA you just need to hole up save for KOL Beta to do research and get it for free. Then go for pervasive econ do all research you want which with TCA is painfully slow and then you are ready to rape.
There are some minor bugs
If you open research screens some of the buttons show out of research window. For both races although more for when playing TCA....
Those out-of-window researches are intentional. They're AI-only cheats to make it not suck so hard. If you're that good, I'd suggest you play against three allied Unfair TOC AI's. You're going to need a very powerful fleet or a Titan to defeat one of their starbases that deals over 1k DPS on the infocard and has a crapload of shield bypass.
They can be hidden easily by moving them well below the available research window space.
I use row 17 in the fleet tree in my mod.
I tried creating an account on the danmangames site and have been waiting for 10+ minutes but have still not received an email activation.
Generally, the better the PC, the higher settings you can run the mod at. But it runs best on medium-high ish settings. It is possible to run it at highest if you have a really powerful rig.
The TCA is painfully slow, especially in the beginning. Their capital fleets are vicious, as are their battlecrusiers. Get an Athena and Centauro, with some battlecruisers as an escort can do serious damage. Maxed out TCA fleets can compete with the best races in the game. The Athena will make your ships pretty much out-range anything else in the game, as long as you keep it close.
The TCA in rebellion will have a more streamlined tech tree, and some pre-requiste research requirements eased a little bit so you can get some better ships earlier in the game (i.e. Bradley assault frigate, so you don't have to use macarthurs for like 1/3 of the game)
Those research buttons actually don't show up if you play at lower resolutions. Needless to say, those will be no longer be an issue in the rebellion release of 7DS 3.0
Those of you who are having issues registering on the website and downloading the mod, please be patient and bear with us. Dan, as he posted earlier, is updating the site and still making changes so it may or may not work at any given time. Rest assured that any issues that you have are being heard when you speak up! Thank you for your interest in our mod!
Also, anyone who is having missing icons, missing menus, etc. DON'T forget to ALSO download the textures folder! It is a SEPARATE download, this is due to size restrictions on gamefront. Thank you!
Played KhorAH or whatever they are called. On huge Random single star map with 9 unfair AIs unlocked teams.
This race is just mean . I did have a bit of a problem to win which I did in the end but in first 15 min I took out 3 Ais . After that it went a bit slower and I actually had to build sbs on chokes to hold them off. Was it intentional that they do not poses repair platforms or was it oversight? This race will make you sweat if you are against human that knows how to use it.
Is there anyone that plays or is wiling to play this PvP.
Loving the mod
Yeah, the Kohr-Ah intentionally lack repair platforms. They're supposed to be an offensive zerg rush race.
I like playing against other players, but I haven't had time lately .
If you are registered on our forums, sometimes we try and organize multiplayer games!
Yes I am. I was one of first testers but lack of direction on what to test and what you were working on at that time drove me off.
Yeah, I do admit we don't have a very structured way of doing things. Nevertheless, i'd like to get in on some multiplayer pvp games with the latest release at some point. Your welcome to come back and play with us, assuming I can get a game organized....With everyones personal lives going on, sometimes its hard to get times that match up.
Usually any free time we have with sins, is usually spent modding, and not actually playing the game lol.
I (and others) are especially glad you are enjoying the mod
Harpo,
I don't know what was wrong or going on, but I activated you personally. I did a test by creating a fake user for one of my gmail accounts, and it sent the email in about 5 minutes or so. It must be working. Anyways, my apologies my friend. Please, I, and the team, would be honored to have you download and play the mod. You were intergal in making it all happen.
Greg, glad you are enjoying it
Ralan, glad you're here in some fashion.
Thanks for answering questions Sparda and Makon.
ZombieRus...I am going to have to look into that!
Enjoy the mod guys! Hopefully we can all get a multi-player game on soon!
OK......
That was weird. I was digging in the server and found all kinds of issues with people not getting activated.
I have just killed that little bug and manually activated over 350 users that were literally tied up in a que of some sort, even old time users, and even members of the team!
I think it all has to do with moving over to the new website, and some users just got randomly switched off, and recents were not getting turned on. SOOOOO....everyone that has registered within the past year and a half just got activated if they were not activated.
No one should have any trouble now. Go ahead and log-in, and go grab the mod!
Most of the TCA Capitalships seem to lose their shields completely at higher Experience-Levels. Considering that this also makes them lose their shield mitigation, this is a big disadvantage. I think you might wanna work on that
I'm also not sure if the hull regeneration research path is really worth it. Did you give Capitals enough base regeneration to make it a significant boost? I just had the feeling that my ships didnt do very well in melee vs Ancients or other high tech races...
Aside from that - thanks for making a very great mod
Thank you for your comments! The losing shield thing was on purpose. As you level and research higher, the regen and armor points go through the roof, while you lose shields all together (all that armor, and the shield generators can't get through). The idea is to totally ignore races like the Vasari (Dark Fleet) that have shield penetrating weapons. Basically you laugh in their face as they open fire, then you wreck havoc with your railguns. That is the theory anyways. If you feel there is too much of a disadvantage, try playing them a bit more, trying different scenarios and trees of research. If you still feel that the armor and regen do not make up for the lack of shields, let us know. We may need to put out a balance patch.
Thanks!
Just played the Rebellion beta mod for a while, liked it until I got a minidump ~2h into the game. 4P map, me as TCA vs. 2 AIs, GFX settings all on "high". No performance issues otherwise, running smooth as silk - I do have a rather powerful machine though.
Gonna try another game to see if that minidump was an isolated issue...
Only real bug I could find was me as TCA not being able to build a Titan foundry. I researched the Titan but I still wasn't able to build the Titan foundry, it said prerequisites not met, as if I hadn't researched it yet (but I did so... idk).
Please keep up the great work! Been playing and loving 7DS since it came out really, so looking forward to seeing the other races ported to Rebellion
Edit: Hull regen is pretty strong if you ask me, I don't see a reason to buff it (as it stands, the TCA is a lot stronger than the other factions anyway)
Update: Played again as TCA today, got a minidump after 1h. Researching "defense grid uplink" on the Athena gives me a reproducable mini dump - may be worth looking into. I can send you the savegame where you can try it out if you want....
Update2: Using the Athena's Thanatos Railgun also causes a Minidump. Looks like the Athena needs some more tweaking...
Update3: Novalith Deregulation research is not accessible, the same way the titan foundry isn't.
i played as tca for much more than an hour with those abilities on the athena i got no minidump
I will look into the Athena abilities to see if there are any issues. The titan foundry and Novalith researches are known to be broken. Thank you for reporting issues! All will be fixed in due time .
As Dan said (for 7DS 2.5 entrenchment), the TCA capital ships do in fact lose their shields as they gain experience. They do gain more hull and more armor points per level than before. That is by design, and while it may be seen as a disadvantage (and it is), the TCA has some of the best weapons in 7DS and can make quick work of ships from very long distances. SO they may have thinner skin, but they still pack one hell of a punch. And yes, the TCA's regen tanking can be quite nasty when significantly upgraded.
You can couple AOE repair ships with regen ships to give crazy tanking, or just go balls-to-the-wall with high damage ships (pattons, eisenhowers) and let them heal themselves while dishing it out.
Are you playing the full version for entrenchment? or the beta version for rebellion?
I know the TCA in entrenchment has no issues.
That's weird... cause I started 3 independent games so far and each time, as soon as I build the Athena and use these abilities, the game minidumps. What settings are you running (gfx)? Map size? And are you playing Rebellion Beta as well?
Edit: Thx makon for your reply
Found one more bug, the "Push little ships away" skill thingy on the Dresden does not work - when selected, a skill point is spent but it doesn't show up in the ship's menu. Don't know how the skill is actually called, gotta look it up.
PS: I am using the latest Rebellion 1.041, if that matters.
entrenchment
i forgot the tca was available for rebellion lol
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