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.
Yeah there are quite a few bugs with some of the abilities because it was a hassel porting everything over. It looks like I am going to have to take a closer look at all the ship abilities to make sure everything is working right!
Thank you for the input, it is very much appreciated!
I believe the ability you are referring to is "Repulsion Field" or something, it definitely works in entrenchment, so it must have gotten a lil fubar'd when I ported it over and trimmed the mod size down (removed alot of non-tca content).
Yep, it works in 2.5 final, and yes it is called "Repulsion Field"
No bugs in 2.5 that I could find so far, great job on that one! Only bad thing (for me personally) about the Entrenchment version is the lack of the "faster" option for ship speeds etc, as I do tend to prefer fast-paced mods for multiplayer. The combination of huge gravity wells and very slow capital ships in 2.5 can be quite.... annoying sometimes
I will make sure all those abilities get fixed when a new beta of the TCA rebellion mod is put together (when I have time to get to it!)
Thanks for all the feedback! There will be many more changes/updates to come!
EDIT: Most races dont usually have an issue with the ship speeds in the 7DS gravity wells, if you are referring to TCA ships in particular, it is because they have some of the slowest ships in the game.
Empire and Arilou ships are very fast. Remember, ships in formation (ie all selected and moved as one entity) will only move as fast as the slowest ships. So if you need to cover more "space" more quickly, sometimes it is faster to move your cruisers/frigates independantly of capital ships, in addition, move your capital ships separately from one another...You will notice that they move faster, granted its a pain in the ass to do it that way...
In short, if you find your ships moving real slow when in formation or groups, try to move some of them independently. If it is more of a global issue, then we may consider release a patch that adds or buffs the ship speed option in the menu.
I'll take this opportunity to note that, if someone wishes to do this for their personal version of 7DS, open up your Gameplay.constants file in Notepad, or something similar, and scroll down to the "shipPhysicsSpeedData-" options and increase one of more of them however much you wish.
Thank you for the suggestion Lavo.
It's been an issue with the game from the beginning. Click groups and move them independently or the fleet moves slow as heck.
I think we have the Constants tweaked too... but something to check. TCA are just a freaking brick and move slower than any other race in the game -but they have extremely long range weapons.
Yeah, the TCA is slow on purpose. You get heavier armor, the ship's mass increases, so it slows down. It makes sense. Other races, as they are ported over to Rebellion, you will see are MUCH faster. Especially the Arilou. They can travel the grav well in a matter of 30-60 seconds.
Remember, 7DS is all about uniqueness and variety. Different races have very different strengths and weaknesses. TCA's weakness is loss of shields and really, really slow ships. Strengths are extremely long range, and powerful weapons that tear through shields and armor alike. Plus they take a beating...
Hey All,
Just fixed another glitch in or servers regarding activations. I removed the activation email sends, so if you register with DMG, you will automatically will be activated and get access to the downloads area.
Also, I manually just activated about another 100 accounts, so if you were waiting, go ahead and login and get your downloads!
I think I finally got this fixed (hopefully lol)
Danman,
I've been trying to reset my password since the release of 2.5. My username is darianstarfire (or at least my email address is darianstarfire@yahoo.com). I forgot my password and wanted to reset it but I never receive the reset email.
It's an awesome mod and I'm looking forward to trying the rebellion version when it is finished.
Daniel
Natasin,
Send me a PM or email: danman3712@gmail.com
I found your account. Just let me know in the PM or email what you want as your password.
Sorry about the mix-up.
Its been fixed.
Thanks again Dan!
BTW, I changed the ship speed to around 10 and it a nice speed for the capital ships (well a bit too fast) but crazy speed for the little ones. 10 was a bit unrealistic but my ships sure did move!
Great mod either way!
Sure not a problem! Glad you are enjoying the mod. I always say, if you don't like the mod just the way it is, and you know what to do, go ahead and mess with it. And feel free to share your ideas! We are always looking for new people to bring to the team. Enjoy the mod!
You're talking about rebellion but i can't find any download links to this mod for Rebellion. Is it gonna be there or is it already there?
A Rebellion version is planned for our next release. There is no version of 7DS currently out for Rebellion, though.
To further detail Sparda's remark. There is no FULL version of 7DS available for rebellion YET. We are presently working on it.
There is however a beta version of the TCA race available for rebellion. But there are some bugs in it (which are in the process of being fixed).
Both the full versions of 2.5 for entrenchment, and the TCA beta for rebellion are available on the website.
It's awesome to see such a huge mod with so many new races, thank you for making it! I played v2.1 of your mod for a long time until I finally got around to buying Trinity and I got to test the beta a little with Entrenchment. You guys have done great work.
I've done a lot of modding in other games and I know you can't make a mod that pleases everyone. I just wanted to share my thoughts on some things that I feel would make the mod more fun.
It feels like making the mod fun has lost focus and the development has gone into an upward spiral of boosting numbers for coolness points or wow factor. After playing a few games I start to feel like it's just a matter of using each races' best strategy to muscle the other races into submission instead of adapting and having to figure out new strategies to win. The biggest balance breaker for me is the free spawning of ships that the Kor-ah (sp?) and Arlou (sp?) races get.
The Kor-ah come in and flatten a fully defended planet in a matter of seconds with their free ships then fly off to bomb the next planet, and you simply can't kill the little ships fast enough to stop them. The only way I could defeat them is killing all their planets so they stop attacking then just abandon whatever planet their fleet ends up on for the rest of the game so I don't scare them into bombing more of my planets.
If the Arlou get their mothership to a star right away they can spawn more ships than they can realistically use and wipe out the other races with ease. The AI will often have so many ships piled on these stars that when you minimize the planet on the galaxy tree the little boxes go all the way across the screen. Sure the ships were weak but again, you can't kill them fast enough to survive a battle with them.
I would love to see some sort of cap on the spawning of these ships. Even if the ships only take one supply point, or you give those races more supply than the other races to keep them balanced. It overwhelms my computer and brings the game to a crawl when I play with those races.
There are a lot of things I really like about this mod, especially all the new things it adds. I love that I can actually defend a planet with buildings in this mod rather than having to rely heavily on ships and starbases in vanilla sins. Thanks for putting so much work into a free mod for others to enjoy!
Thanks for the input. We'll see if we can bring that down to an acceptable level.
KohrAh have killed thousands of races. They are relentless as either AI or heaven forbid -a player. Late game, their numbers are just brutal because of the passive abilities Fracture and Corrosion, which are % chance based and stack. They have a very difficult time with economy so their research is slow. We are glad you find them difficult.
Arilou use Beaconing and Spawning. *Mothership spawns Okun battlecruiser, Vee and Skiff; the Okun BC doesn't have an expire time, but the Vee and Skiff do. *Gatekeeper Carrier spawns scouts, daks, pods and roswells, which all have expire time.*Remorse Siege Cap spawns Vee which have an expire time.*Obliterator Anti-Starbase Capital deploys Soomatix anti-module ships which have no expire time.*Capitalship Factory beacons Okun Colony and Taaloan Summoner, it also beacons 2 different mixed fleets. None of these beaconed ships expire.
Arilou "Free" ships all have a timer and when timer is up, they blow up. Go after Mothership and any other Capital on the field. All beaconed ships come from Okun Colonizer and Capital Factory -eliminate these.I would love to see some sort of cap on the spawning of these ships. Even if the ships only take one supply point, or you give those races more supply than the other races to keep them balanced. It overwhelms my computer and brings the game to a crawl when I play with those races.
If the fleet supply is reached and the Arilou 'beacons' activate, no 'permanent' ships arrive. They will be limited to what they have and what they can spawn. Having the ships that are spawned on an expire timer keeps it balanced, but there was little else we could do except go back to Arilou Beaconing everything. Maybe for Rebellion.
KohrAh don't spawn their ships, so not sure what you mean about them.
Ah, I guess the games on the new version just seemed the same as the old version because I lost to the Arilou the first game I played of 2.5b and in the second game I had the same described issues with those little Punisher type ships, but it may have been different. I haven't played as the KohrAh and Arilou in this version yet to see if they were changed, just played against them.
The KorAh used to spawn free ships from their capital ship labs, so that's where I thought the problem came from.
Sounds like good solutions though. And thanks for your feedback to my comments!
You are most welcome! Glad you are enjoying the mod, and thanks for being a fan! The Kohr-Ah DO spawn one little frigate from their capital ship factory, but nothing else. It is a pushover of a ship, but if they build 2 of these per world they inhabit...yeah it can add up pretty quickly.
The Arilou are capped now in this version, and everything does take fleet points, or have an timed self destruct. Both races have changed much since the last version you are used too.
The TOC is what you need to look out for really. Their Hiveship can spawn 20 frigates at a time in bursts...they do expire though. Its for the quick rush and kill. And yes, they are supposed to be OP....they are the Atlantians' ancient arch-enemies, so they should rival them in Uberness.
Keep that feedback and those ideas coming!
And YES, a Rebellion version of 7DS is in the works. We are making mini mods as Makon said, with the TCA race out right now. I am working on a new "master mod", as 7DS 3.0 will be fully modular. It will be a new full release of Solar Sins for Rebellion, and this will be the base or "master mod" behind 7DS 3.0
Keep up the great work guys. 7DS is my all time favorite strategy game.
[quote who="kreyson135" reply="4673" id="3269962"]Keep up the great work guys. 7DS is my all time favorite strategy game.[/quote
Thank you! Always great to hear stuff like this!
It is what keeps us going!
Thanks everyone
Is the Beta for Rebellion not op anymore ? It says file not found when i try to download
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