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.
Here is the same video available on Youtube, man, I love when the DANMAN SHIPYARDS crank out some ships!
Ok, looks like it is not working correctly. Here is the link to Youtube:
http://www.youtube.com/watch?v=_Cx2g_ee_WU
TCA Titan movie is cool, but I thing that blue projectiles are WTF. You should stick to yellow, orange or red.
Anyway, I hope that you'll make Titans research locked to prevent "first capital for free" Titans.
Is this is final list of 2.0 races ? :
- TEC
- TCA
- Advent
- Unity
- Vasari
- Dark Armada
- Atlantians
- Kor-Ah
- Arilou
- Empire
You forgot the Rogue. Don't forget one of the best races in the game. The ROGUE!
Also, since the TCA KOL BETA is part of the TCA fleet, they use railguns instead of autocannons, so it fires blue rail bolts, just like the rest of the TCA. The Kol Battleship you see in the video is of the TEC variety, and it fires the usual autocannons.
BTW, glad you like the video!
About the blue projectiles: They are supposed to look like the railguns Earth ships have in the Stargate series. You know, glowy blue projectiles. Unfortunately, I did those, and I am a coder, not a Particle Forge guy. So yeah they completely and horribly sucked.
DANMAN was SUPPOSED to be improving them so they didn't suck.
But, I like the blue projectile thing because all the TEC uses is yellow, orange, and red projectiles. And the TCA is supposed to be similar to, but be different from the TEC. I think projectile changes go a long ways towards that.
FYI, I did fix them. They are exactly like the Railgun mod now.
God does that beta Kol look freakin sweet!
Oh. NVM. Still looked like my crappy re-do's.
And yeah, BETA Kol = WIN. Shoulda kept that for the Kol. But then it couldn't be a Titan so eh....
Anyways, was that the TCA's Kol or the TEC's? Looked like it fired the standard autocannon, not the TCA's railguns.
DITTO. It is the TEC Kol.
Glad you guys like it. I thought the TEC/TCA needed a boost. Humanity has had enough of getting it's butt kicked....time to return the favor.
Ha ha! Those slimy caterpillar Korh-Ah will feel the wrath of the New Alliance of Free Worlds!
Pssst. Hey, DANMAN. Can you make Alliance and Hierarchy races? So instead of just Arilou ships, we can have Arilou, Earthling, and all the other Alliance ships?
Same with the Ur-Quan and their battle thralls.
Yep, this is in the works too, especially for the minor Star Control races like the Supox and the Umgah. I really don't want to make entire races out of them, and only a select few will have their own Sins type races, like the Kohr-Ah do. Typically, if the race is a favorite of mine, I will expand it into a full blown race. I love the Kohr-Ah, hence the whole race. The Ariliou came about because I have one Skiff I am working on, plus the UFO mod that I merged it. It only made sense then to make them a whole race. Plus I am giving them some rather unique abilites too, like the MotherShip UFO they will have, and Quasi space like speed through phasing.
On the block for full blown races so far are the following:
Ur-Quan Kzer-Za
MYCON
CHMMR/Chenjesu/Mrhmrmm - all one race
Druuge
Other that that, unless I get requests or a huge influx of 3D models, I will just have 2 more big races representing the New Alliance of Freestars and the Ur-Quan Hierarchy and battle thralls.
I can't imagine why there is an influx of people requesting playtester status at http://www.stealthblade.net/7sins/forum/
New templates placed (from GalaxyScenarioDef) on a "Gigantic Freelancer Map" -right click and save as, 51mb, 1024x768
Thanks DANMAN. But you aren't making the Earthlings a separate race? Shame on you! They have a lot of already done models. Just ask Major Stress if you can borrow some of his Star Trek models.
Well, I actually have thought of this, but if I do that, then I can't have a FEDERATION race when a merge with the Star Trek mod is ready to go. The only way I may be able to get away with this is if I get Star Trek models and retexure them to not look like they are from Star Trek and also to edit the model somewhat. THEN I can have a full blown race of the Earthlings. I can also add other "human" type ships in too, but then I think that will detract from the overall Star Control feel I am trying to achieve. However, only time will tell as to how I will proceed.
did you lift the music from Haegemonia: Legions of Iron? that was definitly the battle theme
also, FREAKIN' SWEET VIDEO, and can someone explain the TCA to me? i thought they where the TEC, and that that's what they were in america (if you're not american i apologise) , anyway, what's the TCAs' story, and how do they differ from the TEC?
The TCA is basically a more militarized version of the TEC. More guns, more powerful and tougher ships, better defenses. Of course, their economy takes a hit to balance it, plus everything is more expensive because it is better.
For their backstory, the Trade Coalition Alliance was founded by the TEC to break the stalemate on both fronts, the Vasari and Advent ones. Formed mostly of the most veteran crews and officers of the TEC, their ability to wage war is unparalled. However, they have little experience runnng vast empires. The TCA acts as the TEC's primary offensive force against its foes and they will not hesitate to commit any act to secure the future of the TEC, up to and including mass genocide.
cool. thanks man
Yes, desperate times call for desperate meausres....that's where the TCA comes in. They are a united Human force, to push back and defend humanity against the new threats in the Universe.
The KOL BETA is a direct result of that.
I have the Star Wars mod beta, and I have Sins Plus, but for the longest time I REALLY wanted to find a way to bring these two mods together. Sadly, I have absolutely no skills in modding, let alone merging. So when I found out someone was going to be awesome enough to do this, and then some, I just about squealed like a pre-pubescent schoolgirl.
So I have one question: Are you waiting for the full SW mod to be released, or do you have the beta included in a recent release?
(I haven't read through all the posts, as I do not have the spare time to read through all 69 pages of them -.-')
Yes, the Empire is included in the 2.0 BETA. I guarantee they are more balanced and have less bugs than EvilleJedi's release. to get the BETA, you need to go to the 7 Deadly Sins forums, register an account, then post a playtester request in the "Request Playtester Stauts HERE!" forum under the announcements tab. After DANMAN says yes (and he WILL say yes, 100% guaranteed) then just scroll down to the bottom of the forums and open up the General forum under the Developers tab. Then go to the first page of the 2.0 BETA C thread and download the mod from that link.
Then you just need to install this in your Sins mod directory, start up Sins, activate it, and play!
i really don't paly SINS enough to warrent being a Beta tester, so i just wait for the full versions. there's nothing i hate more that using something awesome, that's not a finished product, because i feel it detracts from the experience, have to activly look for bugs, or problems etc etc
Well you don't. Not really at least. Version "D" will be the final bugcrush/balance before the final so don't worry.
Allow me to ask is this EVER going to be done?! Ive been waiting for months at any time are you gonna stop adding stuff and just finish it?
i e3xpect the answer to be something like: " as long as there are great and popular mods being produced, DANMAN will continue to add them. Watch this space"
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