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.
skip out that 3
Well, I've posted my request and now I shall play the waiting game. Normally I'm a very patient guy...but I'm truelly hoping he gives me the go-ahead soon
Your request has been approved.
Also, as far as to when 7DS 2.0 will be done...
I am still working on tweaking BETA "D" to get it done and ready. The mod is still to broken for a final release yet. If you are tired of waiting, become a playtester. I will grant access. I have never denied anyone. I am trying to make "D" as complete as possible, so that od the "D" is good, it WILL be the final release version that I will publicly post. I am trying to fix all the gripes people have had and for flaming me for releasing a version too early. I am trying to make all my races as unique as possible so that people just do't just go and delete them, but actually enjoy my hard work. I am including custom ships, custom weapons, effects, music, research, everything. Almost everything in the new version will be different than before. All this takes time, and my time is very short now. Between work, school, and the family, I don't get that much time to mod. So, please bear with me as I try to bring you the best mod that I amd my team are capable of bringing. And trust me, you will not be disappointed.
i've not been disapointed yet, keep up the great work.
hey i just read about SINS Entrenchment, what are you going to do about that? i hope you don't develop 7DS to work on/with it, cos i probably won't get it. i don't want to get impulse purley for the sake of getting a micro-expansion.
I've been out of the loop for a bit. Is the most current beta of your mod compatible with the most current official patches now?
version 1.3d is compatible with 1.05
The Beta 'C' (3rd revision of the beta of 7DS 2.0) is also compatilbe with 1.05
The Beta 'D' (Final revision of the beta, and also the offical release) will be compatible with 1.05 as well.
Nothing as of now works with 1.09, and won't until the mod tools are released.
Trekmod demo is out! Hooray! It'll be in by the 3.0 beta, right? Or maybe 2.5?
Dan, the Thraddash and/or Vux may make good full races.
Is there a way we could create special fighters for one ship? Say...a black version of the Spathi Eluder?
archaon, impulse is free
That's assuming BETA D is as balanced and bugfree as we can make it. So it may or may not be release as the FINAL, the FINAL may be different if there are some nasty bugs or balance issues that need solving in D.
Gihren: We aren't adding ANY new races until 3.0. We are focusing on the 2.0 D and FINAL for polishing stuff up. To be honest, a lot of stuff was added in before any real work on htme was done. So we are using the 2.0 D and FINAL to finally get those unique races more unique.
This is where we are adding new models, new effects, new tech trees, custom units to the custom races, and a lot of other stuff to ensure they feel nothing like a vanilla race. So compared to what you know now, BETA D will almost be version 2.5 with all the new stuff we are adding. Seriously when D hits, even ManSh00ter's jaw will drop, and he's pretty jaded because of his awesome Xin, the only mod I might consider playing for a long time even if its not merged with 7 Deadly Sins, simply because the Xin are just that jaw-dropping.
To recap: When BETA D comes out, I suggest you by a droolbucket. A very big droolbucket.
Danman: since Entrenchment has been announced, should I just scrap my mines altogether, or should I make it a priority to get it merged as soon as possible...
Bringing it up since the Developers will make them perfect, seeing as they make the code... (also, since waiting for 1.1 to merge might be silly, because of it)...
Well, Helio, I suggest you keep at your mines. Chances are your mines will be better than the dev's mines, at least in that they are made for 7 Deadly Sins, not the vanilla races. Besides, if you can beat the devs, why not?
hey my roommate and i play your "C" mod regularly. I'd love to get in on the fun with the "D" version, so please sign me up on the whole beta thingy.
regards,
me
Actually, I just PM'd Kryo and suggested new buff-types to make mines easier to code in the buff-system...
I'm very much hoping the developers can do better mines, I'm counting on it since they have the luxury of making the code, so my bet is with the Developers!
Well im curios since the 2.0 is gonna be released what will be added after it?
Do you guys plan on adding tons of new races from other mods?
Whens the next version coming?
As soon as its ready. I wish I could give an ETA, however I can't and am stuck waiting too.
Rule No. 1 of Mod Lurking: Be Patient. Asking when, when, when won't magically make a mod appear.
Sparda,
This is very true.
Everyone:
The mod will be ready....when it is ready. I am sorry to say this, but this is taking more time that I thought it would. I was counting on a vacation that never happened to get a lot of work done, so that has pushed me back. And now hat I am back in school at nights, well, that takes up a lot of my time now. Plus work, plus family life. so you can see where this is going. unless I can get someone on my team that can do great modeling AND texturing this mod is going to take some time. But, there is some good news coming. The release of SOLAR SINS and the new SINS PLUS is right around the corner. Plus, anyone is welcome to join in on the BETA effort, simply sign up. You will have full access to the BETAs, which are the new versions of the mod, but may have some bugs in them. If you can live with this for now, go sign up and I will grant access. You must go to my official forums to request access. Doing so here does not count, as I cannot keep tabs on all the requests here. But I can track them on MY site. And I can review all the feedback and not have it here. So, this being said, here is what I have accomplished so far:
Kohr-Ah: - 6 new frigate and crusier class ships, complete with new models. Also a new planet turret and Capital ship factory have been made. They also have custom weapon effects, besides the spinning blades and the FRIED weapon. They also have custom Phase space effects to, and go into Hyperspace now, just like in Star Control. They also have custom research too, as well as music and voices. But due to the hardcode sound limit, they are not as complete as I would like them to be. They are all offensive, and barley any defense.
The Rogue have two new capitals, a new Vasari joining them, and a new Jolly Roger model, which is based off of the TEC carrier, only bigger, and Piratish.
The Arilou skiff is finally done, and the mothership is now underway. They also have custom weapon effects and Quasi space travel. They will be able to travel almost instantly from one planet to the next through Quasi space and will have technology what will allow them to jump through Quasi space to any planet that have been explored already. The mothership will be like a moving factory, able to build smaller UFO's on the fly, who can then build smaller yet UFO's to creat a fleet quickly.
The Atlantians have at least one new ship done, but many more to go, and this is my biggest challenge so far.
The Empire is progressing, but still has bugs to work out.
So that is some things that are going on right now. I will update you all again soon.
I was just asking, not trying to push you, relax Dan, don't stress yourself or you'll push it back even further
impulse my be free, but Entrnched is not, and i have no money at all, which is the problem
I appreciate all the work with the mod DANMAN, I only have one major gripe with it - the main screen music
So I was wondering, how can I replace it with the music from the vanilla game?
Keep up the great work!
I would assume you have version 1.3d. No problem, open up the mod folder, then the sound folder. Then locate the file named OPENING THEME. Delete it. Done. Old music is back.
Also, not to worry. The new 2.0 will have a more spacey, dramatic, epic music to it. So much better....you will want it on your IPOD.
awww, i quite liked that song. at least it sort of fits in
Which raises quite the conundrum. If we give the other races starbases, and the original 3 would get the ones in the microexpansion pack, what would happen to those without the microexpansion? The original 3 races would be given the short end of the stick. The micro-ex also offers new research and abilities, which would mean we'd have to create a whole new version of 7DS. (One that balances out with the original, and one that uses the micro-expansion pack's benefits)
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