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.
kmcrews9,
For general modding, I use the MOD TOOLS that Ironclad put out. They are available in the downloads section. You can get Galaxy forge for making maps, and Particle Forge for making particle effects. As for graphics, I use Adobe Photoshop, Illustrator, and Quark. For the 3D modeling of ships I use 3D MAX, and I also have XSI, Lightwave, Sketchup, and Blender. XSI and Blender are free to download. The other stuff are professional programs that I own. I am an artist by trade, so I have access to these programs.
Most modding however is done in Notepad of all things. You just need text versions of the files, and that is where MOD TOOLS comes in. Let me know if you need any more advice, or even if you wish to join my team.
DANMAN, I'm resurrecting your hardcode thread so we can all bitch about them not being fixed, even in 1.1.
Post damnit!
Ok, not to rush you or anything but I was wondering how far along the next beta version is? Maybe a % complete or a rough ETA on its release? The reason I'm asking is because my friend and I love the multiplayer and wanted to check out the new version before we got into a long game. If it's still going to be a week or two or 3 then we won't wait. Thanks!
Version D ETA: Who the hell knows? Yeah, that's pretty much all everyone knows, even DANMAN.
There's a lot to get done, and if he can get some texturers, well it will be a lot faster getting done, since he's the only one currently and has to deal with a wife, two kids, and a job.
So if anyone here is or knows a texturer, let us know! We get a texturer, we get a faster mod.
BETA"D" is still a ways off yet, maybe a few weeks still. I am the only one texturing, so new ships is a slow process.
Plus, I am remaking the entire Atlantian Tech tree too, since the race depends on this to not only survive, but to win the game.
I also have to work more on the Arilou, and finish up the Kohr-Ah more.
So, load of work still needs to get done. I could use some texturing help.
Hey Danman,
1st off, outstanding work, been following your mod since day one, and cannot wait till next release. I myself am also a professional designer/artist and was wondering where one could go to learn how to do such things as texturing and creating/exporting 3d models. I have all the software, and actually own copies of 3ds max and maya (just sadly never got around to learning how to use those 2 programs). I was wondering if you knew a good place to go to read a tutorial on modeling, or texturing. I am very skilled with photoshop, so I figured learning how to create textures woulnd't be that hard for me, I just don't have the free time to search the web and read through countless forums to find little notes here and there. I haven't touched maya in about 3 years, but when I was using it I was pretty decent and doing some architecture modeling. If you happen to know of a good source, or a place that has a pretty decent tutorial on either of the topics I would love to learn and be able to contribute to the community. I have some pretty good ideas for ship models, just don't know how to get them out of my head and onto the screen.
Any help or direction would be most appreciated. Mod looks great so far, and thanks for all the great work you have done for the community.
I am not Danman but maybe the following link can help you : http://www.free3dtutorials.com/texturing ... texturing is more that creating a texture map with photoshop... photoshop can help you to modify a existing texture... but if you creae a new mesh ( 3d model ), you nedd to know other thing like UV mapping... not sure that it is the case for sins but a lot of mesh in 3D software/game use multiple map : texture map, bum map, normal map, reflection/light map, etc... i am not a modder but i have game with sins... i am almost pretty sure that the game use multiple map for a single mesh...
I have use these site for learn texturing, animating, and other thing related to 3D character... in the case of sins, texture are DX texture ( compressed texture )... you can find some information about these DX texture on the Nvidia site... along with some convertion tools between other format...
About software, i hope that you maya of 3ds max are not from 3 year ago !!! Software have change a lot in the last 3 year.... by example, recent version support the collada format :
"COLLADA was intended originally as an intermediate format for transporting data from one digital content creation (DCC) tool to another. Applications exist to support that usage for several DCCs, including Maya (using ColladaMaya); 3ds Max (using ColladaMax); LightWave 3D (version 9.5); Maxon-Cinema 4D R11; Softimage-XSI; Side Effect's Houdini; MeshLab; Sketchup, Blender and modo. COLLADA .dae files can be used in Adobe Photoshop software since version CS3."
If money for new software is a problem, you can always use blender who is free... http://www.blender.org ... powerfull software but the interface is a pain in the a$$...
One comment : everybody thank Danman... i use the reply to thank all the team who work in the shadow of Danman... without them, the 7DS will never exist... 7DS is not the work of one man but the work of a great team...
About software, i hope that you maya of 3ds max are not from 3 year ago !!! Software have change a lot in the last 3 year.... by example, recent version support the collada format : http://en.wikipedia.org/wiki/COLLADA
sorry for the double post... these forum seem to have problem with firefox... no copy/paste working... edit buttom lead to a double post...
Burntstrobe: go to the official 7DS forums and post there.
have you considered asking around in the Halo Custom Edition forums (wherever they may be, i forget)? there's bound to be some texturers in there, who would be happy to help
Hi all, thanks for the info and places to start looking for information about modding. My congrats and thanks to all the modders out there who help create this unique community. I hope that I can find some time and learn to contribute as well, for I have played my share of space games over the years (Imperium Galactica 2 forever!). I will try to register and become part of the 7ds forum/website as well, I own Photoshop CS3 (I think I even have a beta for CS4 mabe...) and am very skilled with photoshop. If I could learn how, I might be able to start assisting with textures sooner. but I would love to model some of the ship designs that I have.
I also just viewed the images for the Solar Sins. I had a suggestion/idea for the twin stars..., not sure if this could be done with the SINS engine, but in the game Homeworld, they simulated nebulas with a sort of transparent fog/cloud. Could this be mimicked at all in SINS? I alwaays thought that in reality, if two suns were in close proximity, the stronger of the 2 would would start leeching the others gasses. If a cloud/fog could be created for SINS, could an effect such as these pictures be produced at all:
http://images.google.com/imgres?imgurl=http://www.nrao.edu/images/supermassiveBlackHoleRip510.jpg&imgrefurl=http://www.nrao.edu/index.php/learn/science/blackholes&h=300&w=510&sz=17&hl=en&start=16&um=1&usg=__45--5kOJfHwXTUiLeRexI8JU6B0=&tbnid=WP0NclT3AqQC3M:&tbnh=77&tbnw=131&prev=/images%3Fq%3Dblack%2Bhole%26um%3D1%26hl%3Den%26rlz%3D1T4GGIH_enUS281US281
http://images.google.com/imgres?imgurl=http://www.cosmographica.com/gallery/portfolio2007/content/bin/images/large/169_BlackHole2.jpg&imgrefurl=http://www.cosmographica.com/gallery/portfolio2007/content/169_BlackHole2_large.html&h=503&w=344&sz=34&hl=en&start=27&um=1&usg=__pEPbdHCJg8rHS7UWTTUVw1ITlu0=&tbnid=au7WOD7Pw3ZAbM:&tbnh=130&tbnw=89&prev=/images%3Fq%3Dblack%2Bhole%26start%3D20%26ndsp%3D20%26um%3D1%26hl%3Den%26rlz%3D1T4GGIH_enUS281US281%26sa%3DN
http://images.google.com/imgres?imgurl=http://www.cosmographica.com/gallery/portfolio2007/content/bin/images/large/131_BlackHole.jpg&imgrefurl=http://www.cosmographica.com/gallery/portfolio2007/content/131_BlackHole_large.html&h=335&w=503&sz=20&hl=en&start=10&um=1&usg=__1VDgI26dAsVkw9efzn81x1zb194=&tbnid=8hUHAvSOrTCtqM:&tbnh=87&tbnw=130&prev=/images%3Fq%3Dblack%2Bhole%26um%3D1%26hl%3Den%26rlz%3D1T4GGIH_enUS281US281
Also, does the mod happen to include red dwarf stars? Smaller in size, great radiation, and a nice eeire red glow?
Thanks again for the previous help, and sorry for the long post.
Burnstrobe,
I am very happy to see you stepping up to help out. Please PM me your email so I can teach you what you neeed to learn. Also, Double star is in the works. Just like you are thinking about too.
Please contact me right away, I have great need of someone with your skills.
I could not agree with you more. I am only one man. While I did start this mod, and work on it everyday, I could not have made it as great as it is without the help of my team and the other modders who have contributed content to 7DS.
I want to thank you all, on behalf of my team, for your continued support.
Hey heres a friendly suggestion instead of making betas why not finish it?
Betas are all on the road to finnishing it, you dont want to just end up with an unblanved error filed mod that dumps every min
DarkStar
I just want to say that this is the most amazing, epic mod I have ever seen for any game ever. I don't think I could ever even consider going back to vanillia Sins. You guys rock, and if I could pay you for this awesome mod, I would. I thank you for this truely amazing mod. I would love to be able to contribute to 7DS. I recently started modeling, and I am attempting to learn how to texture. Please let me know if/how I can help you.
If we released a new version everytime something was changed, there would be bugs. Imagine minidumping every time you moused over a certain button. That was an actual problem in the first 2.0 Beta. Had we released that as a new version, people would have been confused, a bit irate, and may not have wanted to keep playing. We're waiting until the game is stable, balanced, and fun for all before we release it. We're not EA (sorry, I like to take parting shots at them).
Ohh! Ohh! Sign up at the link below, and let Danman know you're on board. Thank you for offering to help, texturing is one of our biggest bottlenecks right now. We have 2 texturers, and one has been missing. Dan has been texturing, modeling, coding, and everything else that can be done, which is a huge reason why 2.0 isn't out.
http://www.stealthblade.net/7sins/forum/
I do feel really bad, honestly, in regards to my complete lack of knowledge in any and all forms of modding. All I can do is cheer you guys on from the sidelines. I would learn, but do to me being back in school...it kinda eats up a lot of my time.
That's okay. I know you want to help. So here's how.
There's a hardcode thread set up by DANMAN. Post there and help us modders annoy the devs into getting rid of the hardocdes.
We can do it people! Just xxxx more posts to go!
Danman,
I am interested in joining your team. I have just registered on your website/forum, but am unsure of how to contact you as you have requested. Please let me know how to get in contact with you.
quick question:
I've noticed that the SFX for imperial ships and what-not has changed, and is making the cannon fire and fighter blaster sound...well...not like how they should. Why is that?
Sins has a hardcoded limit on the number of maximum sounds a mod can have. DANMAN went past that limit a long time ago. If the Empire were to get custom sounds, someone else would have to LOSE sounds.
Found this online: Guide to Star Sizes and Colors with corresponding temperature and luminosity index:
http://spaceknowledge.net/images/wikiHRDiagram.jpg
To get in contact with him send him a Pm or e-mail (adress on offical website)
Btw any idea how long till the movies out
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