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.
You answered your own question.....yes it is, go back to ver 1.05.....
i'm pretty certain i read that in one of danmans' posts several pages back.... if not it seemsa as good a reason as any
and it may very well be cheaper, but it's a waste of a perfectly servicable ship. that and they're the Traders. they OWN all the money in the universe, why do they care?
I would also like to see other races ships in the graveyards. If possible a good way to work it would be to just randomize the ships in the sector (3 TEC, 5 Vasari, 2 Advent, 1 rogue) and have it explained as a sector where a major battle took place and radiation was so intense nobody could get into the sector, until now. Maybe the ships could have varying degrees of damage as well to simulate that.
I can do that. It is also very easy to customize planetary bodies in Galaxy Forge by 2x clicking the planet, in this case it is the graveyard and -when the GSDef for 7DS 2.0 Final is released- replace what is there with Advent, Vasari, or even Empire militia types or any number of nifty things.
Anything within the graveyard is inert and able to be captured -one thing I must check is if any capitalship like TEC, Advent, Vasari Capitals are captureable. Also, if you place the Graveyard template at a planet, they are live and will attack. I have placed templates of 2-3 different factions together for the "Aftermath" look of a large battle; it's easy to do with 80 additional templates for easy force placement.
Randomizing will come in the form of templates with mixed forces. Varying damage levels isn't possible. Currently, there is only one "DEAD" ship group, the TEC ships, that populate the graveyards and they're textured for that "mothballed" look. I don't know if there are any plans for similarly "Dead" Advent and Vasari vessels with custom textures applied.
well, abandoned vasari ships wouldnt be that powerful anyway......
RANDOM PIC TIME!
Ouch. You got owned Mr. Blunted.
Whaaaa i had sugested this long bck but no one replies to me.... i got to wait till othr resugest it to get it done
I posted this over in Modding, but was told by FearlessDefiance that it would be a good idea to post it here: Thank you FearlessDefiance and to Danman and Company in advance.
Or now that i have this little mini mod with one last advent ship..., could i ask if someone could lend a hand with a model touchup? Danman and company have the 7 Deadly Sins mod, and in it, there are these derelict TEC ships, and they look very very cool, well.... not so cool, you know, like corroded and decayed and old and all that, but they look very cool for all that. Anyway, i have a mini mod, and a small story arc for the advent, that says, fifty years from now the advent are almost completely wiped out, having been caught between the vasari and the humans, and there is only a single capital ship left, a carrier, it is old and has 50 fighters aboard, and a smattering of the old abilities from some of the other older and now gone ships, It has Colonize and CaptureNuetralEntity and BlackOut and Dominate. In addition to the fighters, it has re-inforced hulls and shields, not a lot, just a touch, and there is of course a Scout ship and a mobiledefense for on-planet in the gravity well. But that is it. This is the Last Stand for the Advent. Ooops, hope i didnt take that from someone, but anyway. Its a small mini mod, with only one touched up capitalship for the advent, a scout and a mobiledefense.
I just thought if there was an artist in the communty that knew how to make the ships looks kind of beat up, like Danman's derelicts, then i would ask if they could make a beatup Psi Capital Carrier for me. Pretty Please. and then it would really really look like I thought it should when i made up the idea for the Last Advent.
Anyway, here's to hoping. Take care and keep modding!
-Teal
p.s. In addition, i had an idea to flesh this out a little further, to take the vasari and tec and reduce their numbers, for the next version of the mod, say the tec to 3 ships and the vasari to 4 and to include a large map, say 60+ worlds, 1 or 2 stars, not too elaborate, but to give it that desolate, dark future look, like one in ten planets is viable, the others are either desolate or dead or 1 or 2 asteroids at even reduced extraction/processing rates than normal. The Tec of course already have the desolate look, but the Advent and the Vasari with their few ships would be cool. Let me figure out which ones to keep for each race and see if we can get those ships "re-painted"
Well.... im probably assuming alot. Sorry for that. Hope someone doesn't mind. Take care and keep modding!
p.s.s Wouldn't it be cool, if there were like a half dead star, and debris and smoke everywhere? Haha... well... I may have to pitch this to the devs, i think it is way beyond my abilities of tweaking a few files.
I'm running 1.05 with 7DS. How do I go about create maps in galaxy forge with the extra planets that 7DS offers? I wanna setup some choke point maps with alot of urban and toxic planets.
To clarify further, why are you interested in a prototype? it is usually unfinished version that experiments with things. Although I admit that D is well done for a prototype but it is still not good enough for a normal game experience. Just relax, it is not that long til public release.
If you want to get it faster then help us to texture our many untextured models. I alone have at least 4 and my good friends have even more.
Re: Last of the Advent... (The Last War...)
I was playing a bit with the files this afternoon and got vasari and tec ships limited. I left 3 tec and 4 vasari. The tec have support ships, but no way to colonize. So that means only surviving in space and getting limited credits from the Dark Future map i made up, basicall, 64 planets, mostly spacejunk, dead asteroids, some asteroids, one random mix of habitable planets, the rest uninhabitable and some worm holes in a red star system. The Vasari have 4 ships, but no support ships at all, and no planet protection,
Currently i am crashing the mod when taking out the planetmodules, so i have to figure out a way to do that, so the Vasari are truely stripped. As they have 4 capitals and are the most aggressive anyway, it seemed a good balance. The Tec not having a way to colonize, was just an idea that happened when i started cutting ships in the playertech.entity file. But i thought it was a nice end of the world, dark future map sort of idea. And its not like this is a full blown concept, its just a map to play that hopefully will be interesting because of the different tweaks from normal.
The Advent still have only one carrier and a scout and the mobiledefense, oh.... yes... the vasari, have no scouts either. Haha.... well... i "Had" to do "Something" to rein them in.
Anyway, it looks like fun, im play testing now, but still am hoping to get the "Look" right. If i can figure a way to "paint" the ships to look half dead and worn after a half century of battle.
Take care and keep modding!!
easy way to do it... delete stuff from the player entity file iirc. As far as limiting the research, ask in your original thread. Not to accuse you of thread highjacking, but...
Back to 7DS.
I only really started modding the GSDef file a while ago, so all that I have now is really a new development. Thanks for reposting the idea about other "Dead" vessels.
To someone else about Beta "Pre-D":You can't bug anyone to get hold of it. Partners (very limited number of people) got it for special reasons and we're selfish. At some point beta-testers will get hold of "D" when Danman puts it up for everyone to enjoy... then people will be asking for "Pre-E, F, G, H, I, etc..." while the previous version is all that is available. We'd love to share it, but we'd be doing you all a disservice by getting your pants in an uproar and leaving significant others with nothing to do but run the bars while you play advanced beta versions. It's a very tough sacrifice, but one that we, Partners, are willing to suffer for the good of the community. =============================================
Surgeon General Warning"7 Deadly Sins" may rip zippers causing damage to small children, pets, lamps, monitors, eyes, anything at chest level between 2 and 6 feet distant, has been known to make you want a better computer, job, girlfriend, family, and 3L Mountain Dew bottles.If you experience any of these conditions for longer than 4 hours, keep playing; it's only going to get better.
This mod has a "SHWING" Factor of 9.8 out of 10.
=============================================
We're taking our lives in our own hands. oops... I mean... . DOH! patience padawans.
Go here!
BETA "D" is coming.........
2.0 Release to follow.......
New retuxtured Advent and Vasari "dead" ships coming too......
I'm back...........
Glad to see that you survived your tests. How did they go?
Sweet! Now it's my time to go in test mode ! But then a week vacation..YOUPI
Welcome back Danman!!!
Didn't mean to highjack the thread, just asking a few questions, but good to see you back, and thank you for the coming advent an vasari "dead" ships.
p.s I play your mod and it is GREAT!!
I love the mod..especially love the black holes...problem is, well it's not really a problem it's just a question!
I was expecting the black hole to 'suck' the ship outta space like...instant BANG once you reach the center core!Now I know that's once you do reach the core..you're ship is doomed (1000-10000% decelaration) is not enough to counter the massive damage inflicted but couldn't you change the center ring of the black hole as doing 100 000 damage the moment you attain it that way you really get the impression you're ship is finished!
Second question: Does the AI take the black hole into consideration? Or will he just follow a target located on other side by just going through it (at bird's eye view' , the fastest possible way to attain target)
Yours sincerely,
Justin
Thnk god atleast one of my sugestions hav been heard.. its good to hear tht more dead ships will b there....
Good thing Danman is back....
Welcome back DANMAN. If you don't mind telling, how where the exams? Again I want to say good job on the mod, it is AWSOME!!
Hi All! Slightly delayed response getting my two cents out ehre, I know, but hey, shoot me.
May I first comment on an excellent mod compilation. I can scarcely believe the boys and girls at SD and ICG didn't think to input some more variety in the planet types themselves!
here's my question: I noticed that the mod uses BailKnight's visuals mod version 1.2. I've discovered that there's a version 1.3 out there. Is it possible to incorporate it into the mod, or at least give me a crash course on how to put versionb 1.3 in with teh rest of 7DS? Much appreciated!
yes the new version is well to say it none the least SOON, as for why i know well i'm not going to tell you hehehe but do expect to see and update to 7DS within the next couple of months if all goes well we're working very had over here with DANMAN so expect BIG THINGS many BIG THINGS yes 1.3 is good but 2.0 will be GREAT!!!!!!
can you give us a hint ... hint....?
*ROOOOOOOOARS!!!*
WE'RE READY FOR IT!!!
fine here's a spoiler for ya'll
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