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.
Ok...I THINK we're looking through an Atlantian Capitol Shipyard at a terran planet with at least a tradeport and a Temple of Tarmony orbiing it...
wait a sec...
...IS THAT NEW COLORIZATIONESS?!
Lol. Colorizationess all the way!
Anyways, I see a Port, the two temples, a magma planet in the background... Mountain Dew. Lots of Mountain Dew...
...
Crud, my cousin's been messing with my computer again.
Yes indeed.
You are bearing withness to the new Atlantian structures. These are made by one half of the Atlantian race, the Orions. Covered in pure Orichaculm, these structures proclaim loud and clear that they are Atlantian. You are also bearing witness to MY fully funtional and operational BATTLESTATION. Yes my friends, Space Stations are coming to 7DS with 2.0, no purchase required. As such however, only certain races have them right now. Atlantians and the Galactic Empire are two such races, with more to follow.
As you can see, much progress has been made.
BETA "D" will be out in a few days, with final 2.0 to follow quickly.
My goal is to have the 2.0 version out BEFORE Ironclad released Entrenchment.
Don't worry, I promise not to disappoint, and I am to please.
great work! I excited to see fans show that they can do basically what Entrenchment will do, but for free!
anyway, I wanted to ask. I'm a big fan of the new races you've created, but since they're always changing, being tested, updated, etc. Would it be possible to release a version of this mode with just the original game enhancements? new planets, new graphics, etc. but w/o all the new races? or does something like that already exist?
hee hee, you think the texturing is bad ass... wait til you see some video footage.
Hiya Rukiri. Aren't you gonna say hello?Aw, come on bucko. Don't you want an Atlantian Scout Capital Ship?Come on Kiddo, take it...Aw... you want it, don't you Rukiri?Of course you do.And there's Rogues and KorhAh, and Arilou, and all sorts of surprises down here.And Atlantians too.*Rukiri: Do they PWN?*OH yes, they PWN, Rukiri, they PWN.And when you're down here with me...YOU'LL PWN TOO!Couldn't help it, I'm reading IT atm. hee hee. Solar SINS 2.0 is nice, but it's like buying a ferrari and replacing everything inside with YUGO parts... then duct taping the exterior, then lighting it on fire... then bragging about it.
You'll like the new races. They all PWN!
That is so awesome that words cannot describe how excited I am. One question, though. Will EvilleJedi's Rebels make it into "D," or are they going to have to wait?
Golan III FTW!
I forgot to ask one other thing. Will the Empire have a SSD?
Currently Eville and DANMAN are working together on getting the next BETA of SOGE ready for public consumption. I *think* there might possibly be an SSD for the Empire and a Viscount for the Rebels in there too.
I'm not sure, all I know is since it has taken over 4 releases to get the Empire balanced, DANMAN is working with Eville to make sure that the next beta is as balanced as possible. For both SOGE and 7DS.
Sounds nice!
I know that Eville has confirmed a SSD will be in SOGE, and I think that he is pretty much done with the Rebels, with the Viscount. I just wanted to know if they will make it into "D" or if we will have to wait for the next release to see them, because they were (to my knowledge) only recently finished.
TBH, we are reserving the rest of 2.0 for polishing, balancing, and bug-crushing. A lot of the new races were barely modified old races without even any unqiue strings, and even in C they still have a lot of clone ships. So we are trying to have the new races all fleshed out, polished, and balanced when 2.0 is released to the public.
So sorry, no Rebel Alliance, no Federation, or UNSC. Yet.
Will the SSD make it into 2.0, or will that have to wait, as well?
For something like that, I have no clue. The Empire is overpowered as it is due to the fact that they are the Empire and making them like every other race would suck because then they wouldn't be the Empire.
The question here is (well for Duke Skymocker its no question at all ) do we really want to give the Empire a ship as powerful as an entire fleet of Star Destroyers, considering that a Star Destroyer is already as powerful as a fleet of standard Sins ships? That would be TOO overpowered in my opinion. Considering that they already have the nastiest capitals of anyone in Sins (except maybe ManSh00ter's Xin), they don't need another one. For the Star Wars mod, yeah they need it. For 7 Deadly Sins, it is less than necessary.
The main problem for something like this is balancing will be a toal b***h, as balancing superships is always hard, and balancing a supership in THE superfaction is even harder.
IF it can be balanced then yeah, maybe the Executor will be in. Same with the Eclipse, although balancing a ship the size of 17 Star Destroyers with a planet-killing superlaser is even harder. Hell, a ship that big is bigger than the planets!
Go here.
SpardaSon: That is what I said, too, in this debate on the Star Wars mod thread. I didn't think that it could be balanced, either. In response, however, EvilleJedi said that he managed to find a way to balance, although he didn't give specifics. Now that I think about it, he might have balanced it just by giving the Rebels the Viscount, which wouldn't really apply to 7DS.
I do, however have to agree with Duke. I would love to see a SSD in 7DS. There should be at least one race that can stand up against the Atlantians. Although, from what I've seen of the TCA, they could probably give the Atlantians a run for their money. But the Atlantians do have three (at least I'm pretty sure its three now) super-super weapons, and I have no idea how Dan plans to balance those.
I definitly don't think that the Eclipse should be included, though. It apparently has "a planet's worth of weapons," plus the superlaser. I don't think that could ever be balanced. But I should point out that it's laser doesn't actually kill a planet like the Death Star. It can kill everything living on it, but it can't actually blow up the planet.
It kinda makes sense though, that the Empire is overpowered. In Sins, the capital ships are more of fleet support. The Empire, on the other hand, their capitals are their fleet. Their ships need to be a lot stronger than a regular ship.
I really wish there was more I could do to help Dan out on all these issues. Right now, I'm just the unimportant spell-checker on the team, and it doesn't look like that will change for quite a while. But if your're writing a ship description for him, and are unsure if something is spelled right or if it is gramatically correct, let me know!
One last thing, where did you get that screenshot? Is it from EJ's gallery? As far as I know, the SSD isn't in the version of the mod that was released to the public.
EDIT: Nevermind about the screenshot. I just checked EJ's gallery again, and there it was. I guess I missed it the last time I was there, because I didn't remember it being there.
Icould not get the SOGe to work
i just downloaded 7 dealy sins and your forge tool hoppefully this will help build some scifi maps ive been looking to build
Yes kyogre, the TCA WILL be giving the Atlantians a run for their money, as well as even the Empire. The TCA WILL be one of the most powerful late-game factions due to their ability to wipe out an entire gravity well's worth of stuff. The planet, the ships in orbit, the extractors, the labs (this is important as all Atlantian researches require their tier labs to be in effect. They lose their labs, their lose all their overpowered equipment. It does 10,000 damage to everything in orbit, as well as 10,000 planet damage, so unless you are the Atlantians and have done massive shield and hull research, buh bye.)
Yes, the Empire should be balanced towards being capital-oriented, that is how the Empire works. However, the problem here is the fact that the SSD IS an entire fleet. Although we might be able to include the Executor in as the Empire's Titan essentially. After all, that's what Titans are for.
I'm not sure if Dan plans to include it in 2.0, or if he will wait for the next release. I know he wants as many beyond massive ships as possible in the mod, especially since ManSh00ter has started revealing a lot of the Xin stuff. There's a friendly competition between DANMAN and ManSh00ter over who has the more epic mod. And ultimately, the Sins players win as BOTH mods become epically awesome.
So expect the Executor-class SSD sometime. I'm just not sure when exactly.
I knew the TCA's super weapon would be strong, but WOW! that is epic amounts of damage! Although, won't the Atlantians be able to do something similar? I know Dan planned on giving them something similar to the TCA, but it would affect the planet it hits as well as those around it. I'm assuming that will still be in.
Oh yes my friends........
Power beyond understanding......
Planets swallowed by Black Holes......
Titan ships as big as planets.......
Executer in 3.0........
Can you actually swallow a planet by a black hole....that would be a new level of epicness and strategy!
Vaporizing the planets on the field!!! Very good idea! To be used without restraint
You know what would be cool? If Ironclad worked on some functionality to facilitate adding custom races.
IE. You could create a mod that just had one extra race (ships, tech tree, etc.) And the game let you add/remove those race mods however you wanted.
It wouldn't be as complex as letting us add/remove *any* mod, which I assume has been slow in comming since mods can often affect the same thing and conflict with each other... but for race mods, each mod would just be adding another playable race, they wouldn't conflict with each other.... so, what about it Ironclad, sound like a good idea? It doesn't sound *too* hard to do...
You know what would be really cool... I'll spare the 5000 word rant and just give 2.
If Star/Clad fixed player start point. People only been asking since beta. Same with a campaign/editor along the lines of "FRED2". But in one hand, wish in the other; see which fills up first.
I guess I have to keep Empire at War installed a little longer, then. Although nothing beats that game for blowing up planets. I still get overcome with maniacal laughter every time I watch be Death Star destoy a planet.
I can't wait for "D"! It is going to be EPIC!!!
Hehehe. I just saw one of those omnipresent banner ads for the new WoW expansion, Wrath of the Lich King. They brag about how our definition of epic will be shattered.
*TEC fleet stumbles upon the world of Warcraft
Lieutanant: Admiral, some humans are fighting some undead as well as multiple races of aliens.
Admiral: Hmmm.... Are the humans part of the TEC?
Lieutanant: No Sir.
Admiral: Well then I figure we will just bomb the planet from space and claim it for out own then.
*TEC fleet then proceeds to completely destroy the World of Warcraft from orbit. Everyone on the planet dies.
P.S. We could do a World of Warcraft planet penalty with 90% slower construction of ships, structures, and planetary development, 50% less tax/trade income/extraction, as well as 90% slower population growth.
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