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.
If only man, if only....
BUT units spawning from that planet are eternal as each time they die, they simply respawn at homebase after a little while! Damn love that idea!
LOL!
Hey Danman im looking to do a quick change to my game. I want to make it so the hanger defences can hold 10 squadrens instead of 3 do you know what file and how i modify this? I knew how a while ago and I messed with the QuickStrike map but i forgot.
Got into the hangardefense entity file and change the amount of squadrons it can hold!
File is PLANETMODULE_TECHHANGARDEFENSE.entity and change the base command points from 2 to 10!
That should solve your issue !!!
Someone back me up on this please?
Why are you using so many exlamation points? Anyway dammit my computer wont let me access it.
Backing you up Shadow!
Ok second issue. How do i change around the Map info? Im trying to change QuickStrike again but i cant remember how.
I know this.
1:Identify file to change.
2:Copy and Paste into Notebook
3:Change Info
4:Send it back into the Quickstrike file? how?
Why do I use so many exclamation points. That's a bloody good question actually for which I don't have an answer!
Let's say I find putting an exclamation mark a hell lot nicer than a simple dot... <=== see the difference ===> !!!
BTW thanks Ordian!
As for yoadjla's new question! I haven't touched a single map file since starting sins (2 months ago/ modding 3 weeks ago) so I couldn't help you in any way. Sorry
The best way to change a map is by using Galaxy Forge.
Also, to edit total amount of squadrans, open up the text version of the file, and change the amount of command points from 2 to 10. Be warned however, this will not only unbalance the game, but will cause serious lag to your computer.
BETA "D" is coming along nicely. Should be done in a few days.
At first I wasn't to big a fan of this mod. I liked everything in it except for the limit caps on ships - seeing that those are being upped (and finally reading through all 80 threads and stumbling upon how to up them Myself temporarily) I like it all the better.My "issue" I think at this point is that I'm an avid Vasari player. I like the new races if only to fight against them - I'm very much looking forward to playing as the Dark fleet but at the same time... I don't know. I'm hoping that the "modded" vanilla races get a lot of love and aren't just left behind by the inclusion of all these races that are "super powerful."I love the new ones, I know how much work you've put into them, but making all of them so powerful that the vanilla races stand no chance... *Shrugs.*
I can't speak for the Unity or the Dark, but I can tell you that the TCA, the modded version of the TEC, will definitly be able to keep up with the Atlantians and other super-races. Some of the stuff the TCA has is just plain scary!
The Dark is nasty. Real nasty. Has tougher shields and hulls than regular Vasari, plus it has 60% shield negating phase missiles compared to the Vasari 30%.
Ah well that makes me excited to play as them then. Are they fully functional in the current Beta or will be Beta D?
In beta C, the current one, they are pretty much clones of the regular Vasari with a couple of ship names changed. As for D, I can't say for sure. Someone else will have to answer that.
DANMAN said the Dark were getting some Titans of their own in D. After all, they are pretty advanced considering their origins. Besides, everyone else is getting new Titans, so the Dark have to get some too.
As an admited Vasari lover take this with a grain of salt but: As the most highly advanced "vanilla" race technologically wise - should they not have one Titan more than the others? Or perhaps one "extra" ship that the others don't
Probably, but you would also think that they would be able to just plow down the TEC and Advent, but they couldn't do that. I mean, come one, they are thousands of years more advanced, and were the masters of the galaxy and they can't just crush some puny little humans? In the interest of keeping things balanced, I would imagine that the Dark won't be getting anything way overpowered compared to the others. But that's just me. You'll have to ask Dan to find out what his plans are for them to get the real answer.
More advanced, yes. Running for their lives from an even more powerful alien species? Yes. Advanced technology isn't always what one would call "portable".
Not to go against what you would like SpardaSon21, but since starting to play the game, i have been trying to balance the races, and to minimize the pirates in the beginning when starting to build up a fleet. Usually i will play with one race and include the other two as opponents. Usually the Advent, with Tec and Vasari as the foes. And usually have my teeth handed to me fairly quickly, or i have to build up slow and advance out slow to protect everything and keep from getting overwhelmed by both the pirates and one if not both of the other races. I would not vote to have the Vasari have another ship, or something the others don't, but then again, you should be able to have a mod do exactly what you like, so perhaps im speaking more about the main game, and not the mods. Anyway. I have played and enjoy 7DS as well, and it rocks!... Im just waiting for the update. As i suppose we all are.
Take care,
-Teal
ps. do you think the 7DS team would consider a beefed up Advent mod version?
just teasing .... haha
-T
lol
pittly there is next to no new models, just new textures. it least when i played it last there was.
HI, I have a little question to ask.
Could the nearby ships or structure sustain damage from a explosion from another ship or structure?
How do i install this mod
might be possible, just not sure... I'll throw my ideas to Dan hopefully this weekend.
Greetings All,
Bad News. My website is down, so for right now we need to all congregate here. Also, since the site is down, the BETA is down too. But do not worry, I am working on getting the site back up, and a new site on top of that.
Now, as for the BETA "D".....out THIS WEEKEND. IF I can get my server back up and running.
Also, as for the DARK FLEET......they will be powerful, and a force to reckon with. The DARK FLEET are the original Atlantian's creation, and use the ship designs made by the Atlantians over 1 million years ago. And they have advanced since then. As such, the DARK FLEET will not have one TITAN, they will have FIVE TITANS.
Also, to answer a comment about no new models....you obviously have not played the the betas, which are full of new models.
Anyways, pending the website hickup, the BETA "D" should be out this weekend.
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