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.
Personnaly, I would decline to that offer!
People around this forum are too used to this thread, it's title, it's content (93 pages is A LOT of responses). In my opinion, locking and restarting would mean for certain people that 7DS is DEAD and therefore that the new thread is a 'spin-off' of the original one, not worth checking out!
By keeping this page, we keep, how can I say this, a reference mark to bloggers about The one BIGGEST thread on the forum dedicated to the BIGGEST conversion of Sins in the world. People don't like change and tend to lose interest when something is not the same as before!
So IMO, starting a new thread is useless (not to say, potentially harmfull) to this mods fans and interest!
Justin S.
WTF? Do you have some kind of problems ("my topic is longer than yours") ?? is it some kind of childish size contest or what?
What do you think that people on this forum are idiots who would consider locked topic (with another one created) as dead mod?
Locking and creating new topic would allow you to create new"first post" (why this crap forum doesn't allow to modify first post in the first place?) which would make much easier access to mod files for everyone.
Thats not what he means at all. In the ever changing internet its hard to find any kind of testiment to what has been acomplished. If someone need a place for info on the mod and acces to it, then all they have to do is go to the mods site. Though I have to agree with you that the people who play this game and are interested in this mod are going to to be smart enough to tell the difference between a dead mod and a new thread.
in other words
STFU and sit down. this thread is going nowhere
evidently
sit not down....site just fine........site never down....site just move.. if you give me a cookie I’ll tell you were it is
{cookie appears } now i tell you. site is here http://sri-corp.com/Forum/index.php
P.S. as to a “New” thread, its fine as long as the last post is a link to the “new” one. along with the reason for the move
Greetings,
FYI, this thread is not closing. It took a long time to become the biggest thread and mod, and I have no intentions of going elsewhere. I will eventually crack the main page open, don't worry about that.
For now, the new 7DS site is :www.sri-corp.com
Also, it looks like I may be closing in on the bugs with BETA "D".
I think I have outdone Ironclads original scope of the game, and that is causing the errors. In orderwords, another Hardcode has been reached. I am still working on it, and will let you know when I can fix it.
Any idea of the ETA for 2.0?
Nov. 18th.. LOL
As soon as we get a working, balanced 2.0. Currently it is so buggy we don't even have an ETA for the hotfix to D.
Wait danman so does this mean there more hardcodes than its originally were?
There are so many hardcodes we have no idea what all of them are.
Hey I haven't been able to use the forums after the site updates, I just get a white screen
Canadaman777 and all other having problems with the forum:
On the opeing HOME page, look on the left bar for SKINS, just change the skin away from the ROSE and it will work fine. I suggest using the SMF default for now until the bugs are worked out.
Thank you all.
BETA D will be out as soon as I squash all the bugs running around, and maybe the hardcodes too.
www.sri-corp.com
Hello my friend, your post grows so large.
^ The legend returns!
does that mean you hit one earlier on and worked round it? how'd you manage that?
Unfortunately this hardcode is a lot more insidious. As most people don't know, Sins loads EVERYTHING when you start a game, regardless of whether or not it is needed. This worked great when it was just TEC/Advent/Vasari, as Sins has relatively low resource usage, and it allowed people to quit games and start new games with really only one loading screen. However, 7 Deadly Sins has 11 custom races, with custom meshes, textures, and entities, and so when Sins loads ALL of that into the cache, it takes up WAAAAYYYY more than vanilla Sins. It takes up over a massive amount of space. I'm not sure how much, but it feels like something you would expect from Supreme Commander. And it doesn't unload that data, even when you switch mods. So Sins just keeps getting bigger and bigger and taking up more and more RAM, until your computer can't handle it and it minidumps.
Oddly enough, some files have tags to be loaded ONLY WHEN NEEDED. Unfortunately, not all files have this capability. I don't know WHY Star/Clad wouldn't put this quite useful ability into ALL of their files, seeing as how they brag about this game being "Made for Mods". Basically, if 7DS wants to be able to get much bigger, it needs to be able to load things only when they are needed, so a simple TCA vs. Empire 1v1 doesn't end up loading the data for the TCA, Empire Atlantians, TEC, Advent, Unity, Rogues, Dark Fleet, Arilou, Kohr-Ah, and Kzer-Za, and instead it just loads the data for the TCA and Empire.
Maybe we can contact Stardock and ask them to address this matter in future patches? Maybe a little optimistic on my behalf, but who knows?
Considering that they won't even add in the ability for mappers to fix start positions, which people have been screaming for since the early BETA stages of Sins itself, I doubt it.
Maybe in SINS 3 v4.0
where is the shoot myself in the head tardicon?
anyway, work progresses. This just gives everyone time to 5x stitch their zippers and buy that 2in thick bulletproof glass for the monitors. Don't ask, but 4x and 1.5in thick BPG just doesn't cut it.
Yeah, 'Made for mods', but the minute modders ask for or need something, they are ignored or turned down. That doesn't exactly seem modder friendly to me.
thay want to look nice and happy, but they really want to tell you to fuck off the moment you want something
I guess we overreached here. Maybe it would be a good idea to aspire to something a bit smaller and easier to work with. It's great having everything you wanted in a mod, but not so great if it's too unwieldy to pull off.
DanMan and Company,
I have been playing your 7DS Mod for sometime now, and it is very very nice. I have made some tweaks for my personal playing mod, and wondered if you would mind if i release them as a mini-mod, there are about 10 different changes i made, in addition to what i am calling the "Doom Mod". Would you allow me to post it to Wincustomize as a mini-mod to your mod? I appreciate the consideration and the time. If you would like specifics, you can pm me and i would be happy to explain. I just didnt want all the specifics public without your ok first. THank you,
Sincerely,
-Teal
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