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.
i hope for your sake you had permission in the first place to start down this path
didn't someone in here earlier give advice on how to keep both sins 1.05, and 1.1? can someone explain the prosess to me? the Stargate Acients mod is now for 1.1, and i'm interested in playing, but i want to be able to play 7DS as well
i could just reinstall, but i gave my disk to a friend, and we havn't seen each other for me to get it back. and now we're at opposite ends of the country
To get them both, assuming you haven't updated yet, is really simple. Just copy your entire Sins of a Solar Empire folder, and paste it somewhere else. Then update the game to 1.1. It will update the original to 1.1. Any desktop icons you have, etc will go to 1.1, but if you run Sins from the backup copy, you should get 1.05.
excellent thanks. i'll have to free up some space, but i sould be able to manage
I just realized something about this mod that has great potential because you can colonize gas giants and (stars, maybe not i dont remember right now). Have any of you heard of The Saga of Sevens Suns book series which has 7 books by Kevin J Anderson...kinda of ironic..LOL. Where the acnient enitities are the Faeros that live in the Stars, Hydrogues who live in gas giant, Verdani a sentient tree species with interplanetary minds withpowerful tree ships, and the Wentals the water entity that can shape into shell weponry and are deadly against the Faeros. Then the other races are the Hansa (military is called EDF) this faction is completely gone asorbed by another faction, Roamers there main business is Etki skymining, Ildiran Empire, Klikiss hivemind with there uber powerfull swarmships, Klikiss robots they were completely annihalated in the last book, The Confederation which took over the corrupt Hansa and the roamers were apart of. The basis of this mod is already there its the races and ship to be added and that has alot of factions to choose from.
Is there a version out for v1.1?
Sadly, no.
will there be one out for 1.1?
Eventually!
probably the next build after 7DS 2.0
Yes, I have made that connection, and was part of my whole "7" idea too.
Also, GREETINGS EVERYONE! I trust you all had a great holiday.
To answer some questions, I do not have an update for 1.1, as I am still working on finishing up my 2.0 version to be 1.05 compatible. Since Ironclad changed the entire game (pretty much) for 1.1, I need to convert hundreds of files and textures over to the new system, and I will not be doing thaty until I have a stable version for 1.05. As soon as my 2.0 is done for version 1.05, I will begin work on a version for 1.1, and then my 3.0 version.
I hope that clears things up. Also, if you are trying to remove the Rogue Stars, you need to edit the galaxydef file and the English string files too, or it will dump everytime. Hope that helps.
More to come soon, and very soon at that.
Hey Danman, I sent you a private message a while back (on the 28th of Novemeber I think) asking if you would let me take over Sins Plus for you. Well instead of letting me take over the mod would you allow me to release my mod 'Urban Expansion'? You could continue working with Sins Plus and Solar Sins, it's just I would really like to release my verion of the mod to give people more variety to the selection of mods they want. Here is the link, you can merge my mod into 7ds whenever you want to once I get more upadates into my mod to make it unique.
Send me a private message or reply to my mod page 'Urban Expansion' to give me the OK to release it. Thanks,
XselenS
https://forums.sinsofasolarempire.com/331334
why do you need permission? Isn't danman's mod a collection of other mods + his own touch? Why can't you take parts of his mod that you like, add a twist, and release it as your own mod collection?
From the sound of things, it may be awhile indeed before we see this mod updated to work w/1.11+. Splitting up the labor a bit so it doesn't all fall on the shoulders of one poor guy's spare time sounds like a great idea.
Because most of it is DANMAN's work. Before you use someone's work, you ask permission.
And merging mods isn't easy. I suggest you try taking Bailknight's, Sins Plus, and Solar Sins and getting them all to work together perfectly. No, DANMAN may not have made them, but it is his effort that combined them.
and for this effort, we are worms in his mighty and god-like presence
Urban Expansion is like 90% Solar Sins and Sins Plus as of now (it's beta phase) by the end of the mod when I feel it's 'complete' it will be like 25% Solar Sins. So becuase of it being 90% Solar Sins as of now, I need permission to use someone else's work.
P.S: Anyone know where Danman is, I've been asking permission for 3 days and not even one reply, I've sent a private message, asked him on this mod topic and made a post on the 7DS site, the delayed release time is really hurting my mod since by the time mine is released 7DS might be 1.11 compatible like mine and then my mod will go no where since I won't get advice from other users...
No, it won't be 1.11 compatible for a long, long time. It isn't even fully 1.05 compatible yet.
Dan, like many of us -except SpardaSon Bachelor Sextrordinaire - have family and lives, school, and responsibilities that must take priority over games. Have patience.
Who the heck gave Sparda that much karma? jk m8. I personally look forward to more planet, but will take quality over quantity any day.
Yah I know he has a life, but he seems to check his posts quite regularly so I'm just wondering whats going on...
with Entrenchment you have a deep space constructor that builds starbases what if in later release it could build an ark or colony in a new area of space that is just empty (it could be called empty space) or mabey make them buildable in certain areas like space junks or space plasma storm, gas giant or magnetic storm. That could make those areas of space more important and add a new element to the game. I Think These home made colonies could provide insane bonuses and give each race its own look (just how they made the starbases give each fration its own look) and even surpaceing the starbase in size but have no wepons or defense just the regular plantary defenses. Finally big as they just imagine taking them out the explosion could have effects on nearby planets and ships.
mabey this doesn't have to be in the upcoming expansion mabey someone could mod this idea when Entrenchment comes out iam not really sure if you can mod something like this cause iam not a modder myself but be it in a mod or expansion if this feature came out i would be thrilled
We won't be updating for Entrenchment for a while. Hell, we won't even be updating to 1.11 for a while .
just passing on some ideas for modders
well, they had better update pretty soon, because most of the community is already at 1.11
Thats because they have mostly small mods out there and this is a huge one, we people have a life beyond games also.
This has always bugged me, but how many people are on the 7ds team? Not trying to pressure you guys too much, but can't wait for the bugs to be fixed.
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