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, thx for the help
think i will install 1.05 again
is there anywhere where i can get just sins plus and solar sins as a separate mod, so i can make my own mod( i will not release it, i just want to make my own gameplay a little more fun...)
yes there is a way, go under mods under the forums and look for post under that name i will find a link for them, so you dont have to look for them.
https://forums.sinsofasolarempire.com/301574 thats sins plus
https://forums.sinsofasolarempire.com/308755 thats solar sins
thanks, but how do you make them 1.1/1.2 compatable?
I believe Solar Sins is already compatable cause I'm playing it right now... I ran into a snag with the new beta that kept crashing the game and minidumping it when I tried the play the game... so currently I'm playing the newest patch of Sins... basically what I'm doing is what your currently doing... though I have no plans to mod... since I have no idea where to start or how to mod
I don't know how to make them compatible, I am not much of modder myself, I just gave you the links for you to make your mod.
I don't know all of the specifics on how to make them compatible, but I can tell you what will take 7ds so long to convert. The main reason is that when they made the switch to 1.1, they changed how some parts of the textures look. So now all of the new stuff in 7ds needs updated textures. I'm pretty sure that there are some other obstacles, too, but I'm not sure what those are.
Both mods were made v1.11 compatible by me. I have not tried them on v1.12, but I dont see why they shouldn't work.
Go here for Sins Plus: http://files.filefront.com/Sins+Plus+v13a+for+117z/;12467967;/fileinfo.html
Go here for Solar Sins: http://files.filefront.com/Solar+Sins+20+for+v117z/;12467890;/fileinfo.html
Status?
so eventually do guys think you could make a Atlantians starbase?
Dose anybody knows whether 2.0 is Compatible with Entrenchment?
It won't be made for entrenchment, 2.0 is for patch v1.12
There will probably be an Atlantian starbase, as well as a starbase for just about every race, but those are still quite a ways off.
Just a quick question, is it me or 7DS website is down? I haven't been able to connect to it for the last 3 days.
I'd have to say that its just you, because I can get there fine.... wait, are you going to the old site? I think that the old one was removed. Make sure that you're going here: http://www.sri-corp.com/
Greetings and Happy Holidays,
Just an FYI, the web site is www.sri-corp.com, and I updated in the post above.
Also, just to clarify, version 2.0 of 7DS will only be for 1.05 version of Sins. After 2.0 is released, I will begin the conversion to the 1.12 version of Sins. I will release this as a 2.5 version of 7DS. It will have a few more features too as any new release should.
I am planning to release the final version of 2.0 relatively soon. I am working on finishing it up now. There are several hardcodes which has promted me to release sooner rather than later. Pray these hardcodes go away in the version 1.12 Sins.
I want to thank you all for your support and "fanship", hopefully all the hardwork of everyone will pay off. If 1.12 opens some new doors or modding, then version 2.5 and 3.0 will be game changing. 7 DEADLY SINS will become almost a totally new game unto itself, provided the coding is there to make it work.
I will keep you all posted.
Will version 2.5 or 3.0 be Compatible with Entrenchment?
I misstyped in my last post, dnman clarified it, so basicly it is:
2.0 ---> v1.05
2.5 ---> v1.12
3.0 --->Entrenchment
I think thats right now.
I'm not sure if there will be an Entrenchment version. If mods are either Sins-only or Entrenchment-only, then chances are good there will be no Entrenchment version. If mods can have the same version run in both Entrenchment and Sins, then there will be no Entrenchment version since the same mod will run in both Entrenchment and Sins.
The major problem here is whether or not mods can make use of Entrenchment's feature-disabling capability that makes it compatible with people who don't have it. If a mod with Entrenchment-only features has to be run on an installation of Sins with Entrenchment, then that will just piss people off. However, if that same mod can be run on a non-Entrenchment installation, just without the Entrenchment-only features, then that is very, very good for us modders and players.
Hopefully Star/Clad gives modders access to that capability, or at least builds it into Sins with the Entrenchment-compatability patch. No, they are not compatible currently, as people are discovering when they try to use the current ConvertData on Entrenchment files. So yes, a patch to make Sins compatible with Entrenchment is coming. Most likely it will be Entrenchment, but you need to pay $9.99 to unlock it.
Ok, thanks for your help
Dan, these morning, the URL was working... but now, i have a "This domain name expired on 2008-12-21"
Hope that all our work, wiki and forum post are become loose history...
OK, for the next couple of days the website is going to either work unstably or be fofline- we are changing to bigger and faster server, we will have 3 gigs is space and you will be able to download in high spead from our website. This also means website even reacher in content. All the information in backed up, so don't worry about that. All we need is some time, just be patient for a while, we will be back online soon. It depends on how fast our service provider will finish moving files and registering domains. Might take 1-3 days.
Just a quick question ..in galaxy forge, how do you make it recognise new races and structures!
I downloaded v1.12 galaxy forge, created the map I want but need to give it a special building not found in the three vanilla races!
So question is, what do I need to do to change the list of possible elements we can add on a planet to also include home-made ones?
Any ideas? How did you guys resolve this issue to add your derelict vessels!
Thank you!
Shadow, you might like this... (right-click, save as)It's got (109 planetItemTypes) the vanilla ships, structures (from nanoweapon jammers to antimatter rechargers), artifacts, and 54 Templates that cover: easily added artifactsdefault startlight start medium startAdd_frigatewing (the Add_X templates aren't start options, just additions/compliments or for other worlds player owns)Add_cruiserwingAdd_BattleFleet (1 BS, 3 light, 2 LR, 1 AF, 2 Carrier, 1/1 utility, 2 hvy, 1 colony frig), Add_Extractors (2m/2c)Add_Labs (1c/1nc), Add_Industry (1 trade/ref, 1 trade/cult for advent), Add_RepairSystem (1 rep)Add_SystemDefense (3 turrets, 1 hangar)Add_Advanced_Defense (TEC shield/jblocker, PSI AMRecharger/jblocker, PHASE NWJammer/jblocker)TEC militia Advent militia -flavor the map for TEC v Vasari or if Advent, kill the heretics, then everyone else.Vasari militia -kick Vasari NPC butt or if Vasari, cut down competing force and take the glory for yourself!Unmodified Pirate Base
If you or others use this or use elements of it or based on it, please credit 7 Deadly Sins as this is based on the larger and more diverse version in development for 7 Deadly Sins 2.0 (it's GSDef is 402 planetItemTypes and 107 templates).You'll want GF1.0 as your primary map maker to lay out templates easily because atm GF1.1 doesn't show templates and therefore you can't add them -it's great for scenario template creation using the planetItemType that show and automatic wormhole interconnectivity between different stars, but you can't see the templates in the GSDef only the planetItemTypes.
I know that Dan doesnt want to make 7DS compatable with entrenchment for a number of reasons he doesnt need to explain again, however the beta testing (which i am doing) is showing that in entrenchment they are changing at least a few hardcodes including adding to the number of diferent typs of squadrons and abililities a ship can have as well as having reserch be able to change the model and texture of somthing in game when it completes. Im prretty sure they are finding more since they found the right program to convert the files. If these sort of hardcode changes continue do you think Dan would reconsider?
last i checked there is a couple several page topics discussing all the things they are uncovering in the entrenchment files
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