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[MOD] 7 DEADLY SINS : by DANMAN GAMES (DANMAN3712) ver 2.5 FINAL AVAILABLE to the PUBLIC!

[MOD] 7 DEADLY SINS : by DANMAN GAMES (DANMAN3712) ver 2.5 FINAL AVAILABLE to the PUBLIC!

The Ultimate Combo mod - featured in PC GAMER

http://www.danmangames.com

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 Uzii
Solar Sins - By DANMAN
Sins Enhanced - By Krissem
Bailknights Graphical Mod 1.3 - By Bailknight
WLD Graphical MOD - By Lost WLD
Volumetric Explosions 0.85 - By Mansh00ter
Star Wars (Empire only) - By EvilJedi
Metal Storm - By SpardaSon21
HammerSun Pirate Mod - By HammerSun
UFO Mod - By i Nert
Kreyson's Battlewagons Mod - Kreyson
Sins Sounds - Gurkoz
Sins Music (unreleased) - Gurkoz
Ancient Ones, Atlantians (unreleased) - DANMAN
Star Control / Master of Orion Mod (unreleased) - DANMAN
NPC Starbases -Thanks Distant Stars for the help
HD Player loadscreen pictures of Arilou, KohrAh and Kzerza by Damon Czanik who is making "UrQuan Masters: Project 6014" dczanik.deviantart.com
Custom 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 systems
2 Black Holes - will destroy your ships
3 Nebuleas - complete with baby stars
3 Different Moons, orbiting various planets and Stars

Galactic Rescaling by Makon to improve performance
Rescaled 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.

12,486,695 views 4,959 replies
Reply #4701 Top

Quoting SpardaSon21, reply 4700
I think Makon was worried about having to re-do the mod in case the update broke file coding, which it thankfully didn't.

Oh thats a relief! LOL

The Athena's abilities, like some other capital abilities, are indeed broken in the posted beta.  I have fixed most of the issues in my local copy but haven't got everything fixed yet.  Once all those abilities are fixed a new version will be posted that is alot less buggy.

Thanks for downloading and enjoying!  We are also preparing more of the 7DS content for rebellion as well, so stay tuned!

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Reply #4702 Top

Cool,

 

Thx for the Info. Looking forward to see what is coming. In the meanwhile i'll keep enjoying this mod :)

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Reply #4704 Top

Quoting Kwitzak1, reply 4703
Any ETA on when the next version is out.. Thanks for your Work so far

I hope to get something together this upcoming weekend.  But my schedule has been really busy (Real life schedule that is) so far =/.

Sorry I cannot give an exact ETA, but it is whenever I can get around to finishing up all the fixes.  So the ETA is, as soon as I can!

Reply #4705 Top

Just a little sneak peak as to what is to come for the TCA rebellion release.....

In addition to fixing all the broken abilities.

-The titan is now "TCA-ified" using Railguns, gauss-flak cannons, and missiles

-Kol Dreadnaught and Titan will have different railgun sounds (for "higher than capital" caliber railguns)

-Kol Dreadnaught's railgun ability is going to be changed up a bit...Will feature a salvo of three shots, and some new strings along with it

-New and Revised particle effects for both railguns, gauss, and missles (muzzle effects included!)

Reply #4706 Top

Hey All,

 

Just a little update from me too, I am about half way done the "master" mod, which I will release as 7DS Solar Sins 2.0

It will form the backbone of 7DS 3.0 and the modular way we are going to set it up, including Makon's TCA faction.  Each faction will be modular, allowing the player to load factions/races as they see fit.

Hopefully in the next week or so I will be ready to release the new version of Solar Sins.

 

DANMAN 

Reply #4707 Top

Quoting DANMAN3712, reply 4707
Hey All,

 

Just a little update from me too, I am about half way done the "master" mod, which I will release as 7DS Solar Sins 2.0

It will form the backbone of 7DS 3.0 and the modular way we are going to set it up, including Makon's TCA faction.  Each faction will be modular, allowing the player to load factions/races as they see fit.

Hopefully in the next week or so I will be ready to release the new version of Solar Sins.

 

DANMAN 

 

Woohooo!!!!  Cant wait!  Been dying to play a good strategy RTS game.  Board of RPG games atm.  D3, TL2, SWTOR, etc....

 

One of my favorite aspects of 7DS is the variety of planets, which adds alot of strategy to the game.  The vanilla's version is a bit stale.

Reply #4708 Top

 

 

Some things that I mulled over for about a month and just didn't have time to do and send to Dan.

AI Feeder Items moved to tier 17/18 so not on screen when width is 1680 or less.

TEC

  • Get "Outreach" center out of civilian/culture and into Defense.
  • Isolated all 4 Merc Contracts [pirate, advent, taalo, tca] to their own research and have benefits.
    • pirate contract reduces pirate raid strength
    • advent lets them use your labs to bonus plasma/beam slightly
    • taalo gives penalty to mining, but you get the tankiest ships
    • tca gives you slight armor bonus

Arilou

  • Starbase deployment costs less.  0 cred, 380 metal, 290 crystal.
  • Starbase 'Defender' uses the light ship mesh and spawns free anti-fighter/heavy.  4 spawned at once.
  • OKUN BC now deploys scouts (5 at a time) and the autocast is not on.
  • Beacon abilities on Capital Factory have autocast off.  Issue with activation with insufficient fleet supply.
  • Capital research requirements eased
    • Skiff Capital requires no research.
    • Gatekeeper and Remorse capital research 1 tier lower.
    • Obliterator metal cost reduced to 700.

KzerZa

  • Started with 0% mining bonus and maxed out 20% bonus.  Starts now with 20% and maxes at 40% bonus.
  • Salvaging bonus spread over 3 items with 3 levels and 3% per level for 27% salvage bonus.
  • Buff for KzerZa Disruptive Strikes now 25% chance at initial level; 37.5% and 50% chance for Cap L2/3
  • Hull for bomber and fighter reduced by over half so they die easier.

TCA

  • Sheridan cost, fleet cost, xp for killing and speed unbalanced -fixed so easier to build.
  • Antimodule crystal cost was too high -armor checked for all strictly antimodule ships -all now "Heavy"

Fleet Ops

  • Fleet Sizes with different settings
    • small fleet multiplier 1.0 = 2200
    • normal fleet multiplier 1.5 = 3300
    • large fleet multiplier 2.0 = 4400

On Small Fleet Setting

  • Atlantian and TOC start with 180; all other start at 120.
  • Atlantian and TOC in first 3 tiers get 970 fleet; remaining give 1030 for 2000 total fleet supply on small fleet.
  • All other races in first 3 tiers get 1000 fleet; remaining give 1200 for 2200 total fleet supply on small fleet.
  • Far reaching races: Dark, KohrAh, KzerZa, Taalo and Arilou can research fleet supply increase.
  • TEC when it researches OUTREACH center gains a fleet supply bonus of 15%.


Sorry for throwing in variable fleet values where races with ships that had smaller fleet cost had smaller fleets and those with more powerful ships and therefore higher fleet cost had greater fleet size so they could have numerical parity.  This will hopefully restore competitiveness and some balance as those powerful races face off large fleets with their smaller ones.

Capital Ops

Given that not all capitalships are created equally, the number of capitals a race can field has changed based in part on their durability and fleet cost.  Atlantian and TOC are total powerhouse races while the TCA starts weak and ends with Beta Kol which can doomsday enemies.  TEC and KzerZa however have some of the weakest and therefore will be fielding the most capitals.  Yes, KzerZa will get a monstrous number of fighters, but that is how they roll.

Without the details given on website for others, here are the stats:

  • TOC 9, ATL 10, Dark Fleet & Empire 12, TCA 14, Taalo 16, Rogue/TOU/Arilou 18, KohrAh 19, KzerZa 24, TEC 36

Basic Crew Training and Constant Experience

  • Races that can buy up to 4 levels: ATL, IMP, KzerZa, TOU, Rogue, DARK/ARILOU, TCA/TEC
  • Taalo, TOC, Kohr can only buy 3 levels.
    • Atlantians have racial memories going back millions of years.  Them being able to auto xp level to 6 is not a tough thing, but TCA and KohrAh being able to do it was too much.
      • Atlantians can Auto-XP to L6, but research is 6 levels and provides +1 level per gaining 0.4 per level.  2.4 max
      • TCA and TOU can Auto-XP to L4.  TOU gains 1.6 per second; TCA gains 1.2
      • KohrAh can Auto-XP to L3 at a rate of 1.0 per second.

 

Enjoy, keep playing and watching for Rebellion development news.

Reply #4709 Top

Going to add the ion cannon mod?

Reply #4710 Top

Considering we're still on Entrenchment where the AI can't build them, there's no reason to at this point.  For the Rebellion release where the AI gets massive cheats on Cruel and Vicious in addition to our own extremely powerful AI-only researches and will be able to fast-tech to superweapons in record time, we may end up just removing them all together since 7DS already adds a bunch of unstoppable late-game super units, and that's before we start scaling Rebellion's Titans to our power levels. }:)

Reply #4711 Top

Quoting SpardaSon21, reply 4711
...... we start scaling Rebellion's Titans to our power levels.

Mm...yes, I imagine the titans' power levels' will be OVER 9000!

Reply #4712 Top

I just knew someone was going to make that reference...

Reply #4713 Top

Haha, well when someone says "Power Level" it just has to be done...

At this point though, With the power of titans (at least in 7DS) to reach "epic" levels, we aren't yet sure where the superweapons are going to go.  LIkely we will diversify them quite a bit so each race doesn't have your standard "long range bombardment" cannon that the vanilla ones essentially were.

TBH, I don't think we need them...BUT, I wouldn't mind making them do things that were sort of off-the-wall, and gave them purpose without being OP.

Reply #4714 Top

I would like to see some Super Fortresses.  Something with more range for this Fully Armed and Operational Battlestation!!

Reply #4715 Top

Quoting kreyson135, reply 4715
I would like to see some Super Fortresses.  Something with more range for this Fully Armed and Operational Battlestation!!

As in typical 7DS fasion, our starbases will be epic as well.  The TCA starbase setup, when I get to it, will be "crapping your pants" awesome....I can garuntee that. lol

Reply #4716 Top

Arilou shoot and freeze time at the planet.  ;)

Reply #4717 Top

Looks like the Titans in the TCA mod are broken.  I am unable to build Titan Foundry even though i have the Rag Prototype researched.  The titan foundry under build menu still shows the research flask and says i need to research the rag proto.

Reply #4718 Top

We're aware of the bug and it will be fixed.  The person responsible for the TCA beta is also single-handedly re-doing the UNSC tech tree for Sins of the Prophets, so his time is limited.

 

Reply #4719 Top

Quoting kreyson135, reply 4718
Looks like the Titans in the TCA mod are broken.  I am unable to build Titan Foundry even though i have the Rag Prototype researched.  The titan foundry under build menu still shows the research flask and says i need to research the rag proto.

The issue has already been fixed on my local "developer" copy....I know that means nothing to everyone else, but when I can fix the rest of the abilities, a new beta will be released that has all of those issues fixed.

As sparda said, i am also providing some relief efforts for the sins of the prophets mod, in addition to RL stuff going on, so my time for updating the TCA beta has been very limited.  Rest assured I have not forgotten about it, and It WILL be updated.

Thanks!

Reply #4720 Top

Great job on the TCA.  I love the direction it is going in.  Love the extended range and power on the point defenses.

 

Only suggestion is on the Nimitz is to increase the fighter capacity.  10 is a bit low, or to increase the capacity for each level.

Reply #4721 Top

Found another bug and it is reproducible.  Upgrading the Defense Link on the TCA Athena capital ship causes a mini dump.

Reply #4722 Top

That has been reported multiple times, and multiple times by you if I recall correctly, and the response has always been the same: we know, we're working on it, and we don't have an ETC for the patch.

Reply #4723 Top

"multiple times by you if I recall correctly...."

 

Sorry, you must have me mixed up  with someone else.

 

Anyways, keep up the great work on the mod.

Reply #4724 Top

Quoting kreyson135, reply 4724
"multiple times by you if I recall correctly...."

 

Sorry, you must have me mixed up  with someone else.

 

Anyways, keep up the great work on the mod.

Thanks!  Unfortunately I haven't had time to work on it! But an update is coming soon, which will fix all of the abilities, add some cool new particle effects (and some sound effects) and possibly some completely revamped ship icons....

The tech tree will also be undergoing some pretty serious changes in the coming months.

PS - I know I have been saying an update is coming, and it definitely is!  Been working on sins of the prophets AND new voice overs for the Centauro Destroyer (TCA) concurrently so please bear with me!

Thanks again for enjoying and testing, feedback is always appreciated.

Reply #4725 Top

i would love to download this mod, but the website i have to download it from says my email is invalid, its the only email i have! so i'm at a loss on what to do... HELP!?