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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.

12,512,213 views 4,959 replies +12 Loading…
Reply #1376 Top
Try runing a search for Ironclad or mod and u should find it
End of quote


I performed multiple searches but the Mods folder simply isnt there. That applies to the game directory in Program Files and the AppData under Documents and Settings.

Reply #1377 Top
XP:
C:\Documents and Settings\your username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\

Please note that some of these directories are hidden by default. To unhide them, go to Control Panel -> Folder Options -> View and set yourself to view hidden files and folders.
End of quote


Try searching for the Sins of a Solar Empire folder.
Also, make sure you have the latest patch installed.
Reply #1378 Top
Try runing a search for Ironclad or mod and u should find it I performed multiple searches but the Mods folder simply isnt there. That applies to the game directory in Program Files and the AppData under Documents and Settings.
End of quote


Make sure you are going into "Local Settings" in the file path before you go to "Application Data".

Just a thought.

Cheers.
Reply #1379 Top
I performed multiple searches but the Mods folder simply isnt there. That applies to the game directory in Program Files and the AppData under Documents and Settings.
End of quote


You have to go into your settings and make hidden files visible...or you wont find it...
Reply #1380 Top
Well, I got it solved. It turns out that the folders were just hidden. It should be all right from now on. Thanks to everyone for their opinions.
Reply #1381 Top
Hey DANMAN, I heard you're making new ship classes for the vanilla races :D  I love you for it ;) , but I'd love you even more if you made a Carrier Cruiser that had weapons :D 
Reply #1382 Top
I think he might actually want to do that. I know he is doing Long Range Cruisers.

They have a more powerful long range attack than the LRF's, more HP/SP and have some normal weapons so they are not completely defenseless up close. Of course, all that comes at a price of credits/metal/crystal and supply.

Advent: long range plasma torpedoes (unsure, but most likely weapon), and lasers for personal protection

TEC: MASSIVE spinal Gauss cannon, Halo style (Gauss research will help you here) it fires a much smaller smaller Novalith round designed to win tactical battles, not strategic wars; rapid fire autocannons for secondary battery

Vasari: Undecided

And why can I say these things? Simple. They are my idea, and DANMAN wants me to do the entities/strings for them. Urgh. Make one simple mini-mod and it bites you in the rear end.
Reply #1383 Top
And why can I say these things? Simple. They are my idea, and DANMAN wants me to do the entities/strings for them. Urgh. Make one simple mini-mod and it bites you in the rear end.
End of quote


Showoff! ;)

Those sound like some real kickass ships. This is gonna be great!   :D 
Reply #1384 Top
TEC: MASSIVE spinal Gauss cannon, Halo style.
End of quote


MAC guns? I always thought about how neat it would be to have something like the MAC guns from Halo included in Sins. Having the ability to rip through a Vulkoras Desolator in one shot is...poetic. :) Thanks a lot for those efforts.

BTW I wanted to ask whether it is possible to revert the main theme back to the original? The new one just doesnt fit the bill for me. Thanks.

Reply #1385 Top
Yeah I hope so.
Reply #1386 Top
Sto

if you haven't tried the 2.0 Beta, the music in it is far more spacey. I think most people will enjoy it if they like the old stuff better.

If you don't like what's there, go in the sound folder of the original game and copy the opening theme.ogg and paste it over the opening theme.ogg in the 7ds sound folder.
Reply #1387 Top
Sto if you haven't tried the 2.0 Beta, the music in it is far more spacey. I think most people will enjoy it if they like the old stuff better.If you don't like what's there, go in the sound folder of the original game and copy the opening theme.ogg and paste it over the opening theme.ogg in the 7ds sound folder.
End of quote


Oh, all right. Can you direct me to where I can get the 2.0 beta? Thanks. :)

Reply #1388 Top
Sto if you haven't tried the 2.0 Beta, the music in it is far more spacey. I think most people will enjoy it if they like the old stuff better.If you don't like what's there, go in the sound folder of the original game and copy the opening theme.ogg and paste it over the opening theme.ogg in the 7ds sound folder.Oh, all right. Can you direct me to where I can get the 2.0 beta? Thanks.
End of quote


You need to be a playetester of mine. Go to the oficial forums, sign up, and I will grant you access.

New ships for vanilla races....oh yes my friends....they are coming..

DANMAN
Reply #1389 Top
FYI,
HALO will be coming to 7DS, and hopefully in time for the final 2.0 release, at least in some capacity...

DANMAN
Reply #1390 Top
FYI,HALO will be coming to 7DS, and hopefully in time for the final 2.0 release, at least in some capacity...DANMAN
End of quote


If anything, please make it the MAC guns, lol. I think that would be the best course to go for if you plan on releasing any Halo related content for the 2.0 release. It would be good to have a defensive super cannon which is able to punch a hole through a capital ship in one shot, but with monumental costs, laborious research and a long cooldown time to offset its power (possibly 30 seconds to a minute). Regardless, this is no demand by any means. Just my idea on what would be a good starting addition. Thanks DANMAN...you the man!

Reply #1391 Top
Yeah I love those. Will be playing the Halo mod as UNSC just for those. In that mod they will be that powerful with a 5 second cooldown, plus they are hangar platforms and repair stations as well. (I think.)

Of course, the UNSC ships will suck, and lose unless they outnumber the Covenant 3:1. So the UNSC will be a turtler's wet dream.
Reply #1392 Top
Yeah I love those. Will be playing the Halo mod as UNSC just for those. In that mod they will be that powerful with a 5 second cooldown, plus they are hangar platforms and repair stations as well. (I think.)Of course, the UNSC ships will suck, and lose unless they outnumber the Covenant 3:1. So the UNSC will be a turtler's wet dream.
End of quote


Haha...turtling can be fun sometimes. I focus a lot on defenses around planets, and I just love seeing enemy ships get decimated by a barrage of fleet, cannon and hangar strike craft fire. However, the MACs will truly steal the spotlight in terms of offensive anti-cap ship firepower. Its good to know that the Halo mod will include this much power in the MACs, because its how it is in the Halo universe anyway. Also, you are right about UNSC ships needing to severely outnumber Covenant ships...they are extremely underpowered unless the mod designer overlooks that fact and attempts to balance it out fairly. Thanks. :)

Reply #1393 Top
No, the UNSC will be a very spammy faction from what I heard. Of course, Covenant ships will be very expensive in terms of supply, time, and resources/credits. If a Covenant attack fails, they have lost a lot of money compared to a failed UNSC attack. However, if a UNSC attack fails, they just lost a massive amount of ships, and those ships take time to build.

Overall, it looks fairly balanced with Covenant focused on offensive power with few defenses, requiring ships, which cost supply points to guard planets.

The UNSC are a very defensive faction, and their ships are not the best by any means. However, their defensive capability is second to none with SMAC's capable of destroying a Covenant ship every 5 seconds at range beyond that of the Covenant.

If the creators can have this asynchronous balance done properly, then games will be interesting to say the least.
Reply #1394 Top
I certainly vouch for SMACs being there, but I think a 5 second cooldown is too little, especially if you can build multiple guns within one planet's gravity well. A whole armada of Covenant warships would be obliterated before they even reach engagement range. Thats why earlier I said that the cooldown period be increased. On the other hand, the number of guns that can be built around a single planet could be reduced in exchange for less cooldown time. Personally, I would prefer a greater amount of guns with higher cooldown times.
Reply #1395 Top
I just think 5 second cooldowns are ridiculous. Its too little. If unlimited MACs can be built around a single planet, then cooldown times indeed need to be very high. On the other hand, if it is limited to say...3-5 guns per gravity well, then cooldown times should be low. In that case it could go to 5 seconds...

**EDIT**

Please disregard this post...somehow my previous reply disappeared from the forum and now it appeared again. Strange, yeah. Thanks. :)
Reply #1396 Top
How much damage would a MAC/SMAC do per shot? How much armor and HP does it have? Etc.
Reply #1397 Top
How much damage would a MAC/SMAC do per shot? How much armor and HP does it have? Etc.
End of quote


The MAC gun, in current theory, would be a purely anti-capital ship defensive platform able to destroy any type of Covenant capital ship in one shot. Basically its one shot, one kill. As for armor and HP, I assume it will not be that high since it is so powerful.

Reply #1398 Top
Danman
I was playing the game a while back and i couldn't help but wonder how interesting the game would be if the capital ship lost weapons in the fight. Like after a certain amount of damage weapons would be disabled.

The idea came to me when i saw and a damaged atlan ship destory a entire star system by its lone some.
Reply #1400 Top
Danman I was playing the game a while back and i couldn't help but wonder how interesting the game would be if the capital ship lost weapons in the fight. Like after a certain amount of damage weapons would be disabled. The idea came to me when i saw and a damaged atlan ship destory a entire star system by its lone some.
End of quote


I would love to make this possible if I can figure out the coding to make it possible.

DANMAN