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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.

12,502,592 views 4,959 replies
Reply #1351 Top
Add 1 to planetItemTypeCount
add this into the planetitem area in the file
planetItemType
designName "Tech:Frigate:Light"entityDefName "FrigateFourthLight"


Ok so in "Tech:Frigate:Light"...is that "race:shiptype:shiptype"
Example: im making a colony frigate for empire. So is "Empire:Frigate:Colony" right?
or do i have it all wrong?

ok...now i have a bigger problem. There is only the vanilla races and the rogues in the galaxy def file. Im guessing that means that the other races use these races galaxydef info (if im making sense)...so does that mean that i dont have to do this since i coppied the EscortCarrier and it does not have one?

...

Again thankyou for help and patience...

Reply #1352 Top
Ok so in "Tech:Frigate:Light"...is that "race:shiptype:shiptype"
Example: im making a colony frigate for empire. So is "Empire:Frigate:Colony" right?
or do i have it all wrong?


No try

planetItemType
designName "Empire:Frigate:Carrier"
entityDefName "the name of the ship entity file" Eg(Frigate_EmpireEscortColony)


Btw Dan why arnt the empire and atlantians ect in the GalaxyScenarioDef file

Hope this helps DarkStar




Reply #1353 Top
SUPERFLEET: I was deeply dissoponted by this mod. fist of all what i got was a mix of advent and Vasari. i dont see how people were considering this a variation of vasari becuase its not. also you Kor-Ah race needs to be severly worked on. I like the rogues although they could use more caps and a way to colinize planets. Anyway what i meant by i was dissapointed was that i thought i was going to get something different than what i got and it wasnt as good as what i wanted. This mod is decent but it could be better.If you play as Rogues, you must adopt a predatory stance relying on heavy cruisers to bulk up your fleet off the neutrals around you. When you find a colony ship, divert your entire fleet with "autoattack" off and fighters likewise to "autoattack" off so you don't blow up the colony ship. Manually devastate whatever fleet is present and capture it at all costs and escort that gem back to the lair.I didn't like them at first, but damn they are wicked fun once you figure them out. Check the 7 Deadly Sins forums: General and register. I'll post (as SamazRalan -damn typos suck) up a couple of maps I've made that are ROGUE specific.


Semaz, you are a perfecty example of someone who didn't like the mod, and now is waving the 7 DEADLY SINS banner. Thank you so much for being a Rogue fan. If you notice in the BETA though, the Rogue now have a heavy cruiser colony ship. So it will make being the Rogue a little easier.

Thank you DarkStar! I may have to make you one of my modders instead of a Playtester!Thx I would like that. Just tell me what i can do to help out.DarkStar


Darkstar, it seems that you are quite adapt at making ships and editing the entity files. This is one of the areas I need help in most, as I do most of that work myself. Please PM or email me so that I can give you some jobs.

Also, as far as I can tell, you are one of the few that do not enjoy it. Over 6,000 people have downloaded and are playing the mod, and most can't go back to the original once they have played 7 DEADLY SINS. They enjoy thr game much more with my mod.Kithkin and FrostMage, thanks for speaking for me.DANMANyou always have THAT ONE GUY that marches to a different drum lol


You got it CanadaMan, there is always that one person out there that can throw a monkey wrench into the whole "karma" of the project. But, hopefully, he will come around to be a fan.

DANMAN

Reply #1354 Top
tried it...doesnt work...maybe i made a mistake somewhere...

rrrrrrrrrrrr

OK...Ima start over with fresh mod folder...
will post step by step
Reply #1355 Top
DANMAN:

Why does the empire or the Atlantians not have anything in the galaxy.def file?
Reply #1356 Top
DANMAN:Why does the empire or the Atlantians not have anything in the galaxy.def file?


Because I did not put them into the galaxy.def file, as this is not a critical process to get ne ships into the game. The Galaxy.def file determines what appears in the galaxt, such as Stars, planets, entities, and ships that protect a planet like pirates and militia. If you want the Empire or the Atlantians to automatically appear protecting a planet, then they would go into the Galaxy.def file. Otherwise, they do not need to be included in order to work.

DANMAN
Reply #1357 Top
UPDATE:

The JOB board is now up in the 7 DEADLY SINS forums. All modders please log in and post if you currently have a job you are working on for me, or if you would like to be assigned something. Also, any individuals who wish to help out, also please post in the Announcements section where I have announced the Job Board.

The Job Board itself is under the DEVELOPERS section, which you need Mod Developer or Playtester status to access.

Thank you all for your help and support!!!!

DANMAN
Reply #1358 Top
Any more updates on the next version of the beta 2.0? I know you said possibly this weekend is it still on track or too hard to say at this point?
Reply #1359 Top
Because I did not put them into the galaxy.def file, as this is not a critical process to get ne ships into the game. The Galaxy.def file determines what appears in the galaxt, such as Stars, planets, entities, and ships that protect a planet like pirates and militia. If you want the Empire or the Atlantians to automatically appear protecting a planet, then they would go into the Galaxy.def file. Otherwise, they do not need to be included in order to work.

DANMAN


oh...so i dont need this...
thanks...
*sigh*

Right you have to make a copy of the ship u want(base ship) and rename it
eg. FrigateFourthLight.entity
Remember to change Fourth to the name of your frigate & light to heavy ect
Then u edit the file and change these lines

NameStringID "IDS_FRIGATE_FOURTHLIGHT_NAME"
DescriptionStringID "IDS_FRIGATE_FOURTHLIGHT_DESCRIPTION"
counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_FOURTH"

And add the coloniz abilty here

ability:0 "AbilityTechFrigateColonize"
ability:1 ""
ability:2 ""
ability:3 ""

To remove fighter simply change this line to 0
maxNumCommandPoints 1

Then edit the player.entity file and add the ship were u want it

(Common)
PlayerFourth.entity

frigateInfo
Page:0
count 7 and one to the count for every ship added
entityDefName "FrigateTechScout"
entityDefName "FrigateTechLight"
entityDefName "FrigateTechLongRange"
entityDefName "FrigateTechSiege"
entityDefName "FrigateTechAntiFighter"
entityDefName "FrigateTechColony"
entityDefName "FrigateFourthLight " new ship

Now edit the english string file

(Common)
English.string

Add 3 to numstrings at top of file
adding the folowing

StringInfo
ID "IDS_FRIGATE_FOURTHLIGHT_NAME"
Value "NeoBolt Light Frigate"

StringInfo
ID "IDS_FRIGATE_FOURTHLIGHT_DESCRIPTION"
Value "A workhorse combat frigate that can be upgraded to efficiently defeat other ships with abilities."

StringInfo
ID "IDS_COUNTERDESC_FRIGATE_FOURTH"
Value "Strong vs. antifighter frigates, siege frigates, carrier cruisers and utility cruisers."

now edit the GalaxyScenarioDef file
(Common)
GalaxyScenario.Def

Add 1 to planetItemTypeCount
add this into the planetitem area in the file
planetItemType
designName "Tech:Frigate:Light"
entityDefName "FrigateFourthLight"


OK...i did all this step by step.
minidump.
I even tried just making another tec frigate like fourthlight in your example...
minidump
 :NOTSURE: 

Reply #1360 Top
FOUND THE PROBLEM!

Wasnt saving as entity (lol...such a simple error)

Thanks Darkstar for your help and your patience
Reply #1361 Top
I think giving the rogues a colony ship is a terrible idea.

You introduced a new game mode with the rogues. An expert game mode if you will. Don't throw that away because some people whined about them being too hard. That was the point.
Reply #1362 Top
I think giving the rogues a colony ship is a terrible idea.You introduced a new game mode with the rogues. An expert game mode if you will. Don't throw that away because some people whined about them being too hard. That was the point.


Now that he nerfed capture, the AI need the colony ship just to colonize planets. Even though the colony ship is broken in the current beta :p 
Reply #1363 Top
LOL!!! ;) I see you're using the "Fourth" reference from my tutorial, I like it!!!
Reply #1364 Top
Hello All,
Good to see you Helioforge!

Yes, the Rogues need the colony ship now that I nerfed the capture ability. So I will fix the current ship. However, it will be higher up the ship list, so actually capturing a colony ship is still the best bet as a Rogue.

UPDATE on 2.0 BETA - B:

The graphical issue is finally fixed, so now you can run your graphics card into the ground if you want at super high settings for everything.

So far, I am on track for an update for this weekend, but life has a way of throwing things into the mix. My youngest son's birthday is this weekend, and I have A LOT of house work to do, so that may hamper things. I'll keep you all posted.

DANMAN
Reply #1365 Top
The graphical issue is finally fixed, so now you can run your graphics card into the ground if you want at super high settings for everything.


Will do! Let's see how many ships it takes before the game crashes...

UPDATE: 167 bomber squads, 3 Capital ships, 160 Light Carriers and 1 Trade Ship
Reply #1366 Top
Hello Everyone.

I am playing your kick ass Mod. Awesome job everyone. But i got a question that i dont feel like sifting though 55 pages to find an answer to. When playing as the atlanteans their Ra class capship has this odd quirk. The graphic for its phase missle attack (not to be confused with its' phase missle swarm special ability) while beautiful to look at is VERY sssssslllllloooooowwwww. as in slower than a heavy cruiser.

Even with stationary targets this is a problem. At the point in time when a hanger bay for example is destroyed, there are 3-4 more salvoes in bound and therefore wasted set to go boom on something already destroyed.


Is there a way to fix this so these pretty blue bolts of death move as fast as the other missles in this game and make this a ship worth having?

Thanks for your time.
Reply #1367 Top
Hello Everyone.I am playing your kick ass Mod. Awesome job everyone. But i got a question that i dont feel like sifting though 55 pages to find an answer to. When playing as the atlanteans their Ra class capship has this odd quirk. The graphic for its phase missle attack (not to be confused with its' phase missle swarm special ability) while beautiful to look at is VERY sssssslllllloooooowwwww. as in slower than a heavy cruiser. Even with stationary targets this is a problem. At the point in time when a hanger bay for example is destroyed, there are 3-4 more salvoes in bound and therefore wasted set to go boom on something already destroyed. Is there a way to fix this so these pretty blue bolts of death move as fast as the other missles in this game and make this a ship worth having? Thanks for your time.


Lord Nelson,
YES! This ship has already been fixed for the new 2.0 BETA that will be released soon.
I noticed this too, and sped up the torpedoes. Now, Blue Blazing Death will rain down upon all with much more furiosity!!

DANMAN
Reply #1368 Top
If you want a "free" colony ship for the rogues, do what I figured out making custom maps (check the 7 deadly sins forums -general -rogue maps)...

or, find a nice juicy pirate base and try not to blow the LDH ship to hell. It can colonize and boosts shields like a mofo. Takes a bit to manually blast everything else at the pirate base so when you capture it, it doesn't get insta-popped by the pirate defenses and ships. You will however need a damn vicious fleet to overcome the "other" pirates.

Also noticed the Atlantian ships have the phase stabilize ability, but they can't build the nodes. (as of 1.3d) Work in the Atlantian/Kor Ah structures/ships/stuff into deadly forge and I'll try to work up a couple of maps.
Currently bugging the SINS Dev's about how to set certain research as done and tweak the "pirate raid" and diplomacy events/triggers into triggers for all sorts of things -not that I would know how the hell to use the triggers, but others might.



Reply #1369 Top
I was deeply dissoponted by this mod. fist of all what i got was a mix of advent and Vasari. i dont see how people were considering this a variation of vasari becuase its not. also you Kor-Ah race needs to be severly worked on. I like the rogues although they could use more caps and a way to colinize planets. Anyway what i meant by i was dissapointed was that i thought i was going to get something different than what i got and it wasnt as good as what i wanted. This mod is decent but it could be better.


Me too, in regard to the custom races. Which is why i just dont play with them.
But this mod does so much more than that. Every single change to the game apart from the new races are all equally amazing and something i cant play without anymore.
Reply #1370 Top
If you want a "free" colony ship for the rogues, do what I figured out making custom maps (check the 7 deadly sins forums -general -rogue maps)... or, find a nice juicy pirate base and try not to blow the LDH ship to hell. It can colonize and boosts shields like a mofo. Takes a bit to manually blast everything else at the pirate base so when you capture it, it doesn't get insta-popped by the pirate defenses and ships. You will however need a damn vicious fleet to overcome the "other" pirates.Also noticed the Atlantian ships have the phase stabilize ability, but they can't build the nodes. (as of 1.3d) Work in the Atlantian/Kor Ah structures/ships/stuff into deadly forge and I'll try to work up a couple of maps. Currently bugging the SINS Dev's about how to set certain research as done and tweak the "pirate raid" and diplomacy events/triggers into triggers for all sorts of things -not that I would know how the hell to use the triggers, but others might.


Thank you for bugging the DEV's, hopefully this will motivate them.

I was deeply dissoponted by this mod. fist of all what i got was a mix of advent and Vasari. i dont see how people were considering this a variation of vasari becuase its not. also you Kor-Ah race needs to be severly worked on. I like the rogues although they could use more caps and a way to colinize planets. Anyway what i meant by i was dissapointed was that i thought i was going to get something different than what i got and it wasnt as good as what i wanted. This mod is decent but it could be better.Me too, in regard to the custom races. Which is why i just dont play with them.But this mod does so much more than that. Every single change to the game apart from the new races are all equally amazing and something i cant play without anymore.


Hopefully I will be able to impress you with the next release. I think you will find that the new races will be just that, NEW races, not just copies.

DANMAN
Reply #1371 Top
new racepics should be ready by 2.0 beta 2! I found why they weren't working, along with a few graphical tweaks I made (Alpha channel problems). Now I have to add the Empire's loadscreen character again for the 4th time (2nd today).
Reply #1372 Top
new racepics should be ready by 2.0 beta 2! I found why they weren't working, along with a few graphical tweaks I made (Alpha channel problems). Now I have to add the Empire's loadscreen character again for the 4th time (2nd today).


Woohoo! Please tell me you have Darth Vader for the Empire. That's a must!
Reply #1373 Top
Mod looks great. Certainly gonna have a go at it. Thanks for the post.

I was also wondering if anyone could give me a hand with installing this thing. I seem to be missing the entire Ironclad Games and Mods folders within the Documents and Settings/Application Data. Anyone know what could be causing this issue? I have the game updated to 1.05 and have downloaded the latest mod version. I am also running Win XP, so I am not sure whether its different between it and Vista. Thanks for any help you can provide.
Reply #1374 Top
Thank you for bugging the DEV's, hopefully this will motivate them.


Maybe we should set up a "Bug the Sins developers about hardcodes and features thread".

Reply #1375 Top
I was also wondering if anyone could give me a hand with installing this thing. I seem to be missing the entire Ironclad Games and Mods folders within the Documents and Settings/Application Data. Anyone know what could be causing this issue? I have the game updated to 1.05 and have downloaded the latest mod version. I am also running Win XP, so I am not sure whether its different between it and Vista. Thanks for any help you can provide.


Try runing a search for Ironclad or mod and u should find it

DarkStar