I also would like this. Further development of 7 DEADLY SINS has been halted until issues like this can be resolved. DANMAN
DANMAN3712
[quote]Well finally thought i would post a big thumbs up to danman and the seven deadly sins mod team for their awesome and professional work on this mod. Not only is this a great multi mod but the quality and speed of the mod teams feedback is sweet!! keep kicking azz guys [/quote] Thank you for posting! It is always good to get kudos from a fellow gamer, which I am at heart. My team and I are striving to bring the very best we can offer, and stress the game to its limits
Yes, the Beta is Standalone. DANMAN
[quote]My PC specs are as follows: Intel Dual core E6600, Win Vista Ultimate, 2 Geforce 8800 GTX's in SLI, 2 GiG of RAM. Have not had many to any problems with Sins 1.05 and 7 DEADLY SINS 1.3d except for losing sync and not knowing it with other players in a multiplayer game (which only happens on the games random maps) but the beta's seemed to have issues, once it just froze the game another time it did a mini dump very close to the start of the game. Maybe, it was just a fluke, I know its beta
[quote]The mod has not yet been updated for 1.05, but will be soon. However, it should with 1.04 as well.DANMANWait, so this mod *is* being continued as a standalone (unlike the OP says)? Just not by Uzii? Sorry, I haven't been playing Sins lately, and thus haven't kept up with the modding community.That's great, because while I do like 7 Deadly Sins, some of the graphical changes are, well, horrible in my opinion. I'd like to go back to just more types of planets, not having to worry about how
UPDATE: New Kohr-Ah video up showing the different 5 Capital ships of the Ur-Quan Kohr-Ah. DANMAN
[quote]I noticed on the Empire (haven't tried the other new races) that you have access to build all ship types without any research. Is this intended or is this still a work in progress? If it is intended, how balanced would a game be vs one of the actual races that come with the game since they need to research those ship types first?[/quote] This is all due to the fact that we are in BETA. This will be changed. [quote]This pack is really great, but, as a french player -_- ,
ManSh00ter, You are very welcome, as it is very deserved. And yes, here is to a bright future, for both of us! I would also like to extend to you the offer of all my custom planets within 7 DEADLY SINS. Since Uzii isn't around anymore, and I have basically have been running his mod in his absence through 7DS. I will also be putting out an update for Sins Plus soon, so feel free to use the for TLS. Good luck with The Last Stand. DANMAN
Yes, you must capture an enemy's colony ship, and then use that to colonize. That will be the hardest part of being the Rogue. You must think like a pirate. DANMAN
[quote]Well, you have stories about modders ranking up to full-time developers, sure. But... degree in what? Its one thing for software engineers, but artists? A degree is a piece of paper saying you know how to use a palette of tools, nothing more.Anyway, based purely on what I heard and read about such things, most game studios make you go through a series of interviews and even hands-on tests to see if you've got what they need. So I'd say that talent and a good portfolio come first, degree s
I would like more hardcodes removed, such as the sounds limit. They did a great job of removing the cap ship limit, now lets take out the sounds limit, and a list of all the limits would be nice, and would help out the modders. DANMAN
OMG......WOW....Thats it....when this comes out...7 DEADLY SINS will get totally owned. ManSh00ter....THIS IS AWESOME!!!!! I have been a big fan since you started this, and honestly your TITANS gave me the idea for the Titans in 7 DEADLY SINS. Without a doubt, this looks amazing. That trailer was increadible. Also, thank you for the comments on my forum, and I will definatley take your advice to heart with creating new races. I think I need to step up my game, if 7 DEADLY SINS is g
Fantastic Job, both to DarkStar and Animage. Well done. Hopefully loads of players who have 7DS or Solar Sins will take advantage of the work BOTH of you have done. DANMAN
FYI, All Playtester requests have been granted. I have also created a new place for requests to go in the main portion of the forum, you can't miss it. Thank you all for playtesting. Keep it up! DANMAN
1Spartan, Can you update my link with my image? Thanks, DANMAN
[quote]It should be a no-brainer that the patch would break mods Blair posted that they're going to release the new mod tools soon so people can get their mods updated for 1.1.[/quote] I figured as much too, but I just didn't think it would totally mess them up. But if they are going to put out a mod pack for the beta, then that would be great. It would also be great if we could get a rundown of all the hardcodes now. That would make things a lot smoother. I would love to be able t
FYI, I downloaded and installed the patch, and played a very nice game with it. Love what you have done. HOWEVER, there appears to be some conflict with mods. I tried running my 7 DEADLY SINS mod, and I get a runtime error and then a dump to the desktop. This is a serious issue now for me, as I cannot work on the mod as now the game won't allow it, the DEV.exe will not work, nor will the Particle or Galaxy Forge. Can something be done ASAP so that I can get back on track, or do I need t
[quote]Keep up the great work Danman![/quote] Thank you Kreyson. Your Battlewagon mod adds a whole new dimension to the game. DANMAN
Yes, the new subfactions take advantage of Kreyson's Battlewagon mod. They will have new ships and better effects like Rail Guns in the next BETA, which is now a far ways off. I made the mistake of updating to the 1.1 Beta patch. Modding is NOT supported. So, I now have to uninstall Sins and put it back to the way it was before, in order to do anything. I was trying to take advantage of the new 9 Caps and visuals, but so far I have yet to get my mods to work. I think I will need to
I am frustrated because it throws all my modding off now. I have to uninstall the game and put in back with 1.05 update in order to get mods, namely my 7 DEADLY SINS, to work again.... DANMAN
[quote]And you will like the new ones....Actually no, i wont/dont For the simple reason that they are not new races at all. They are all almost carbon copies of the original races, or just with some pirate ships and some vasari, or some vasari and some advent.I dont want to be mean, but thats why i never cared for the new races in this game, mod-wise. Because they just arent new. Yes the Empire sort of is, but then again im not that much of a star wars fan[/quote] You are not being mean
Frostmage, It all depends on how game altering the new patch is. So, hopefully not too long. DANMAN
This is fantastic news. Finally, some hardcode limits will be lifted, and hopefully more of them will be. I can't wait to take advantage of this for 7 DEADLY SINS. Hopefully we will receive full modding support with this as well. DANMAN
UPDATE: 7 DEADLY SINS 2.0 BETA "B" is up! DANMAN
[quote]Is there a version of this mod without the new races; just the additional planets and planetary bonuses.If u dont want the new races go just go into the gameinfo folder of the mod and find the player.entity of the race u dont want and delete it.DarkStar[/quote] Or just wait for the next release of Solar Sins, which will be done as soon as 7DS 2.0 is done. [quote]i believe they're called protostars[/quote] Bingo! [quote]So danman, for those of us (w