Kiedjor: Welcome to the team! You are a very welcome addition, as will be your ships and models. Thank you for any help or info that you can provide. Those model conversions will come in handy! DANMAN
DANMAN3712
Kiedjor, Everything looks amazing. Thanks for the info on the models. If you can, great, if not, don't worry about it. Your skills are very impressive, and I invite you to join my team if you want to. Since we are already merging your mod into 7 DEADLY SINS, it just seems like the logical thing to do to have you part of the team. If you want to join up, simply go to my thread and let me know, and also check out the new official site. I will be using this to develop the mod. Great work
Excellent work! Screens look awesome! DANMAN
UPDATE: Thanks to WEST, a new official 7 DEADLY SINS website is now up and running, including forums! Feel free, especially if you are part of my development team, to login here and post. I will be posting both here and in the new site. In the new site, I will be posting things I need done, as well as ideas that are cooking. All are welcome to sign in and post. If you want to join up, simply contact me. All are welcom who want to add to the mod, no matter what experience you have, as l
Yeah, the edit button is gone. By the way, awesome job with your mods so far. Keep up the good work. Blair needs to sticky that post, as well as give us some more support. They REALLY need to release the full MOD TOOLS. Every other major game has its own modding program now, and SINS should be included in this. DANMAN
Kiedjor: When do you think you will be ready for another release? I want to incorporate those new ships and pirates into 7 DEADLY SINS. I also have a HUGE favor to ask you, since you seem to have 3DMAX and can alter the existing ships. Is there anyway you can send them to me, at least the Vasari, in XSI format? I want to use these for the Atlantians, but I don't have 3DMAX in order to convert the files. This would be a BIG help, and a BIG favor. So I understand if you can't do
Awesome! Glad it worked. Just curious, what mod are you working on? Anything we can use in 7 DEADLY SINS? Let me know. I would like to see what you have done. DANMAN
FourAcesII: That is weird, very weird. Did you do what I told Jonny? It may be something with 1.04, but I don't know right this moment. I'll have to look into this. It all plays fine on my machine. I updated to 1.04, then ran the mod. All was well, including the load screens with the name of the mod in there. Make sure that after you load the mod, that you set it to load on startup. Then exit Sins and then go back in. See if that works. Also, make sure only 7 DEADLY SINS 1.1 is
angelicxx: First off, I want to thank you for taking the time to download and install my mod and play it. Secondly, the Atlantians are meant to be more powerful. That being said, the Atlantian Battleship is way too powerful in ver 1.0, and admittedly this was my first ship that I have ever made. You will notice, that it is much more balanced in ver. 1.1, and that the rest of the Atlantian ships so far are balanced. The Atlantians are a work in progress, so please keep this in mind as
WOW! Big night for posts. I am glad there has been huge response. So here we go: siath1970: Thank you for stepping up to volunteer on this huge project of mine. Your modeling expertise is what I have been looking for. Don't worry about textures, I can do that. Lightwave and XSI are great, but they can't import the original meshes. Only 3DMAX can do this, and only with a special plugin. However, I may be able to give you some reference points to start with. PM me to give m
Jonny, First off, thank you for your comments, and you're welcome! I will always try to make sure the latest is out so that you are up to date. As far as the Atlantians go in 1.1, they are still there, and play perfectly fine on my machine. Then again, I did make the mod after all. Make sure you unload the old mod first, if you didn't already. 7 DEADLY SINS is not compatible with other mods, even old versions of itself. Actually, most mods are this way. Try unloading all your mods
I Nert, Thanks for the permission. I'll let you know if I get them to work. If you need any pointers, like Uzii said, you know where to find us. DANMAN
jfrutchey, Sins Plus is updated to 1.04, so make sure you install patch 1.04 from Ironclad first. Arkcheev, Thanks fro the mirror, the support is welcome and appreciated heatman77, The graveyard patch was for those who have my first version of my mod, in order to fix a graveyard bug in my version. It does not remove the graveyard like Uzii's patch does, so if you want to take it out, download Uzii's patch and install it. It should work with 7 DEADLY SINS. <br/
UPDATE: Here is the link for ver. 1.1, updated to patch 1.04: http://hosted.filefront.com/danman3712/ [link="http://hosted.filefront.com/danman3712/"]WWW Link[/link] I will also be posting this up top for easier reference! Enjoy! DANMAN
UPDATE: I fixed the Dreadnaught, so it is more balanced now. Still very powerful, but at least now it can be killed. I also made it look more ADVENT, with a high gloss finish and a huge power globes on the sides. It is also much brighter too. The Atlantians in my eyes may be changing somewhat, going more capital ships than frigates, and will have cap ships in frigate spots on the build que. This way I can really blend the Advent in to my liking, which I think everyone else will
Kiedjor, The four separate races sounds like a good thing, especially since that is exactly what i was going to do with your mod. I want everyone to be able to still play the good old "vanilla" races, as well as the new ones. So, if you can, update to 1.04, get those awesome new models in (thanks for the message, I got it) and make separate races if you could. Then, your mod with 7 DEADLY SINS...awesome. Canadaman: Maybe...that is a lot of modeling. I may make them look like
ManSh00ter, Love the Master of Orion reference....bring it home man..bring it home.. Long live MOO. ....MASTER..... DANMAN
Nekulor: I like Kreyson's thinking too. I plan on adding a race like them in. heatman77: Thanks for the cmpliment. The Atlantians are still a work in progress. They are included with the current release, and copy the Vasari in most respects. A few changes are in place however: The race itself is fast, through ship speed and phase space. The Battlship is new The Carrier is new The light frigate is new and The Cap Factory is new. More is coming, a
Kiedjor, Looks increadible, especially the new models. This will be a welcom addition to 7 DEADLY SINS. Please update to 1.04, as my next release will be for 1.04. We modders need to keep up with the patches as they come out. Also, if I may ask, how did you get the original models in order to change them? I have been trying for weeks, but all fail. Please share this if you can. PM me if you don't want to post here. Thank you for an amazing looking mod. DANMAN
dracothedragon, Your welcome. Glad it all worked out. The next step for me is getting updated to 1.04 and more content for all. bandw2, Check above on the cover post, but here is a simple breakdown: SINS PLUS - adds planets and plantary bonuses BAILKNIGHT'S GRAPHICAL MOD - adds new effects, including weapons and abilites SINS ENHANCED - enhances the look of stars and the skyboxes SOLAR SINS - adds new stars, anamolies,etc, including colonizable stars Ancien
DeadlySeraph, LOL, yes, begin again. And then again after 1.04! siath1970: Thanks for that. When I start the campaign for the Atlantians, I will provide that map. DANMAN
DeadlySeraph, Love the idea, but so far there is no way to change a planet mid game. Perhaps in te future this can be done. DANMAN
Glad I could help! Canadaman, keep in touch with me with that HALO mod. I love to merge that in. DANMAN
Here is the link for the Graveyard patch. Follow my directions above, (put into gameinfo folder inside the mod) and you should be all set. http://hosted.filefront.com/danman3712/ [link="http://hosted.filefront.com/danman3712/"]WWW Link[/link] Let me know if this works for you, it did for me! DANMAN
DeadlySeraph, dracothedragon, & Uzii, I found the problem. The problem happened in the merge when I combined SINS PLUS with Bailknight's mod. Bailknight's ships overwrote Uzii's, thereby the colony ships didn't get the ability. Everything else is there, except the right colony ship files. I will correct that in the update. If you already have SINS PLUS, and know anything about modding, you can do this on your end if you can't wait. Simply copy the FrigateRACEColony.entity files from