A forum for the 7 DEADLY SINS mod
The Ultimate Combo mod - featured in PC GAMER
Published on March 31, 2008 By DANMAN3712 In

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.


Comments (Page 172)
on Jan 14, 2009

lol, you just announced the mod, and are already up to be mod of the year??  Anyways you guys deserve it.  Good to see you've managed to almost fully recover.

on Jan 16, 2009

good to hear Danman. I'm going to try and integrate the ancients mod into 7DS once you get a release that works with 1.12. any way you could throw some 3ds max tutorials my way that will halp me understand how to make a ship, that way i can be of some use til the 1.12 V is done or at least in beta.

on Jan 16, 2009

kyogre12
We don't have to remake the whole mod, but all of the textures have to be redone. And of course texturing is probably the most time-consuming part of adding new stuff, and we don't have very many people who can texture.

 

Don't need to texture again... same texture can be used... only need to invert the specular ( alpha ) from the cl texture with the team color ( red channel) from the da texture ( if i good remember )... if someone is good at scripting, with gimp or photoshop, this can be made in very very short time...

 

In some way, the script need to make the something like the following :

- open cl file, open da file

- save alpha from cl to temp1.png

- save red channel from da to temp2.pgn

- open temp2.png

- convert it to black/white, copy it

- replace the alpha channel from cl by the clipboard content

- save cl to dds

- load temp1

- convert to rgb

- color balance : red 255

- copy to clipboard

- paste to da ( red channel )

- save da to dds

- delete temp1 and temp 2

and repeat it for each texture

 

some other thing will maybe ask more time... by example, some model will not be included in the 2.0 because of the limit of 5 capital ship... 1.12 allow 9 capital ship... maybe that Dan with try to add more capitalship who are already existing in the 1.12... if other hardcoded limit don't stop him...

on Jan 16, 2009

MoonHeaven
good to hear Danman. I'm going to try and integrate the ancients mod into 7DS once you get a release that works with 1.12. any way you could throw some 3ds max tutorials my way that will halp me understand how to make a ship, that way i can be of some use til the 1.12 V is done or at least in beta.

 

Wait a little... are you the guy who have made a mod with wraith, ancient and hasgard ???

 

If yes, it is a great one... but the ancient Atlantian is really to much powerful when you game again them ( 30000 shield )... Hasgard are really interesting... no fighter or bomber... have need to create some new strategy... pirate are really a pain in the ass for the Hasgard... but once all research are made... wowwwww...

 

In any case, if you join the 7DS mod, i will be able to model the Atlantis city for you... have already start working on it some time ago... the repair cruiser mesh is really not representative of the power from the city/space ship...

 

For 3dmax, i cannot help you... i use wings3d, a software piece who is only 7 mb and free... limited around the 50k poly but it is more that enough for sins...

on Jan 16, 2009

donnor11
lol, you just announced the mod, and are already up to be mod of the year??  Anyways you guys deserve it.

 

Yeahhh... not really difficult... with more that 30000 official download of 1.3d... don't count the French and German translation... don't count the torrent version... don't count all the 2.0 beta download...

 

And really, google are our friend... make a simple google search with "sins of solar empire"... the first result will be these forum... but take a good look at these first result... you will find "by DANMAN (DANMAN3712) ver 1.3d"... yep, we are the only mod listed... don't know why ( since we have numerous other mod here who are very good too ) but it seem that google is in love with 7DS...

 

By the way, if you really like 7DS... ask Stardock for rise the hardcoded limit for ship mesh and texture... we have a lot of ship who are ready or almost ready ( new mesh, new texture )... but Dan have again hit some hardcoded limit...

 

Be carefull, 7DS 2.0 will not be for everybody... if you have only 1gb ram, a slow processor, use a huge multi star map and put all graphicc setting on very high... you will crash before the game start... Why ? Very simple... original sins have only 4 race ( i count the pirate ) and 7DS 2.0 have already 13 races... some people are working on more race like the Halo race, a playable pirate race, the borg race, etc... All these new content ask ram and since sins load everything at the start ( LoadOnDemand work only for a very few file )...

 

I don't mean that sins is bad... sins is great but limit appear very fast due to their support of very low end computer... 64 bits engine will resolve a lot of problem for mods but it will increase the online sync problem ( who is already a problem )... Stardock listen first to customer... modding is second... not long time ago, they have rise the sound hardcoded limit... maybe in some near future, the mesh/texture limit will be changed too ( i hope )...

on Jan 16, 2009

Maybe in "SINS 2: Fixes of a Solar Empire"

 

 

on Jan 16, 2009

SemazRalan
Maybe in "SINS 2: Fixes of a Solar Empire"

 

I hope that if sins 2 exist one day, it will not be a fix of sins original but something new... 64 bits support, multicore support are the two first thing who come to my mind.... only this will need a fully new game engine, something who ask a lot of work...

 

Fix are great but never change the core in a deep way... sure that a new modern core can ask a few year but it is the right time to think about it and begin some work on it... if they begin today, it can be ready in 2-3 year ( i speak about a optimized version, not a simple "translation" able to run 64 bits on multicore but slow and limited like the original one......

on Jan 17, 2009

Quoting kyogre12, reply 13

We don't have to remake the whole mod, but all of the textures have to be redone. And of course texturing is probably the most time-consuming part of adding new stuff, and we don't have very many people who can texture.





Don't need to texture again... same texture can be used... only need to invert the specular ( alpha ) from the cl texture with the team color ( red channel) from the da texture ( if i good remember )... if someone is good at scripting, with gimp or photoshop, this can be made in very very short time...

Ok, I worded that wrong. We don't have to redo the entire texture, but parts do have to be changed, and I think I'm right in saying the the textures will take the longest to convert to 1.12, unless we can find someone to write a program like you suggested.

on Jan 17, 2009

kyogre12

Ok, I worded that wrong. We don't have to redo the entire texture, but parts do have to be changed, and I think I'm right in saying the the textures will take the longest to convert to 1.12, unless we can find someone to write a program like you suggested.

 

Have just made a test... open a dds, modify it and save it is not the solution... dds use a compression method who is not lossless ... meaning that quality of the texture is already lower that the original created texture... saving them again in dds reduce again the quality...

 

So dds file will need to be created from the original texture... people who have not save it in PSD or other format who support layer will have some difficulty since the team color layer will be merged with the other one... yes, some plug-in are able to extra each color and convert it to layer again but it is extra works...

 

So, of we use old dds and loss quality... or work from original texture, make some work and convert them to dds...

 

By the way, it is someone who know why Stardock have made these change... i don't see any reason for it... where is the benefice ?

on Jan 17, 2009

I heard it was a slight performance increase.

on Jan 17, 2009

i'm having troubles with this mod.  I download the file and extract it into the mod folder.  When i start up the game and go to mods, i click on 7 deadly sins and then enable.  The game freezes, then a few seconds later my computer beeps.  I have the sins version 1.12.042.  If someone could help me i would be pleased.  thanks.  This mod, from what i've heard and seen, is really cool, so help?

on Jan 17, 2009

7 Deadly Sins does not work on any version of Sins except 1.05!  Playing 7 Deadly Sins on 1.12, 1.04, 1.03, 1.02, or 1.01 will result in Sins freezing/crashing.  We are not responsible for your failure to understand something this simple!

 

In unrelated news, DANMAN needs to update the OP in huge red letters saying what I just said.

on Jan 17, 2009

"Quote as follows"

Wait a little... are you the guy who have made a mod with wraith, ancient and hasgard ???

 

If yes, it is a great one... but the ancient Atlantian is really to much powerful when you game again them ( 30000 shield )... Hasgard are really interesting... no fighter or bomber... have need to create some new strategy... pirate are really a pain in the ass for the Hasgard... but once all research are made... wowwwww...

 

In any case, if you join the 7DS mod, i will be able to model the Atlantis city for you... have already start working on it some time ago... the repair cruiser mesh is really not representative of the power from the city/space ship...

 

For 3dmax, i cannot help you... i use wings3d, a software piece who is only 7 mb and free... limited around the 50k poly but it is more that enough for sins...

This was a quote!!

 

hey i apreciate all the credit you just gave me but its not my mod, it belongs to dollynick. the ancients integration is a project danman asked me to do for the mod awhile back but i couldnt integrate it correctly back then. besidse its gonna take some time for 7DS to be updated to the new 1.12 so i can modify some stuff of course pending permission from both danman and dollynick.

And thanks for any help offered. i could still use all the help i can get for modeling but once i figure it out, again pending dollynick's and danman's aproval, I will begin work on actual ship models. I'll most likely ask for help from Eomega and his crew for this one. If you want you can get ahold of me in a pm and we can talk about partnering up to make the models as a test run to see how it would work.

on Jan 17, 2009

SpardaSon21
7 Deadly Sins does not work on any version of Sins except 1.05!  Playing 7 Deadly Sins on 1.12, 1.04, 1.03, 1.02, or 1.01 will result in Sins freezing/crashing.  We are not responsible for your failure to understand something this simple!

 

In unrelated news, DANMAN needs to update the OP in huge red letters saying what I just said.

Do people even bother to read the last 5 pages of this post or even the main post page.

on Jan 17, 2009

Apparently not.  They may just do what I did when I first looked at this mod and read maybe the first 10 pages then decide to heck with that and just download it, then skip to the last page and ask a question that has already been asked too many times.

Meta
Views
» 1043334
Comments
» 4894
Category
»
Sponsored Links