This mod is a conversion of the game Eve Online to Sins of a Solar Empire.

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Mod Develpment

News 6 comments

Hello Guys,

The mod is almost out of Beta, wich means we already have a lot of things working and few things left!

The mod now is hosted on Github, which means that you can update our version of the mod with 0 day updates and Fixes.
I also created a discord room for everyone who wants to chat, bug report or give your feedback about the Mod.
What the future holds ? Next steps for mod is listed below:
1 – T3 Cruisers

2 – Pirate Factions as Playable races

3- New maps with lots of PVE contet!

Stay Tuned for the next updates!

Direct Download link - Github.com
Github link for the MOD - Github.com
Discord link for chat and other things. Discord.gg

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New Eden v0.3

New Eden v0.3

Demo 10 comments

New version with some bug fixes! Please send PM with feedback!

Sins of Empires  v 0.5.1

Sins of Empires v 0.5.1

Demo 13 comments

Sins of Empires v 0.5.1, AI working and Amarr Force Auxiliary

Sins of Empire 0.5 - Outlaw Sectors

Sins of Empire 0.5 - Outlaw Sectors

Demo 32 comments

Beta version 0.5, Added new ships and change to Tech tree. Report any bugs you find on our new forum!

Version 0.4 - Rebellion 1.85 Outlaw Sectors

Version 0.4 - Rebellion 1.85 Outlaw Sectors

Demo 25 comments

Version 0.4 - Rebellion 1.85 Outlaw Sectors Need LAA! Last Version before a full release!

New EdenV0.2

New EdenV0.2

Demo 8 comments

Version Beta 0.2 Minmatar Race Added. Added T2 ships to all races. Black Ops Missing. Many Bug fixed. Citadel in beta.

Sins of Empires v0.1

Sins of Empires v0.1

Demo 9 comments

First Open Beta release for the module. Amarr, Caldar and Gallente Races are playable. Version 1.82 Rebelion.

Comments  (0 - 10 of 143)
mourekalt
mourekalt

I have a problem with this mod, when an NPC builds a "command titan" or the titan you can only have once, the game starts stuttering extremely and then crashes, andyone got a fix?

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HexenDot
HexenDot

Would like to see more agressive logi at some point if possible in larger fights they dont seem to rep much

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Falcon07
Falcon07

Hi there,
Would love to see the other pirate races added to the build
Blood Raiders- now have capitals and nuets and webs very well.
Angel Cartel- would just be pretty,
SOE- drones and remote reps.

Also which is the newest or most complete version?> That I should be using?

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TheHubby
TheHubby

Noticed a strange thing after playing a couple games.. Sometimes I have, say 6 frigates against 2, I win the fight with one frigate destroyed, and then all of my frigates (undamaged) suddenly explode. Any idea what's causing this?

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statikvirus
statikvirus

is there a way to re-implement the jump to beacon not gravity well? i want to cyno my fleet ontop of my devoter, not to the gravity well. i've been looking through the mod files but i dont know enough about it to change! thanks

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kabivel Creator
kabivel

Saddly no, it will jump on the gravity well

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meaugh
meaugh

Alright
This is going to be a hypothetical question

If it were possible to do so
Would you add the Iapetan Titans to the mod?
They're these huge *** things that make the titans we already have look like ants
Imgur.com

Again, IF it were possible, which I know it isn't, but I just wanted your opinion.

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kabivel Creator
kabivel

Saddly no

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kyubbi67
kyubbi67

Something that I noticed that I am not sure is intended or not. The captial ships dont have weapons. They have attack actions but can't actually attack outside of abilities. Is this intended? I really bring this up because I lost to caps to a bunch of neutral frigates not realizing there's no way for the low level caps to actually fight back before dying.

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meaugh
meaugh

Which capital ships? All of them, or just the carriers and Force Aux ships?

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kyubbi67
kyubbi67

Every single one of them except 1 have no weapons on them to attack other ships outside of abilities and fighters. Their cards even show no guns on them. I haven't played EVE so maybe that's what it's supposed to be but I just think that's a bit odd.

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meaugh
meaugh

Ah, I see.
Yeah, in EVE, the Capital ships are exclusively meant to focus on one role and one role only, which kabivel, the developer, is also reflected here.
In EVE, the Carriers and Supercarriers are meant for a fire support role only, providing cover for the fleet with their swarms of Fighters, and for the Supercarriers, bombers too. I'm not sure why EVE's developers didn't put in weapons for the (Super)Carriers, but given how Fighters are in EVE by themselves, it might have been a bit too over powered. The regular carriers were also designed for a "Triage" role, repairing ships on the front line, but that was changed with an update that was released quite a while ago, delegating the Triage role to a new class of ship known as the Force Auxillary.
Dreadnoughts are meant for Anti-Capital and Anti-Structure warfare in EVE, using their Siege modules to increase the damage of their weapons to retardedly enormous amounts of damage, but have awful tracking speeds, essentially making their weapons useless against anything smaller than a capital ship. A recent update for EVE (Forgot which update) created a new weapon type for Dreadnoughts though that allow for usage against Subcapitals. You said they don't have weapons for you? Odd, they work just fine for me.
And the Force Aux ships take over the Triage role of the Carriers, with the Force Aux ships being the main repairing kind of capital ships, and as such, aren't supposed to have weapons.

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kyubbi67
kyubbi67

I guess that works well in an MMO but it just feels a bit jarring in an RTS. and yea I can SS each card I found if it'll help that show the ones with no guns on them. Guess Im to used to Vanilla/Star Wars mods making sure even the colony ships have some form of weapons to defend themselves.

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meaugh
meaugh

Yeah, I kinda had trouble adjusting too. The most I would ask for Capitals is some sort of Anti-Fighter system similar to the Advent Titans in the original vanilla game. The ones with pulse lasers, not the flak kind like on the TEC titans

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