This is a work in progress!! A conversion mod for Sins of a Solar Empire! Eve online content is owned by CCP, with their permission we are creating a new mod for sins! EVE online content is protected by Copyright © CCP 1997-2015 www.eveonline.com for more on CCP's awesome product!

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Simple installation guide for Sins of New Eden

1) Unpack the RAR archive directly into the directory where your sins of a solar empire mods are located (typically in my documents/Username/Ironclad Games/Sins of a solar empire rebellion/Mods folder)
2) Run the game and select Mods in the main menu.
3)Locate Sins of New Eden and enable it, Be sure to only select SONE as it is not tested to work with any other mod.
4) Play and have fun.

This mod is built and designed for use with Sins Rebellion, the Stellar Phenomena and Forbidden Worlds DLCs


the following settings can be adjusted to optimize playability and/or performance.

Go to your settings file Look under C:\user\USER\My Documents\My Games\Ironclad Games\Sins Rebellion\Setting and open rebellion.user in Notepad or Notepad++ (notepad++ makes this a LOT easier)

find the line
MaxEmpireWindowStackSize
this controls the max number of ships etc that are in each icon stack when they are stacked in the empire tree. you can raise this (default is 10) to a higher number. max recommended is 99, I use 1000 personally.

These lines below control the maximum number of various particle effects that can exist at any one time (individual particles)
This can be raised or lowered depending on your preference. remember that raising this will likely slow your machine down and reduce performance if your PC is not up to the task of rendering that much graphics at the same time.
MaxParticleCount 6000
MaxParticleSimulationsCount 2000
MaxAsteroidCount 10000
MaxDustCloudParticleCount 5000




***** THE LARGE ADDRESS AWARE FIX IS PROVIDED IN THE MOD ******

Please use the LAA if you have questions about how to install / use it please refer to website if you need further insight on the LAA


Techpowerup.com


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Sins of New Eden v0.08

Sins of New Eden v0.08

Full Version 20 comments

Change log included way to much to list. Keep in mind this is a very dynamic build and some play features will differ from release to release until we...

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JoshuaTedder
JoshuaTedder

I was wondering, are there any plans to incorporate this mod into the v1.83 sins? A lot of people are moving over to that version.

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Neishark01
Neishark01

The mod don't work in this version ?

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Xabungleblue
Xabungleblue

Hey SONE dev, I noticed lots of the smaller ships are alot darker wise then others and are almost pitch black unless its close to a star...

Any chance for a fix?

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MrPerson
MrPerson

Hmm wonder how the new citadels system they added to EVE will affect the mod (If it does)

they do look pretty awesome though, basically do what a Starbase in sins does lol

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noing
noing

But much much bigger

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MrPerson
MrPerson

maybe a bit, the starbases were pretty colossal to the capships in vanilla, but maybe instead of planets we could make capturable citadels? I unno, I just want them to be integrated somehow, they look great.

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noing
noing

the titans are the same size or bigger than the starbases in vanilla sins. in eve a few titans can be docked with the station making them just ginormous structures. deff on par with the rest of this mod in terms of size of ships, just need to make planets bigger so the station doesn't dwarf them lol

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MrPerson
MrPerson

I heard they said that in the future they aren't even going to have people capture the planets, instead you build POS stations to claim them. or something to that effect, they could have decided not to do that.

I propose that they make the planets a bunch of different citadel types (since they are universal I think) and you still have to bombard them to take them and such, plus, instead of having different structures, you could just upgrade the "planet" (meaning citadel) like its installing upgrades.

Example, building trade posts would just make trade ships spawn on the planet, and they would trade with the other planets themselves, or a culture station would just make the culture come from the planet, not a structure etc. To keep balance defense platforms and stuff are still gonna have to be built separately though.

Not sure if all that is possible in sins, but it would make the modders jobs easier so they don't have to do structures for every type of module, and it would probably save a ton of RAM since it wouldn't have to load any structures besides defense ones either.

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noing
noing

hmm, interesting

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Sirenis
Sirenis

Doh. Forgot to sign in. How do you get the Bhaalgorn?

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Aiyn
Aiyn

You get it by finding the Artifact "Pirate Archives" wich is random and not the same as the one that you find on the pirate bases

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statikvirus
statikvirus

can you mod any game files to gurantee a find or unlock it from the start? i've looked but i cant find anything

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Aiyn
Aiyn

you can try and edit the GameInfo/Amarr_Ship_Battleship_Bhaalgorn.entity and change the research prerequisites that should unlock it from the beginning

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statikvirus
statikvirus

change it to what though? i've tried linking it to the armageddon research and it just crashes the game/ doesnt unlock

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