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1 comment by Haiyooo on Dec 18th, 2014

Dowload it from the Downloads section!

Format didn't copy over... Look for the download section of this mods ModDB site to contain a readable format.... The ModDB crew must approve it before u can see it :(

This is the previously private tester only version of Sins of New Eden. This means that there are a number of changes still to made and more work to be done. However, since the testing appears to have revealed that the version is stable and I cannot get the release im currently working on released by the promised time of Christmas, we are releasing this one for the time being. So firstly, apologies for not making the deadline set, that is entirely my own fault as to setting time for it i had already set elsewhere and forgot about (worry)(worry) So anyway.. Heres a quick overview. or rather a quick "release notes"

SHIPS

The amarr ships have been added and are as follows.Magnate (scout frigate) Microwarpdrive, Explore,Punisher (light combat frigate) Microwarpdrive,Excecutioner (Interceptor frigate) Warp disruptor, Microwarpdrive,Inquisitor (Siege Frigate) Microwarpdrive, can bomb planets,Omen (Light Cruiser) Afterburner,Rorqual Colony Variant, Colonise, Capture neutral entity, EMP Smartbomb,Arbitrator (carrier cruiser), Drone Bunus, Microwarpdrive, Tracking Disruptor,Prophecy (command battlecruiser) Armoured warfare mindlink,Augoror (Logistical support cruiser) Remote armour repairer,Harbinger (Heavy combat battlecruiser) Warp disruptor, Stasis webifier, Microwarpdrive,Devoter (Interdiction cruiser) Microwarpdrive, Interdiction sphere,Armageddon (Battleship) Microwarpdrive, Reactive hardener, Energy neutralizer, Warp disruptor,Apocalypse (Long Range combat battleship) Micro Jump Drive, Tracking Computer, Warp disrtuptor, Stasis webifier,Abaddon (Heavy short range battleship) Afterburner, Reactive Hardener, Warp Disruptor, Stasis Webifier,Archon (carrier) EMP Smartbomb, Capital Remote Repairer, Reactive Hardener, Capital Jump Drive, Can build and launch Templar fighters,Triage Archon (Triage support carrier) Triage Mode, Triage armour repairer, Capital Jump Drive,Revelation (Dreadnought) Siege Mode, Tracking Computer, Reactive Hardener, Capital Jump Drive,Aeon (supercarrier) Remote ECM Burst, Capital armour repairer, EMP Smartbomb, Capital Jump Drive,Avatar (Titan) Avatar Command Mindlink, EMP Smartbomb, Judgment, Capital Jump Drive, Inspire and impair <-- Yes this will change to avatar jump bridge :P
As you can see most of the desired ships are in place. the structures have also been changed to take the place of eve stations of various shapes for various roles. Theyre not quite final but more or less there, and a few more to add when the time is available.Some things to bear in mind are as follows. * Some graphics are incomplete, e.g titan DD effects, Smartbombs, lasers etc* though most researches are completed now more work is needed in the diplomacy and civilian fields.* there is a minor bug with capitals jumping between planets which im already aware of.* some sounds arnt quite right. E.G the remote ecm burst.* There are missing cap transfer abilities. like capital and triage ones.SO. Id like feedback on the following please. * Capitals can jump from any point in a gravity well and regular ships can jump from any edge of a gravity well, personally I like it but if its overwealmingly apparent that its not popular then it could be returned to regular sins mechanics,* Do you like the jump graphic?,* Overall balancing, do battles really take too long. bear in mind here the balancing is closer to eve than sins.

Thats it for now. Ill use inbuilt release note file for any version updates for future releases in a somewhat more documented manner.
Enjoy,

Lord Drokoth, Haiyooo and LePaj. SONE Dev Team.


---------------------------------------------------------------------------

Lord_Drokoth has continued the work along with help from LePaj, and let me say they have done amazing work so far and I know you guys are anxious to play this mod again. That being said we are doing some testing before we share the link, but I will promise a link to the public before the weekend is up.

What is in this version?

First off lets talk races. You will only be able to play as Amarr.


What! Why just Amarr?

Back when I stopped working on the mod I had noted how bad the mess was and how many items were duplicated, loading but not used, etc. In effort to reduce crashes and improve performance we basically have started at nil and begun the modding process again.

At the time I had so many projects in various stages of completion that it became a problem. So, now we have just Amarr and want to polish the one race as much as we can before moving on to the next one.

Nothing is final in this release and subject to change. Both Lord_Drokoth and LePaj deserve credit for this edition of the mod as they have all but fully taken the workload from me. So huge thanks to them! Once the testers report back and we can call this a "stable" build I will post a download link below in the comments.

And a Very Happy Holidays to you all!

-Haiyooo out

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V0.06 Hotfix

V0.06 Hotfix

Mar 26, 2015 Patch 0 comments

I broke the dreads between versions and didnt see em.. heres the fixed versions... Ships affected are both the Revelations and the short range Moros.

SINS OF NEW EDEN V0.06

SINS OF NEW EDEN V0.06

Mar 25, 2015 Demo 18 comments

This is the March 25th release of Sins of New Eden, containing the Amarr empire and the very early beginning of Gallente. Many changes made which are...

Updated Amarr .004

Updated Amarr .004

Feb 9, 2015 Demo 5 comments

Change log provided in the file, please let us know how these new changes balance out! Before you ask,, yes it is ONLY AMARR.

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Guest
Guest Jul 28 2015, 10:21pm says:

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MassDownloader
MassDownloader Jul 28 2015, 3:35am says:

@Guest, this comment system is quite horrible so I'm starting anew to make reading what you say easy.
It's true that the aeon is expensive, but don't forget that you can make a lot of Aeons and only 1 Avatar at such a low price. Multiple Avatars at the same time is gonna require a lot of credits/resources.
However, changing the resource values yourself is also easy as the ability change is.
Again in the mod's GameInfo folder, search for Amarr_Ship_Supercarrier_Aeon.entity and open it, scroll down to
basePrice
credits 20000.000000
metal 5000.000000
crystal 4500.000000
(And then I'd suggest searching for Gallente_Ship_Supercarrier_Nyx and make the Nyx cheaper as well to keep it fair)
and change it to whatever you want. Almost everything about abilities and ships can be changed in the GameInfo folder, just have to search for the appropriate .entity file and the line of text that changes what you want. Luckily it's quite easy for these kind of tweaks.

Don't ask about adding completely new ships or abilities as that goes beyond my ability xD Changing what abilities a ship has, or changing all capital that you can build into Aeons/Nyxes I can still do though.

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Guest Jul 26 2015, 10:58am says:

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MassDownloader
MassDownloader Jul 27 2015, 6:11am replied:

Let me help you with that. Will be asking some general questions to try and identify the possible causes.

What version of rebellion are you running, with or without DLCs? Did the game work before you installed the mod? Did you get to activate the mod in the option menu?
Have you tried re-installing the game and/or re-downloading the mod, making sure your anti-virus is not blocking anything?(Some anti-viruses are more like viruses themselves and see everything as false positive)

Note:
I am just a lover of this mod, not the mod developer. Though I am sure I can at least try to troubleshoot it for you.

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Guest Jul 27 2015, 8:24am replied:

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MassDownloader
MassDownloader Jul 27 2015, 8:37am replied:

Did you not see the mod at all in the Option > Mod menu? If not, then I think there might be a problem with the way you installed the mod. And you forcing it to start the mod through the EnabledMods.txt just causes it to try and load a faulty mod installation which would indeed then crash.
Please make certain that the path to the GameInfo folder inside the mod is similar to:
C:\Users\*name*\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82\SINS OF NEW EDEN\GameInfo

If you can't start the game at all currently, a way to fix it is going into(assuming steam)
(Although disabling the mod in the EnabledMods.txt file also works)
\Steam\SteamApps\common\Sins of a Solar Empire Rebellion and then activate the Sins of a Solar Empire Rebellion Dev.exe , this causes the game to start up in windowed mode with default settings, restarting the normal game after that also places it in default settings. This would at least make the client responsive again.

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Guest Jul 27 2015, 10:52am replied:

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MassDownloader
MassDownloader Jul 27 2015, 11:28am replied:

That's strange, is the Sins of New Eden mod the only mod enabled at that time? I'm guessing yes but can't hurt to ask.

Besides that, the only thing I can think of is redownloading the mod, unpacking it, and making sure it is in the correct place.

Just to make 100% certain, you did install Sins of New Eden v0.06 and then installed the hotfix over v0.06 correct?(Placing the files of the hotfix in the New Eden Mod folder overwriting the older files)

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Guest Jul 27 2015, 1:24pm replied:

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Guest Jul 27 2015, 3:09pm replied:

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MassDownloader
MassDownloader Jul 27 2015, 3:52pm replied:

Glad to hear you got it working! Making the Jump Bridge longer is trivial(like, 2 seconds of work)
Go into C:\Users\*name*\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82\SINS OF NEW EDEN\GameInfo and search for the file
"BuffTitanJumpBridgeSpawnerCaster.entity" and open it with notepad++/wordpad/microsoft word/ etc. and scroll down to the lines
finishCondition
finishConditionType "TimeElapsed"
time
Level:0 30.000000
Level:1 30.000000
Level:2 0.000000
Level:3 0.000000

Change the 30 to 50 to make it last 50 seconds, or any amount of time you want.(Ability cooldown is 60 seconds, so I'd really recommend not going over that)

Jumping directly from the titan(like the wormholes in sins or actual titan bridging in EVE) is impossible,
but making them able to jump farther from the gravity edge is possible(not sure if I can reduce it to from anywhere of the gravity well while the jump beacon is active, but I can try)
Though that will take me at least 24 hours and possibly a bit longer to get working as sins is currently not a priority for me.(Maybe after the next update haha)

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