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0 comments 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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Updated Amarr .004

Updated Amarr .004

Feb 9, 2015 Demo 4 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.

Eve Online sound track add on

Eve Online sound track add on

Jan 8, 2015 Music 16 comments

This is *NOT* a stand alone release. This will work with the latest version of the Amarrian release. Its 100mb download so I decided to keep it separate...

Amarrian Winter Release

Amarrian Winter Release

Dec 24, 2014 Demo 15 comments

Original Upload failed please try again now as it should be fixed. Or you can use the link provided in the news article... SINS OF NEW EDEN. V0.01 (Early...

Post comment Comments  (30 - 40 of 1,222)
malanthor
malanthor Jan 15 2015, 11:08pm says:

Any plans on reducing the size of buildings/units in the mod slightly? Right now it feels like every time you build a laboratory its the death star orbiting your planet.

+2 votes     reply to comment
Haiyooo Creator
Haiyooo Jan 16 2015, 11:35am replied:

actually thought about making planets bigger, but the sins resize tool seems to be smarter than me... as in none of the team can get it to work.

+2 votes   reply to comment
Ionus
Ionus Jan 21 2015, 9:36am replied:

You could Group Resize it in another 3D editor,Then upload it to Sin's editor,That worked fine to me with some ships that I made for myself,But it's from a long time,Worth to try it out,Maybe it works.

+1 vote     reply to comment
bentonjoshua31
bentonjoshua31 Jan 15 2015, 2:38am says:

hello i just played your mod. i love it just one complaint all bs should have drones and i would use the navy geddon as its lasers. and make the trade ship the provi

+1 vote     reply to comment
Haiyooo Creator
Haiyooo Jan 15 2015, 6:20pm replied:

the geddon gets drone in the next update. But too many drones kills the sins memory issues.

+1 vote   reply to comment
legacy251
legacy251 Jan 11 2015, 10:37pm says:

sorry to ask about this (im a dust player) but can dropships be the attack team for planetary attack like if you are going to kill the population by having units fly down. or it can be the MCC coming down to the planet like in the game.
here a video what it show look like: Youtube.com
it will be cool to actually see this happen.

+1 vote     reply to comment
Lord_Drokoth
Lord_Drokoth Jan 12 2015, 12:55am replied:

While it is possible to create abilities that mimic this behaviour. The AI would pay little attention to it without modifying a selected ship to fill the role of a planet siege ship so it will go for planets and thus, use the ability on a planet.
But I think I might be able to add this to a destroyer with little to no negative effect.

+1 vote     reply to comment
Haiyooo Creator
Haiyooo Jan 10 2015, 11:00am says:

Played online 2 v 2 last night was a ton of fun!

+1 vote   reply to comment
Jixxl
Jixxl Jan 10 2015, 5:07am says:

Hey, just a couple more friendly suggestions.

- Capital ships are no longer affected by warp scramblers.
- All ships can warp from any location in space (they do not need to travel to the edge of the map (aka ships without a capital jump drive)).
- Changes to ship turn speed need to be implicated - all ships to turn a lot slower (esp Capitals).
- Capital jump drive ability to be changed - able to jump to Cyno's.
- Warp bubbles lasts 3-5 minutes.
- Warp bubble also slows all sub-cap ships by 40% (most sub-caps have afterburners so this slow is not too impeding).
- Dreads have the capability to swap damage types - "Void" (or whatever name you wish) is close range - damage increased by 30% - "Null" (again name) range is increased by 200%.
- Allow a maximum of 3 Magnate ships per player (Cyno ships).
- It costs 2000 credits to light each Cyno
- Recon ships added - Capable of being cloaked, being too close will knock them out. [Maximum of 5 per player]

Talents:
- New talent "Bounty". Gives a player 0.1% of the total cost of any ship or building destroyed (credit, crystal and metal). [max rank of 5 (0.5%)]
- Change "Beam Lasers" talents to be more desirable, at the moment they are far too expensive to be worth the cost, especially as all end game ships make use of the Pulse Laser talents.
- Change "Pulse Lasers" talents to a higher talent tier.
- Change Augoror (tier 3) a to being a prerequisite to Carriers (*changed to* tier 5 from tier 4), Carriers a prerequisite to super Carriers (tier 7).

Warm regards o/

+2 votes     reply to comment
MassDownloader
MassDownloader Jan 11 2015, 5:47am replied:

1) I disagree, them not being affected would make it even harder to kill them with subcapitals. There is definitely no need for that.
2) Subcapitals don't have the slow movement that capitals have, that is why I agree with the current warp system and would make it far too easy for enemy fleets to disengage in basically any situation.
3) Capitals are already very slow, both in speed and turning, I don't think they need another nerf to mobility.(Nor a buff)
4) They can already jump to cynos...
5) Do you mean the interdiction bubbles from the devoters? If so there is no point in longer durations as they got a (from memory) 20 second duration but also a 20 second cooldown, basically permanent.
6) I don't see how it slowing subcaps makes sense keeping EVE in mind...
7) They already got siege and tracking computer to get extra range and damage, I don't think they need extra abilities.(Though a DPS buff could be useful)
*
8) I haven't even found a way to use the cynos on the magnates after researching that, are they bugged or something?
*
9) I wouldn't mind a cost to cynoing, but I don't see a point to it as the moment where cynoing will be viable you'll generally be extremely rich anyway xD
10) I am not certain if that kind of thing is possible in Sins, but what kind of hole could they still fill that all of the other ships don't?

11) There already is a research that does that, but then 25%.
12) Most ships make use of pulses yes, but not all. Beam research is worth it even if as one of the last researches to do the most DPS you can
13) Research is quite expensive already, even on Fastest, it already is the most expensive of all researches so I think it is quite fair.
14) This would make sense to a point, but making it a higher tiered research might not be needed as the armageddon/apocalypse/abaddon will be removed from capital ships in the next update. So making archons/revelations available early is kinda a must I think.

Just my thoughts on your feedback.

+1 vote     reply to comment
Lord_Drokoth
Lord_Drokoth Jan 11 2015, 4:12pm replied:

Loads of good points here. here are my two cents...

1) In eve, all caps minus supers and titans can be tackled with conventional means. and since I cant make an ability that makes Aeons immune to warp disruptors without also making them un bubble-able. I decided to leave the current mechanic in place. and feel that it works to fine effect...

2) This ability (warp from any angle) has actually been removed, the reasons are as follows. ships were landing at various points in the target well. often out of range of rep or just really far away from where the fleet was landing. meaning ships were landing all over the edge of the well in no particular order. this limits tactical options and creates undue risk for fleets landing on a planet. I have therefore returned the jumpangles to be slightly narrower than their standard sins angles to ensure that a fleet is going to land where it is projected to. this also enables options such as pipebombing strikes and the use of high dps cap fleets like dread fleets at close range to previously tackle ships. like titans.

3) Caps seem to behave just fine as they are regarding turn rates for the time being.

4) cynos have been removed and replaced with jump bridges. I couldnt find a decent way to impliment cynos. however, I do have another possible idea of using them as a method to call in additional ships. a bit like the old vasari phase gates. only with them landing right on the battlefield and making jump effects (have to play about with this to see if its possible. but it would be so cool)

5) Interdiction bubbles have been changed to a 120 sec cycle and now trigger more appropriatly. they are also larger than before.

6) not being introduced.

7) Sniper Dreads are being introduced awaiting final balancing.

8) they were removed. but I forgot to remove the research before the EAA release.. OOPSIE

9) see point 4 :P

1 of 2

+2 votes     reply to comment
Jixxl
Jixxl Jan 11 2015, 9:13am replied:

Thanks for your response.

1). They are indeed hard to kill, mostly due to the fact they can warp off from anywhere in space (which is not a problem) of which the majour factor is their turn speed. The fact that my capital ship fleet can support an area faster than my sub-cap fleet is the main issue. Making them unscramble is, yes, giving them utility, but by reducing (No.3) their turn speed would directly prevent them from warping out at any quick rate. I personally feel bubbles are the way forward in preventing capitals from leaving the field.
2). I understand the logic here, but like previously stated, moving fleets (especially of size) around is far too time consuming. This is also why I suggest a change to warp bubble mechanics (No.6). It is hardly a game breaking concept and furthermore allows sub-caps to be more aggressive in attack and defense, it fundamentally speeds the game up.
3). As mentioned before, turn speed of capitals not only allows them to escape it also allows them to move from system to system at “ungankable” speeds. Capitals should be able to warp from X to Y but it should be slow and dangerous. They should be far more reliant on cyno's for movement. If they do wish to warp, then their slow turn speed should allow a sub-cap fleet the chance to catch up and gank them. Their turn speed is ridiculous, not sure why you are saying the contrary.
4). This was merely to reallocate the ability – as it would become arbitrary (No.2).
5). I guess it is not a problem once they recode it. As it stands I feel throughout a whole fight I am ONLY spamming the button because the AI does not seem to register properly, this can also be used to set-up traps.
6). The premise behind this is that warp bubbles in Sins are far smaller than in EVE proportionally. This is due to the map's design (size); the slow affect makes it hard for sub-cap fleets to exist bubbles, essentially making them larger without actually changing their size.

+2 votes     reply to comment
Jixxl
Jixxl Jan 11 2015, 9:14am replied:

7). To clarify – this is meant to redesign the current ability. Imo dread fleets are largely useless (for their cost). Their range is pathetic (even with tracking computer), and slow movement speed prevents them from getting on top of things. I suggest giving dreads the ability to do some damage at the cost of 30% dps. Alternatively, they are able to do more damage for a higher chance of dying, should they get close. :D
8). I do not believe it is implemented yet. :((
9). Cyno'ing should cost for two reasons: 1) Risk reward – essentially to be used to get in/out of battles, it should cost to have such an offensive and defensive ability; 2) to prevent people from abusing it by Cyno'ing their ships around the whole solar system (preventing ganks).
10). If not, make them able to warp faster than most ships and turn at insane speeds. The point is to scout without much risk or danger, to promotes fights and find ways around the enemy. Essentially all RTS, and equivalents, have some sort of scouting class.

11). I do not know what research talent you are referring to. Please let me know as I may just be ignorant to it.
12). I skip them completely. Usually rush Omen (Omen's do use them but it is not worth it) then Harbringer until capitals. That seems to be the most affective means of monetary spending (combining research and ship costs) for highest reward. Seems really OP as well. :P
13). I really think it is too expensive and time consuming for the gains you get, maybe I am the only one who thinks that but to me it is so worthless.
14). The early to mid game should be extended for as long as possible. Rushing for capitals early SHOULD be risky; I am suggesting that it is made harder to do so, and besides, this is the natural way of progression.

I really appreciate the response, and I hope this at least clarifies some of my thought process.

+2 votes     reply to comment
MassDownloader
MassDownloader Jan 11 2015, 10:59am replied:

(note: I am not part of the modteam, just a very enthusiastic person that has followed the mod closely for a long time)
Yeah, thanks for the larger explanation of your thoughts as well ^.^
The research is called Capital Ship Cargo Bays, under Military, Hull, Armour & Capacitor, Tier 3, 3rd row down.
"Adds cargo bays to capital ships, allowing them to immediately salvage and loot some of the wreck left behind by the destruction of hostile ships", Fraction salvaged: Max 25%, 5 levels of research.

I will be playing another round after this post and see if my memory was correct or perhaps a bit wrong on how fast things warped.

Know that Lord_Drakoth is working on a patch, and has posted on the 2nd page of comments what will be in it.(From what he knew when he posted it)

Regarding point 1 and 3 and 9, They actually can not warp at all places, in some gravity wells they need to be about halfway to be able to warp(especially painful for avatars which move like bricks) but yeah in most situations you are correct.

The movement will be hard to balance for (super)capitals between being too easy to catch and too hard. Right now you could lock down a capital fleet using executioners while the rest of your fleet closes in, and most often capitals that aren't already close to in position to warp can be caught(at least from what I remember) by subcapitals.

A way to make cynoing more dangerous could be done not by a resource cost, but a capacitor cost for example 40%-60% of their maximum capacitor, since capitals are quite dependent on capacitor to actually do things like repair friendlies.

I can see your point though about capitals perhaps being too easy to move throughout the universe, I'll keep a close eye on it during my next round and see what I think then.


+2 votes     reply to comment
MassDownloader
MassDownloader Jan 11 2015, 11:01am replied:

Regarding 7, a beam dreadnought is coming which will feature lower damage more range I'd expect. I think an ability to switch ammo could be interesting but not certain how that would work. Since you would need an ability that can either switch between a passive +Range -Damage and -Range +Damage being active. Though that could replace the tracking computer I suppose by removing tracking computer, and adding Radio(+50% range, -50% damage) and Multifrequency(+50% Damage, -50% range) as active abilities. It should be balanced in such a way though that you can't activate both active abilities at once and come out better than not using the abilities at all.(So they need to cancel eachother out)

Regarding 6, why Devoters don't work properly is because their active ability only gets triggered when they get shot, and I don't think they are a target high up in the list so they get mostly ignored. So I agree it is a bit of a pain having to micro them to actually get use out of them.(I have put this in a feedback comment as well of my own)

My point 13 was about you suggesting moving Pulse Research to a higher tier, and now you state it is too expensive and too time consuming for the gains you get, that is kinda the opposite of what you suggested earlier, could you explain what you want to happen to it exactly?

+2 votes     reply to comment
Jixxl
Jixxl Jan 11 2015, 5:04pm replied:

Ahh, yea I see that now. I still believe 0.5% (at max rank) is more consistent, fair and fun and generally a better design as it allows for non-caps to gain money, this also prevents turtle tactics from being viable.

They move slowly but turn super fast, kind of strange really. I do not believe it will be too hard, as most pilots will Cyno their ships (once that is fixed). Even if possible, no-one would use gates in EVE as a capital pilot because of how dangerous they are. I feel the same should be similar here; MOSTLY using Cynos for majour movements because of ganking risks. Just my opinion though.

“A way to make cynoing more dangerous... but a capacitor cost for example 40%-60% of their maximum capacitor” love this idea, could also give triage carries the ability to give cap- “Energy Transfer”, as at the moment they lack a last ability; could help to counter this (Triage solves their cap problems). It seems cap doesn't really play a huge role in the game currently, which is something to look at later on down the line once everything has been ironed out.

Exactly, I would get rid of tracking computer and replace it with a toggle button. The 1st toggle increases damage at the cost of range and vice versa. This way, you are not reaping the benefits of both range and damage but prevents people form kiting you. It also allows for sniper dreads, allowing you to keep safe in a majour battle, which sounds fun! :)

Yeah, Devoters are a pain to play with. It would be nice to have the ability to use them similar to EVE where you can set-up traps etc. That and micro-managing them every 30 sec is a frustration; the reasons why I would extend their time anyway.

My apologies for the mix up. What I meant was “Beam Lasers” are too expensive (time+money), “Pulse Lasers” are fine but believe they should be increased in tier. This is only to represent them as more of an end game tier. Beam lasers costs should be reduced, or you should gain more for the price you pay.

+2 votes     reply to comment
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