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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.

Post comment Comments  (30 - 40 of 1,347)
MassDownloader
MassDownloader Jun 14 2015, 4:31pm says:

Had the best hotdrop I've ever done so far in this mod. Never seen an enemy fleet drop that quickly xD

Youtube.com

Something I've noticed is that AI behavior is really inconsistent, some rounds they barely make any capitals and other rounds they make a giant fleets worthy of fighting. Anyone know why? I assume it has something to do with AI setting(research/aggressive/defensive) but I have no idea.
Had a round where the AI had about 25 capitals at an insane rate(cruel AI, so kinda expected I guess), and some rounds I see no battles with more than 5 enemy capitals on the field. And then there is the AI leveling caps up to lvl 8 in the first 5 minutes while I don't even have 1 above level 4 yet...

+3 votes     reply to comment
Guest
Guest Jun 16 2015, 9:21am replied:

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MassDownloader
MassDownloader Jun 16 2015, 11:11am replied:

Он должен работать . Какую ошибку ?
-Google Translate

The video is blocked in Germany because of the music, but these days what video isn't blocked in Germany xD

+1 vote     reply to comment
Jixxl
Jixxl Jun 14 2015, 7:45pm replied:

Sick video mate. :))

+2 votes     reply to comment
MassDownloader
MassDownloader Jun 15 2015, 3:44am replied:

Thanks, appreciate it ^.^

+1 vote     reply to comment
Lord_Drokoth
Lord_Drokoth Jun 14 2015, 4:00pm says:

Ok everyone... I know you've all been wanting and waiting for a long time for the next release so I'm going to accelerate the release and try to get it done by the next 2 weeks. It will for the time being require that I use amarr structures for gallente as placeholders for now and the researches won't be complete but it will be playable so there's still fun to be had.
Please note that after this version is released I will be diverting my efforts from mod progression to mesh work and see if I can learn how to do the meshes myself. Then I'll really be able to make this look good. Hopefully.

L.D out.

+3 votes     reply to comment
NeonKodiak774
NeonKodiak774 Jul 2 2015, 7:48pm replied:

I dont think people mind waiting that little bit longer for polished content as long as there is a hint that it's coming update posts etc. I'm sure as long as people see the dev posting that things are progressing at regular intervals (I'm not suggesting every day) the wait doesn't seem to be in vein.

Regardless looking forward to new content, it's already incredibly fun with 1 faction looking forward to more!

P.S. side note: could it be considered to maybe changing cyno capability on the amarr fleet to the arbitrator as opposed to the devoter? In keeping aligned with EVE the advanced hull of the arbitrator is a cyno popper as opposed to the HAC/HIC hull, I still think leaving the research for cyno where it is but just changing the hull. It'd also encourage people to build arbys late game as I don't see that they are much use beyond a certain point.

Food for thought,

Thanks

+1 vote     reply to comment
MassDownloader
MassDownloader Jul 3 2015, 6:07pm replied:

Personally, for cynos I just use 50 magnates, and only use devoters as an easy way to keep entire fleets down or for emergency cynos.

Adding/Removing that cyno ability from certain ships is a 2 minute workaround if you'd like to do it yourself though, I can help with the steps if need be.

I think the arbitrator wouldn't really fit the role of Cyno, as the cynoing ship sits still which wouldn't be a good thing for a drone ship, while the devoter's tank is decent enough to do that and survive. Don't forget that in Sins case, the cyno isn't instant travel(I did suggest that in a comment at the top atm) as well as needing allignment, so the cyno needs to be able to survive for a while.

Though admittedly, I have yet to use a single arbitrator in any of my recent games, I just spam abaddons with a few support ships(devoter, prophecy, guardian) and see 0 use for them.

+1 vote     reply to comment
NeonKodiak774
NeonKodiak774 Jul 6 2015, 12:33am replied:

and if you could help me with shifting the ability to the arbitrator that would be splendid, at least then I can try it for myself and see if it really is a good idea or rather me just suggesting silly things.

+1 vote     reply to comment
MassDownloader
MassDownloader Jul 7 2015, 1:51pm replied:

Sorry for the slightly late response! This damned website's comment system is horrible :/ On to your response!

Oh no, not silly at all! It just depends on how you use the cyno is all. I often go for "hotdrops" and kinda never use cynos for backups so that is where the beefier Devoter rules(or 50 magnates all having cynos active xD) but in your situation an arbitrator would do just fine.

As for how to mod it:

Go to the folder:
"C:\Users\*name*\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82\SINS OF NEW EDEN\GameInfo"

And look for the files:(Assuming you only want the arbitrator to be able to cyno)
"Amarr_Ship_Cruiser_Arbitrator"
"Amarr_Ship_Cruiser_Devoter"
"Amarr_Ship_Frigate_Magnate"

Open them in wordpad/notepad++/word/etc.

Scroll to the bottom of each of these files and look for the lines:(devoter taken as example)
ability:0 "AbilityMicrowarpdrive"
ability:1 "AbilityInterdictionSphere"
ability:2 "AbilityAmarrCynosuralField"
ability:3 ""
ability:4 ""

Devoter:
Make the Ability2 blank like Ability3, making it this:
ability:0 "AbilityMicrowarpdrive"
ability:1 "AbilityInterdictionSphere"
ability:2 ""
ability:3 ""
ability:4 ""

Magnate:
Make the Ability2 blank like Ability3, making it this:
ability:0 "AbilityExplore"
ability:1 "AbilityMicrowarpdrive"
ability:2 ""
ability:3 ""
ability:4 ""

In case of the Arbitrator, you will want to add the Cyno, making it this instead:

ability:0 "AbilityDroneBonus"
ability:1 "AbilityMicrowarpdrive"
ability:2 "AbilityTimedCharges"
ability:3 "AbilityAmarrCynosuralField"
ability:4 ""

*Note: I have not tested this exact change and although there shouldn't be any problem with such a small change, if it crashes after this change then it might be necessary to remove 1 of the other Arbitrator's abilities.
Note2: The Cyno ability will 99.99% certain not show up on the arbitrator HUD until you have researched the cyno ability in the combat tree.

If my explanation was not clear enough please tell me and I'll include some pictures!

If there are any more changes you'd like help with I'd be happy to help! I can't do everything but I have made quite a ton of tweaks here and there myself xD

+1 vote     reply to comment
NeonKodiak774
NeonKodiak774 Jul 7 2015, 11:08pm replied:

Great tutorial 10/10 would watch again, I'll get to making the changes and see if gives me the content I so desire.

I will be leaving the cyno on the magnate as thats the hot dropping cov ops hull.

Also I'd just like to add a little bit to the comment where you mentioned having cyno's work like wormholes as to allow instant travel which would mimic jump bridging much more closely.

Having not previously paid much attention to how the pathing works with wormhole travel I have seen now that the ships approach the centre of the gravity well (duh that's where the wormhole is) then bounce to the adjacent and appear in the centre there also, my question is, how could you mimic this action for use with cynos on planets?

For example I have a JB constructed on my capital planet, I Find your capital planet and want to play boom boom, cyno activates, my fleet would have to approach the centre of the gravity well and thus the planet but ships that get to close to the planets in any other circumstance go over, under, or around. Would it even be possible for them to reach the point required for it to work?

The other thought that crossed my mind was, instead of having to approach the centre of the gravity well maybe approach the JB instead (again sticking to the lore, huge EVE nerd) then I suppose you'd have the issue of ships bumping into each other? The JB is pretty small idk.

Rant over, again thanks for the help.

+1 vote     reply to comment
NeonKodiak774
NeonKodiak774 Jul 6 2015, 12:32am replied:

I agree that from an offensive point of view having something beefy enough to take a pounding whilst being totaly immobile is good, from a defensive point of view its a nightmare. With regards to the mention that it's not instant travel it would encourage proper preparation for a cyno to be lit ie sitting your standby fleet on the edge of the radius 'pre-aligned' so they dont have to spend a decade moving across the entire gravity well, also arbitrators in fleets are almost never in the midst of battle, they will stay formed with the fleet but in the rear ranks a perfect spot for a sneaky cyno as it's not at all obvious that 1 has even been lit unless you are either A zoomed in real close or B hovering over the planet to see its status and see 'jump beacon active' it would just require a little more orchestration if the ability was shifted to another ship that's all.

+1 vote     reply to comment
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