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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Mod update.

News 7 comments

Righty. Here's a quick update from us regarding the mods development.

Yes the Mod is still being worked on, recently due to major RL issues I have had to pause for a few months. Thankfully the troubles I've been having are more or less over now and can resume development.

We have now (minus a bunch of strings, research subjects, meshes and imagery here and there) finished the gallente addition, though for the time being the Amarr structures will be used temporarily.

Quick rundown of changes.

• New gallente ships added, (all ships)

• Several new graphical updates (explosions, weapon GFX, bubbles etc)

• New sounds added for gallente weapons.

• Balancing overhaul w build time adjustments.

• Faction battleship additions (Vindicator and soon the Bhaalgorn)

• Further AI adjustments.


more news to follow.

L.D

Amarrian Winter Release

Amarrian Winter Release

News 1 comment

Testers are being poked currently to test the stability of this next release.

Public Alpha

Public Alpha

News 14 comments

Back by popular demand I will be giving a download link below for the latest alpha working in the latest Rebellion (1.52)

Alpha Testing

Alpha Testing

News 9 comments

New features going in this weekend and I want to test for bugs / crashes using you guys on ICO!

Empires and Rebels

Empires and Rebels

News 8 comments

With the Rebellion Expansion I am able to use all the pirate factions of eve into Sins.

RSS feed Downloads
Gallente and Amarr Build

Gallente and Amarr Build

Full Version 20 comments

Jump bridge hotfix added into this download please reinstall! As always please read the change logs and guides contained within. Huge thanks to the team...

Post comment Comments  (30 - 40 of 1,514)
MassDownloader
MassDownloader

@Soluella, as a long time sins player/tweaker(Not modder, I just tweak others' mods :P), I can give you some feedback on your feedback :D Not part of the mod team.

Damage values displayed on the ship charts are indeed DPS, not volley.

Way in the past I had a mini-mod for this mod, it had all the real EVE values at the time. Youtu.be
Battles were horribly long and anything non-capital was a joke. And that was back when remote armor reps weren't even in existence yet I believe.
Adding real values now would just be insanity xD large aeon/nyx fleets would literally become invulnerable to anything but titan DDs being used at the same time on a single target.

Logistics is strong early game, but balance wise EVE is the same, 5 logi per side in 10 man fleets, nothing would die. But a problem with making logi weaker is that the AI is absolutely horrendous at targeting. Ship with 99% health missing doesn't get repped because another ship missing 1% health is closer. And I don't believe there is a fix for that targeting.(At best making the rep a weaker AoE instead and limiting the amount of times the ability can stack, or making the effect a heal/s instead of a flat amount to perhaps also help fix the targeting issue?)

Same thing happens with the cap transfer, when I tweaked it to be so that reps cost quite a bit of cap I had logis running out of cap, while others were kept at 100% cap. The targeting just doesn't work properly. And with most of my battles lasting quite a while, logis would become useless if they couldn't keep repping.(They already have a limited impact in mid-late game as stuff just gets volleyed)

The shields on amarr/gallente ships are a joke as they got 0 resists and should only be considered as a buffer to try and make logis' targetting slightly less horrendous.

Armor values should be changed a bit here and there I agree, but overall it's not too bad. Lower armor values would mean that late game they'd get volleyed even easier, and making armor research too important could make the AI too powerful perhaps, but never tested that. Wouldn't mind seeing an Armor buff though on some ships.

I'm not sure if you are asking for a triage/siege self-rep buff or nerf or a BS buff... In any case, bringing 5-10 battleships with neuts should help a lot when fighting enemy dreads(Horrendous AI neut targeting aside)

AI using caps can definitely be adjusted. The AI has (hidden) abilities where it spawns SC/carrier/dreads, making those abilities have a shorter cooldown makes it so that the AI builds more of them.(As they don't really use multiple build platforms like normal players do)

The AI usage of certain ships is directly related to their cost/build time/slot count etc., to make the AI use more logi they would need to become either cheaper or everything else would have to become more expensive basically.

Supercarriers have their use as they are very tanky but still shell out a bunch of DPS. But currently they might be a bit too weak(Haven't played current mod version that much yet, so not sure)

Thanks for the feedback btw, it's interesting to see others' perspective on things as I have a few too many hours into this mod to be objective ^.^





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Soluella
Soluella

Hey, thanks for the reply, that's very helpful.

I still believe in Eve balancing. The video you posted was over 3 years old and was lagging pretty badly. If the battles were too long, either the damage needs a buff, or repair needs a nerf. Still it puts things in perspective and I respect that you tested it.

In regards to logi, yes, I do agree with you. However when you transition to battle ships, this shouldn't be the case. They last forever, and as you said, there's multiple ai problems with focusing. I'm not sure if the ai can be tweaked or reworked but this may always be a problem.

The rest you said is all opinion, so I won't comment on that. However, in regards to triage/siege, I want the ability to rep the ship in triage/siege gone. The current self rep is fine. Enough battleships SHOULD break a triage. I'm not asking for a battleship buff.

Thanks again, nice to see someone wanting this mod to work as well.

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Lord_Drokoth Creator
Lord_Drokoth

With EVE balancing applied, The moment you make any change that modifies that will mean it's no longer true to eve. So it's a fine like to me bedding with them once applied...

Regarding Triage and Siege.
Im unable to find a way at the moment to make the ship untargettable by abilities whilst in siege/triage without also making it completely invulnerable to all DPS.

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Soluella
Soluella

If you copy and paste the attributes of EVE Online to this, this is gonna be trash.
This is because killing a Titan, even with 150 dreads, will take 5 minutes or so. A previous poster also commented on this making fights too long. In a typical game, we're not gonna be able to get hundreds of dreads in its current state. You can't have a Titan costing over 200k. You can't have capital ships moving an inch a minute. You can't have ships meant to tank 10-50 dreadnoughts. It just won't work.

You need to adjust for this game, Sins of a Solar Rebellion, its limitations and capabilities. If you want to have EVE values, look at the pricing of capitals, and the supply they consume. If you want true EVE, you need a lot of capital ships. And we can't have a lot of capitals without waiting 3 hours into the game, where you have to own half the map just to get a constant supply.

Either way, I'll let you manage this mod. You seem like you have an idea you want to implement. So I'll let you handle that.

Good luck!

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InfiniteChaos
InfiniteChaos

I'll go ahead and post this up right here as I'm scrolling down looking at all of the feedback on this mod.
1st: The mod is great for the Amarr. Looks like a bit lacking on the Gallente tech side without having armor tech to go down. Additionally having to do 10 levels of extractor upgrades to be able to research the orbital processor makes the Gallente at a huge disadvantage.
2: With the logis of the trade station & orbital processor station at 2, I've learned to SPAM them. That equates to ridiculous amounts of resources - FAST.
3: Battles don't last that long for me. I've invaded a stronghold system with 2 enemy titans, 2 more jumping in mid fight, and a fleet of super carriers. Three words: Short Range Dreads! Add in a couple super carriers for the extended range ECM, and its goes pretty fast. Fully upgraded SR Dreads make quick work of everything. Need to somehow adjust for size of the ship and SPEED of the ship it's targeted better.
4:Need to implement a very difficult, and long, research tree for the pirate battleship. Being lucky just doesn't cut it. What about competitive maps?
5: Looks like clicking the Micro Warp Drive button on a ship that has it equipped makes the ship move slower.
6: Research trees feel as though they're too heavily dependent on crystal. You may want to look into adjusting both sides and reworking the different races tech trees for favoring one over the other rather than each similar tech as the opposing faction costing the same for each side. Say for instance, if it was cheaper for Gallente to get to end-game tech, but their end-game tech isn't as strong as the Amarr tech; this could work out.
7: There's no drone tech. Making fighters and drones move faster, have ECM drones, repair drones, increased DMG, increased armor/shields, resistances, etc. would be a great revision.
8: What about ballin pirate tech? There's no great reward for taking out the pirate base filled with several of their battleships and medium weapon batteries. Anyway to tie on scripted events or something on random maps when pirate base is removed by player_x?

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Lord_Drokoth Creator
Lord_Drokoth

While it's true that under T.E.B battle would indeed last longer. Though not nearly as much as us anticipated. It certainly wouldn't take 150 dreads 5 mins to kill a Titan. More like 30 seconds (seriously those things are squishier than you might think)

But there are other challenges. Such as structure warfare. That would be more of a pain.
For now at least, T.E.B will be just something I personally am thinking about. But am not actually doing it at the moment... There's other content to work on. And I just figured out how to fix and use the mesh resize tool!!! \o/

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daggmask100
daggmask100

the fights are long but are they not supposed to be? short fights would be kinda dull. I mean. I have had fights and been in games for 6-10 hours increments in one stretch. If the game was over in an hour it would be to dull and to fast removing options. you can change your income variables a lot along with other things but personally I love the longer fights...just not the "tidi" that comes with.

Yes, taking real Eve values would probably make the mod terrible due to prolonged in game fights. and yes eve is about caps but you notice in Eve everyone will rant and complain to no end about too many capitals on the field or them being spammed. I love capitals and I fly them constantly, but in this mod they are not spammed so much and there is a very much so finite limit to how many you can have, making them more valuable to you and your allies.

anyways, that is just my opinion.

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Soluella
Soluella

**scroll down to start the review**

4- ship attributes. I don't know why you didn't just use Eve's values for ships. For example:

Archon has 137,500 structure, 137,500 armor, and 87500 shield without resists. Why not just make it have a hull of 275,000 and 87500 shields? Well, you might ask, resists and optimization. Well, here's the forumula for how armor works: [20/(20 + Armor)]x100%. If you have 35 armor, you take 40% of the damage given. Note, this is the current Archon's armor in your mod, this is accurate. A triage Archon has 4,096/s (61,1440 every 15 seconds) self rep without booster and skills (effective), While a Morros has 1,506 dps without skills. If the numbers are too much, just reduce the ratio 10:1 or 5:1. The 275,000 Archon becomes 27,500 with 409.6 per second (with the 60% damage reduction), and the Moros DPS goes to 151/s (15,957 every 10.6 seconds). However, this is really low, and since the DPS on Moros scales with skills better, the dps should be boosted to around 300/s. This makes sense. If you get 2-3 draeds against a duel repp'd triage, you're in for a long time. However, with this boost, the dreadnought would become balanced and worth the price. We use a **** done of dreads for a reason. And in every alliance that's worth your time it's required to have a dread alt.

I think that's enough for today, I'll continue later. Apologies, I didn't proof read or think long and hard about the changes. Just pulling it all out of thin air. Here;s the math so you don't have to:

Archon
9,600 per 30 x 2
= 19,200 every 30
with triage 19,200 x 2

= 38,400 every 15

with 60% reist 38,400 x 1.6
= 61,440/15
= 4,096 per second

moros

7.92 x 7 every 10.63

96

15,967 every 10.6

If you want to contact me, my email is soluella@gmail.com

I'll continue on to the review via email if you were to repond. If not, good luck with the mod, I'll follow regardless, I really want to see this be a thing. I dreamed of having a EVE RTS and this is the best chance I got as far as I know. Once again, I care for the mods future. If you need help with the programming or art, let me know, I know some people from my modding days. However, I still need to get familiar with this game's script.


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Lord_Drokoth Creator
Lord_Drokoth

Another fine bit of feedback!

I'll touch base on one specific point for now..
True eve balancing.

I want to do this. And have been wanting to since we began the mods rebuild. For the time being we kept the balancing to be a rough equivalent match due to a number of issues which would be encountered.
The first is sins fonts cannot support the larger figures that Eve has. Though we now know how to adjust them. All of the researches would need to be completely re modelled to perfectly match every skill that affects ship combat in sins to match those in EVE. Capital ships would be enfuriatingly slow. Another thing is economy. If for example a Titan would be as strong as they are in eve etc they would also need to have things like their cost and build times adjusted to suit. And a very expensive Titan breaks the ai (you can test this by raising the cost of a Titan to 10x its current figure (true eve costs would be applied to the ship with true eve balance) and watch the ai sit and do absoloutely nothing.

It is now possible for us to undertake a true eve balance (I would input this personally)
However! Such an undertaking would take a VERY long time to complete. Especially as every ship would need to be re specced to match whatever specific EFT fitting is chosen as a base.

At the moment we're pretty intent on getting the remaining two factions added, which is already a very time consuming process.

L.D

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Soluella
Soluella

Damn it, I just canceled it insteed of saving it.

I'm not gonna type it all out again so I'll condense it.

- research tree needs to be adjusted eitherway, just make a common factor/ratio for all ships and implement true balancing. It'll take some time but it's worth it.

- capital speed is fine, only the cost needs to be adjusted, make super carriers stronger and worth the price. Titan is currently cheaper than super carrier. AI usually gets a titan first before a super.

- I suggest testing 30-50k and a 50% extra build time. Making the titan 200k is nuts. That's the amount I spend in a few hours into a game. Just make the titan's DD one shot a dread or carrier. The DD currently does 3 million damage at 10 minute CD.

- sometimes a step backward is the right direction. It's worth the time invested. It's better to fix the problems now before you expand and have more problems on your hands.

please dont press cancel again

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Soluella
Soluella

- Cruiser logi cap costs: new: 60 for reppers both / reason: I think the current value is 10 or something. This is way too low even for 765 cap, logi's can last for 6 minutes of constant repping without regain. With 60 cap per 5 seconds logi's would be able to last for 2 minutes of consistent rep without regain and cap chains. I assume with regain they would be able to last maybe 3-5 minutes. Which is more than enough as these are early game reppers, engagements don't last that long. However, with these values, neuting someone actually makes a difference.

- Capital logi: use the values above as a reference. Use the EVE's cap amount, and adjust accordingly. The rep amounts should be be higher, while the cool down higher as well. These are late game reppers, they rep battleships and other caps. EVE has the cd for the capital rep modules as 10 seconds. Maybe 250 per 10 is enough and 1000 per 5 for the triage. Use the dreadnought DPS as reference. A single dreadnought should NOT break a triage rep amount, while a super carrier, or 3 dreads should. Both are topics for later. Next, in triage and siege, the rep amounts should not break under a single dread, however, 2 draeds or a single super can. Therefore 10 battleships should be able to beat a siege or triage SELF reps. Currently I played a game with a fleet of a dread and roughly 15-25 battles ships and hunderads of drones/fighters and I couldn't break a dreads tank. To level up my dread I go into a pirate base and just **** on everything while I tank 10-15 turrets, and 10-15 battleships and 25+ sub caps. In my opinion, all the caps need a re-haul.

That's it for this topic. Way too long, if you want more I'll give you my contact info at the end.There's a lot more I'd like to discuss.

-2- the ai doesn't use enough caps. I'm not sure if you're able to adjust this, but this is the one thing I really dislike about this current make. The ai only has 1 or 2 caps in a single fleets, which I find, really unsatisfying. It's just boring going in there with 10-15 battle ships, a dread, and 2 triage and just ******** on 100's of ships slowly. I want to see cap battles of 25+ on each side. All I see is the ai rushing to get a titan, and they go in with a bunch of Vexor's and Atrons. The coolest battle I saw was when 3 Aeon's and an Archon were going after an Avatar and some caps. Coolest **** ever. Of course not a single cap was lost in that fight because both had a least one triage. But it was cool at first. Also 1 titan, which I understand is hardcoded so I don't expect anything more. But more caps you can certainly do!

-2b- the ai doesn't use enough logi. I rarely see some logi in a fleet. It makes all the fights a slaughter fest.


-3- Caps are way too strong, and too few. I love capital ships. Whenever I can in this game, I just build caps, that's it. Just caps. But I notice how strong they are. Mostly in the repping area. However, there are some caps that just suck and need a major buff. Super capitals are near useless for the money. Although they're in a bad state in EVE, you need to justify the 5x price of a carrier or dread. The bombers damage are really low and upgrading them on the Gallente side makes no sense. Missles only affect the Trist and the bombers(no idea why you have missles on a Trist) You should make a separate upgrade for them. Something similar to getting 20% damage boost per 5k or something. Make them an investment. In my opinion, I'd leave the super alone currently, however, adjust the price and attributes of all the other caps. Make the carrier cost less, but be less strong, make the dread less, but make sure it can;t hit anything below a battle ship. And for god's sake make the titan like 50k or something, the current price is way too low. It costs less than a super carrier. These are just things off my head, I'm sure there's a better solution and I'm committed to figuring it out for you guys if you allow it.


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daggmask100
daggmask100

the tristan is the hull, in the game it is the t2 stealth bomber, or supposed to be.

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Soluella
Soluella

Hey, I'm just gonna respond to both of your comments here.

Oh, cool. So you can have multiple titans? I read on multiple forums that said's otherwise. Mind sharing what you did?

In regards to the Tristan, the current ingame model is the Tristan. Not the Nemisis. I might need to confirm this, but the Nemisis and Purifier are not the models in this current state. They are currently in the place of the Tristan and Inquisitor.

Confirmed. Yes, the latest model only has the stealth bombers in the picture, and not the model.

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daggmask100
daggmask100

you can have more than one titan. I have peaked at 25-30 personally as when I go up against 15-20 of them plus other caps it is just so damned slow. but you can in fact, have multiple titans.

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