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  (40 - 50 of 1,513)
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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Soluella
Soluella

Hello. I tested the current version and I have some feedback to give you. I'm not familiar with Sins mod support and it's limitations to the modder. Therefore, pardon my ignorance if what I commented on is not possible to your current knowledge.

As a reference to my credibility:

- Over 100 hours of pure testing

- modded in the past for games such as Warhammer and Star wars Empire at War

- Eve player with years of experience in null sec with alliances such as Pandemic Legion, and Black Legion. However, I haven't played in almost a year so I don't know what have changed

First off, I just want to say this mod has so much potential, especially with us bitter vets and RTS players. I had a blast playing this, I not only signed up for this website to help you out, but I also bought the damn game for this mod. Throughout the latter portion of the testing with the novelty worn off, I saw things that break down, and the mod becomes more of a chore to finish then to play.

-1- Logistics is too damn strong. Way overpowered. even with me being new to the game I still was able to beat the ai at all levels; even the toughest. This was due to having a decent ratio of DPS and logi. I swear having 6 logi and 10 DPS cruisers can win you the early/mid game. With the augs cap chain it's never ending. It's just carnage. And that's just the cruiser logi ( like 150 credits and ~15 metal and crystal), don't even get me started on a triage! Even without a triage the reps are nuts. And, as a side note, I think you know this, but are having issues with the code, you can't be repped in triage. I'm almost sure of this because you allowed it to not have any drones out, which is correct. So, we have 500 HP per second from triage, plus 2000 per 2 seconds or whatever coming from another triage, and this is without the armor damage reduction. As a sidenote, a Morros in the mid/late game does 1100-1200 damage per volly in siege (I'm not sure if that stat is DPS or volly, I really hope it's DPS).

Solution: If I was modding this I'd do the following:
Cruiser logi (Exequror and Augoror)

- rep range: same

- rep amount and cap transfer amount: currently 100 for both / new: 50 for Aug and 75 for Exe. While the cap transfer to be changed to 25 cap per 5 / reason: Exe has bonus to logi drone amount. Since you don't have cap transfer for Exe (which is accurate) this is a balance reason. I recommend you to not add logi drones for optimization reasons. For the cap transfer, see below.

- Cruiser logi armor and hull: Way too much armor. A Vexor has 10 armor while both currently at 33 armor and 1300 hull/ new: 18 1500 for Aug, and 14 1250 for Exe. / reason: Aug is a beast of a tank, while Exe is a piece of crap. This should be balanced due to Exe's advantage to rep power. I don't really care for shields, although the number 300 something makes me scratch my head. Both are armor tanked, since we don't have resists aside from armor and shield resist, the shield for ALL craft should be lower for Gall and Amar. I recommend both these to have 100-200 shield. Although, this is my preference. Your mod your call.

- Cruiser logi capacitor: currently 785 for both / new: 1500 for Aug 1375 for Exe / reason: these are the values for Eve. Making them weird values only complicates things.


... continured

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daggmask100
daggmask100

Was playing a match. with a mate. 2v1 (unfair AI) and was pretty solid. around 30 minutes in they had started to agress on a planet where a fight would take place for almost two hours.The fight was solid. they sent in caps as did I and we were sending in subcaps trying to get a one up. That one up came when I was supported by a fleet of Domis being replaced at a rather high rate.

The fight was consistent for the duration and around the 01:40:00 mark into the fight, they started to try and run while I picked off their ships until they finished off the remainder of my hics.

Then the issue set in. I resupplied my fleet and go them into position along with my Allie while he rebuilt. I set to jump into the hostile system next door and.....*crash* I was not upset at all but the game seems to easily become bogged down with larger fleets. my personal PC is setup and usually have no issues and with closing in on over 80 hours logged on this last update to the mod this is the only time I crashed with a large fleet of any kind as I have done much larger fights.

-----

The subcap warfare is really solid I had no real issues with it, though it would be nice if they would actually engage the pointed target when specified. I notice sometimes they will and others they will ignore it and shoot whoever they want.

----

Also while the faction hulls (vindicator and bhall) can only be obtained via artifacts it would be nice if they still had to be researched in the combat section. not much of a big deal but early game when the enemy is on unfair and seeding vindis in the first fifteen to twenty minutes in the game when you'rre working on your logi and caps they just wipe through your forces, or so in my experiences.

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carsondauber
carsondauber

Love the mod, I have had a blast playing it. Before I continue, I will fully admit that I am not very good at RTS games, but they are definetly not my worst. That said, the first 5 games I have played against easy AI, I just held back, taking a couple systems, then get destroyed by like 3-5 AI titans. Am I being too passive in the early game? Could someone give a quick overview of how to play out the early game?

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daggmask100
daggmask100

Im down for some multiplayer some time if you want. can help you out, besides some good fun to be had >:D

if not, well

I usually explore early on. running through with multiple scouts on auto explore to find where I can settle faster. making a fleet with the rorqual and makign a small frigate fleet.

personally I go industry first as with a bigger industry you can pump out larger fleets faster. though you can go military first. either way the faster you can expand and get a decent economy and defences up, the faster you can take the fight to them. also, jump bridges are NOT to be taken lighly they are the best thing you can use for on the defensive or even getting to their space faster (4 military tech centers required) also, destroy the enmy jump bridges if you can. it will slow their reinforcements down giving you more time to take down what they have. :) pm me if you have any other questions. :)

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daggmask100
daggmask100

Steamcommunity.com <<<--- add me if you want to chill out

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Guest
Guest

how do you build more than 1 titan per team like in the youtube vidoes?

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daggmask100
daggmask100

when you have the titan foundry built, click on the foundry without clicking to build the titan. You will see the picture of a titan. you can get as many as you want from that (still requires more mats though). to top that the more foundries you have, the faster you can get more titans. :)

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Themoggster
Themoggster

Even as it is I love this mod, really, you something going on here that really is awesome!

My only personal request is:
Is it possible to have the ships move more in combat? Like the frigates do alittle "dogfighting" I can remember something from the star trek armada 3 mod for sins that has something similar that looked great, think this mod would benefit from it also!

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