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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"


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.

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.



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  (40 - 50 of 1,347)
Lord_Drokoth Jun 5 2015, 2:00pm says:

Ok. Ive got it. and i do believe I can input this with relative ease. The only drawback I can see is that since this appears to require the use of an ability slot. some of the capital ships that already have all ability slots occupied will need to face some changes. at first glance that appears to feature Supercarriers and Triage Carriers.
That is to say that the Aeon might need to lose its energy Neutralizer while the Triage Archon might have to have its remote repairers combined together into a single ability. The same also involves the Triage Thanatos and the Nyx which would also need to lose their second rep and Neut respectively.

However, the reason the second remote triage repairer was even added was due to the odd and inconsistent behavior of the remote reps. since that has been improved, it shouldnt be a problem. as for the Supercarrier Neuts. Id say its less of a problem since neuts wouldn't be hugely missed on them anyway.

This could be quite significant, so I will begin testing this immediately.

+2 votes     reply to comment
MassDownloader Jun 14 2015, 3:36pm replied:

This is for the change on how drones behave correct? Wouldn't triage carriers be kinda a non-issue since they usually are in triage anyway at which point the drones get docked?
Just a thought I had.

+1 vote     reply to comment
Lord_Drokoth Jun 14 2015, 3:46pm replied:

That is not quite the same. For triage carriers the fighters are disabled upon entering triage mode. However the desired effect for the new drone management is to force them to dock when there are no hostiles on the same grid. Then automatically launch them when enemies appear in the grid. The squadron management addon mod does work but it has one major flaw, the buffs are called and checked so many times that in the mid to late game you get spikes of fps lag each second that over time gets worse. I've made improvements to this and I am now just trying to fine tune it to be as stable and reliable as possible.

+2 votes     reply to comment
MassDownloader Jun 15 2015, 3:57am replied:

Oh no, you make it sound like my 100 capital supply tweak will no longer work properly once that ability enters the game D: (Wait... did it ever work properly anyway? The lag is real!)

Glad to see all the progress you've been doing on this mod though! Been tracking it for a very long time and I'm very glad to see it progress.

Will that squadron management also be applied to ships like the armageddon and arbitrator? From what I've noticed in my games, except for my own fleet, the arbitrator/lasurak transporter get spammed and I often see like 500+ infiltrators in a grid(until they run into my smartbombs, heh) Hmm, I should look if I can change AI build orders somewhere...

+1 vote     reply to comment
Lord_Drokoth Jun 19 2015, 1:56am replied:

It will apply to every entity in game that wields any launchable drones.
I do believe I've now got it working how I want it to, it's made a massive difference to the game.
It would not effect any changes you may have made to the default supply values.

+2 votes     reply to comment
MassDownloader Jun 19 2015, 10:35am replied:

Oeh, good job! :D

I made quite a lot of tweaks myself here and there, but definitely looking forward to the update and see how many of the tweaks will be unnecessary this time due to a lot of the new things being added in. I'm 99.99% certain it will be a ton of fun to play at any rate. Already got some 120+ hours into the New Eden mod and definitely not done playing it yet(Though having enough free-time to play is a bitch)

+1 vote     reply to comment
Guest Jun 6 2015, 11:09am replied:

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IonusTheForsaken Online
IonusTheForsaken Jun 5 2015, 2:21pm replied:

Capital Ships Got 5 Ability Slots,And One That's Blocked By The Ability Management Button,And Seems That You're Not Using The 5th Slot On Supercarriers And Frigates/Cruisers.

+2 votes     reply to comment
Lord_Drokoth Jun 5 2015, 10:40pm replied:

There is a good reason for this. When there is an ability occupying that 5th slot and the user launches the mod using the Dev exe, when they select that capital ship it will trigger an error message loop which is impossible to stop.

+1 vote     reply to comment
IonusTheForsaken Online
IonusTheForsaken Jun 6 2015, 9:33am replied:


+1 vote     reply to comment
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