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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"


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 15 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 1,279)
MassDownloader Mar 29 2015, 4:40pm says:

Played a round of gallante to test things out, lost the match because I threw it in the beginning though xD
Just wanted to check the different capitals out and didn't colonize any planets, then had a change of heart and wanted to actually win and started colonizing, then got roflstomped xD

Few things I noticed in my round(I know, gallante is very much WIP)
I had 4 SR Moros held at 0 cap by a single Armageddon, that seems kind of OP? Not sure if it was the Armageddon or the SR Moros is bugged, but all my 4 moros were at 0 cap and not regenerating even 1 point.

Could the flagship be made more... OP? ^.^ I remember in a early build it had ion cannons and things like that and was really quite powerful till mid-game until the enemy started insta-killing him, but now it is useful early-game only to turn completely useless mid-game and beyond where his damage is low and health is very quickly melted away.

Some Gallante things I noticed(Which I'm sure are in the works, just like pointing things out)

Gallante supplies are not yet equal to Amarr
No Hull/Armor/Capacitor researches for all and no Damage researches for the (super)carrier

The Aeon seems incredibly OP in comparison to the Nyx, though researches would probably fix half of that and my enemy had a few artifacts, but theirs had 140k health and 80 armor and wasn't even max level yet I believe, while my nyx was at 38ish armor and 80k health.

I will play a proper round tomorrow both as Gallente and Amarr, and will tweak some things myself so that ship supplies are at least equal.(16 vs 64 capitals... kind of unfair :P)

Also saw my enemy use an Archon in a Radioactive Field where he couldn't use his fighters and he got killed by a corpus armageddon and pirate reaper xD

+1 vote     reply to comment
MassDownloader Mar 29 2015, 5:33pm replied:

Done some quick tweaking, and found the Moros issue. The moros has no antimatterrestore rate in its .entity file
StartValue 0.000000
ValueIncreasePerLevel 0.000000

That is for both the long range and short range moros, wanted to up it to the same level as the Revelation... turns out it also has 0 regen... Any reason why?
I upped em myself to the same level as the archon for now, and will test tomorrow.
Also upped the cap recharge on Nyx and Thanatos as they were running out of cap, I had not seen that ever happen with the Amarr race though.

+1 vote     reply to comment
MassDownloader Mar 29 2015, 5:55pm replied:

*Scratches head* I'm not even sure why I am doing this but... meh!
Switched Aeon and Nyx shield amounts(Aeon had more shield...), changed the planet-bombing of the Nyx to be the same as the Aeon, made the Nyx 20% faster than the Aeon and upped its armor to 55(Aeon has base 50), Hull to 95k(Aeon 98.5k) to compensate for lacking techs.
Will be doing similar for the Moros and Thanatos.

Hope I didn't break the mod someway in my tweaks, but that will have to show tomorrow xD Time for bed now.

If I didn't break the mod yet, I'm gonna attempt to add a triage thanny myself xD As well as add a neut to the thanny

+1 vote     reply to comment
Lord_Drokoth Mar 29 2015, 10:40pm replied:

The Moros isn't sopposed to regen cap. It will be supplied to it by orcas that will "give it cap booster ammo" when it is near. Gallente I'll not use cap transfers. The Nyx is meant to be much more fragile vs aeon. But the shields will be fixed.
Triage thanny is now added for next build as is the gallente rorq. Supply and research along with frigate addition are in the works now.
That gallente build you are testing is mega early :/ loads more is already done since! :)

+2 votes     reply to comment
MassDownloader Mar 30 2015, 7:59am replied:

Having just done a match with the tweaked Gallente, they feel much better now, so once research and (sub)caps are in it should be fine without my tweaks I think.

At least my moroses were useful this round though because they regenerated capacitor and they are very powerful ^.^

2 things I noticed though, the moros only has 2 abilities it can spend points on so it is stuck with an excess 2 points. I'm guessing that will he will get another ability of some sort?

Neuts get stacked, a lot, like 30 neuts on the same arbitrator, I am all for insta-neuting enemy ships but kind of annoying to waste some 20 neuts xD(25 Nyx and 15 Thanatos all with neuts)

Aside from my few points that might make me sound like a negative ***, I love the mod! Gallente, even in this early state, is fun to play.

+1 vote     reply to comment
Lord_Drokoth Apr 1 2015, 1:32am replied:

All except neutralisers is being sorted :)
I need to figure out how to set it so only one or a fixed number of Brits can be activated to a target. At the moment if I set the stacking limit to 1 it will still spam neuts onto one target but only one buff from them will be applied.

+1 vote     reply to comment
MassDownloader Mar 30 2015, 2:40am replied:

Thanks for the response ^.^ I have no access to what progress is already made internally so I am just tweaking things here and there to test things out myself with what I do have in my hands. It's kind of fun to get back to tweaking sins tbh :P(Though I don't have the time to help you guys out with anything, sadly(Given that you would want more people to test/mod))

The research costs for fleet upgrades seemed really quite high while I was tweaking, I will see how it is while actually playing though because in-game it might actually be a lot different than it looks.

Really looking forward to the next build for sure haha. Seems like progress is going quickly over there ^.^

+1 vote     reply to comment
desertstriker3 Mar 28 2015, 8:32pm says:

Not sure if bug or intentional. a new game only gives you a few ,2-3, usable supply/fleet slots. I didn't see anything in the changlelog so...

+1 vote     reply to comment
MassDownloader Mar 29 2015, 4:45pm replied:

*The base starting level for capital ship supply and sub capital supply is now 0 and 2 respectively. meaning that the appropriate research will be required in order to begin constructing the appropriate ships for each size. and the supply at the start will only accommodate that supply required for the quick start ships.

It's in there in the change log ^.^

+1 vote     reply to comment
desertstriker3 Mar 30 2015, 2:43am replied:

I must have missed it then. It really doesn't affect my beginning play style though since I have the "light" frigs take up 0 supply. My brother and I like facing off with huge fleets that, on huge custom maps. Feels more like eve that way. and recreating some of the huge corp battles is fun
It would be nice to be able to have more than 1 titan though as some corps/alliances in eve have 100+

+1 vote     reply to comment
MassDownloader Mar 30 2015, 7:54am replied:

You can actually have more than 1 titan! Each Titan Foundry has a spawn-titan ability that spawns level 1 titans if you have enough resources for it. It's fun to insta kill an enemy titan with 10 DDs ^.^
(Note, above info is based on the .4 build, not the recent .6 build, haven't played Amarr yet in .6)

Personally I also love those huge battles, sadly the AI is generally lacking in late-game fleets. But at least till late-game there are quite a few nice fights to be had ^.^
25 nyx, 15 thanatos, 20 moros. Quite a stunning view ^.^(And a lot of damage)

+1 vote     reply to comment
TyranidRange Mar 28 2015, 4:55am says:

Wn i will activated the mod load the game new and 15-20 sec by loading crashed the game :/

+1 vote     reply to comment
MassDownloader Mar 29 2015, 5:04pm replied:

Are you certain you are not running on highest graphics? Running the game on medium graphics has not caused a crash for me yet.

+1 vote     reply to comment
Lord_Drokoth Mar 28 2015, 2:41pm replied:

Some players have this issue... Try using the "large address aware" fix for the sins exe file if you have not done so already. I'll remember to add a note in the install guide to aid this. That usually sorts that out.

+1 vote     reply to comment
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