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Amarrian Winter Release Lepaj Magic Unit hud
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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"

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 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 4 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  (50 - 60 of 1,265)
Jixxl
Jixxl Feb 10 2015, 8:39am says:

Such Amarr, very space, amaze, many excite, wow.

+1 vote     reply to comment
MassDownloader
MassDownloader Feb 7 2015, 11:54am says:

So haiyooo, any news on that update?
Evolve will be releasing on the 10th so from that point I will definitely not play this mod anymore for a while but just wondering xD

-2 votes     reply to comment
desertstriker3
desertstriker3 Jan 30 2015, 1:12pm says:

Loving this mod already!!! Can't wait for more races

+1 vote     reply to comment
oare555
oare555 Jan 27 2015, 7:06am says:

Dear team,

First of all : a great thank you for this superb mod. I can’t stop playing it ever since I’ve downloaded it. I think it looks absolutely stunning and that it captures the feeling of my perfect image of a strategy game based on EvE ships. Thank you again!!!

I’ve added ffcseymour on Skype in order to facilitate communication and I’m willing to help as much as I can. I want to bring my small contribution for this project if the team needs any help.

I have an archive with a lot of music from EvE including some intro music used through the years. At the moment I believe that a few songs could be introduced to the soundtrack, like : Akat Mountains, Times of Sanguinity, Miner’s Stories, Hidden Mementos, Red Glowing Dust, Surplus of Rare Artifacts. However these are personal suggestions and preference and I also play them all the time through AiMP3 so this is more of a nice to have... Please let me know if you want me to share the large EvE music folder with you.

Many thanks,
Anti*

+1 vote     reply to comment
Jixxl
Jixxl Jan 24 2015, 10:28am says:

Hey, not expecting this to be put in v.03, but here are some more friendly suggestions. I can further explain points should you want me to clarify, if not, please comment and let me know your opinions. :))

Drones
1 - Reduce the amount of drones a Supercarrier can carry to 10 down from 20, double damage and armour (just like CCP have done).
2 - Group drones (Graphics). Instead of having individual drones, have 1 drone visually represent 5 (Will boost fps tenfold). I can explain the mechanics of how this works if you are unsure how to implement it.
3 - Drones should be able to be repaired.

Capitals
4 - Triage should also give a boost to repairing amount (Nerf non-triage repairing amount if this is too op).
5 - Triage carriers should be given the ability to Cap transfer.
6 - Triage should give a bonus to armour.
7 - Supercarriers should have a Neut (Short range)
8 - Make Seige/Triage more clear on the UI (Change colour, darkened outline or something similar)
9 - DD should costs credits, metal and Crystal (makes the ability less “Spam on CD” and retarded).
10 - Remove Dreads Smartbombing ability

General and Misc
11 - Increase the cost of capacitor needed for warping to 20% (sub-caps), 35% (capitals)
12 - Implement "Bounty" (at 5%) - A passive which returns you 5% of your enemy's destroyed ship or structure into credits, crystal and metal (based off killing blow).
13 – Increase the amount Guardians can repair for 50 to balanced; 50 is pathetic, especially considering that is 1-40th or their health (with research).

+1 vote     reply to comment
Lord_Drokoth
Lord_Drokoth Jan 25 2015, 9:56am replied:

1) drone changes are already complete and ready for the next version.
2) I have analysed oerformance on both fronts and find no difference in performance.
3) allowing this will likely cause ships to rep drones too often instead of primaries targets, this will be an irritation for people.
4) this is implemented in the next versions triage changes and works nicely.
5) next version triage carriers have cap transfers
6) triage dosnt boost armour in eve and won't in SONE, especially since triaged and sieged ships can be remote repped,
7) this will make armageddons and archons less useful.
8) this I'll have a look into as a possible option. Triage and siege could use done kind of graphic for the ship at least.
9) doomsday can be stopped by nesting the Titan very easily so I don't see the point of this.
10) they don't and won't have smart bombs.
11) jump cap need can only be a fixed number for all ships and not a percentage.
12) feature already present in the "capital ship cargo bays" research.
13) a) they are not guardians but just augorors b) that will make triage and carriers less useful as heavy asset support by simply spamming augorors.

+3 votes     reply to comment
Jixxl
Jixxl Jan 25 2015, 7:00pm replied:

1) Cool
2) Drones will cause some FPS problems, regardless of which way you look at it. By implementing this system, you will be relieving the processor of a majour and unnecessary number crunching stress.

As most people spam Supercarriers late game (when you also have the largest fleet size anyway), drones seem to be the most common damage applicator. Considering each super has a minimum of 20 (soon to be 10) drones, it does not take long before you reach 300+... I know you also wish to add drones to some battleships, this would help keep visually and mechanically “active” drones down, whilst still keeping their numbers, damage and utility in the game. I can't see how this won't benefit FPS issues, or am I missing something?
3) Good point, just annoying to see them die all the time.
4) Good :)
5) “ ”
6) I realise this, it only seems like Triage Carriers die super fast, therefore adding a bonus to Triage would help them out. Although I assume the new changes to Triage will solve this issue. :)
7) Not really, the cost of an Armageddon or even a Carrier compared to a Super is still negligible. I feel like the capacitor is a little bit ignored whereas in EVE it plays a huge role.
8) Would help out a lot. :))
9) I'm not sure I understand what you mean by “nesting a Titan”, could you perhaps elaborate?
10) My bad, made a slip here.
11) Please increase it for capitals, they seem to barely need any for warping.
12) It is, but essentially worthless until late-mid or end game. My mechanic would work from the off and allows all ships the capability of generating some money for their risk. Or in EVE terms, through means of looting.
13) Either way, they seem rather useless, especially as you cannot mass select then repair a single target.

+1 vote     reply to comment
MassDownloader
MassDownloader Jan 24 2015, 6:35pm replied:

Don't feel like thinking too much about it right now, but one thing that made me scratch my head was:
10 - Remove Dreads Smartbombing ability

Dreadnoughts cannot smartbomb as far as I am aware?

+1 vote     reply to comment
Jixxl
Jixxl Jan 24 2015, 7:35pm replied:

Yea my bad.

+1 vote     reply to comment
MassDownloader
MassDownloader Jan 23 2015, 5:14pm says:

Because I am silly and like making videos for no reason, 3 parter upcoming of a massive battle(2 hour long fight), which is the sequel to my previous 2 parter battle. This time played my most random youtube playlist,hehe. Won't bother trying to make it available for all countries however, sorry!(There are ways around that block however for whoever wants to watch it)

Will post links in a few hours when they are done uploading and processed, just figured I would give a heads up.

@ModTeam very much looking forward to the next version! ;D Too bad the battles take the engine to the limit haha, not even my beast of a PC can handle it. :(

+1 vote     reply to comment
MassDownloader
MassDownloader Jan 24 2015, 4:26am replied:

Part 1: Youtu.be
part 2: Youtu.be
Part 3: Youtu.be

Finally done :D
Blocked in:
1: Germany
2: Germany
3: Germany/Japan

+1 vote     reply to comment
Lord_Drokoth
Lord_Drokoth Jan 30 2015, 7:22am replied:

22:27 second video.. Killed me with the music!! Lol!!

+1 vote     reply to comment
Lord_Drokoth
Lord_Drokoth Jan 27 2015, 11:59am replied:

The fact you had so many caps and so little sub caps meant your damage wasn't working well. But the video is a little reminiscent of some eve videos which I've seen :)

+1 vote     reply to comment
MassDownloader
MassDownloader Jan 31 2015, 9:42pm replied:

If I were to sent in my subcaps the enemy fleet would instantly flee, and since I was leveling my caps I was keeping them back.

Right after that battle they engaged again with a similar fleet and actually managed to destroy an archon because the aeons weren't using their weapon disruption in an intelligent way, but that would be part of the micro'ing process I suppose.

+1 vote     reply to comment
Ortumbra
Ortumbra Jan 27 2015, 11:08pm replied:

In my games I tend to not even use subcaps once you get a full supercap / titan / triage carrier fleet because the auto-attack function in sins doesn't work with so many units on screen, so most subcaps would sit there and do nothing anyway, while all the supercaps can always run in with smartbombs on auto-cast and stay alive from reps while taking down the enemy.

+1 vote     reply to comment
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