This may not be something I will use. I tend to mod games like sins just to keep my brain strong; exercising memory or the language associated with such things. Learning how to make a mod in a new game is like learning a new language.
Anyways, I'm actually well versed in Sins, but it's still good mental exercise. I actually restarted on Amarr Empire that I left behind in '09. I restarted because I wanted to help Sins of the Creators in EVE Online and implementing Species 8472 from Star Trek. This may or may not be used in his mod; if he wants it, gladly; if not, it's even less likely to appear in a mod on my own unless I continue to keep myself fascinated long enough.
I actually am almost completely finished with the most undesirable to work on details. I just thought I'd share a little.
Among the five capitals made, there is the Avatar, Aeon, Revelation, Archon, and what I choose as a economic/colonize support ship for each race, the Rorqual; but each race has separate entities for the Rorqual, and their own flavor.
I present the Avatar;it is my intention to stay on the subject of the Avatar, but you will be given noticable aspects of other ships so you don't think I just made an Avatar alone and am showing it off, lol.

This is the mainviewicon, smallhudicon, and infocardicon. You'll notice also the same for the Rorqual, and the Arrow points to the front of the one for the Aeon. The image on the bottom is the top-right corner of something still being used to complete mainview/smallhud/infocard icon for a station. It will be gone upon the completion.

Here we see our main star in the center, following the Amarr Control Tower and leading the Universal picture for the Rorqual. Notice how I've taken the time to isolate 100% the ship, but leave background faded for the structure? It's the theme I went with, so you could more quickly establish the relationship of race background to module; you will more rapidly know that you accidentally selected the wrong menu, this way. if you didn't know, this is the picture shown below in center when you select something; in this space, you will also sometimes randomly see your character if nothing has been selected for a while.
In the case of button icons, all of the structure's button is background+module; which makes sense, as that's where the reaction counts.

Here is the Normal version of the button icon. It, of course, is complimented by disabled, cursorover, and pressed version. They are unsaturated, brighter/lighter, and one pixel right/down, respectively, as all SoaSe button textures are.

I have not yet implemented the forth Avatar Ability, so in this box, you merely see three of them and one Rorqual ability; I bet you can guess which applies to the Rorqual. You see Judgement. Before explaining the sheer-awesomeness of the Avatar as translated into SoaSe, let me tell you how much it costs. 175 fleet points, 1 officer point, 30,000 credits, 4000 metal, 2500 crystal. With that said, Im trying to work into the buffs a way to make the Titans constantly cost metal and crystal over time; a very small amount, but an amount to account for the infinite phase-node and jumping you do with it. It will likely go into the Titan's general buff, because that produces the nonstop phase node, and enough buffs to make you take it anyways.
Judgement strikes one target for tremendous damage. It will kill all Advent capital ships on the spot unless they have their mitigation on max and just had most of the damage delt to them to reach that mitigation recovered, also that capitalship probably needs to be the Radiance. It will kill The Revelation Dreadnought or Kol Battleship in one shot if it is not too high level or too heavily upgraded. The Kol will likely survive with less assistance if it has focused more into shields; whereas the Revelation is only a longer lasting ship because of it's repair modules; albiet it's higher base points.
The icon to the right of Judgement is the buff icon to represent the general buffs given to an Avatar through Avatar skill level. In EVE, Avatars are buffed as:
500%= 5 * 100% bonus to Capital Energy Turret damage per level
37.5% = 5 * 7.5% bonus to gang members' capacitor recharge rate per level
99% reduction in CPU need for Warfare Link modules
Can fit Judgement Super Weapon
Can fit Jump Portal Generator
Can fit Clone Vat Bay
5 additional = 5 * Can fit 1 additional Warfare Link module per level
Immune to all forms of Electronic Warfare
And in this SoaSe mod, Avatars buff upgrade is called Avatar Management and does:
500% = 3 * 166.67% bonus to Capital Energy Turret damage per level
37.5% = 3 * 12.5% bonus to allied Antimatter recharge rate per level
Provides a Phase Gate Endpoint every second lasting 25 seconds; as to keep it moving with the Avatar and not permanently put on every planet it visits.
Provides entityboolmodifiers:
entityBoolModifier "ImmuneToNonUltimateDisable"
entityBoolModifier "JumpBlockerImmune"
entityBoolModifier "CancelPhaseOut"
If I should put some of these Bool modifiers in periodic actions because they only work as soon as the buff is applied, let me know. I havn't had extensive testing with CancelPhaseOut; but as JumpBlockerImmune and ImmuneToNonUltimateDisable seem to work constantly, as a BoolModifier should, I assume CancelPhaseOut would too. These BoolModifiers are to represent immunity to electronic warfare.
The reason the fourth ability is not present is because it cannot yet be. Not every Amarr ship is in. The Forth ability will represent a the fact that the Avatar can hold both Clone Vat Bays and hold one end of a phase node whenever it wants. It will randomly spawn allies akin to the likes of CVA and other faction related Pod Pilot who will soon depart as soon as they feel they need to do some other business. Not all ships are in, so the ability cannot yet exist. I'm not going to present to you any portion of something that isn't yet working.
Models are easy as frack; They will be implemented on the very last seconds if I ever get through this part... this part that makes or breaks.