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Comment History  (0 - 30 of 39)
jrjr1
jrjr1 - - 39 comments @ Cerberus Carrier Model

I have a question are the two towers at the back of the ships just above the docks a SW venator-like design where one is for the actual brigde and one for fighter command tower?

Good karma+1 vote
jrjr1
jrjr1 - - 39 comments @ Systems Alliance Carrier concept art!

Beautiful design! I have one question though... Where in the Hangar bays?

Good karma+4 votes
jrjr1
jrjr1 - - 39 comments @ Batarian Dreadnought In Game

So the Kilimanjaro Dreadnought is not going to be in the Citadel faction?

Good karma+2 votes
jrjr1
jrjr1 - - 39 comments @ Ultimate Apocalypse Mod (DOW SS)

Join the discord my guy Discord.gg

Good karma0 votes
jrjr1
jrjr1 - - 39 comments @ Sins of a Solar Empire: Rebellion

Is it just me but I think a "the expanse" mod is perfect for this game.

Good karma+6 votes
jrjr1
jrjr1 - - 39 comments @ Dawn of the Reapers

Mine as well. Whenever I activate the mod it just stays in the loading screen and a minidump appears

Good karma+1 vote
jrjr1
jrjr1 - - 39 comments @ Council Fleet

I love that ship! A true battleship! Thank you

Good karma+1 vote
jrjr1
jrjr1 - - 39 comments @ Council Fleet

Will there still be the Kilimanjaro class dreadnought for council fleet?

Good karma+1 vote
jrjr1
jrjr1 - - 39 comments @ Pompeii Class Siege Capital

I'd love to see that siege ships have a "siege mode" ability. Where in if they used it the ship would have increased fire rate and weapon stats, but decreased mobility.

Good karma+1 vote
jrjr1
jrjr1 - - 39 comments @ Cerberus Roster Preview Part One

I can't wait for the capital ships with completed abilities :)

Good karma+2 votes
jrjr1
jrjr1 - - 39 comments @ Dawn of the Reapers

Hey there guys first of all I would like to say that I love this mod. In fact I love it so much that I thinkered with it while waiting for the next release so this is what I came up with guys just remember that this changes are unofficial and personal and it is still not finished but still playable.
Changes:

I have put new abilities on the capital ships and titans for the council and cerberus

few changes in the combat research tree of council and cerberus

and rebalanced the council and cerberus roster

Now Cerberus is a more specialized-focus faction with ship having definite roles in combat and having fewer ships than council. So their gameplay is to hard counter the tactics of enemy whether council throwing ship at them or reapers hard hitting attacks.

Council has some specializations on there fleets but they are more of numbers games having a large fleet than other factions but I have rebalanced the ships.

Only some changes in the reaper faction I haven't focused on them yet just getting to it.

So here is the link to my changes in the game info and string files

Dropbox.com
Instruction:
1. Make a back up copy of the original mod gameinfo and string files
2. Download gameinfo and string files from link
3. Replace gameinfo and string files on the game folders
4. Try the game out
P.S. To play this though you need to run sins in the same version as the version for .5 mod release (Don't know how to incorporate it into the newest sins version)
- Juro

Good karma+2 votes
jrjr1
jrjr1 - - 39 comments @ Dawn of the Reapers

I love Euderion designs

Good karma+2 votes
jrjr1
jrjr1 - - 39 comments @ Dawn of the Reapers

Im so glad to finally see this mod come back to life! I love this mod so much that it got me really interested in mass effect lore... But enough about me here are a few suggestions (since I tried tinkering around with the mod a while back):
1. So first I was thinking of instead of having like a fixed amount of skills to upgrade on the dreadnought class why don't we get like a lot of skills to pick from per dreadnought... that way the player can get a lot more options on how to play that specific ship though I think you guys can balance this by having both benefits and disadvantage per skill
2. Have some skill needed to be unlocked in the tech tree
3. Human alliance ships should have access to longer range weapons upgrades but still have medium to low damage guns
4. Asari ships could get buffs on the barrier or hp or get skills that buff them so they can tank
5. For the Cerberus faction since they always experiment on pretty much everything, should get like some upgrades that can make them go toe to toe against the council faction
Here are some suggestion for you guys... Thanks for all your work for this mod and again Love this mod and will be very excited for the next patch.

Good karma+3 votes
jrjr1
jrjr1 - - 39 comments @ Dawn of the Reapers

Same here I really enjoy this mod. I enjoyed it so much that it got me interested in the mass effect lore.

Good karma+1 vote
jrjr1
jrjr1 - - 39 comments @ Sins of a Solar Empire: Rebellion

Thank you so much for replying. I will look at the strings file again and ask in the modding forums if anything else goes wrong

Good karma+1 vote
jrjr1
jrjr1 - - 39 comments @ Dawn of the Reapers

Hi there can somebody help me... So I am new to this modding thing so just practiced it on the Dawn of the reapers mod. Did some tinkering to some of the values of the ships and it worked then I decided to put some of the existing skill on the game to some of the capital ship and it still worked after that I decide to make adjustments to the skills and make new ones based on already ingame skills and then when I open the game in Dev.exe it said *stringSrc == _T('"') and if I try to skip or break a bunch of other errors started to pop out, so decided to undo my changes to the skills and delete the new ones but still shows *stringSrc == _T('"') when I open. So decided to start anew deleted the folder of DOTR the reinstalled it with new one but it still pops out *stringSrc == _T('"'). What should I do? Please someone help...

Good karma-1 votes
jrjr1
jrjr1 - - 39 comments @ Sins of a Solar Empire: Rebellion

Hi there can somebody help me... So I am new to this modding thing so just practiced it on the Dawn of the reapers mod. Did some tinkering to some of the values of the ships and it worked then I decided to put some of the existing skill on the game to some of the capital ship and it still worked after that I decide to make adjustments to the skills and make new ones based on already ingame skills and then when I open the game in Dev.exe it said *stringSrc == _T('"') and if I try to skip or break a bunch of other errors started to pop out, so decided to undo my changes to the skills and delete the new ones but still shows *stringSrc == _T('"') when I open. So decided to start anew deleted the folder of DOTR the reinstalled it with new one but it still pops out *stringSrc == _T('"'). What should I do? Please someone help...

Good karma+1 vote
jrjr1
jrjr1 - - 39 comments @ Warsword release 2

Is it just me or the goblins invulnerable?

Good karma+1 vote
jrjr1
jrjr1 - - 39 comments @ Dawn of the Reapers

I just wanted to say love the mod! With that said I just imagined a victory condition where in there is a point in the game when a massive reaper invasion will arrive and attack every single players and all must fight together to win against the non stop and massive invasion... But I know this mod is still in development and things like this are far from being the focus of the development team so just throwing it out there...

Good karma+3 votes
jrjr1
jrjr1 - - 39 comments @ Dawn of the Reapers .5 The Harvest

There are times when the ezo mine can't be built I think the builders cant get to it somehow

Good karma+2 votes
jrjr1
jrjr1 - - 39 comments @ Dawn of the Reapers .5 The Harvest

At late game using of salarian dreadnought's "collect spy data" crashes the game and the nefrane heavy cruiser and alarei cruiser stops firing their Mass Accelerator but the alarei's Guardian still works

Good karma+1 vote
jrjr1
jrjr1 - - 39 comments @ Dawn of the Reapers .5 The Harvest

Normandy frigate for the cerebrus doesn't fire and recover its own barrier

Good karma+1 vote
jrjr1
jrjr1 - - 39 comments @ Dawn of the Reapers

I think in its latest version the amount of ships is more than enough as of the moment. Now I think they are going to focus on enhancing the ships in game already by adding abilities

Good karma+1 vote
jrjr1
jrjr1 - - 39 comments @ Collector Cruiser

Is it me or does the collector cruiser model look just like the collector battleship?

Good karma+1 vote
jrjr1
jrjr1 - - 39 comments @ Valiant-class Super Heavy Cruiser

Is this upgrade just on appearance or will this ship get new set of skills?

Good karma+1 vote
jrjr1
jrjr1 - - 39 comments @ Cerberus Starbases

So what you're saying is that the star bases will be useful on the next release? Like it has defenses now or some other facilities like trade and ship production? Because that would be amazing I used those star bases as damage absorber during the last release now it will deal damage...

Good karma+2 votes
jrjr1
jrjr1 - - 39 comments @ The Destiny Ascension and the Citadel

I liked the destiny ascension in the game but the skills are still that of the vanilla. I would like the swe that by next release almost all capital ships and titans as well as some other cruiser have different set of skills. That would improve the game play soo much!

Good karma+1 vote
jrjr1
jrjr1 - - 39 comments @ Covenant Defenses - The Patrol Station

Will the ships in the defense fleet be counted in the population of ships? I have played the DotR mod and the fleet that arrives takes a bit of the sapce in the population. Based on what you are saying this ship may take a alot of space in the population...

Good karma+1 vote