This mod is a precursor for the SGU Mod, the new abilities will be used in SGU too.
It will be updated regulary, your ideas can be included. Features you can read in the readme file.


Integrated Mods:

Bailknight's Graphic
Sins Plus

The Team:
TheyCallMeProphet - Main Coder
Crazymodder96 - Coder/Inventions/Icons
fearNO - Models&Textures
Pixelgameboy - Icons, Models etc.
OverZealous - Programming and all stuff I had no time for

Official Sins forum page: Forums.sinsofasolarempire.com

Two fanmade YouTube videos:
Youtube.com
Youtube.com

I hope you enjoy this mod
. If you have ideas to optimize it or if you want to help me, write a comment!

I wish you a happy new year! Crazy 2.99 is coming soon, a research position bug will be fixed!

Image RSS Feed Latest Screens
The factory-ship The factory-ship The factory-ship
Blog RSS Feed Report abuse Latest News: Crazy 2.99

7 comments by TheyCallMeProphet on Dec 29th, 2013

Hi fans!

after more than 4 months I am proud to present the next update of "Crazy"!
I know that it has been a long time, but I hope that you take into account that solving private problems was more important. Nevertheless I managed to update the mod, fix many errors and to create new features. I'll give you detailed information, first the visible features, secondly the "background" features. Comment for feedback and suggestions!

Features

  • Every single error is fixed, more information is in the "behind the scenes"-section
  • 100% compatible with the DLCs
  • The ingame-map designer has been modified: New random star type "Non Black Hole"; The planet types are sorted by alphabet; first random groups, second colonizable planets, third uncolonizable planets
  • The new "planets" are modified: Some values of the new effects are changed, the antimatter fountain got a new ability
  • Black Hole Star: Three-piece ability - Orbit range: Hyperspace chargeuprate/speed reduced; abilities and regeneration disabled - 60.000 range: Ships are attracted, they're able to escape; antimatter and shields are drained 50/s - 25.000 range: Ships are NOT able to escape; 500/s damage
  • Almost every "Crazy"-ability has an own research; some can be improved
  • Rebuilt Advent military research-tree for better overview
  • Rebalanced Kortul Devastator (Power Surge was too overpowered)
  • Rebalanced Kodiak Heavy Cruiser (same thing with Gauss Blast)
  • Flagships have now their own ability files, for example the Kortul Flaghip has a stronger Power Surge than the normal capital ship
  • Many new string files, some of them tell a small story!
  • New research-skin for "Crazy"-exclusive researches
  • Ship Graveyard is still available to people which don't own the DLC
  • Modified RandomEvents --> The effects are staying longer
  • Somehow the game is lagging a bit less. I have an idea how I did this.

Behind the scenes...

... I've done the most of the work:

  • I've sorted all files in the entity.manifest ~6 hours of work
  • I've sorted the researches in the Player.entity files ~ 4 hours of work
  • I've serached for the bugs; IWeaponAssert.cpp and i => 0 ~ 4 hours of work
  • IWeaponAssert.cpp was an Invalid value at the Occupation Starbase's weapon system
  • i => 0 was an invalid value at the GasGiant researches --> the planet type can not be "Invalid" - not my mistake ;)
  • Rebuilding the mod ~ 2 hours
  • Testing with friend - well, that is not work, but: 12 hours :D

I hope that you'll enjoy the mod!

Greetings!
Simon/TheyCallMeProphet

Crazy 2.988

Downloads RSS Feed Latest Downloads
Crazy Galaxy Forge (2.988)

Crazy Galaxy Forge (2.988)

Jan 2, 2014 Mapping Tool 0 comments

This is the Galaxy Forge Tool for my mod "Crazy" v2.988 . Enjoy it and create new maps!

Crazy 2.988

Crazy 2.988

Dec 29, 2013 Full Version 23 comments

After 4 months this version of "Crazy" is finally compatible with Rebellion and 100% free of crashes & other bugs! 2.99 will be released a bit later!

Crazy 2.983

Crazy 2.983

Aug 6, 2013 Full Version 30 comments

This update fixes some bugs and gives you the "Crew Derelict" ability back! Sorry for so many updates in so little time.

Readme of "Crazy"

Readme of "Crazy"

Nov 5, 2012 Other 2 comments

Hello, this is the Readme of "Crazy". It contents all the features of "Crazy" and installation help.

Post comment Comments  (0 - 10 of 342)
Colin13
Colin13 Jul 2 2014, 4:18pm says:

Hi, I've been playing this mod for a while now, crashed a lot at first (see my earlier post), turned out to be my GPU not being able to cope.
Since I've toned down on the graphics quality everything has been fine.
I'm currently playing Huge, Multi, Tec, Loyal, Hard with no problems at all.
In fact I prefer Crazy to the standard game.
Thought that I should let you know.
Colin.

+1 vote     reply to comment
TheyCallMeProphet
TheyCallMeProphet Jul 20 2014, 2:07pm replied:

Because we use some effects which were not created by us, they can have errors which cause crashes. But now because I have a lot of free time, I'm going to fix that ;)

+1 vote     reply to comment
Guest
Guest Jun 22 2014, 2:27pm says:

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michallukes3
michallukes3 Jun 13 2014, 4:56pm says:

Hello there

I was just testing the mod out. Everything is good except for two minor details ... which are not actually minor at all. First of all, no matter what fleet supply option I choose while creating the game, the supply research is jumping by the same numbers in small, medium and large alike.
I recommend to work this out, because there is no multi-core support and the game just gets ridiculously choppy with tons of ships. Second, extras and bump are always at highest settings, no matter how I tweak the effects options. Thank you for looking into this.

+1 vote     reply to comment
TheyCallMeProphet
TheyCallMeProphet Jul 20 2014, 2:06pm replied:

Yes, the most changes we would like to do are failing because of the low RAM usage and the single core support. We have doubled the fleet capacity, of course we can make optional patches :)

+1 vote     reply to comment
Guest
Guest May 23 2014, 5:03pm says:

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TheyCallMeProphet
TheyCallMeProphet Jul 20 2014, 2:03pm replied:

Yes, there will be a version before 3.0. We do plan bigger changes, but without professional modelers this is not possible.

+1 vote     reply to comment
Guest
Guest May 21 2014, 9:10am says:

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_Alive_
_Alive_ May 19 2014, 8:58pm says:

hey loving this mod but i have encountered one problem, the crew derelict ship research for the TEC rebels doesn't work. once you research it the ability on the colony ship still says "not researched" and when sent to a ship graveyard the ship does nothing and non of the derelict ships are affected.

+1 vote     reply to comment
TheyCallMeProphet
TheyCallMeProphet Jul 20 2014, 2:02pm replied:

Well, now in my vacation I have time to work on. Thank you!

+1 vote     reply to comment
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Platform
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SGU Mod Team
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Release Date
Released Nov 5, 2012
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