This modification for Sins of a Solar Empire: Rebellion has been created during the old time of the Vanilla Sins to make the game more funny, interesting and good looking. A lot of balance changes, unique concepts and beautiful new music should make the game feeling more enjoyable!

Created by Developers of the Stargate mods.

Yes, there will be an update, it will feature the Vasari and will change their gameplay a lot in a positive and unique direction. The problem is the balancing, since a reduced amount of ships which are stronger cause some gameplay issues. We have been adjusting for about three months, but got closer to a release!

Honestly we are also waiting for a game update which increases the processor performance - the goals that we are having for the Advent can't be reached with that amount of lag.

ayy lmao

Integrated Mods:
Bailknight's Graphic
Sins Plus

The Team:
TheyCallMeProphet - Main Coder/Effects
Crazymodder96 - Coder/Inventions/Icons

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!

Please send private messages or write a comment if you want to report bugs or give feedback!


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RSS Articles

Crazy 2.99 Release

News

Hello!


it has been a long time since the last update. I am sorry for that. But finally I was able to work on changes, test it by myself and complete an interesting update!

Balance Changes:

  • Deconstruction rate of fighters without host is higher
  • Faster phase space speed 28000 --> 90000
  • No jump costs
  • Advent now have a hyperspace speed research instead of a "Decrease jump cost"-Research
  • Akkan Battlecruiser's lvl 6 ability reworked --> now orbital but on a shorter duration
  • Fighters and AA-Frigates are more effective against bombers (300% damage)
  • Ion Cannons of Capital Ships do last shorter
  • Balancing of flagships
    • Less oppressive Marza Flagship, stronger Advent flagships, Skirantra Flagship has noticable construction costs for strike craft
  • Defensive platforms are now stronger (especially the Phase Missile Defenses)
  • Phase Missile Defense has a "Missile Swarm" Ability
  • Advent's Radiance Battleship and the Defense Vessels can now block Phase Missiles

Vorastra Titan vs an Advent fleet in close combat

The Vorastra as a juggernaut is able to destroy fleets in close combat.

Titans:

The titans were too weak and too easy to destroy. I updated their defensive stats and tried to give each titan a different role.

  1. Ankylon (Tank with medium damage output)
    • Hull at lvl 10: 20950 +120% research bonus
    • with full upgrades: 30950
    • Shields at lvl 10: 12200 +60% research bonus
    • with full upgrades: 16700
  2. Ragnarov (Longrange single-target destruction)
    • Hull at lvl 10: 16875 +135% research bonus
    • with full upgrades: 23375
    • Shields at lvl 10: 11850 +60% research bonus
    • with full upgrades: 16850
  3. Coronata (Tanky, single target superweapon and fleet support)
    • Hull at lvl 10: 13800 +60% research bonus
    • with full upgrades: 16800
    • Shields at lvl 10: 17300 +120% research bonus
    • with full upgrades: 25300
  4. Eradica (durability and fighting potential)
    • Hull at lvl 10: 11600 +60% research bonus
    • with full upgrades: 14600
    • Shields at lvl 10: 20500 +120% research bonus
    • with full upgrades: 29500
  5. Vorastra (durability and high short-range damage)
    • Hull at lvl 10: 16700 +90% research bonus
    • with full upgrades: 24209
    • Shields at lvl 10: 14940 +90% research bonus
    • with full upgrades: 21940
  6. Kultorask (mass destruction, weak 1v1)
    • Hull at lvl 10: 15390 +105% research bonus
    • with full upgrades: 19890
    • Shields at lvl 10: 13270 +105% research bonus
    • with full upgrades: 17270

Performance:

Due to the high maximum fleet capacity the game has some lagging/low FPS problems. I tried some ways to improve that at least in singleplayer.

  • Trade Ports and Orbital Refineries spawn less ships
  • Ships fire in waves and not continuously
  • Some "cleaned numbers" (I.e. not 23.349560 damage --> 23.000000)

Bugfixes:

  • TEC Rebels are now again able to capture neutral ships
  • Fixed missing string files

The future and v3.0:

I know that many people asked for that big, awesome update. We have some ideas what we could do, and it seems that the new patch 1.83 is very promising :D

  • Planet destruction WILL be a thing, but we have to calculate how it can be balanced
  • The capital ships will get some reworks. There are many abilities which are useless or just annoying
  • The goal is to push the three races further into different tatical roles. The Vasari should have a few, very strong ships while the Advent are able to spam. Sadly this is limited because of the bad performance of the engine
  • The teasered "Vadim Dreadnought" and other ships will be added, but it is not clear when and how at the moment

I am aware of an Error related with the Advent Loyalists/Coronata Titan. Please report MiniDumps with information of the circumstances

Enjoy the update!

Greetings

TheyCallMeProphet


Crazy 2.993 (Reb. v1.86)

Crazy 2.99

Crazy 2.99

News 10 comments

I tell you of the work of the last 4 month and the planned features!

Crazy 2.98 is released!

Crazy 2.98 is released!

News

I'll tell you informations about the update! Read and comment it! :)

Crazy June news: v2.98 will be released soon

Crazy June news: v2.98 will be released soon

News 2 comments

I'm telling you about the newest update for Crazy!

"Crazy" news for January 2013

"Crazy" news for January 2013

News 3 comments

In this news I post infos about the music in the mod, features of the new update 2.95 and other stuff.

RSS Files
Crazy 2.993 (Reb. v1.86)

Crazy 2.993 (Reb. v1.86)

Full Version 9 comments

A happy new year guys! As promised like 2 months ago (oops...) I got the new version for you. I did some balance changes and many bugfixes, which took...

Crazy 2.99 for Rebellion v1.85

Crazy 2.99 for Rebellion v1.85

Full Version 23 comments

Hey, after so many patches in a row I have updated "Crazy" for the newest Patch of Rebellion, v1.85. Fully compatible with all DLC's, although I did not...

Crazy 2.99 for Rebellion v1.82 (Updated Hotfix)

Crazy 2.99 for Rebellion v1.82 (Updated Hotfix)

Full Version 19 comments

Finally I can present you the comeback of "Crazy". This full version contains major changes. NOTE: The file has been replaced. To get the hotfix, you...

Crazy Galaxy Forge (2.988)

Crazy Galaxy Forge (2.988)

Mapping Tool

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

Crazy 2.988

Crazy 2.988

Full Version 32 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

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.

Comments  (0 - 10 of 477)
Nikzzz
Nikzzz

In Summary terms, is it possible after Crazy Mod 3.001 or later update version?

---- Modified Star Base for all faction and capturable one
---- New units of Strike Craft for all faction
---- New kind of weaponry only usable by Flagships and Titans
---- Variations of newly-added research subject for all faction relating to their specialty
---- Fix and relocate some of the existing research subject
---- Change the Titans strike craft squadron limit and weaponry on certain places
---- Add Infinite version of enhanced stats which can be researched 999 times for resource sinking in later gameplay
---- Minimod for using modified Capital Ship specific for each sub-faction/ access for using Super version of different flagships for each faction if player add flagship victory
---- Different model for CryTech Battleship and possibly some top-secret prototype capital ship/Dreadnought version (Up to your discretion)

All of this could be made into a minimod if this is too much to add into the Mod or change it somehow in later update after 3.001 or something

If you wanna know details, read my previous message

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Nikzzz
Nikzzz

By the way, do you guys have any profile in Sin Forum?

If you do, could you please tell me the name of it so i can send you guys some private message regarding future idea for your mod improvement..

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TheyCallMeProphet Creator
TheyCallMeProphet

just send everything via ModDB DM, need a bit time to reply to all your comments

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Nikzzz
Nikzzz

Simple Correction, All Star Base are automatically gain anti strike craft weaponry installed or added along with 1st weapon upgrade slot.. Or you guys could add it with every hangar upgrade like this;-

--- 1st slot: 25% anti strike craft weapon damage plus
--- 2nd slot: 50% anti strike craft weapon damage plus
--- 3rd slot: 75% anti strike craft weapon damage plus
--- 4th slot: 100% anti strike craft weapon damage plus

Or something like that

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Nikzzz
Nikzzz

I'm asking you guys to reconsider it at later date after update 3.0 and some minor update like 3.001 or something like that.. The ideas i mentioned are quite messy at least but it's because this mod is CRAZY.. And what i suggest mostly are for the sake of making it crazier as none other seen before..

MAYBE NEXT YEAR OR AT 2020, PLEASE MAKE THIS MOD AT THE CRAZIEST LEVEL YOU GUYS CAN THINK OF..

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Nikzzz
Nikzzz

Regarding Advent faction

--- Advent Star Base model are the same except it could rotate and shift position to direct newly-added Beam Cannon upgrade towards a single target for maximum damage effect as upgrading it gives miniaturized Unity Mass or Cleansing Brilliance special abilities aimed toward a single target..

--- Advent Star Base's Meteoroid Control abilities combined to make it easier to use as it use similar method with the exception of ranged enemy targets.. Targeting single enemy target at long range gives a short barrage while in it's weapon's range capable of hitting multiple target although only fires 1 wave as it's AoE damage also damages nearby enemy strike craft.. Targeting enemy planets remains the same..

--- Advent Coronata remains the same except gain a cheaper research cost on
almost all subject level while Advent Eradica could gain Laser's range and
Psionic Surge rate of fire alongside with Plasma's increased rate of fire
and Beam's damage research upgrade.

Regarding Vasari faction

--- Vasari Vorastra could use increased rate of fire upgrade for Disintegrator, Wave and Pulse Gun weaponry slot and can be placed under 1st Phase Missile research located on 1st level and range upgrade for Pulse Beam, Pulse Wave and Wave Cannon which could be placed on 8th slot after Energetic Pulse Charging

--- Add a new combined weapon of Phase Cannon and Disintegrator makeing it Phase Disintegrator weaponry which can only used on Vorastra Titan while Antorak Marauder shall use Pulse Wave weaponry as main weaponry..

Vasari Rebel just need research upgrade for using Phase weapon by increasing it's range and rate of fire at most

Vasari Kultorask could use combined weaponry of Phase Cannon and Disintegrator and add it alongside Phase Missile used at front side as mid-ranged Phase Disintegrator which capable of penetrating shield and weakens enemy's hull repair rate.

((ORIGINALLY I THOUGH OF COMBINING PULSE GUN OR WAVE CANNON WITH DISINTEGRATOR BUT SINCE IT ADDED WITH PULSE BEAM MAKING IT PULSE WAVE, IT'LL BE ODD TO MAKE ANOTHER PULSE OR WAVE VERSION OF DISINTEGRATOR INSTEAD))

(((I'M NOT SUGGESTING MAKING A LARGE NUMBER OF THEM, CHANGE THEM TO CERTAIN
LIMIT)))

(((( THE REASON I SUGGEST NEW WEAPONRY IS THAT IT COULD BE IMPLEMENTED AT TITANS AND FLAGSHIP AT MOST AS I UNDERSTAND THAT MAKING TOO MUCH OF IT CREATES UNNECESSARY TROUBLE LATER DAYS ))))

And FYI, I'm the type that prefer to fight large army of enemy ships with heavy and strong firepower via using single Titan and/or 4-6 Capital Ships at most (3-4 Dreadnought Ships if added) as i like tactical battle more than numerical superiority..

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Nikzzz
Nikzzz

Also for later update after 3.001 or something,

--- TEC Ankylon research could use Laser and Beam's weapon range and
rate of fire upgrade and could place it under 1st Laser upgrade slot when fighting on their own friendly orbital zone

----- Ankylon could use a newly-combined Ion Cannon with Beam Cannon making it Ion Beam which function like Ion Cannon but with limited range and targeting as it'll be placed on the middle empty wall amongst missile emplacement located each on Starboard and Port wall and it could affect any small ships within it's line of fire although it's slower rate of fire and damage and houses 6 squadron when reached max level

--- TEC Ragnarov research could use increased Missile's rate of fire, Autocannon's range and Gauss cannon damage upgrade in tandem to your earlier comments that Rebel still need more early power..
((It could be bundled together into one research slot located on 8th level,
replacing Novalith Superweapon with it.. although only 1 or 2 are needed to balance it somehow.

--- Added increased bombardment rate of fire located after High Yield Warhead and slight range as well

--- Rebel Novalith Superweapon research could be relocated to 6th or 7th level like it's Loyalist faction but it cost more expensive to research and takes longer to complete it..

------ Ragnarov could place additional flak cannon on the front-arc cannon and use Autocannon version of anti strike craft weaponry located on the each 4 side of Gauss Cannon emplacement (Could name it Autocannon Defense)

Next part i shall cover for Advent faction

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Nikzzz
Nikzzz

Correction, Ankylon Titan could house up to 8 squadron when reaching max level as it's a Mobile Battle Fortress.. And possibly name it Furious Strike or something similar for bombardment upgrade located at 8th level slot.

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Nikzzz
Nikzzz

Next one is for minimod version of special unit where we get to use a different kind of modified capital ship /or flagship (if using flagship victory).. Consider it as a Modified version of Capital Ships unlike the one you guys added in the current mod

TEC Ankylon faction: Dunov Supercruiser or Sova Supercarrier (Super version)
TEC Ragnarov faction: Kol Battlefortress (Fortress version of Kol Battleship)
Advent Coronata faction: Halcyon Battlecarriers (Super version)
Advent Eradica faction: Rapture or Revelation Supercruisers (Super version)
Vasari Vorastra faction: Rankulus or Jarrasul Dreadnought (Super version)
Vasari Kultorask faction: Sikantra Supercarriers or Antorak Dreadnought (Super version)

If not adding flagship victory into the gameplay, player con only get

TEC Loyalist: Modified Sova Carrier
TEC Rabel: Modified Kol Battleship
Advent Loyalist: Modified Halcyon Carrier
Advent Rebel: Modified Revelation Battlecruiser
Vasari Loyalist: Modified Rankulus Battleship
Vasari Rebel: Modified Antorak Marauder

By the way, could you guys add 2 squadron of strike craft to flagship which has none of it like TEC Rebel and Vasari Kortul Flagship in the previous mod..
But at least add 2 squadron is good enough and if new strike craft is possible, add it as an additional option..

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Nikzzz
Nikzzz

Of course before this mod is playable, you guys need to make a model that could do so w/out alter too much of it's original..

If only i know how to make a ship model for Sins game..... I would at least help out with this and try to create some prototype for a start

After 3.0 version, please consider make some minimod later days in order not to make too much work of it..

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