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


Why you should check it out:

  • Bailknight's Graphic Effects (modified) with epic weapon effects and wonderful explosions.
  • New planet types (Sins Plus with modified planet properties) such as colonizable Gas Giants, Urban Planets, Relic Worlds etc and uncolonizable planet types such as Ship Graveyards which have capturable derelict ships that have unique abilities!
  • Enhanced Flagship victory: Instead of only keeping your flagship at the home planet, every flagship is a unique type, has unique abilities and is an actual capital ship - with the risk of loosing it at the front.
  • Occupation victory Planets and Pirates are harder to beat.
  • Complete overhaul of the Vasari factions with unique capital ship, frigate and cruiser variations and research trees for both Loyalists and Rebels as well as many new abilities!
  • Several gameplay changes and new research for Advent and TEC and upcoming overhauls for them!
  • Improved Research Tree and more late game scaling.
  • New game mechanics that are fun and interesting to use tactically!
  • Higher AI difficulty.
  • Stronger titans and countermeasures.
  • Beautiful music.
  • New Sound Effects.
  • Growing Discord community for direct contact to the developers.

    Feel free to read more in our last News Article, the download description or on our Discord!

Fully compatible with Rebellion v1.98


Download Crazy 3.0 (Rebellion 1.98) FULL - Mod DB



If you'd like to communicate with the devs, other players, chat about the game or just to get more detailed updates about our progress, join our Discord server! We prefer using this server, as it allows us to communicate easier with you. Join for more information and the ability for feedback, feature requests, sneak peeks and other things:






The Team:

  • TheyCallMeProphet - Main Coder/Effects/Sound
  • Mcknife96 - Coder/Concepts/Icons
  • KillerMuffin53 - Concepts/Creative Work
  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS Articles

Hello there!

It has been a long time since there was an update on our mod, but finally we are about to release the newest version with a long list of exciting changes. It adds new game mechanics to the game and has the goal to refresh both our mod, the base game and the Vasari factions as individual parts of the game. You can find a more detailed ChangeLog on our Crazy Discord server.

We are going to talk about some of the most interesting abilities, how they completely change the game and how they look like. In the end of this article, there is a small Sneak Peek for the upcoming planned updates.


So what did we do all the time?

The Vasari were always a unique faction to play and were the hardest to learn. Everyone in our team always liked playing them, but neither the concepts of the Vanilla game nor the modified concepts in our previous versions of "Crazy" seemed to fit. According to the original lore descriptions, their numbers were low and much of their population was on the few giant ships they still own. Even when the TEC managed to build a defensive force, the Vasari had a good chance in battle because the few ships they had were superior in technology.
Of course this was a balancing issue. The Vasari are supposed to have capital ships that are as strong as four equivalent ships of the TEC and Advent. Obviously this causes balancing difficulties during the early game. Long testing sessions led to the results you will be able to try out very soon.

  1. Only one capital ship is strong enough to deal with enemy militias early game - the Jarrasul Evacuator. This is a reduction in choices, but partially solves the problem - it is the only ship that can upgrade all abilities to maximum and has a clear scaling.
  2. The scaling of the remaining five ships is extreme. Some of them have really bad stats, but once they get the experience or are leveled up, they can power much faster than their equivalents
  3. All ships take more ship slots
  4. Fleet capacity researches take much more time than before, slowing down the strong scaling. Additionally the experience your ships gain is lower in the start, but normalizes with more research.
  5. maximum of 9 capital ships + titan or 8 capital ships + flagship + titan

Vasari Rebels (left) in a protective formation for the Vulkoras Desolator. Vasari Loyalists using a tanky configuration with a different focus.

Vasari Rebels (left) in a protective formation for the vulnerable long range Vulkoras Desolator. Vasari Loyalists using a tanky configuration with a different, close combat version of the Vulkoras Desolator.


Demonstration of a couple results (GIFs)

VulkorasRebel2


With the Charged Missiles the ability, the Rebel Vulkoras can target everything within the whole orbit, but is vulnerable to attacks and loses phase missile shield penetration.


KortulChainTravelSmallerFileSize


The Loyalist Kortul can heal itself with pulse beams and create chain-traveling pulse beams which hit multiple targets for additional damage. "Volatile Nanites" is much deadlier than before.


Converting enemy fleets into resources


The Loyalist Jarrasul has a weaker version of "The Maw", utilizing it original ultimate as something more fitting (the old ultimate was basically a bombing ability). The converted resources are useful for a ship that carries a huge part of the Vasari population.


Annihilating everything nearby


The Kultorask just annihilates everything within its relatively short range when it uses all of its abilities in combination. "Dissever" causes a deadly chain reaction of explosions on ships affected with Nano Leech.


Demonstration of a couple results (Pics)

AOE Long Range frigates


The Rebel Kanrak Assailants are, unlike the Loyalist equivalent, multi-target long range frigates


A special Missile Platform spawned by the Rebel Skirantra Carrier


The Rebel Skirantra may spawn a specialized Phase Missile Platforms that can hit multiple enemy fighters at once with swift Phase Missiles.


An example of new researches and icons


New abilities require new researches. The Vasari Loyalists use Phase Cannons instead of Phase Missiles and got a new research tree for that. Additionally, some of the new abilities got their own researches as well as new icons. Icons of unused abilities have also been reused if they fit the new ability.


All of this is only a tiny bit of what we have changed. We hope you will give it a try and enjoy the new effects, features and mechanics. Some more examples of unique abilities:

  • "Assassinate" - Ability of the Loyalist Antorak Marauder that instantly executes an enemy capital ship if the damage drops it below a certain amount of hull and resets the ability, allowing it for multiple executes in a row
  • "Vampric Strikes" - for the first time (compared to Vanilla), ships can heal themselves by damaging other ships on-hit, effectively introduces Life Steal to the game
  • "Disintegrating Storm" - The Rebel Vulkoras Desolator has a special beam weapon. At level 6, it passively starts jumping to other ships, dealing percentual damage and healing the original Vulkoras
  • "Searching Missiles" - The Rebel Evacuator's phase missiles search for weak spot of enemy ships, giving them a chance to hit them. Another chance determines the possibility of a certain debuff
  • "Establish Network" - allows the Jikara Navigators to spawn a phase gate on neutral orbits
  • "Long Range Networking" - allows your phase gates to spawn another, weaker phase gate for yourself on friendly planets from long distance
  • "Black Hole Missiles" - The Phase Missiles of the Rebel Skarovas Enforcer are enhanced, create a singularity on impact and pull together enemy frigates and corvettes
  • "Nanite Split Attack" - If close to death, the Rebel Overseer creates to clones of itself, making all three cruisers invulnerable. After a short while, they destroy themselves and deal additional damage
  • "Infuse Artificial Immortality" - The Loyalist Rankulas targets a friendly capital ship. If it dies, it will become invulnerable and revives after a while

Sneak Peek:

Out of multiple updates, we can reveal two aspects of the game we are going to change in the crazy manner you are used to! Every update is going to change a major aspect of the game, which makes focusing and organizing the work easier.

  1. Star Base update
    1. Three different types of star bases for every faction for different roles
    2. Modified Defensive research tree with own category for star bases
    3. Overhaul of all the defenses
    4. Defenses are scarier again and you can't just overrun them as usual
    5. Pirate attacks will become stronger
  2. Minor Faction update
    1. Existing Minor Factions will be modified and be more useful
    2. New Minor Factions that replace some of the old ones
    3. Creative (and sometimes funny) new abilities that give new bonuses (we are going to try everything the game code allows us)
    4. Changes to research and occupation victories

Crazy 3.0 (Rebellion 1.94) FULL


Have fun with our update!

Greetings and stay healthy!

TheyCallMeProphet
McKnife96
KillerMuffin53

Crazy 2.99 Release

Crazy 2.99 Release

News

Detailed information about the new update, its changes and the future!

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!

RSS Files
Crazy 3.001 (Rebellion 1.95) PATCH

Crazy 3.001 (Rebellion 1.95) PATCH

Patch

PLEASE READ DESCRIPTION: Hey, this is a light patch for "Crazy 3.0 (Rebellion 1.95) FULL". A fix for a CRASH and several bug and balancing fixes are included...

Crazy 3.0 (Rebellion 1.95) FULL

Crazy 3.0 (Rebellion 1.95) FULL

Full Version 10 comments

PLEASE READ DESCRIPTION: Finally we can present you the newest, fresh version of our Crazy Mod, fully compatible with the latest patch of Rebellion. Join...

Crazy 2.993 (Reb. v1.86)

Crazy 2.993 (Reb. v1.86)

Full Version 10 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 18 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!

Post comment Comments  (0 - 10 of 469)
grimmmarvin95
grimmmarvin95 - - 9 comments

I am asking why this mod did away with the Bomber/Fighter carriers of each race? You can research it but the ship is not in the cruiser tree. What was the reason?>

Reply Good karma Bad karma+1 vote
TheyCallMeProphet Creator
TheyCallMeProphet - - 336 comments

Hi, removing carrier cruisers has, from our experience, really helped with the mid/late game lag in the game. We will likely focus all our efforts on the successor game, which has no lag issues, as soon as modding is feasible (SoaSE 2 is still in a really early state).

In the meantime, if you wish so, I can release a small patch to add carriers back in.

Reply Good karma+2 votes
grimmmarvin95
grimmmarvin95 - - 9 comments

I see what you are talking about. I played the Maelstrom Mod that allows for large amounts of ships through research and I would have 50-60 drone carries in my fleet. It does slow the progress of the game. I am good. You do not need to patch so I can use them. I was just curious why they were not included. Thanks for the reply

Reply Good karma Bad karma+2 votes
TheyCallMeProphet Creator
TheyCallMeProphet - - 336 comments

as soon as we get to relasing an update, we might still add a few optional minimods like that though. We'll see then :)

Reply Good karma+1 vote
Guest
Guest - - 687,512 comments

compatible with
Maelstrom?

Reply Good karma Bad karma0 votes
TheyCallMeProphet Creator
TheyCallMeProphet - - 336 comments

It is a standalone mod.

Reply Good karma+1 vote
mangomango999
mangomango999 - - 200 comments

Just wanted to say thank you for the fun mod. :)

Reply Good karma Bad karma+1 vote
TheyCallMeProphet Creator
TheyCallMeProphet - - 336 comments

Thanks!

Reply Good karma+1 vote
grimmmarvin95
grimmmarvin95 - - 9 comments

I have your mod and been playing it or learning it. I see the differences made in the research and ships. I like that even though the upgrades cost against my fleet account allotments. I was playing a team game with five other teams. We were down to the last two teams. I can only assume the pirates got them. My teammate had a small bounty 712 credits against him. When the pirates launched their attack, they came with 2 titans, 8 kols, 2 corsevs and 2 marzas. They also had about 50 corairs, 30 flaks, and 20 of the ships that for the pirates. I forget their names. They were attacking his Capital with this fleet. He had a fully upgraded star base, full allotments of hangars and defense platforms. Along with a full gravity well mines. The pirates blew these defenses very quickly and we lost the game because they blew mine and his fleet. He was a TEC loyalist and I was a Vasari Loyalist. My fleet had the full allotment of level 10 capital ships and a level 10 titan. They cut through that like a hot knife through butter. Is this the way you wrote the mod for the pirates or is this bug?

Reply Good karma Bad karma+1 vote
TheyCallMeProphet Creator
TheyCallMeProphet - - 336 comments

yeah well, the pirate issue is quite known, but pirates reach that level of strength very late in the game, when sacrificing a planet usually would not hurt that much.
main issue is not the ships, but the research pirates have. The damage bonuses are quite insane, and we played with them quite often.
The pirate ships on their own are always level 1, no matter the pirate raid strength. We hoped to change that at some points, but our previous attempts to make pirates hard, but still fair to play against, failed.

We'll probably nerf them and then look at them later again.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

X