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/Effects
Crazymodder96 - Coder/Inventions/Icons
fearNO - Models & Textures

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!

Sorry for not updating the mod. I am very busied, but I do not forget it. Be sure that I am able to create an update soon :)

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Crazy 2.99

News 9 comments

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

Crazy 2.98 is released!

Crazy 2.98 is released!

News 0 comments

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.

First November news

First November news

News 4 comments

The first news which contains some infos about "Crazy"

Crazy Galaxy Forge (2.988)

Crazy Galaxy Forge (2.988)

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

Full Version 31 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.

Readme of "Crazy"

Readme of "Crazy"

Other 2 comments

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

Post comment Comments  (100 - 110 of 371)
Hotshot823
Hotshot823

when can we expect a patch to fix the derelict capturing abilities.

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TheyCallMeProphet Creator
TheyCallMeProphet

today :)

Reply Good karma+2 votes
TheyCallMeProphet Creator
TheyCallMeProphet

Sorry that I haven't uploaded the update. I had much private stuff to do during the las two weeks. It will come tomorrow!!!

Reply Good karma+3 votes
zarchariah
zarchariah

hey, its a nice effect you have made by making capital ships to be able to shot more than one target at once, but :/ its kinda OP that they're able to target all ships they come in contact with. its too overpowered. i killed 2 Hard AI's from the start with a single capital ship. (one for each AI did i mean) i think that capital ships needs a nerf :P i could understand that titan might have the ability to multi target everyone in its range, but for a capital to do that is just to strong, it should be limited to about 2-4 max.

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TheyCallMeProphet Creator
TheyCallMeProphet

The reason is the overpowered ai. Wait for the update ;)

Reply Good karma+3 votes
Harbinger2012
Harbinger2012

You guys did an amazing job with this mod. I love the music from Two Steps From Hell. incredible job

Reply Good karma Bad karma+1 vote
AC84
AC84

Great work once again guys. One question regarding multiplayer:

"your mod checksum differs from the host's"

We both have the same version of the game and the mod?

Cheers

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TheyCallMeProphet Creator
TheyCallMeProphet

Well, that's strange. Could you tell me how many files are in the "Crazy 2.983" folder are? You both should have 2.784 files in the folder (without the Crazy.pdf and EnabledMods.txt, they should not be in the folder), which are 582.191.588 bytes big (on disk 589.500.416 bytes). I'm actually playing a multiplayer game with friends, and this works. Have you both used 7zip to unpack the file? E.g. WinRar destroys the mod, this can be a reason.
I hope you can solve it, you'll have fun! Tell it to me ;)

Simon/TheyCallMeProphet

Reply Good karma0 votes
AC84
AC84

You were spot on, I was missing 1 file.

Thanks!

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TheyCallMeProphet Creator
TheyCallMeProphet

You're welcome!

Reply Good karma+2 votes
mikey1871

hey crazy, please please set up a site where we can download the patches and full new versions of your mods. If you can afford it. I know hosting fees can be expensive.

MODDB has forgotten what they are supposed to do, and or they have their hands in too many damn pots!!! I. E. console games and every damn thing else. This 24 or more hours for authorization sux!

Thank you very much for making 2.983 for us if we ever get to use it!!!

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TheyCallMeProphet Creator
TheyCallMeProphet

Well, I upload every version which stays more than 2 weeks the newest at StrategyInformer. Maybe you've seen that I updated very often. My "Crazy"-uploads are authorized fast (6-9 hours) because they're only 250 mb big. But when I upload bigger mods (and I will, trust me :D) like SGU, I'll use mainly other websites.

Simon/TheyCallMeProphet

Reply Good karma+2 votes
mikey1871

actually, could you email me the mod location on strategy informer. you know mine. i'll help u with it all i can. :P

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mikey1871

hey could you please give me the exact typing for how to find your mod for rebellion of stupid "Strategy informer" please.

I couldn't find your mod for rebellion, but i did find the SoTF fall of kobol hehe. I searched using crazy, no hits and i tried to just have that site look up everything for sins of a solar empire: rebellion... still no list of mods and i do have an account with them.
I can't believe they think the efficient way to store game mods is by only "genre and sub-genre". and they should list the mods like they do efficiently on Moddb... letting us pick the host game then just give us the mods associated with that game. NOT make us search through 15 effing pages of mods for games we DONT want right now.

NM, while iw as searching and typing this, moddb finally after 2 days authorized your 2.983 version.

but, i'd rather know what to type to find your updates on "Strategy Informer, please :)

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TheyCallMeProphet Creator
TheyCallMeProphet

I'm actually uploading 2.983 on StrategyInformer. It takes 55 minutes from now. I'll link it on the main page text ;)
Also, I had to re-upload the mod - and authorizing took only 30 minutes. I think one of ModDB read your comment :D

Reply Good karma+2 votes
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