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:

Two fanmade YouTube videos:

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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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!


  • 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!


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 28 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  (100 - 110 of 360)
mikey1871 Aug 5 2013, 6:23pm says:

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!!!

+3 votes     reply to comment
TheyCallMeProphet Creator
TheyCallMeProphet Aug 6 2013, 2:38pm replied:

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.


+2 votes   reply to comment
mikey1871 Aug 6 2013, 5:15pm replied:

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

+3 votes     reply to comment
mikey1871 Aug 6 2013, 4:12pm replied:

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 :)

+3 votes     reply to comment
TheyCallMeProphet Creator
TheyCallMeProphet Aug 7 2013, 12:52pm replied:

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

+2 votes   reply to comment
wiljosh Aug 3 2013, 12:45pm says:

hey Im not sure if this is in game but is there a way you could throw in a ship with a "pirate" ability that lets you try to take a ship that's owned by someone else

+2 votes     reply to comment
TheyCallMeProphet Creator
TheyCallMeProphet Aug 3 2013, 3:59pm replied:

When you're an Advent, especially as a Loyalist, you can capture every enemy ships except titans. As a TEC you can capture enemy frigates and cruisers with the Corsev Battleship ;)

+1 vote   reply to comment
mikey1871 Aug 1 2013, 6:44pm says:

umm, was actually liking the 2.982 better than the 2.98, but then this happened... i make a few colony small craft to get the derelict ships at a ship graveyard seeing as you are smart enough to put ships in a graveyard (unlike the devs who just stick an empty graveyard in the game... very lame and useless).... but you removed the ability for us to capture the derelict ships and then u say we have to research a new thing to get the ability back. But you didn't include the damn researchable research in the 2.982 mod!!!!

I'm sure this was an oversight from the 10+ hours you spent getting 2.982 out so fast. Could you either just give the colony frigates back their "get derelict ships" ability or put in the research line in TEC also so we can use the ship graveyards. I love them... definitely changes up the available strategies one has to use in the mod!!!!

also wanted to say thanks for getting in the Ferrous research for the TEC !!!

that's all so far for now. back to playing the super awesome 2.98.... yeah i so LOVE the 6-7 forts we get to have as the TEC

+2 votes     reply to comment
TheyCallMeProphet Creator
TheyCallMeProphet Aug 2 2013, 5:47pm replied:

Yes, I forgot this. but I worked on ~1500 files - I think you can imagine that I forget something ;). You'll get the ability back, I will make it tomorrow (at about 6 pm CET I upload it).
But I think that four starbases in a normal orbit are enough. 7 starbases are just too much, that disturbs the balancing.
Thank you very much for the help!! If you find other stuff, tell it to me (before I upload the update ;) )


+1 vote   reply to comment
TheyCallMeProphet Creator
TheyCallMeProphet Aug 3 2013, 4:31pm replied:

Okay, I had no time (private stuff). But you'll get the update tomorrow ;)

+1 vote   reply to comment
thrgor Aug 1 2013, 8:16pm replied:

In addition to broken 'crew derelict ship' ability, the Vasari have a 'string not found' ability on their colonizer. Another thing I noticed was that when researching Titan construction it doesn't show how much ones shields/weapons/health/whatever get improved.

Otherwise, top stuff! Eagerly awaiting 3.0.

+2 votes     reply to comment
TheyCallMeProphet Creator
TheyCallMeProphet Aug 2 2013, 5:39pm replied:

Thank you for that information. I'll have a look on that ;)

+1 vote   reply to comment
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Last Update
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