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
Soon: TSOP

The Team:
TheyCallMeProphet - Main Coder
Crazymodder96 - Coder/Inventions/Icons
fearNO - Models&Textures
Pixelgameboy - Icons, Models etc.

If the GameFront download doesn't works, try this link: Strategyinformer.com

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!

An update is coming soon!

Image RSS Feed Latest Screens
Advent battles Advent battles Advent battles
Blog RSS Feed Report abuse Latest News: "Crazy" news for January 2013

3 comments by TheyCallMeProphet on Jan 22nd, 2013

Hi fans!


The time goes by fast, doesn't it? The mod “Crazy” is now 3 months old and the last update 2.92 was downloaded over 1300 times! I got many messages with tips and ideas for the mod, and some of those ideas I integrated in the new update. The others will follow of course.

So thank you for supporting my mod!

Whatever, I will upload very soon a new version of the mod, and here I post it's new features:
(The main features you can read in the ReadMe file: Moddb.com )

  • Many crash dumps are fixed, but not all. I'm working hard at it, but I have not much experience with the Dev.exe. If you want to help me, reply to my posts in the Sins forum: Forums.sinsofasolarempire.com
  • The Vasari Loyalists can now capture derelict ships like the other factions
  • Flak turrets are now affected by the AutoCannon researches, also the Ragnarov's Railgun is affected by the Gauss researches.
  • More epic music from “Anno 2070”, “Two Steps From Hell” etc
  • Modified abilities, for example: Disruption Matrix affects fighters, Maximum Armor ability is stronger
  • Advent flagships are now stronger
  • Updated SoundMusic.soundata, so the most epic music can be heard more often
  • Balance change that TEC armor is stronger because of their weaker shields
  • New Ion Cannon researches in high tier area (6-8)
  • (Many ships got new weapons, some Caps have up to 4 weapon systems now!)
Some screenshots of
The Marza Dreadnought will get AA-weapons to defend it against his only weakness

Vasari Loyalists vs TEC Rebels
On a poster of the Collector's Edition the Vorastra had strong red beams. Why not in the real game?

NOTE: That is not a detailed overview, because I change with every update about 50 files. And this is an update from 2.92 to 2.95, so I changed more than 150 files. Sorry about that ;) . Also the features that are placed in brackets are only in the update 2.96, and actually I don't know if it works like I want, but it's possible that I integrate those features in a patch a few days later.

Also a few guys asked me for a music list, here is a Dropbox link: [A link will be placed here when I completed the list]

Comment this news and tell me your opinion!

Crazy 2.95

Simon/TheyCallMeProphet

Downloads RSS Feed Latest Downloads
Crazy 2.95

Crazy 2.95

Feb 2, 2013 Full Version 42 comments

This is the newest update of "Crazy". It focuses on new music, the ion cannons and other stuff... IMPORTANT: Use 7zip to unpack the file or the mod will...

Crazy Galaxy Forge (2.95)

Crazy Galaxy Forge (2.95)

Dec 13, 2012 Mapping Tool 1 comment

This is the Galaxy Forge Tool for my mod "Crazy" v2.95 . Enjoy and create new maps!

Crazy 2.92

Crazy 2.92

Nov 25, 2012 Full Version 12 comments

The newest update contains fixed string errors, new abilities and bugfixes. For more details read the description. It works with Reb. v1.1

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  (10 - 20 of 197)
OverZealous
OverZealous Apr 26 2013, 11:39am says:

Engine/DataStructures/FixedArray.h(117)
I'm going to narrow this down. I added some Faction specific techs to other factions (because it made sense to give Advent both the Ancient Retribution thing after I buffed the daylights out of TEC and bumped up Vasari a bit). I'm trying to balance stuff so that at endgame, despite the caps and titans doing hundreds or thousands of damage per shot, it's still kind of balanced. I'm making the Tech Tree make a significant difference (like it does in reality).

+2 votes     reply to comment
OverZealous
OverZealous Apr 26 2013, 12:20pm replied:

Apparently something wasn't counted right. The engine breaks (redundant) loops but if the break doesn't yield workable data the program crashes. Check your files for numbers you forgot to change when you added things. I'm going to go back to playing with the gamedata.constant and planet settings :)
Note: I kept getting the Fixedarray.h(117) i >= 0 error but spacebar'd like crazy through it. I'm not sure without breaking the engine open (How the heck do I do that??) how to fix it.

+2 votes     reply to comment
UnbeknownOsiris
UnbeknownOsiris Apr 14 2013, 7:33pm says:

Prophet:

I tried implementing Crazy 2.92 in place of my 2.95. The game had the same results, which disturbs me. I recently updated my game to 1.04 (Steam forced me to change from 1.1 to 1.04) and the game won't activate mods. Could that be a problem? And how could I fix this?

+1 vote     reply to comment
TheyCallMeProphet
TheyCallMeProphet Apr 27 2013, 5:30pm replied:

Sorry that I answered not earlier :) 2.95 won't work un v1.04, so you must use v2.92. I recommend to write a mail at the steam support.

Simon/TheyCallMeProphet

+1 vote     reply to comment
xbreed666
xbreed666 Apr 11 2013, 5:54pm says:

Yo prophet, hope these last people having issues ain't bringin' you down, they're just trying to keep you on your toes, you know. We fans can't let you get too bored.

+2 votes     reply to comment
TheyCallMeProphet
TheyCallMeProphet Apr 13 2013, 1:12pm replied:

Hey, no problem ;) It's necessary that they tell me what problems they have - they're the reason I've fixed 30 bugs yesterday!

Thank you for your support!

Simon/TheyCallMeProphet

+1 vote     reply to comment
UnbeknownOsiris
UnbeknownOsiris Apr 7 2013, 5:33pm says:

Hey Prophet! Been a while. I have ONE SIMPLE QUESTION.

When I start this mod, even under "EnabledMods" .txt., my game gives me a minidump. This ALSO happens with Sins of the Fallen and the Stargate Universe mods. My game is very... repellant about my mods. Crazy v2.92 worked PERFECTLY, with almost zero exceptions. 2.95, however, is different. Do you have an ideas how to fix it?

Also,

YAY! YOU'RE INTEGRATING STOP INTO YOUR MOD!

+2 votes     reply to comment
TheyCallMeProphet
TheyCallMeProphet Apr 11 2013, 2:17pm replied:

Well, that's crazy ;) Maybe you read that 2.95 doesn't likes to be unpacked by WinRar. I don't know if you have done this. Also 2.95 should work better (why it doesn't works?!) because I've used the Dev.exe to fix some bugs... Why the other mods aren't working, I don't know. But I have a tip: Go on steam to your library, right-click on Rebellion, and look in "properties" for "Local files" and check the game files for errors. Maybe this works!

+1 vote     reply to comment
OverZealous
OverZealous Apr 1 2013, 11:35am says:

I sent you some PMs. A few PhaseLoyalist techs are broken and there are some Capital/Titan unit balance issues at start and Frigate balance issues at endgame. I'd fix it myself but I'm not familiar with the tools yet.

+2 votes     reply to comment
TheyCallMeProphet
TheyCallMeProphet Apr 1 2013, 2:32pm replied:

I know. I will answer soon ;)

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