Crazy 2.95
Feb 2, 2013 Full Version 42 commentsThis 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...
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!
3 comments by TheyCallMeProphet on Jan 22nd, 2013
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 )
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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!
Simon/TheyCallMeProphet
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...
This is the Galaxy Forge Tool for my mod "Crazy" v2.95 . Enjoy and create new maps!
The newest update contains fixed string errors, new abilities and bugfixes. For more details read the description. It works with Reb. v1.1
Hello, this is the Readme of "Crazy". It contents all the features of "Crazy" and installation help.
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).
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.
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?
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
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.
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
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!
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!
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.
I know. I will answer soon ;)