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
Crazymodder96 - Coder/Inventions/Icons
fearNO - Models&Textures
Pixelgameboy - Icons, Models etc.
OverZealous - Programming and all stuff I had no time for

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!

I wish you a happy new year! Crazy 2.99 is coming soon, a research position bug will be fixed!

Image RSS Feed Latest Screens
The factory-ship The factory-ship The factory-ship
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!

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

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 23 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  (70 - 80 of 342)
Hotshot823
Hotshot823 Aug 22 2013, 8:10pm says:

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

+3 votes     reply to comment
TheyCallMeProphet
TheyCallMeProphet Aug 25 2013, 6:49am replied:

today :)

+2 votes     reply to comment
TheyCallMeProphet
TheyCallMeProphet Aug 29 2013, 1:21pm replied:

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

+3 votes     reply to comment
zarchariah
zarchariah Aug 19 2013, 2:28pm says:

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.

+3 votes     reply to comment
TheyCallMeProphet
TheyCallMeProphet Aug 19 2013, 2:39pm replied:

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

+3 votes     reply to comment
Harbinger2012
Harbinger2012 Aug 19 2013, 5:23am says:

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

+1 vote     reply to comment
AC84
AC84 Aug 8 2013, 9:24am says:

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

+1 vote     reply to comment
TheyCallMeProphet
TheyCallMeProphet Aug 8 2013, 1:23pm replied:

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

0 votes     reply to comment
AC84
AC84 Aug 8 2013, 3:12pm replied:

You were spot on, I was missing 1 file.

Thanks!

+3 votes     reply to comment
TheyCallMeProphet
TheyCallMeProphet Aug 8 2013, 5:04pm replied:

You're welcome!

+2 votes     reply to comment
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Platform
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SGU Mod Team
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Release Date
Released Nov 5, 2012
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