I tell you of the work of the last 4 month and the planned features!

Posted 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

Post comment Comments
Sinistar45 Dec 30 2013 says:


+2 votes     reply to comment
Dark_Ansem Jan 29 2014 says:

crash at start of the skirmish for me...

+2 votes     reply to comment
TheyCallMeProphet Author
TheyCallMeProphet Jan 30 2014 replied:

What do you mean with "Skirmish"? I play the game very often and I do not have crashes ;)

+1 vote   reply to comment
Dark_Ansem Jan 30 2014 replied:

I mean that I can get in-game fine, but once I select factions and whatnot it freezes at the loadscreen, generates a dump and closes itself :(

+2 votes     reply to comment
TheyCallMeProphet Author
TheyCallMeProphet Feb 1 2014 replied:

That's not normal. Did you use 7-zip to unpack the file? I really have no idea why that happens. When I play with friends, we do not get minidumps...

+1 vote   reply to comment
Dark_Ansem Feb 2 2014 replied:

I did use 7zip, yes..

+2 votes     reply to comment
TheyCallMeProphet Author
TheyCallMeProphet Feb 3 2014 replied:

Well, a guy had found one bug. As I've written, the mod is free of startup bugs. It is still possible that other coding bugs are causing crashes while you play. That you get crashes is strange, I can't help you. The problem is that I have made many mistakes when I was a noob at modding. The development had started with Entrenchment. And I converted it to Diplomacy and then to Rebellion.... ;)

+1 vote   reply to comment
GamerGOD343 May 9 2015 says:

Hello there, first of all I would like to thank you for your outstanding MOD, I was very surprised to play this one and see all the amazing effects, and hard working put into it, as I have played 10-15 other high quality mods for SotSE Reb out there now, and frankly yours is the 2nd best so far.

So lets get do to the nitty gritty, Im having minidumps half to 2/3 through the games,(right when things start to spice up). I have verified long address is correct and running SotSE Reb DEV, as I have been trying to find the solution myself since I love your mod so much. Im getting a couple of messages through DEV before it dumbs:
1) Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\GS/Render/Particle/ParticleEmitter.cpp(487) m_ParticleMinStartLinearSpeed <= m_ParticleMaxStartLinearSpeed2) Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\Engine/Math/RandomStream.h(68) maxV >= minV

Any chance to explain to me how to fix it? Its a game break for me, I would appreciate any help you could push me, thank you.


+1 vote     reply to comment
sahilchikara Jun 25 2015 says:

when Crazy 2.99 will be released ?

+1 vote     reply to comment
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