This modification for Sins of a Solar Empire: Rebellion has been created during the old time of the Vanilla Sins to make the game more funny, interesting and good looking. A lot of balance changes, unique concepts and beautiful new music should make the game feeling more enjoyable!

Created by Developers of the Stargate mods.

Yes, there will be an update, it will feature the Vasari and will change their gameplay a lot in a positive and unique direction. The problem is the balancing, since a reduced amount of ships which are stronger cause some gameplay issues. We have been adjusting for about three months, but got closer to a release!

Honestly we are also waiting for a game update which increases the processor performance - the goals that we are having for the Advent can't be reached with that amount of lag.

ayy lmao

Integrated Mods:
Bailknight's Graphic
Sins Plus

The Team:
TheyCallMeProphet - Main Coder/Effects
Crazymodder96 - Coder/Inventions/Icons

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!

Please send private messages or write a comment if you want to report bugs or give feedback!


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RSS Articles

Crazy 2.99 Release

News

Hello!


it has been a long time since the last update. I am sorry for that. But finally I was able to work on changes, test it by myself and complete an interesting update!

Balance Changes:

  • Deconstruction rate of fighters without host is higher
  • Faster phase space speed 28000 --> 90000
  • No jump costs
  • Advent now have a hyperspace speed research instead of a "Decrease jump cost"-Research
  • Akkan Battlecruiser's lvl 6 ability reworked --> now orbital but on a shorter duration
  • Fighters and AA-Frigates are more effective against bombers (300% damage)
  • Ion Cannons of Capital Ships do last shorter
  • Balancing of flagships
    • Less oppressive Marza Flagship, stronger Advent flagships, Skirantra Flagship has noticable construction costs for strike craft
  • Defensive platforms are now stronger (especially the Phase Missile Defenses)
  • Phase Missile Defense has a "Missile Swarm" Ability
  • Advent's Radiance Battleship and the Defense Vessels can now block Phase Missiles

Vorastra Titan vs an Advent fleet in close combat

The Vorastra as a juggernaut is able to destroy fleets in close combat.

Titans:

The titans were too weak and too easy to destroy. I updated their defensive stats and tried to give each titan a different role.

  1. Ankylon (Tank with medium damage output)
    • Hull at lvl 10: 20950 +120% research bonus
    • with full upgrades: 30950
    • Shields at lvl 10: 12200 +60% research bonus
    • with full upgrades: 16700
  2. Ragnarov (Longrange single-target destruction)
    • Hull at lvl 10: 16875 +135% research bonus
    • with full upgrades: 23375
    • Shields at lvl 10: 11850 +60% research bonus
    • with full upgrades: 16850
  3. Coronata (Tanky, single target superweapon and fleet support)
    • Hull at lvl 10: 13800 +60% research bonus
    • with full upgrades: 16800
    • Shields at lvl 10: 17300 +120% research bonus
    • with full upgrades: 25300
  4. Eradica (durability and fighting potential)
    • Hull at lvl 10: 11600 +60% research bonus
    • with full upgrades: 14600
    • Shields at lvl 10: 20500 +120% research bonus
    • with full upgrades: 29500
  5. Vorastra (durability and high short-range damage)
    • Hull at lvl 10: 16700 +90% research bonus
    • with full upgrades: 24209
    • Shields at lvl 10: 14940 +90% research bonus
    • with full upgrades: 21940
  6. Kultorask (mass destruction, weak 1v1)
    • Hull at lvl 10: 15390 +105% research bonus
    • with full upgrades: 19890
    • Shields at lvl 10: 13270 +105% research bonus
    • with full upgrades: 17270

Performance:

Due to the high maximum fleet capacity the game has some lagging/low FPS problems. I tried some ways to improve that at least in singleplayer.

  • Trade Ports and Orbital Refineries spawn less ships
  • Ships fire in waves and not continuously
  • Some "cleaned numbers" (I.e. not 23.349560 damage --> 23.000000)

Bugfixes:

  • TEC Rebels are now again able to capture neutral ships
  • Fixed missing string files

The future and v3.0:

I know that many people asked for that big, awesome update. We have some ideas what we could do, and it seems that the new patch 1.83 is very promising :D

  • Planet destruction WILL be a thing, but we have to calculate how it can be balanced
  • The capital ships will get some reworks. There are many abilities which are useless or just annoying
  • The goal is to push the three races further into different tatical roles. The Vasari should have a few, very strong ships while the Advent are able to spam. Sadly this is limited because of the bad performance of the engine
  • The teasered "Vadim Dreadnought" and other ships will be added, but it is not clear when and how at the moment

I am aware of an Error related with the Advent Loyalists/Coronata Titan. Please report MiniDumps with information of the circumstances

Enjoy the update!

Greetings

TheyCallMeProphet


Crazy 2.993 (Reb. v1.86)

Crazy 2.99

Crazy 2.99

News 10 comments

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

Crazy 2.98 is released!

Crazy 2.98 is released!

News

I'll tell you informations about the update! Read and comment it! :)

Crazy June news: v2.98 will be released soon

Crazy June news: v2.98 will be released soon

News 2 comments

I'm telling you about the newest update for Crazy!

"Crazy" news for January 2013

"Crazy" news for January 2013

News 3 comments

In this news I post infos about the music in the mod, features of the new update 2.95 and other stuff.

RSS Files
Crazy 2.993 (Reb. v1.86)

Crazy 2.993 (Reb. v1.86)

Full Version 9 comments

A happy new year guys! As promised like 2 months ago (oops...) I got the new version for you. I did some balance changes and many bugfixes, which took...

Crazy 2.99 for Rebellion v1.85

Crazy 2.99 for Rebellion v1.85

Full Version 23 comments

Hey, after so many patches in a row I have updated "Crazy" for the newest Patch of Rebellion, v1.85. Fully compatible with all DLC's, although I did not...

Crazy 2.99 for Rebellion v1.82 (Updated Hotfix)

Crazy 2.99 for Rebellion v1.82 (Updated Hotfix)

Full Version 18 comments

Finally I can present you the comeback of "Crazy". This full version contains major changes. NOTE: The file has been replaced. To get the hotfix, you...

Crazy Galaxy Forge (2.988)

Crazy Galaxy Forge (2.988)

Mapping Tool

This is the Galaxy Forge Tool for my mod "Crazy" v2.988 . Enjoy it and create new maps!

Crazy 2.988

Crazy 2.988

Full Version 32 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

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.

Comments  (0 - 10 of 458)
Nikzzz
Nikzzz

Allow me some correction regarding Titan's..

1st of all, Each titans squadron on each sub-faction at level 10 (MAX) should houses;

--- Ankylon: Upped from 5 to 8
--- Ragnarov: Upped from 4 to 6
--- Coronata: upped from 10 to 15
--- Eradica: Reduced to 13 from 20
--- Vorastra: Reduced to 8 from 11
--- Kultorask: upped to 10 from 6

The reason to these changes;

--- Vorastra now houses doubled the amount of antifighter weapons and gains increased weapon range and they also have highly durable hull repair rate than any other faction..
--- Eradica are a powerful force to be reckoned with if only the modders make AI-based Advent Rebel uses Unyielding Will when reaching level 6 and change/or combine some existing abilities.
--- Ankylon are basically a mobile fortress in the first place, usually each fortress houses lesser number of squadron than star base or any fortress itself (If there's one similar to Behemoth Fortress from E4X)
--- Kultorask only need to make some improvement on adding Phase Cannon for 1 or 2 capital ships and increased phase weapon rate of fire
--- Ragnarov requires some remodelling which allows to replace autocannon weaponry emplacement with laser weaponry and add Autocannon itself on the rear, replacing flak emplacement.. As the flak emplacement on the front, just need to add half of the flak located on the rear at the middle or front arc..
--- Coronata (if i remember right) only need to add few extra beam and laser point defense for weaponry and need fixing on it's special abilities..

Next message i shall give rough ideas for it

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Nikzzz
Nikzzz

I want to propose an idea regarding Coronata faction but since Coronata Titan is unreachable to play as it leads to game crash in my current mod (2.993 for Rebellion v1.86), so i'll give it later after playing 3.0 update..

--- Is it possible to add minimod for different additional faction (1 or 2 extra) as i'm hoping to fight a different enemy and battle style next time?

--- Could use a new different faction addon as non-playable faction which is similar to playing Occupational Victory but that non-playable faction could be battled on normal skirmishes sometimes.. I got very bored of fighting Vasari faction whenever playing Occupational Victory..

--- Could you guys change Pirates Capital Ships and Titans into something derivative from Ragnarov faction and make it only deploy 3 wave in maximum pirate raid level in the future? If it's possible, change Truce among Rogues abilities from being instantly be Allied to gain Cease Fire?
------ Means that the pirates won't attack any TEC Rebel faction that has researched Truce Among Rogues but they can still be attacked through Pirate Offer Mission as it can be considered as top-secret mercenaries leading unknown assault on nearby random world of their target as long as they get paid very highly.. Difference is this time most player or AI can only offer 4 times only as it takes time to complete their mission or die fighting except TEC Ragnarov which capable of 5 times..

--- Pirate Mercenaries research upgrades also gives 250 fleet supply and gain the ability to see wherever their ships go even though on enemy planets for 180 seconds after the last pirate ship destroyed.. Other than that, it gives max speed and acceleration increase of 50% and 100% respectively..

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Nikzzz
Nikzzz

Added on Pirate Mercenaries, why there's increase on max speed and acceleration is because they share some technology as the truce is made

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Nikzzz
Nikzzz

Also for later update after 3.001 or something,

--- TEC Ankylon research could use Laser and Beam's weapon range and
rate of fire upgrade and could place it under 1st Laser upgrade slot when fighting on their own friendly orbital zone

----- Ankylon could use a newly-combined Ion Cannon with Beam Cannon making it Ion Beam which function like Ion Cannon but with limited range and targeting as it'll be placed on the middle empty wall amongst missile emplacement located each on Starboard and Port wall and it could affect any small ships within it's line of fire although it's slower rate of fire and damage and houses 6 squadron when reached max level

--- TEC Ragnarov research could use increased Missile's rate of fire, Autocannon's range and Gauss cannon damage upgrade in tandem to your earlier comments that Rebel still need more early power..
((It could be bundled together into one research slot located on 8th level,
replacing Novalith Superweapon with it.. although only 1 or 2 are needed to balance it somehow.

--- Added increased bombardment rate of fire located after High Yield Warhead and slight range as well

--- Rebel Novalith Superweapon research could be relocated to 6th or 7th level like it's Loyalist faction but it cost more expensive to research and takes longer to complete it..

------ Ragnarov could place additional flak cannon on the front-arc cannon and use Autocannon version of anti strike craft weaponry located on the each 4 side of Gauss Cannon emplacement (Could name it Autocannon Defense)

Next part i shall cover for Advent faction

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Nikzzz
Nikzzz

I'll wait for it patiently... So keep it up and do your best to fix the remaining problem especially when playing Advent Coronata faction which start to crash when i managed to build a Titan.. PLEASE SEE IT THROUGH BEFORE RELEASING NEXT UPDATE.

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TheyCallMeProphet Creator
TheyCallMeProphet

it is unlikely that the crash is directly related to any coding mistake - we will let it run through a crash gixing program again

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Nikzzz
Nikzzz

I'll be looking forward to all of it soon.. So when it's gonna be done, roughly? Is it around May or July? Or before New Year of 2019?

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TheyCallMeProphet Creator
TheyCallMeProphet

soon (TM). It is basically coincidence, some things need to be done and then it can get uploaded.

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Nikzzz
Nikzzz

Upon the update of 3.0, i got a few question;
--- will Advent faction gain new weapons that combines existing tech like Vasari Pulse Wave?

--- Can you guys make the flagship bigger in size, firepower and equip 4 weapon instead of 3 like usual Capital Ships?

--- Will all faction's Star Base gain anti strike-craft weaponry added? Also will you add 1 prototype star base constructor only for capture and in order to deploy it, player required to research top-secret defensive star base (or something like that) ((Think of it as an additional research located on Defensive slot))

--- Could you guys change Vasari Loyalist flagship from using Sikantra Carrier to either use Kortul or Antorak that emphasize it's faction firepower specialty and Rebel's flagship into Sikantra or Vulkoras instead?

--- The Dreadnought you guys mentioned, is it buildable on Capital Factory or is it placed on Titan Foundry and is it more expensive than Capital Ships? Is there limits to it's deployment?

--- Lastly, will you guys add a few (1-3) advanced prototype Capital Ship that rivaled to Dreadnought you will add later that equips their faction's specialty firepower? Deploying new, specialized capital ships in battle is more interesting sometimes to me...

Like the one i played in Distant Star version although you're welcomed to make a completely different one instead

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TheyCallMeProphet Creator
TheyCallMeProphet

- currently not possible, sadly there is a restricted amount of weapon types and we already reached the maximum by adding Ion Cannons. Could do something more with the point defense weapon though.
- maybe. I am not sure if that would make Starbases too strong, maybe it could be implemented in an upgrade to make the player decide and sacrifice something else instead. Your idea with an empowered starbase is interesting, we got some similar changes for Derelict ships. Might think about your idea.
- The Vasari changes are not my work, but mostly they go into two directions as Loyalists being more energy weapon focused and the Rebels on Missiles and Shield Penetration. I will ask my friend for this.
- Limits are possible to do, you should understand that it was mostly experimental. Due to the other changes it has a lower priority. If you want extremely overpowered ships, you will like the Derelict Marza!
- Yes, but not highest priority. Maybe a follow-up to the diversity changes

I have played Distant Stars in the past, but didn't like everything about it. That was the actual reason why I started my own mod and then got my friend involved. Happy Eastern!

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Nikzzz
Nikzzz

FYI, i also don't like some of it either but there's something in Distant Star that other Sins Mods doesn't have exist..
--- New strike craft like Elite version of Fighters and Bombers, Advanced Bombers and Gunships (Advanced Fighter version)
--- Upgradeable anti-strike craft weapon on Star Base and added anti-strike craft weaponry on some faction's vanilla capital ships like Main Battleships and Carriers
--- Combined Capital Ship which makes a faction's flagship
--- Unique Pirate Capital Ship and it's modified firepower although it doesn't have a Titan like the one in Crazy Mods
--- Added new prototype capital ships which can only be built by related faction and a shared technological experimental warships by Triple Alliance (TEC Loyalist, Advent and Vasari Rebels)..
--- Few new special ability which is pretty powerful when used wisely and variation of it's use..

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TheyCallMeProphet Creator
TheyCallMeProphet

some of those things are part of what we are already doing in the current non public build

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Nikzzz
Nikzzz

3rd Part, the Dreadnought you guys mentioned, is it buildable on Capital Factory or is it placed on Titan Foundry and is it more expensive than Capital Ships? Rough explanation will do as it's no fun spoiling the details over it..

4th part, does the Dreadnought you mentioned before are added to each faction (1 unit per faction) or it's a different Dreadnought per sub-faction? THIS IS JUST AN IDEA BUT HOW ABOUT MAKING IT'S LIMIT TO 6 FOR EVERY SUB-FACTION EXCEPT VASARI LOYALIST WHERE IT LIMITS ARE SET TO 8 BECAUSE YOU MENTIONED THAT VASARI SHOULD HAVE A FEW BUT POWERFUL CAPITAL SHIPS.. WHICH MEANS THAT IN AVERAGE, PLAYER CAN HOUSES ABOUT 12 CAPITAL SHIPS AND 8 DREADNOUGHTS FOR VASARI LOYALIST FACTION FOR EXAMPLE..

5th Part and lastly, will you guys change the ship design for CryTech Battleship into something that houses 4 powerful weaponry like flagship because it's confusing sometimes when i bundled it together with Vasari's Vulkoras army..

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TheyCallMeProphet Creator
TheyCallMeProphet

well the problem with the Dreadnoughts is the modeling. Modelers are rare, although a friend of us is trying to learn it.
Mostly those Vasari changes imply that their existing capital ships got reworked, fulfilling different roles so you can't just spam one ship class. Additionally they scale way better than any other ship into the lategame while being as strong as others on the first levels. It was hard to balance that well.

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Nikzzz
Nikzzz

Regarding the modeling of Dreadnoughts, the reason i ask about it is because i was hoping that there's something different about this MOD than other existing one in the near future..

I'm not asking you guys to rush it at all.. Just hopefully consider it as an unique addition for later update after releasing 3.0 version..

You guys could release it as a minimod or integrate it on later version.. THE CHOICE IS YOURS EITHER WAY..

HAPPY WORKING IT OUT

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Nikzzz
Nikzzz

1st part, why i mentioned about flagship wielding 4 weapons is because TEC Loyalist flagship is the only one wield 4 weapons, making it pretty powerful although it still weak against any Titans and possibly the newly-playable Dreadnought ship..

2nd part, the reason that i ask for this is because there are times that AI only deploys too many Carriers that sometimes causes troubles to my computer that it almost crashes once..

About prototype starbase constructor that require capture, consider it as something similar to E4X's Behemoth Fortress that is really powerful but equipping extremely powerful weapon like combined Vasari's Pulse Beam and Disintegrator, Phase Cannon and Wave, Advent's Plasma Cannon and Beam Cannon and some new weapons, Traders Laser Cannon and Beam Cannon, Ion-based Gauss Cannon and lastly rapid-firing Autocannon and powerful Railgun which making it fast-firing Railgun but fires a bit slower than Gauss Cannon and surely it weakens enemy shield mitigation and damages armor directly.. ALL OF THIS IS JUST AN IDEA

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TheyCallMeProphet Creator
TheyCallMeProphet

yes, the AI deploying carriers is annoying as hell, especially with the new Vasari.
And thank you for your ideas, most of it sounds really great!

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