Crazy is a mod to optimize and change gameplay of Sins of a Solar Empire: Rebellion. It offers many new abilities, new ship weapons, new music and more!

Report Crazy 2.988
Filename
Crazy_2.988_Reb._v1.8.zip
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Full Version
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354.76mb (371,991,021 bytes)
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5,396 (1 today)
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07bd48912e6039b65a1a029aa3704403
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Description

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!

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Crazy 2.988
Comments
AwesomeBismarck
AwesomeBismarck

Amazing! Time to dig in!

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mikey1871

damn it!!! YOU had a great mod here, but you had to screw it up with a much larger stupid rebel fleet just going helter-skelter.... seriously... wtf crazy?

If you love pirates so darn much then figure out a way to make the stupid pirates playable!!

Oh and please make your darn capture colony ships actually go the at least the next closest captureable ship...instead of just sitting their with the "auto-enabled" on.

Other wise your mod is good.

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TheyCallMeProphet Author
TheyCallMeProphet

Well, maybe it is interesting to you that I have not changed the size of the Rebel fleet. I can change that if I get more similar feedback. Also only the Pirate defenses are stronger, the attacking fleets are the same like in previous versions. Have a look at Distant Stars! In that mod (which seems to bei dead) you are attacked by capitalships! And I can not makel the Capture ability better - I know that it sucks. So chill out andere wait for the next update! Thank you for the feedback :D

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mikey1871

really ? hummm, ok. r u sure you didn't increase the size of the rebel fleets? just asking more nicely cause i do remember there are mods with pesky rebel fleets that come in, but those rebel fleets don't include capital ships.

Yes, your pirate fleets are good. i have no problem with them cause i waste a lot of credits on making sure that i don't get hit by pirates except in the beginning of the game when the pirate fleets sent are small.

Also, there is another mod, i can't remember which one where they also have actual capturable ships in a graveyard whereby the colony ship actually goes around to a new graveyard ship and actually does do auto capture.

Oh yes i do remember that other mod. it's SG1. Cause in that one i have to monitor cause the wraith hives and heavy cruisers will attack the uncaptured ships if i dont watch it.

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TheyCallMeProphet Author
TheyCallMeProphet

I'll have a look on it. And yes, I was surprised too when I saw that capital ships are attacking the player. I think that I'll change that a bit, but I'm sure that one capital ship is acceptabel ;) . But now I'm going to celebrate! I wish you a happy new year! :D

Simon/TheyCallMeProphet

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BrandstifterFussel
BrandstifterFussel

You should consider making the rebels have less Impact on early game, it's really annoying sometimes :0

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Kaisoron
Kaisoron

Hello!Thanks for the awesome mod!However,i still do get minidumps during game,i've downloaded the latest version+DLCs,and this version of your mod,installed/enabled properly and sometimes i face dumps.Could it be cause i play some custom map map i made and it was made before enabling the mod?

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TheyCallMeProphet Author
TheyCallMeProphet

Yes. Normally the mod should not crash during singleplayer :) Try out the normal maps, if you want to have much fun ); Systems of War. Also you can create new custom maps with crazy ;)

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Kaisoron
Kaisoron

Thanks Prophet!Much obliged for the response:) Take care and Happy New Year to you and your family,with health and happiness!

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Kaisoron
Kaisoron

And another couple of questions:Can i make a map,with crazy enabled,and play with friends multiplayer?You expect any dumps there?Or even use normal maps.And is the difficulty a bit lowered?Seems "normal" AI is quite..slow to develop.

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TheyCallMeProphet Author
TheyCallMeProphet

Thank you very very much! I wish you a happy new year too ! Yes, with Crazy enabled you can make a map. And I recommend a multiplayer game, that is very funny, I have just tested the mod with my friends ;) . And the min AI strengh I use is Hard :) . Have fun!

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Ximema
Ximema

Oh damn 'dis is going to be good

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auramoth
auramoth

i like the mod but is there still a problem with migitation? in the previous version i encountered advent capitals with over 100% migitation.

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TheyCallMeProphet Author
TheyCallMeProphet

There should not be a mitigation problem. But if you see a hip with such high mitigation, report this ;)

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Commissar_Ramelon
Commissar_Ramelon

Hi, I really love this mod. The main thing I do love about it is the music. Like seriously. Stuff from "Two steps from hell", Anno 2070 music, some other great tracks whom I don't know made. lol

Then the effects..I love the weapon effects. As well as the planets, although on certain planets around the poles of each planet there's like, a line that cuts off a part of the planet, not sure if I'm saying it right but, it just seemed odd to me, but it didn't affect me all that much.

However...I've been having an issue with crashing. I've installed the mod correctly as you probably assumed. However I get to a certain point in the game, doing pretty well, and all of a sudden I get a crash, for no real apparent reason. In order to combat this I save my progress every now and then. I do know that others who've played the regular Sins would get crashes for no reason as well, but I want to know if this is happening on behalf of the mod, or because of the regular game having crashing issues. Thanks in advance. :)

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TheyCallMeProphet Author
TheyCallMeProphet

Well, I've worked for many, many hours on fixing the bugs and understanding the system. And excepting a few particle bugs which does not cause crashes, the mod is totally free of bugs. There is the possibility that you used maps which you have created without the mod. This causes crashes at a special point because I have changed the GalaxyScenario (especially the planet groups). I don't know anything about crashing issues in the normal game. In the multiplayer I had a crash because of the custom map problem, but in singleplayer the game had no problems. Maybe I've not played long enough ;) . Thank you for the tips and I can say that this texture issue is fixed in the next update :D

Simon/TheyCallMeProphet

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Commissar_Ramelon
Commissar_Ramelon

Thanks for replying. I haven't created any maps. Not that I know of. lol I just use the ones already there. This is pretty much the only real issue that I've had. I'll look around though and see if I can maybe find a fix for this.

However all in all. I adore this mod. :)

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Dark_Ansem
Dark_Ansem

I get a lot of stuttering, is that normal?

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TheyCallMeProphet Author
TheyCallMeProphet

Well, in the late game the game is lagging. Normally that only happens in multiplayer. In singleplayer I've played a big game for 6 hours and it did not have any lag ;)

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SFrame
SFrame

::Bug Report, Minidumping::
Selecting the Coronata Titan and then mousing-over a wormhole (be it from its gravity well or zoomed out in galaxy view) minidumps/crashes the game. It only seems to be a problem the Coronata - I did a playthrough with the Ankylon on the same map, flying mousing-over and flying through wormholes without a problem.

The Coronata can still fly through wormholes, but only by scouting a wormhole (and its twin), and then commanding the Coronata to move to a spot on the other side of the wormhole's twin.

Example: Coronata needs to get from PlanetA to PlanetB. There is a wormhole between PlanetA and PlanetB. Once I've scouted the wormhole (knows where it goes), commanding the Coronata to move to PlanetB will result in no minidumping. I can also safely move to the other side of the wormhole by zooming into a wormhole's gravity well, selecting the Coronata (i.e. via hotkey), and then clicking/moving it to the desired spot in the gravity well of the wormhole's other side Without mousing over the wormhole in the middle of the gravity well.

It's just moving over the wormhole while having the Coronata selected that crashes/minidumps the game.

There are only two mods installed:
- Crazy v2.988 (this version)
- a portion of VaughanHFS's Strike Craft Performance Optimization mod/addon.

I'm 90% sure that the latter mod shouldn't be a problem. I've removed its research tree mod and the English .str file to make it compatible with the Crazy mod. The only things left are the entity files that modify strike craft stats and squad numbers. For balancing, I've changed the max level of the Advent hangar strike craft research (the one that adds one strike craft to each hangar squad per level) in the entity file within the Crazy mod (changed max level from 8 to 2).

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SFrame
SFrame

Other info about the playthrough if it'll help:
- Map: Twin Empires
- # of Players: 8 (me + 7 AI, grouped into teams of 2)
- AI Difficulty: all Cruel
- Flagship Victory: ON
- Allied Victory: ON
- Pirate Raids: ON
- Fleet size: Small

Info on the Coronata:
- Lv.1, brand-new from the foundry; has wet paint :P
- has Unity Mass Lv1
- has one level of the hull/shield upgrade
- not in fleet

Anyways, I'm pretty sure that none of the modding I did caused the minidumping (previous playthrough with TEC on same map and settings was flawless, and I did additional testing on both playthroughs). So yeah: again, I'm guessing it's something with the Coronata. Just thought I'd throw this out to ya.

Thanks for making this mod, by the way - it's fantastic! I switched to this as my main mod from E4X due to E4X causing AIs to idle (it got annoying). The extra skills and features here really make this mod my favorite. This was the only non-string bug I could find. It isn't game breaking for me, but it is a bug worthy of being reported nonetheless (crashing from an accidental mouse-over can be frustrating; heheh).

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TheyCallMeProphet Author
TheyCallMeProphet

THIS is detailed feedback! Thank you very much! :D

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zerohourjay
zerohourjay

if you can, try and replicate the crash/minidump in developer.exe that way the program will tell you exactly what file to look into at the moment it happens. and also it will create a log of what happened what buttons you've pressed and so on, and it will help the mods creator a lot.

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SFrame
SFrame

Damn, that sounds real useful (and makes me feel a little stupid, heheh); unfortunately my dev.exe doesn't want to work for me when playing Rebellion v1.80. It works fine with v1.00 (fresh copy), but then I can't run it with Crazy mod (which is for v1.80). I really love this mod, and I wish I could do better, but sadly the manual debug notes are the best I can do with what I have.

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Darktemplar333
Darktemplar333

A Bug *I think* With the crytech ship in the ship graveyard, it has no sounds, String not founds, I've found sound clips in the sound file saying that the ship does have sound. Is this a bug or what.

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Colin13
Colin13

Hi I thought that you'd like to know that I'm currently playing against the AI at Rebellion in the Random Huge game as Tec Loyal set at the Viscous level. Doing ok so far.
Colin Mann
ps whats this news then?

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07_Republic_commando
07_Republic_commando

Just crashes at the loading screen after i have started a new game.

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Colin13
Colin13

Hi, can't wait for Crazy 3, I love this mod far more than any other.
Suggestions: 2 more factions
an either/or element to 1 of more research trees
choice of Titans
choice of Doomsday weapons
ability to have more Titans eg 2nd Titan costs 3 Capital
crews
3rd Titan costs 4 Capital crews etc.

Hope these are of some use.

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Guest
Guest

Its been a long time, requesting either release or some hint of SGU or Crazy 3 mod please.

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TheyCallMeProphet Author
TheyCallMeProphet

The problem is the Time I do have. And there was not enough time.

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