This modification for Sins of a Solar Empire: Rebellion has been created during the old times of Vanilla Sins to make the game funnier, more interesting and good looking. A lot of balance changes, unique concepts for the factions and beautiful new music should make the game feel more enjoyable!
Why you should check it out:
If you'd like to communicate with the devs, other players, chat about the game or just to get more detailed updates about our progress, join our Discord server! We prefer using this server, as it allows us to communicate easier with you. Join for more information and the ability for feedback, feature requests, sneak peeks and other things:
The Team:
It has been a long time since there was an update on our mod, but finally we are about to release the newest version with a long list of exciting changes. It adds new game mechanics to the game and has the goal to refresh both our mod, the base game and the Vasari factions as individual parts of the game. You can find a more detailed ChangeLog on our Crazy Discord server.
We are going to talk about some of the most interesting abilities, how they completely change the game and how they look like. In the end of this article, there is a small Sneak Peek for the upcoming planned updates.
The Vasari were always a unique faction to play and were the hardest to learn. Everyone in our team always liked playing them, but neither the concepts of the Vanilla game nor the modified concepts in our previous versions of "Crazy" seemed to fit. According to the original lore descriptions, their numbers were low and much of their population was on the few giant ships they still own. Even when the TEC managed to build a defensive force, the Vasari had a good chance in battle because the few ships they had were superior in technology.
Of course this was a balancing issue. The Vasari are supposed to have capital ships that are as strong as four equivalent ships of the TEC and Advent. Obviously this causes balancing difficulties during the early game. Long testing sessions led to the results you will be able to try out very soon.
Vasari Rebels (left) in a protective formation for the vulnerable long range Vulkoras Desolator. Vasari Loyalists using a tanky configuration with a different, close combat version of the Vulkoras Desolator.
With the Charged Missiles the ability, the Rebel Vulkoras can target everything within the whole orbit, but is vulnerable to attacks and loses phase missile shield penetration.
The Loyalist Kortul can heal itself with pulse beams and create chain-traveling pulse beams which hit multiple targets for additional damage. "Volatile Nanites" is much deadlier than before.
The Loyalist Jarrasul has a weaker version of "The Maw", utilizing it original ultimate as something more fitting (the old ultimate was basically a bombing ability). The converted resources are useful for a ship that carries a huge part of the Vasari population.
The Kultorask just annihilates everything within its relatively short range when it uses all of its abilities in combination. "Dissever" causes a deadly chain reaction of explosions on ships affected with Nano Leech.
The Rebel Kanrak Assailants are, unlike the Loyalist equivalent, multi-target long range frigates
The Rebel Skirantra may spawn a specialized Phase Missile Platforms that can hit multiple enemy fighters at once with swift Phase Missiles.
New abilities require new researches. The Vasari Loyalists use Phase Cannons instead of Phase Missiles and got a new research tree for that. Additionally, some of the new abilities got their own researches as well as new icons. Icons of unused abilities have also been reused if they fit the new ability.
All of this is only a tiny bit of what we have changed. We hope you will give it a try and enjoy the new effects, features and mechanics. Some more examples of unique abilities:
Out of multiple updates, we can reveal two aspects of the game we are going to change in the crazy manner you are used to! Every update is going to change a major aspect of the game, which makes focusing and organizing the work easier.
Have fun with our update!
Greetings and stay healthy!
TheyCallMeProphet
McKnife96
KillerMuffin53
I'm telling you about the newest update for Crazy!
PLEASE READ DESCRIPTION: Hey, this is a light patch for "Crazy 3.0 (Rebellion 1.95) FULL". A fix for a CRASH and several bug and balancing fixes are included...
PLEASE READ DESCRIPTION: Finally we can present you the newest, fresh version of our Crazy Mod, fully compatible with the latest patch of Rebellion. Join...
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...
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...
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...
This is the Galaxy Forge Tool for my mod "Crazy" v2.988 . Enjoy it and create new maps!
Is this mod compatible with 4X and Sins Remastered?
as a rule of thumb, mods in Sins are never compatible unless specifically marked, so no, it is not.
I am asking why this mod did away with the Bomber/Fighter carriers of each race? You can research it but the ship is not in the cruiser tree. What was the reason?>
Hi, removing carrier cruisers has, from our experience, really helped with the mid/late game lag in the game. We will likely focus all our efforts on the successor game, which has no lag issues, as soon as modding is feasible (SoaSE 2 is still in a really early state).
In the meantime, if you wish so, I can release a small patch to add carriers back in.
I see what you are talking about. I played the Maelstrom Mod that allows for large amounts of ships through research and I would have 50-60 drone carries in my fleet. It does slow the progress of the game. I am good. You do not need to patch so I can use them. I was just curious why they were not included. Thanks for the reply
as soon as we get to relasing an update, we might still add a few optional minimods like that though. We'll see then :)
compatible with
Maelstrom?
It is a standalone mod.
Just wanted to say thank you for the fun mod. :)
Thanks!