GRM R-1.7 FOR RETRIBUTION NOW AVAILABLE!
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What IS Gauntlet's Race Mod?Gauntlet's Race Mod is the premier custom race mod for Galactic Civilizations 3 and also provides an array of additional content to improve your game experience. There are versions of GRM for both Crusade and non-Crusade, however the non-Crusade version will generally go unsupported.GRM Offers30+ Custom Ship Styles that the AI will use!40+ Custom Races50+ Ship Appearances15+ Minor Races (who start with some colony ships!)100+ Race Portraits100+ Backgrounds200+ Race Logos600+ Citizen Portraits
Replaces the Anomalies and greatly increases their diversity and coolness!Replaces all Mercenaries from the BazaarReplaces the Mines and Bazaar modelsReplaces the Pirate models and grants them a few starting ships!Adds additional Abilities!Adds additional Starting Ship Combos! KNOWN ISSUES and USE1) If you use this mod for your own ships/races/etc. a brief credit to this mod is appreciated. 2) Turn ship-trails off, I use engines as parts in turrets and hulls, it can be distracting.3) If you experience performance issues, it is most likely the result of the heavy use of animations in any/all of my ship models, or otherwise GC3's general issues. If you experience issues, I recommend either playing with less total races, less races utilizing the ship sets, or otherwise upgrading your PC. 4) Under no circumstances may you upload any of these ship designs or factions to Steam.THANK YOUPlease reach out and report any glitches/bugs, any ships with clipping or other issues. Also it would be great, if you end up adding to the designs using the custom components, for you to share them with the community! Please credit the mod if you do!Special thanks to: Horemvore for his helpful attitude and Diplomacy UI mod!R3bel02 for one of his logos. JP193 for submitting a design via the contest.Thanks for reading, and stay tuned for more!
DOWNLOAD THE MOD HERE!
Installation instructions here:
SHOWCASE VIDEOS
Nexus is free. Actually, there is no paid registration option. The special membership which becomes available past that point removes ads and allows you to use a faster server, not much else.
Oh, had to log out and go to the registration page but immediately understood what you meant:There are only checkboxes with costs but the clue is you don't need to check any to create your account, just scroll to the bottom and hit create account.
Sweet, thanks!
You guys seemed to have solved that...
Sooo quick question. I have learned how I can customize the pirates, change their bases/ships and colors and such. As well as starting ships.
1) What color should pirates be if different/ I'm thinking a black/red combo?
2) I was thinking of giving them some extra starting ships, specifically a Survey Ship, to give you some dangerous competition for those anomalies!
Thoughts?
Yes, I like the black/red combo you have made, the Red Wall and Red Wall Inverted I think it's called? This would probably look good and more bad ass for the pirates.
A survey ship would be good but they need beefing up in general anyway, the pirates at the moment are pretty crap and once you have enough firepower to destroy their bases it doesn't take long to eradicate them from the map. Maybe some beefier blueprints are needed for just the pirates? Give their ships some more firepower so that they can still cause damage late into the game instead of being wiped out early on...
I like the idea of a Red/Black combination.
For the ships, I'd be happy with just a random weapon/defense combination.
one more vote for a Red/Black combination.
If you give them a survey ship will they use the resources found or do they just go to waste ?
Are you thinking armed or unarmed? Since pirates are the ones protecting some anomalies would they fight or join into a fleet?
If it is possible, I would like the see the pirates build and use constructors.I have seen the pirates build ships that use prototype weapons that require resources under the following conditions:1. A race is eliminated and all its remaining starbases turn pirate.2. At least one of the starbases is mining at least one resource.3. The pirates then build a ship with a prototype weapon that uses the resource.If the pirates do build constructors and use them to build starbases to mine resources, they could become really dangerous.
I think they should remain the same and there is a logical reason for this.
As they are, the colorscheme is one without any paint, just plain metal. And if you think about it, wouldn't it be strange if a chosen colorscheme goes for pirates throughout the entire galaxy, and even so they are never organized enough for full-scale attacks on planets, but settle for a common colorscheme for easy identification?
I would change them to having Turian ships as those are a bit less uniform in style (I use the default pirate style only for paramilitary style pirate groups) but not much else.
They instead are more like this:
Yes I did put them the right way round!
But on a more serious note, perhaps the pirates could use ships and/or styles combining all of the different races? And then either leave the colour scheme blank or go with the red/black one?
Hey there!
Last night I got a customized pirate system up and running properly.
1) Technically, it replaces the current pirate style. As opposed to adding a style and changing what the pirates use. I'm still trying to figure out if that is possible, but it looks like NO. GC is very finicky about when it will let you use designs outside of the installation or inside the installation folders.
2) I've made the pirates a unique color scheme, its based on GRM Cutlass, but replaces the orange colors for Green, and swaps which color is purple. The materials also make a difference, and they stand out pretty well and are less dark.
3) The shipset for them is less diverse than other races, but includes designs from the Turians, Veygar, and Orions. Some new designs are present, but very few. I'm pretty busy right now, I am considering doing a whole more unique set, but I just needed to pump something out for testing.
Turians: Because they are essentially the biggest organized pirates, their designs differed over time, and now that they are a full empire, they sell many of their ships and components to other pirate groups.
Veygar: The Veygar are notoriously aggressive nomads. Long before the human population explosion, they plied space for anyone or anything to pillage. Wisely, their greatest clan leader found them a homeworld as the galaxy began to become "smaller" and more globalized with the advent of improved FTL drives and imperial expansions. Some however, refused to abandon their nomadic ways, and so Veygar pirates/mercenaries are readily seen.
Orions: The Orion shipset represents ships from the Terran Republic days that proliferated 30+ years ago. Many republic ships were wrecked and salvaged by pirates during the Monroe wars. Some military vessels went rogue, and generally, the Orion Republic will still sell ships to outsiders, albeit, only unarmed vessels. Unlike the Turrans who would sell you a death star if you have the cash.
Testing reveals the pirates will use a Survey ship or constructor ship properly. But I'm not going to mess with AI, and they don't seem to ever build constructors. Generally my mods are aesthetic, but I could seriously embolden the pirates in a number of ways.
A) Make a new static blueprint set. These are ships like the starting ships with very specific components. I would likely give them a single special survey ship that is a large hull and uses T1 equipment, lasers/railguns/etc. Should make a nasty enemy, but not insurmountable. Yes Pirate survey ships would fight pirates they find in surveys I believe. I think that is fine, since they are not organized forces. Furthermore, bear in mind, that the AI survey mechanic generally avoids the guarded surveys, so these guys are just going to snag the good stuff!
GSM in my current iteration, doubles the weapons and HP of shipyards including the Pirates. I could make this more extreme and make Pirate Shipyards powerful bastions that require a real fleet to take out.
Part of the problem with this, is its requiring the modification of more and more files and its starting to overlap with other GRM products, which can cause conflicts. Eventually, I'm going to have to provide a "All in One" mod package of all or most GRM items, as opposed to so many separate packages.
We will see. Expect a new ship set, and the new mining bases first
Anyone out there NOT have the Snathi DLC I wonder? I've been avoiding using their parts, but I'm starting to wonder if I should just say screw it, and make GRM require all DLC (in theory).
I think most people will probably have most if not all the DLCs so I think you'd be OK with stating that you need them in order to have the mod. I like that the pirates will use a combination of styles as this feels more realistic. Can't wait to see it, and cant wait to get those awesome mining bases!
I think the easiest way is to tell people what files to avoid in a readme if they don't want a specific feature, which can be updated with each version if people are reporting issues. Save a whole lot of time and space. If some core files would then need to be changed, maybe include a slightly modded version of that file in an optional folder or give instructions to what to change in code.
If the pirate style cannot be changed, I would say you should make the modded pirates an optional file, as I really wouldn't like missing a ship style I have designed numerous factions around.
As for me, I like to have mods that add additional content without removing or greatly change any of the original, for the record. Not that I mind the existence of the alternatives, but that is how I roll.
Hi gauntlet ** disclaimer, You’re the better modder so I could be FoS but take a look
Love your mods. Couple of points/questions:
1) in GSM you have StarbaseModuleDefs, which overrides the core game file (I’m ok with) Did you notice SD changed many Multiplier modifiers to FLAT? I think the latter is better (like you have)
2 Some buffes in original are beter than yours: e.g. TractorBeamModule> TacticalSpeed> Enemy; yours =-0.2, SD=-0.5 Was this intentional? (+ several others the SD +UPed are not in yours)
3) StarbaseLaboratoryModule : your missing <Prerequ>.<Techs> <Option>InfrastructureTech</Option>
ZeroGExperimentationModule: your missing Prerequ.<Techs>Option>EducationalResearch</Option>
OrbitalResearchCenterModule: your missing Prerequ.Techs> <Option>ResearchCities</Option>
** .. + several other ones for new races
4) DiplomaticOutpostModule: <Option>DiplomacyTech vs <Option>InterstellarAlliances
5) InterstelerDefenseModule: missing TargetRelation>Self</TargetRelation> *not sure this is needed?
6) As you already change a core file. Any toughs on adding some of your new modules to the AIStarbaseGov so the Ai can make use of them. It seems like a big OP exploit to be player only. I made this change and like the additional challenge it brings.
I know you don't like using dlc much but the Scavenge ability when added to pirates allows them to capture/use constructors/colony ships even if its a low chance and I thought I might mention it since your planning on reworking the pirates a bit ^.^
I had thought of the scavenge ability... I haven't tried it yet, but the thought did occur. Its a small change that gives the pirates character I'll definitely test it.
@a0152570
First, I'm not very good lol, just prolific, I never did figure out what was wrong with your ship mod you sent over, did you?
As to the file, I copied the core file from GC3 with V1.6, are you sure your comparing with V3.0 of GSM? I'm sure you are though. I'll try to look at it over the weekend.
As for AI changes, I've never attempted it. And since GSM is likely going to change greatly with GC 1.7, I'm not going to spend time on that yet. Once 1.7 is out, I'll see what direction GSM needs to go in.
Thanks for the feedback!
By the way the GRM-Strategic Resource Replacer is now available, want to upgrade your mines to awesome looking? Go download!
http://www.nexusmods.com/galacticcivilizations3/mods/18/?
Hay G
My ship problem “seems” to have fixed it’s self with the latest opt in (fingers crossed)
“are you sure your comparing with V3.0 of GSM”
Yes, just double checked
“As for AI changes, I've never attempted it.”
Not really much of an AI change, AiStarbaseGoveners just lists the modules the AI can/will add to its trarbases. So in the interest of fair play I let the AI use several of your modules
BYW with your GSM_WarpFieldGeneratorModule, was your intent to speed up player/friend/ & foe alike?
Not that you need it but here is a link to my modified AiStarbaseGoveners (still tweeking)
https://www.dropbox.com/s/9fwejbzbdr77fic/AIStarbaseGovernorDefs.xml?dl=0
"Hay G"
YES I've reached that point where your cool enough to be just a consonant!
The warp field module was meant to boost friendly ships. Helping foes isn't intended, nor, a bad thing. Kinda makes sense. Selective physics sounds harder than just physics. So to speak.
I'll have to look at GSM. Thanks so much!
#lifegoals
and not just any consonant... your THE BIG G
Hi Gauntlet just want to say your new Mercs. additions are very cool. I like the portrait look rather then the ship icon, makes the merc seem more realistic. Thanks for your hard work.
Quick question. Just came back to the game after not playing since last May. Been following this mod for awhile however. So I'm using this mod + all the DLC and the ship designer is so unbelievably laggy. Is that from this mod? Rotating ships is chunky, scrolling the design list is delayed and sluggish.
I run a cutting edge gaming PC, so it isn't a gpu/ram/cpu issue.
EDIT - Just loaded up a vanilla race, unlocked all tech, and it's horrific like this too. So the problem isn't here, I'll look elsewhere to figure it out.
EDIT#2 - Ok, so it actually is this mod. I ran three tests to figure it out.
Test 1 - Terran Sovereignty, unlocked all tech, opened up designer, unbelievable lag.
Test 2 - Terrans using Arcean Ships, opened up designer, unbelievable lag.
Test 3 - Unloaded mods, Terrans using Arcean Ships, opened up designer, zero lag.
Is it due to the number of designs that is causing the problem? I guess it's one of two things, but really the same issue. The designer is accounting for ALL ship types, or ALL designs and it's getting overwhelmed. Is this happening to just me, or is this universal?
I get massive lags on my laptop but it's pretty old (i5 dual core 1.7GHz, 8GB RAM, 1GB VRAM GPU) but my desktop runs much better (i7 quad core 4GHz, 32GB RAM, 4GB VRAM GPU). However even my desktop has lags, especially since I installed the new mining stations, but it's a shame as they're really good!
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