GRM R-1.7 FOR RETRIBUTION NOW AVAILABLE!
The GRM Universe now has a Wiki!
https://sites.google.com/view/stellar-codex/home
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
It's really too bad. The new ship sets are amazing, but I simply can't deal with how laggy the designer is
Hey guys
Regarding lag:
1) Osbot, sounds like you have checked "Show all designs" under the gameplay options menu. This definitely will show ALL designs and there are hundreds, and it causes lag in the designer.
2) I7 4ghz and 32GB of ram etc, is better than my PC and I get very little lag, you might want to submit a ticket.
3) My advice to use GRM with less lag?
A ) Don't use the mining bases. There will be SO many. I'm also working on them to be less laggy too, I think the biggest culprit is the elerium mine.
B ) Don't use show all designs option.
C ) Don't play with certain races. Its hard to say which races are the most lag inducing but Quantum Cyberiat, Zrentak, are two of the most animated sets.
Good luck, happy playing.
It's my laptop I get lag on my desktop that has 4 GHz and 32GB RAM is fine, only the elerium mining station looks laggy but no different from on your 2 videos on YouTube with it in. The laptop only has 1.7 GHz and 8 GB RAM so it really needs replacing!
Oh I had a question Gauntlet. Can we expect some custom Starbases at some point? I know this is a tall order, considering how many versions of the models you have to do for each component, but was curious if this is something you'll be doing or avoiding? Apologies if this has been asked and answered before!
No worries about asking, ask away at anything! I was working on SBs before MERCS came out, but as I'm sure you can understand, the MERC stuff was too fun to hold off on working on!
Custom SBs will come one day, and in fact the latest version of GRM does have custom starbases for one race, the Fulgar Tradeholds, or Shipset FTH.
In other news. I just finished the new Tothk set, and experimentation with Pirates continues, though, I'm still unable to to make it work, without replacing the current pirate set, as opposed to adding a set and using that. I think a work around though, would be to ADD an additional custom set that simply copies all the old pirate designs but that is pretty backwards ya know?
I'm thinking before I finish up pirates. I'll add some of the new designs to the TR set and make them a bunch of new "retrofit" designs from the newer races I've made. Then just use them for the GRM pirates... that sentence is confusing lol don't worry about it!
Also, still no way to replace the Bazaar without replacing core files. So in the next GRM version it will be included as an option with explicit instructions and warnings.
PS: SRR Mod updated. Changed the elerium mine to be less animated to help with lag.
Very impressed with this mod and your work. The existence of this mod, its professional presentation and the mod community, generally, for GalCiv III was a major factor in my decision to purchase the game and its expansion last night.
Don't kid yourself. This stuff is sizzling hot and it SELLS THIS GAME.
Thanks again
________________
.Robert
Hey there! Thank you very much for the kind words, really appreciate it.
And to celebrate! I have now uploaded version 1.2 of GRM-M The mercenaries pack. Version 1.2 completes a full replacement of all Tier 1 Mercenaries. For the most part, I have not messed with what these mercs DO, but their stories and ship models are now all replaced with GRM style stuff.
So 25ish Mercs done, just 50 more to go...
Thanks!
Gauntlet's Race Mod
Quick update.
1) GRM 4.0 is coming along nicely. This version will put all features into one download package, except for GRM-A and GSM.
2) Will replace, Mines, Pirates, and Bazaar.
3) Revamped the Terran Sovereignty and added Starbases to them.
4) Adds the Tothk shipset
5) Will replace all Minor Races
Note, while its one download, the installation is still modular, and I'll do a tutorial on how NOT to replace minor races Pirates/etc. if you see fit... but the idea is to make sure all the lore/races/ships mesh together stylistically.
Thanks for the VID Gauntlet - Your new star bases and Terran S ships look really awesome, can't wait for 1.7 and your update
The idea to double the effective range of the bases sound solid hope the DEVs are going into a similar direction as that would really reduce the number of bases and force some decisions on which type of bases should be used for the planets especially if mining resources are nearby as currently the only limitation is the patience of the player which is probably annihilated around the 20th economy star-base... Hm a bit of a long sentence but yeah the idea sounds fun and meaningful
Thanks for all your hard work, everyone should download your mod! I think I even saw one of the above bases with your custom ships on the main page of the game in a screenshot
Thanks for the vid Gauntlet. The pirates look awesome. As always thanks for your hard work.
Hi Gauntlet, Just started a new game using all of your newest and updated mods, and noticed something that seems amiss. My main race has one of the 2 abilities as "ancient" which by the description should be giving me 250 starting research points. I thought this would be basic as the main game an allow me to pick a few small starting techs. It didn't, and the first tech I picked, "universal translator" had to go the full research time. Any ideas why? Thanks
Hrmmm no. Shouldn't be an issue...
<RaceTrait>
<InternalName>GRM-A_Ancient</InternalName> <DisplayName>Ancient</DisplayName> <DisplayNameShort>Ancient</DisplayNameShort> <Description>Yours is an ancient race, you gain research from Ascension Crystals and start with 250 research points.</Description> <IsAbility>1</IsAbility> <Mod> <EffectType>AncientAbility</EffectType> <Target> <TargetType>Faction</TargetType> </Target> <BonusType>Flat</BonusType> <Value>1</Value> </Mod> <Triggers> <OnEvent>OnStartTurn</OnEvent> <CriteriaTurnNum>1</CriteriaTurnNum> <PerformAction> <Action>AwardResearchAmount</Action> <ValueParam>250</ValueParam> </PerformAction> </Triggers> </RaceTrait>
My thought is maybe you have to click to a second turn? I'll look into it!
EDIT: Confirmed, its not working. As well as a few others that try to apply multiple effects. Sigh.
I found the problem. If you want to hot fix the trait, open Abilitydefs.xml in the GRM-A/Game mod folder. Replace the entry for Ancient and Colonizers (also broken) with this:
<RaceTrait> <InternalName>GRM-A_Ancient</InternalName> <DisplayName>Ancient</DisplayName> <DisplayNameShort>Ancient</DisplayNameShort> <Description>Yours is an ancient race, you gain research from Ascension Crystals and start with 250 research points.</Description> <IsAbility>1</IsAbility> <Mod> <EffectType>AncientAbility</EffectType> <Target> <TargetType>Faction</TargetType> </Target> <BonusType>Flat</BonusType> <Value>1</Value> </Mod> <Triggers> <OnEvent>OnStartTurn</OnEvent> <CriteriaTurnNum>1</CriteriaTurnNum> <Scope>Global</Scope> <PerformAction> <Action>AwardResearchAmount</Action> <ValueParam>250</ValueParam> </PerformAction> </Triggers> </RaceTrait>
<RaceTrait> <InternalName>GRM-A_Colonizers</InternalName> <DisplayName>Colonizers</DisplayName> <DisplayNameShort>Colonizers</DisplayNameShort> <Description>Your people are practically begging to be sent off to new worlds! Your first improvement on a colony is free and you gain an additional 15% population when colonizing.</Description> <IsAbility>1</IsAbility> <Triggers> <OnEvent>OnColonizePlanet</OnEvent> <Scope>Global</Scope> <Target> <TargetType>Colony</TargetType> </Target> <PerformAction> <Action>AwardFreeImprovement</Action> </PerformAction> </Triggers> <Triggers> <OnEvent>OnColonizePlanet</OnEvent> <Scope>Global</Scope> <Target> <TargetType>Colony</TargetType> </Target> <Lifetime>Instant</Lifetime> <Modifier> <EffectType>Population</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.15</Value> </Modifier> </Triggers> </RaceTrait>
Found other abilities that are having issues. Seems like all triggers now need a "scope" whereas a version or two before they didn't.
I'll have this fixed for GRMs next release (after 1.7).
But if you want to fix it, after any trigger in the ability file, but before they list a "target" insert this line:
<Scope>Global</Scope>
Thanks, I'll just wait for your update, I'm already well into a new game.
Looking at what you said the "<Scope>Global</Scope>" was to be before target, but in the 2 examples above, one is and one is not. If I'm looking at them right.
I tried to edit the file, but only have Open Office to work with and when I save my edits, I get something weird. Guess I'll just have to wait for you to get it done. Oh well.
Download notepad++
https://notepad-plus-plus.org/download/v6.9.html
its free, its great for xml editing, and its what most of us use
It only applies to abilities that are triggers, so in cases where you see: [trigger] and not necessarily [mod] so the first half of the ancient ability I've edited and posted above, is fine without the scope, and second half which is a trigger needed the extra line.
FYIThe new 1.7 beta of GC3 breaks significant portions of GRM and related products. I'm in the middle of moving houses, please expect a delay in GRM updates.
That is unfortunate. I will disable GRM when the update is done until GRM returns. Quite unfortunate timing there. I will wait patiently however. Let the move take the time it requires!
In other news, there were talks about a shipset editor along the ability to customize faction AI and dialogue based on what faction they interact with in the latest stream. This would also later be added to Steam Workshop. Seems like GRM might get steamy.
Good luck on the move. looking forward to the next update.
Thanks guys! Good News Bad News Time:
Good News:
1) Move is going well, I'm back in action.
2) T2 Mercs are complete, ship roles are fixed, components/engines somewhat standardized and improved. Starting on T3 Mercs.
3) Fixed anything glaringly broken with GRM and 1.7
Bad News:
1) I've lost access to my account with Nexus Mods!! I have a support ticket in, but I've been waiting three days now with no response... I'm going to give it most of next week to get resolved I guess, before using an alternate account to post GRM updates. If anyone has any advice, do tell!
I am glad the move went good. Sorry to hear about Nexus, hopefully you will get it resolved soon. Best of luck.
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