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
Have you checked if the Nexus support emails has been lumped with spam? I can remember it did that for me once.
Was Gauntlets race mod updated to fix the change to where ships are on the XML?
Could you please be more specific?
Are you referring to the ships various order on XML files? I use my own for the sake of a more logical formatting when updating.
At any rate, GRM is currently not been updated to accommodate V1.7 Beta since I am still locked out of my Nexus account.
PS: Working on upgrading Minor Races significantly by...
1) Giving them 0-2 Colony ships and 1 Survey Ship at start. Their AI doesn't let them build Colony ships, but they will use the starting ones, and 2-3 planets can be significant, as opposed to just a single planet.
2) Upping starting cash from 5K to 7K and starting population from 5 to 7.
3) Making use of all the personality traits, as well as giving them proper race traits and not disadvantages.
Gauntlet,
Thank you very much for the update. When I add your 'race mod' will I get the new improved minors with it (when it gets updated for 1.7)?
Your mod is awesome and just your ship parts alone (so many many turrets) is worth gold!
Thanks man!
Yes, the next version of GRM, will be a all in one pack except for the GRM Ship/Starbase mod.
So it will include:
1) All the races/ships/sets/parts/logos/portraits/etc.
2) Terrans will now have custom starbases.
3) Custom resource mines, Bazaar, and Pirate ships/shipyards (and they will start with a survey ship)
4) Additional and improved Minor Races with colony ships and survey ship, etc.
5) GRM-A abilities for races, IE the advanced racial abilities.
6) Replacement Mercenaries for all of T1 and T2 mercs, T3 mercs to be done at a later date.
The mod is pretty modular, so while you can install everything very easily, there will instruction for uninstalling various components if desired. For example, the new minors completely replace the original game's minor races, but I'm including a file, that if added to the install, puts them right back in.
This will be called GRM 4.0 and it will require the Mercenaries Expansion, Mega Events DLC, and Revenge of the Snathi DLC.
PS: You'll be getting at least... 3 more turrets lol.
Well guess i need to buy the Mega Events DLC
The mega events is a fun one A0152, they fixed the OP by reducing the strength of the rewards and the frequency of them I do recommend you getting it.
Gauntlet, Thank you very much. Your hard work is most appreciated and I have friends who I drive over to install your mod in their game.
Kudos to you brother!
L; Well if you and gauntlet like it it must be good. I just did not like all the threads complaining the peace keepers coming in and wiping them out because an AI declared war while they were going the peaceful route .
And i second the Big Kudos to gauntlet .. amazing stuff (even if i do think he overdid the starbase mods )
Hey there! Thank you guys. Its really heartwarming to get the encouragement, definitely needed it this week.
1) Mega events is fun, I'm shocked you of all people don't have it!
2) What!? Overdid what with the starbase mod??! I used a deft touch sir. Deft.
3) The Nexus thing is really bugging me. I've resubmitted my ticket and I'm waiting until Friday, but after that I'll update with a new file under a new account if needed (Grr).
Oh also... I'm not absolutely positive you have to have the Mega Events pack... I'm just offering a shipset that uses its parts, but theoretically that will work regardless? Don't know. But I'm done offering everything piecemeal as many people didn't adopt and use all I had to offer, and I think a good deal of their reticence was confusion or laziness. I think from here on, I prefer people download and utilize most if not all of my work at once, and take the effort to take OUT what they don't like as opposed to putting IN what they do.
So to speak.
PS: Just finished the minor race rehash... redid all their colors, materials, logos, AI priorities, personality and race traits thoughtfully. Some interested choices I made: ALL minor races now get Productive and Economical 1 (max benefits), to boost their ability to compete. Then, each race gets two or three other bonuses and the occasional negative modifier... should be really fun to play a game and see what happens considering all the boosts I'm giving them, plus that they will have two or three planets each lol.
Is anyone having a CTD problem at the moment?
I have had 2. This third game is doing OK so far.
Gauntlet you are the Man. i am now really looking forward to the update. for work is awesome, one question with the update are you updating the ship and starbase mod also?
Your changes seem really good. The immediate thought is that intially Minors will be more powerful than majors until majors do some serious colonizing. If minors start with 2 or 3 planets that is a large headstart over the human player and most ai majors.
Will the minors be able to colonize? That alone is what keeps them in check. I like the bonuses, can we give them ship templets and scripts to have the build better ships than 50 tiny 4-0-0 laser ships?
To be clear, they'll start with 2 or 3 colony ships, which they use, but won't then conduct further colonization unless they get lucky and find another colony ship via anomalies.
This should change the game and make out-colonizing all the AI less easy, since there are more players grabbing planets, and the pirates and minors all have survey ships messing about too.
PS: Scripts/templates for the minors will maybe happen some day but not in the next update. It would be pretty smart for the Minors to only build up very defensive oriented fleets... it also might be interesting to give them Medium hull tech immediately in the game, so that they can build out decent fleets to defend themselves right away, and not the hordes of pointless Tiny Hulls.
I really wish they'd update the power calculator and really punish the military ratings of players with absurd amounts of tiny and small hulls with low tech.
I will be updating GSM too, but might wait for 1.7 to be official.
Any opinions about sensor starbases? Perhaps I should ditch them, and just make regular bases have great sensors? Also curious if a very short ranged starbase designed around planetary defense would be cool.
I vote regular bases with improves sensor range; fewer base types= less spam. Re, my previous comment, the player already has advantages over the AI (exploits, smarter planet/fleet management ....) so i think mod that give the player a +up but the AI can't/will not use are a step too far. They are cool and fun but remove some of the challenge. Currently the Ai does not put sensors on their starbases (i modded it so they do now in my games) but they will build and use copies of players sensor boats. Also played around with adding the GSM stuff to the AI starbase governor which evened things out a bit.
Yea, if Star bases could have the sensor range of a 'Sensor boat' I would never build another. I am ok with sensor stacking but to be honest it would feel better if it can be done with Starbases rather than ships.
It would be nice to have a module that is like any other initial one called 'Listening Outpost' and it would have perhaps multiple upgrades via the support line in the tech tree. Notably would be vision range. Starting range for this should be at least 10 hexes then each module would add 20 or 30 more (or be a scale based on map size). on Insane maps you have 1000's of hexes and being able to see incoming enemy fleets is a huge help in reacting to them.
Granted this reduces the 'fog of war' players enjoy in game but really, you can gate it to start on the sensors tech. After which FoW is really a nuisance more than (for me) a fun factor.
The module itself I do not think should be limited to a specific star base but could be 'improved' if mounted on a Military one. Mining star bases would be 50% of the normal and ones mounted on Influence or economy would be normal range while ones on Military bases grant a 100% increase.
Is this type of modding even on the table?
The idea that a module is available to all types, but only upgradeable with a certain base type, is probably possible, but pretty confusing to a player who doesn't read up on what the mod does... but I'll test it just to confirm its possible.
Regarding less starbase types = less spam... untrue with GSM. Why? 1) the sensor station requires a planet in its orbit, so its using real estate that could go to an econ base. 2) My current version of GSM (my prototype) increase SB range and SB placement limits by double. The result, is that i had to place these sensor bases quite carefully and in many cases, they stopped me from place 1-2 other bases, such as a easy mining base or econ base. So, it really was an interesting way of forcing harder choices.
But, it would be easier in the files to just add better sensors to the Starbases, so we will see.
Regarding the AI. Good points, but my understanding is that most AI don't even have fog of war, so they are actually wasting resources by building anything sensor related. But very good point, I'll hold off on a "orbital defense base".
Once 1.7 is out for real, and the finalized stats are in, I plan on...
1) Applying a Doubling to SB range, placement limits, and all module effects, while also doubling the cost of a construction module.
2) Adjusting sensors as discussed in one way or another.
3) Taking another look at the MSB, and perhaps giving it some shipyard specific modules that assist construction, so players are more tempted by it.
4) Bring back thrusters with evasion, most likely a %boost and limited to one per ship.
Any other modifications you think are no-brainers?
good counter
[quote who="Gauntlet03" reply="394" id="3628661"]Regarding the AI. Good points, but my understanding is that most AI don't even have fog of war
This is very confusing (at least to me) but from my observations and i think a frogboy post, its only on the last 2 difficulty levels
like this one, I modded it in awhile back
Yes the FoW does affect the Ai at least up past Gifted.
Do you really mean : FoW does NOT affect the Ai past gifted? i.e the Ai suffers No FOW impact
Currently playing on Gifted. The Ai suffers from Fog of War. It does not know where planets are until it discovers them. This is my biggest peeve since knowing at start where everything is is entirely <for me> unfair.
Gauntlet, I am kinda asking a small personal favor. Is there anyway you can let us the community know when your mods are 1.7 ready?
I deleted all my game and folders and reinstalled this morning. Is there anything I need to write or change in any XML to get Gauntlets ships and parts working without crashing to desktop?
Is anyone crashing to desktop with Gauntlets ships/parts?
Hey there.
GRM for 1.7 will happen when the Nexus admins fix my account. They responded to my plea for help via their forum (not my two support tickets) as seen here:
Support requests - Feedback, suggestions and questions - The Nexus Forums
As soon as my account is is resolved, GRM 4.0 which is 1.7 compatible will be released. I had planned on releasing via a different account yesterday or today, but that was before their response and I've chosen to ride out the storm.
I of course, always use this forum, to update when a release is available, usually accompanied by a Youtube video pairing.
As for fixing the files now, please see this post:
https://forums.galciv3.com/476416/page/1/#3628102
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