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
I just won't add the advanced mod thanks. I'm not arguing if that is what you think.
Thanks for your quick reply. Pity about the weapons rendering, I had a moment of hope when I hit a defended anomaly and had lasers shooting at me, but alas.... Really like what you've done here and hope to see more. Also I have to say that the automatic idle option on the shipyards is a real help.
No problemo.
Finally got my Nexus account fixed, so I just finished reuploading 4.0 to the modfile page and updating all my links and descriptions. Added warnings about the core races. Thanks guys.
Q: Which file contains the definitions of your new minor races? I can't find them.
Go into the GRM folder and look at "0-GRM FactionDefs"
Thanks for your hard work Gauntlet. Glad to hear you got the nexus problem resolved. I like what you did with Bazaar and with the pirates. Keep up the good work.
I modded your file to remove the colony ships from the minor races.
I decided I could live with the fact that there were now a zillion survey ships (from pirates and Minors) but I couldn't deal with the minors colonizing my precious planets. This probably wouldn't matter much to the Insane / Abundant crowd, but I normally play on large maps, and having each minor race poaching 1-2 of the planets made it extremely difficult to accumulate Ideology points.
I do enjoy your mod, but some of the gameplay changes are having a LOT of impact. Thanks again for your efforts.
Do you absolutely need the Revenge of the Snathi DLC to play this mod? I have all of the other required DLC. Thanks.
Depends if the parts will show up in game, I think they will. But if not, the only race affected would be the delnorians. I'd really appreciate it if you tested this actually.
Your mod rocks! Thank you for your hard work. It is most appreciated!
Thanks Gauntlet. I caved and bought the Snathi DLC, figured it would just be easier. Like the look of your mod so far, thanks for that
I tried 4.0 will not work without the beta.
Yeah. Its for 1.7+, says so in the description on the file page.
So far GRM seems to be fully compatible with the official 1.7 release. If anyone notices any troubles, please report ASAP, I always appreciate it.
Thank you!
Finally had some free time to start poking about with 4.0. Awesome as always.
I know that you're planning on making this a full replace mod eventually, but I have a highly idosyncratic setup myself, so I've been picking and choosing want I want for my home games. In doing that I think I might have made an interesting discovery that might or might not already be known.
In your mod, you have a full replace for StarSystemsDefs.xml. Well, as you might know, one of my mods is also modifying that xml in full replace. Rather than trying to merge them on my home rig, I wanted to see if I could "take out" the starting home systems you appeneded to the start of that xml and put them in their own xml. After a bit of trial and error, I discovered one can create custom a StarSystemGroup and the game will run them even though the GlobalDef file expects them to be in the StarSystemGroup FactionStart.
What I did was simply cut out the six homeworld sysytems you had, and created a custom StarSystemGroup called GRM_FactionStart, made sure I has the appropriate xml headers for a StarSystemList, fired it up..... And it worked! Loaded up a game with the Fuldoon and clear sailing.
I haven't done rigourous testing yet so there might be gremlins lurking still to be discovered, but it does appear that one can create custom sets of star systems for custom factions. I know you're planning on a full replace, but for broad range compatability with other mods, this might be something to think about on your end. Call it 0-GRM StarSystemDefs.xml or sumthin'.
Just thought you might like to know about this, if you didn't already.
===
Here it is, without the actual star systems:
<?xml version="1.0" encoding="utf-8" standalone="yes" ?><StarSystemListxmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"xsi:noNamespaceSchemaLocation="../Schema/StarSystemDefs.xsd"><!-- Created with the Gal Civ 3 Editor --><!-- StarSystemDefs.xml --> <!-- System Group --> <StarSystemGroup> <InternalName>GRM_FactionStart</InternalName>
BUNCHA COOL STAR SYSTEMS SNIPPED FOR LENGTH
</StarSystemGroup>
</StarSystemList>
====
Mind if you have tried this already and found it to be unstable at some point.... Well... Nebber mind.
I use custom Groups for my Star Trek Minor races and the Star Trek Themes Mod, have not run across any Gremlins, had more issues trying to remove/replace the default major systems!
Doing some more poking about, Gauntlet. In my game, the custom names of the planets of your custom star systems aren't showing up. Instead they are things like Tiamat's Promise II and Tiamat's Promise III.
Doesn't appear to be any of my fiddling around with things at play, as I restored the StarSystemDefs.xml file to the state you had it in your mod. I'll do some more checking on my end though, in case it was something I did on my end.
I am using the backup factions provided for the non-GRM-A version of the mod if that matters at all.
In my game, the custom names of the planets of your custom star systems aren't showing up. Instead they are things like Tiamat's Promise II and Tiamat's Promise III.
I had this with my Star Trek Minor races, used to bug the hell outa me as both the System and Planets defs point to the right names/text strings, and yet it still used to "rename" planets and the ocassional system, It wasnt untill I changed the actualy text string for the faction text homeworld entry(id forgotten that was in there) that it resolved the issue. It seems this text string was overridding the others.
Hey guys!
Interesting discussion going on here, please continue. That being said, if you use the custom group, are you still able to select the custom star systems for a new custom race you make, without any XML edits?
Basically, I know I could name the planets make that work but I chose that having the systems be selectable when you create new races trumped that ability. If, it currently works, then I'll look at rebuilding that part for the next versions. But if you can't freely select a custom home system, it serves little purpose and will only work for wholly unedited versions of the race files I provide (which I expect is a rarity for peeps).
Anywho, let me know if you have any insight on that!
Thanks guys.
By selectable I am guessing you mean in the list at faction edit/creation? I have never been able to get that to list my custom systems, I think you have to insert into the default group for that, not that it really matters what group you use other than your using replace rather than appened, again I do not see a negative or benefit here. Boils down to preference I think. (Yeah I just double checked in game, they dont show, any of them, Minor or Major)
I know I could name the planets make that work but I chose that having the systems be selectable when you create new races trumped that ability
Does this mean, naming planets within a custom systems stops it from been selectable in faction creation/edit? (I know I ran into some issue here myself I just dont really remeber what issues they were, head is too full of Borg Tech tree atm, and im over 40yrs old, memory gets fuzzy )
Yup.
Custom groups, instead of adding to the faction start group make it unselectable. And the custom editor, will then rename all those planets regardless. Hence, while Buck Godot can make my races/mod compatible with others, he can't do so and preserve the functionality, which, for my general mod distribution, trumps aesthetic concerns mostly.
So Tiamat II it is lol.
You probably already know this but for people who stumble upon this thread, it's because of a setting in GalCiv3GlobalDefs.xml:
<CustomFactionHomeStarSystemGroup>FactionStart</CustomFactionHomeStarSystemGroup>
And no biggie about the functionality. I'll just manually update things as needed.
OH...Missed that....hmm very intresting, if thats editable opens up whole new possibilities. I'll give it a go after work today.
So I couldnt wait till after work, had to give it a shot.....works like a charm!!
I used the vanilla pirate ship set with one of my races and now with your mod when I select the backup pirate ship set to keep the same look, I don't get the starting ships (colonizer, survey and scout) on map generation.
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