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
Would you be interested in customized/tweaked tech trees for some of the races? It's something I've been meaning to play around with. In particular, the crystal people could use a tweaked one that stops referring to all the robotic stuff, but I'd be interested in making tweaks here and there according to whatever concepts you have for the various races.
To be clear, I'm offering--depending on how long my interests last--not asking you to do anything.
This really bothers me, if only because I'm able to load up new games right and left no problem. So maybe after your doing your current playthrough, and I get GRM 5.0 up, you can do a fresh install? I dunno.
They have a optin hotfix for1.8. # 3 actually, it fixed my problem so now I am able to continue past the 1st turn.
I did not! That is something to consider doing to all versions of GRM just to F with people I suppose lol.
It is an interesting possibility. I've mostly stayed away from that idea, because part of the appeal of GRM is that it doesn't not really affect gameplay, which aside from changing robots to crystals, would totally happen because that is the fun stuff. Which then opens up a big can of worms called "balance". Mind you, GRM-A of course, does change gameplay, but I find people are more accepting of race trait changes than gameplay. There is a reason GSM is my least popular mod.
Perhaps you should try to create a mod offering "alternate tech trees". They don't need to differ tremendously from the core tech trees, but could have differing themes and descriptions, but still be generic enough to be used as a open-source resource for modders.
---Crystals, Feudal, Dispassionate Robots, Cyborgs, etc.
I like the idea of alternate tech trees. Maybe you could create the trees, and let gauntlet modify them if he needs be.
Progress Report:
1) OK, I think the default races and the various install options are all created now. So now you can use GRM-A and default races with or without GRM-PRT. You can also use GRM-PRT without GRM-A. DLC/Expansion Races are not adjusted. So Torians and Arcean are not affected (I didn't replace those abilities in GRM-A).
2) GRM-M Mercenaries no longer use any custom components and have been reverted to original components. As SD may actually balance Merc Components or just keep updating them, and since my only adjustments were lowering a few costs to the components, its just not worth dealing with. So now, GRM Mercs use the original Merc Components exclusively, but still typically have more engines and more standardized quantities of sensors/defenses/etc.
3) Everything seems to be working, no bugs to fix.
4) Tothk Starbases are done.
TO DO before GRM 5.0 release:
Rename/Save TS sets with descriptions
Complete a shipset (maybe)
Finish T3 Mercs (uhg, so many)
Looking like, if I focus every weeknight (weekends are all shot to hell) I can get this out just in time for the 4th of July. But its going to be close.
FYI: With naming ships/etc. I'm simply adding "class names" to the hull template descriptions. Hull names and ship names for the AI will not be changed. I feel its very useful and important to understand clearly what enemy ships I'm facing, and fun names, while fun, make this more difficult.
So, don't expect to suddenly see "Trident" instead of "Beam Destroyer". But you will see "Trident Class" in the description.
I am really impressed with the work and dedication. Thanks a lot for all of this.
Hi, I've installed the mod and the compatibility patch and am up to date with the latest patch and hotfix, however I seem to be getting a crash at startup. I was working just fine last night for some reason
thanks erischild!
1) have you tried both a grm race and a default race?
2) do you have mods enabled in your settings?
3) using any other mods?
The official Terran Sovereignty name list. Not all of these get used by the AI mind you. Obviously, a greek theme.
I apologize for the false alarm. I restarted my computer once or twice and it seems to be chugging along smoothly now.
I like it.
No prob! Glad it is working for you!
I just got back from a weekend trip, was able to put in a bit of work. So I was able to put in some work on this. Specifically, made 6 new T3 Mercenary Replacements.
For example, "The PewPewPewPew" Has been replaced with Lord Elune-Va and the Unflinching Duty, an Ukaros commander embittered by the outcome of the Monroe Wars using his finely crafted flagship as a merc vessel, just so he can get opportunities to destroy Terran ships.
I used the Defense Destroyer model of the Ukaros, redid the weaponry mounts to represent all types, and then add some extra armor plates and such.
So, that is progress. I'm hoping to release GRM 5.0 end of this week, before 4th of July.
Thanks!
Thanks for the updated. since the release of the hotfix for 1.8 I am able to start new games.
I look greatly forward to trying this out. Just waiting for the new version to drop. Though I fear it might well melt my machine. Ram is fine, proc should be fine. Video card... meh. I got an old but solid Radeon HD 5700 1gb If I can at least get a small to medium map to run smooth, it will be worth it from looking at this thing.
I can't see how the mod would make things any harder than the regular game. It uses the same ship parts and doesn't change the number of things to render.
Now if you make a really big galaxy and put all the races in their at once, that might do it. but you'd get the same results with that number of races anyway I should think.
Well, the creator himself warned all the animations could cause extra system load and problem in his description. Hence why I anticipate it might bog down a bit.
I run a geforce 630 w/ 4gig's and usually play on insane size maps with over 70+ opponents and I rarely have any problems.
Ah, but as I pointed out previously. I have a one gb card. Not a 4. Hence my concern. If I had one of these 4gb cards, I would not feel a moments concern.
I also put in the disclaimer because people complained about system lagging, so I presume it happens.
I DO get lag on my machine with some of the designs IN the designer, but never on-screen during gameplay.
HAPPY 4th of July!
And with that, GRM is now updated to version 4.5!
GRM 4.5 NOW AVAILABLE1) No longer need the "hot fix" file. Completely compatible with GC3 1.8. No known bugs.2) Adds an additional shipset.3) Adds more T3 Mercenary Replacements4) Tothk get Starbases!5) Terran Sovereignty get ship class names!6) Couple more portraits and some updates to existing portraits (cleaner images).7) Optional files for those who don't want to use GRM-A/Etc. But why would you? That is lame.
Also PLEASE REMEMBER to click "Enable Mods"
Happy 4th of July Gauntlet hope you are having a good one.
Thank you for your hard work
Hi Gauntlet, Hope all is well. Ran into a possible bug in the new version of GRM. When ever you mouse over the T3 mercs nothing is shown and if you click on them the game crashes. other then that game is running fine.
When you say "mouse over" do you mean nothing is shown in the ship preview, no popup description, etc.? Does this apply to GRM T3 Mercs added by the update, previous T3 mercs, or other default T3 mercs?
A little more specificness and I can narrow in on the problem!
THANK YOU I really appreciate the help ID-ing issues. I field test the mod on my system and that part is working fine for me, but its very possible I missed a file.
If the problem were to be on your end, well, I would wager its just a matter of the new MERC ship designs were not added to the Game Directory Designs Folder.
Hey guys!
I'd love to hear if anyone else is having any problems with the update... there are 30ish downloads right now, so I know some of you are using it!
Also would appreciate any feedback on the new ship set, it got very repetitive at the end, and any feedback on how to improve it would be nice.
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