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
Sorry for not being clear. It is only happening with your new T3 merc's. No description is shown when mousing over them and if click on them the game crashes. all other merc's are working fine. I lost power lastnite so I wasn't able to play anymore.
That helps a lot in terms of details, and does help narrow things. However, I'm not having the same issue here.
In this folder:
C:\Users\Gauntlet\Documents\My Games\GalCiv3\Mods\GRM-M\Game
Do you see
4 files? Open the 0-GRM files (three of them), scroll to the bottom, do you see the last entry mention "The Certainty Principle" in each?
C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\Designs
0-MERC Large 09_426CFB28B87E4A88880315B2851C8436
or
0-MERC Cargo 24_D7122AC514AD4DDAB6A9779712A12472
If the answer is YES to both of these questions... I'm at a loss and can only recommend a uninstall/reinstall of GRM.
If the answer is NO to question #1, open the GRM 4.5 download, extract from the mods folder GRM-M and replace your current GRM-M with this folder, replacing any files when prompted.
If the answer is NO to question #2, you probably put those designs in the MyGames design folder, not the directory. You will need to find them from "my Games" and move ALL files labeled 0-MERC to the steam install folder as shown above.
I can also do a screen share if you like sometime, just IM me via Steam.
I think he is saying your mercs are missing their description not yhat the ships aren't there.
No admiral. the ship files were not there. Thanks for your help Gauntlet.
I have been playing with your previous version and it's patch with no problems. I just installed your new version, and had the game crash twice in a row while starting a new game, basically at the building maps screen. I guess I'll go and remove the parts and put back the old.
I'd like to understand your post clearly. Are you looking for assistance?
---Crashes are almost always the result of installing the new version incorrectly. The safest thing to do EVERY TIME is to unisntall GRM and then reinstall the new version. Failing that, sometimes you can copy the new version files into the existing folders and replace anything when prompted and be OK. That should work for going from GRM 4.0 to 4.5, but that is never going to be fool-proof.
But here is what I recommend:
1) Go into your My Games/GC3 GRM/Game folder and find the file labeled "MiningBaseArtDefs.xml" and remove it.
2) Open the GRM 4.5 zip file, extract contents to your desktop. Then move the contents of "For your My Games Directory" to your My Games/GC3 directory. Replace files when prompted. Do the same for the files in the "For your Game Directory"
3) Go into your My Games/GC3 GRM/Game folder and find the file labeled "MiningBaseArtDefs.xml" and confirm it is there now.
4) Try loading the game.
Hope that helps, and as always feel free to PM, email, or Steam Chat me for support, I can even do screen sharing to assist at select times.
I did do a complete uninstall before putting in the new version. I finally gave up and even reinstalled the whole game. I went back to the ver 4.0 with the patch and now it's back to working perfectly again. So I don't know.
Latest shipset is done, not released though.
Hi Gauntlet new shipset looks good. I like there design. Kinda of reminds me of the ship design from stargate universe. Anyway keep up the good work.
I also like your new ShipSet.
I just had a chance to play with 4.5. Were any changes made to the existing mercenary ships? I noticed that the Scurvy Dog no longer has the survey ability (I get a message that a survey module is needed to survey anomalies).
Another possibility is I messed up something in the upgrade.
Thanks guys!
Yes a chance was made to the Mercs, I removed my modifications to their special components, the original Merc the scurvy dog is based on, is not a survey merc but a scout.
I forget the description, but your probably being mislead, because I probably wrote that it is a survey ship. I could restore the survey ability by changing the blueprint, I've given up modifying the special merc components, but I am still tweaking the blueprints, so that Merc ships can be fast enough to be worth while (extra engine/etc.)
So no...you didn't mess up anything.
It's been a good weekend for me and GC3. After finishing this last shipset, I've gone back to revise the Terrans yet again.
1) Re-did all of their custom components (so that they have the right thumbnail colors) and this allowed me to begin the agonizingly slow process of employing a new naming system for the custom components. I may never get to doing all of them, because in many cases, I have to rebuilt the component from scratch.
So where ships are 0-TS Medium Beam 01... components are going to be 1-TS CMP Engine, or 1-TS WPN Beam, 1-TS Turret Beam Large 01
It helps sort the parts in the menu.
2) Made two new drones, to replace using regular fight models for the drone carriers, hurray!
3) New Drone Carrier model, new transport model, new assault shuttle model, new balanced destroyer...
I had great fun naming a Assault Shuttle that carries 30ish troops... "Charon Class" goes with the greek theme and soldiers would grimly note that either the Charon is ferrying them to deploy death, or to bring them to their own. It is a UGLY piece of kit though lol, not aero dynamic at all... I think the troops would nickname it "the bullfrog".
Soooo
Progress continues, and some new stylistic elements have started showing up in the Terran Sovereignty shipset as I do so. What is interesting, is that some of the newer ships are starting to just look... more detailed? than the older ships. So I might have to rehash all the old ships. So why is that?
1) I've redone ALL custom components for the Terran Sovereignty set. Some components were effectively "lost", because I never saved an original, this is, not going to be the case going forward. But it means we have a new and slightly different model for Missile, Beam, and Kinetic "AA" style turrets. They are generally quite similar but are technically different and have more detail/look better.
2) Created a new Large Hull to supplant the aging Large Support hull (Erebus Class). The new hull is for a Large Survey ship, and is atmosphere capable, but then a non atmosphere capable version with additional armor and command sections was designed for use as Kinetic/Beam/Missile support ships.
So the question is...
1) There is starting to be multiple "generations" of ships within the set. That good or bad?
2) Side note, I've finally lost my love of the "floating" animations of my ships. Its not because I don't like the animation, its because on the galactic map, the lighting settings have changed in GC (you can tell easiest, by saving thumbnails/designs between GC versions the lighting effects are different and it makes the thumbnail brighter) and reflection and jitteriness of animations is getting worse and worse...
SO do I go through the pain and REMOVE the float animations on ALL the ships? Is that something people would prefer? I'd likely keep fighters and squadrons in float mode.
#1 I think multiple generations is not a bad thing. the u.s. navy has multiple type's that are the same role just different style.
#2 I would have to say that should be your decision. You are the one that has to do all the work.
Thank you for all your hard work.
1: I like variety, so I'd say it's a good thing.
2: It's a matter wether if you feel zealous enough to do it or not. If you know any shortcut method to do this that would be ideal, but that is still a gargantuan task.
1. Having multiple generations is fine with me.
2. I play most of the game zoomed out so all that is displayed are ship icons. So I wouldn't go through the effort to remove floating pieces, just to remove them.
Overall I'm really enjoying this Mod!! Thanks for all the hard work.
Hey guys GRM and GSM have been broken by the latest 1.8 Hot Fix.
But being the swell guy I am, I believe I have solved the issues for GRM already and have released an emergency new version called GRM 4.8
http://www.nexusmods.com/galacticcivilizations3/mods/18/?
This uses my latest files, so it includes the updates I've been working on for Terran Sovereignty and maybe a new Merc or two... oh and the new shipset I previewed a bit back. However, use at your risk, because I don't know if this will work with versions of GC that are NOT the latest hot fix!
Thanks for the info Gauntlet. This is the first time I've been on a computer in over a week just got out of the hospital.
CB,
Glad to hear you are out of the hospital. Hope everything heals up fast.
Thanks Guys. . Had an Infection in my littletoe.
Any fix for GSM on the horizon ? It would be nice to have more Robust Starbases again. I will look to see if I can still use just the Starbase definition changes in GSM 4.1 without crashing - leaving the entire folder in Mods definitely crashes the game in version 1.81.
Using UltraCompare to compare the GalCiv3GlobalDef.XML files from the GSM version to the base game 1.81 version of the file - you are missing some lines that relate to the Asteroid Mining changes and from the base version only real change is the Starbase effect range changing it from 4 to 8. That appears to be the only change required to make GSM 4.1 compatible with version 1.81 (ie. replace that file with the one from the Steam/SteamApps/Command/Galactic Civilization 3/Data/Game folder (the main game folder) and change the starbase range variable - only change I see in GSM - note that you can also change the Chance of Awarding Ideological Points on each new Planet Colonization and the increment between Ideological Awards in this file as well).
Hey there! Let me know how that works for you... in general, I am on hiatus until 1.9 comes out.
The last update added new files to the file structure that seem... unnecessary... possibly even a mistake, so frankly I'm a little gunshy about continuing to mod right now, until I see that the recent file structure changes is retained from the current opt-in to their next major version.
Wowzers, they really need to hire you on at Stardock, Gauntlet. I'm a bit of a "purest" and typically don't like using mods, but this is going to be a must for me after watching several of your vids. Great work, utterly fantastic detail! And thank you!
Edit: Punctuation
Gauntlet - Downloaded your mod finally and tried installing int.
I got an error with the GSM folder
C:\Users\vlos\Documents\My Games\GalCiv3\Mods\GSM\Game\GalCiv3GlobalDefs.xml(1262,19): error: element 'TutorialCampaignInternalName' is not allowed for content model '(MaxNumTurns,CreditsAndPowerCap,DefaultTileMoveCost,MinTileMoveCost,ExploreTileRandomRange,MinManufacturingSlider,StartImprovementLevel,StarbaseModuleSalvageMultiplier,ShipyardMaxSponsorCount,ShipyardSalvageMultiplier,BaseStarbaseDef,VigilantStarbaseDef?,BaseShipyardDef,GamePacingPacingDef,ResearchRatePacingDef,BaseMiningBaseBuildTime,NonStackingEffects*,ManufacturingSliderLowerScalePoint?,ResearchSliderLowerScalePoint?,TaxesSliderLowerScalePoint?,DefaultEjectTile,RushCostMultiplier,CapitalImprovement,CivilizationCapitalImprovement?,IdeologyTraitBaseCost,CoercionForgiveness,CoercionMaxPenalty,PopulationToProductionExponent,PopulationToProductionMultiplier,GlobalTriggers*,GlobalCombatMods*,GlobalFactionMods*,GlobalColonyMods*,GlobalInterColonyMods*,GlobalCapitalColonyMods*,GlobalAsteroidMods*,TradeRouteInitiatorMods*,TradeRouteRaidMods*,TradeRouteRaidPathMods*,WarWithFavoredCivMods*,DefenseDamageWeaponMod,MinimumDamage,ApprovalToGrowthCurve,ApprovalToProductionCurve,ApprovalToInfluenceCurve,ApprovalToResistanceCurve,ApprovalHappyThreshold,ApprovalContentThreshold,InfluenceMinToClaim,InfluenceRadiusRoot,InfluenceBellCurveTargetDivisor,InfluenceFactorOnTakeover,InfluenceFalloff,GrowthDecay,DiplomacyViewCameraMovementEasingCurve,EngineTrailWidthCurve,NumFreeStarbases,AdditionalCostPerStarbase,RequiredStarbaseSpacing,TacticalBattleArenaSize,TacticalBattleMinHitChance,BattleMinFireDelay,BattleMaxFireDelay,MinShipPopulation,DefaultShipPopulation,ReservedColonyPopulation,MaxPopulationSourceDistance,LoadTransportPopupWndDisplayMultiplier,LoadTransportPopupWndScrollbarNumStepsMultiplier,GraphVerticalRangePadding,GraphMaxNumFactionsToDisplay,MainMapGraphLineThickness,MainMapGraphMaxTurnsRange,GraphsScreenGraphLineThickness,TechTreeLineInsetDistance,TechTreeHorizontalSpacing,TechTreeVerticalSpacing,TechTreeClusterSpacing,TechTreeScreenCenterX,TechTreeScreenCenterY,TechTreeMarginX,TechTreeMarginY,TechTreeCenterViewOnSelect,TechTreeIsDraggable,TechTreeMo
I do have two mods other than yours "MoreAnomalies" and "PlanetDiversity" by Deathwynd (so not sure if they were conflicting).
I do have the following DLC:
I do NOT have the following DLC (though it said it wasn't required):
After deleting the GSM folder it is working for me and I see the races, though I did get error about one faction not loading because of ship set, which was related to the Snathi I believe.
Note: I did go into try and edit a local custom race to view your new ship styles, and though they are all in the drop down, it does not show a preview for any of them.
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