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
No worries, I have a bad habit of switching the folders between "games" and "my games".
In case no one has mentioned it, you may need to clear out the old GRM faction files. It is easy to do: sort on name, check the last modified date, and delete the older of the two files.
Loaded up this mod yesterday and gave a spin. Nice work. Brings new life to the building of races.
Quick question since i have not had a chance to install this yet. my GC crusade mod folders are a mess atm and working on cleaning it up.
Did Crusade resolve the issue where all the custom faction ships just fire the red kinetic for their attack? Or are we still in a world were combat is just red balls being shot back and forth?
Sent you a PM about the best way to contact SD about any issues you might be having x
goxwerd +1I am experiencing same issue here with all your custom civs/ship style sets
@sir on the edge... why did you PM me? You wanted to PM goxwerd?
@everyone else.
Yes the "kinetic animation bug" is still present. Nothing I can do about it, please complain to StarDock. I would appreciate it if anyone can confirm if it happens to ships chosen using the Fleet Editor too.
Thanks everyone!
Great stuff
Can confirm even if you just use the designs they still only animate the kinetic red balls.
Seems to be an issue with all designs coming from custom factions as GST has the same issue. Is there something special about those designs? Are they the originals or was something special done to them to get them to work with the custom factions? Because pretty much all designs downloaded off the workshop or user created animate just fine when added to custom civ and using the fleet builder.
Unfortunately I can't recreate that issue. If you create a new ship design using one of my templates, it should animate just fine. Nothing special is done to the design or template files, they are made just like any other ship template.
Odd i even turned off mods thinking i had something lingering that would make this happen and played sim games against the ai. But any of the just created races with your ship designs from your mod still would shoot kinetic animations.
Only way i could get the AI to animate the weapons equipped was to build it myself and then trade it to the AI and then it would animate properly.
Oh well more testing.
But thanks for the work, mod is great short of stardock not doing everything they can to support the modding community.
The 6/13 patch caused a problem with the GRM file with the mercenaries. Game crashes when you open the merc store.
It should be a fairly easy fix I imagine. (I am assuming it is not just me with the problem)
Eeyk. I have been focused on work and not opened the game in a few days... I'll check it out tonight. In the meantime anyone with an issue who desperately needs to remove the issue, just remove the mod folder "GRM-M" that should do it.
Just an update, I researched... GRM is compatible. You just need to reinstall/copy in the replacement files found in "For your game directory".
Remember, quite often when the game updates its going to replace these files. These files are neccessary for special resources/mercs. If you do not want to be bothered, remove the GRM-M folder from your mods folder... and the rest of GRM will function well.
Thank you.
Just an FYI of what to expect with the next release:
1) One additional Shipset/Faction
2) A redux of the Fulgar Tradeholds shipset. I'm going to create two shipsets actually... Fulgar "raider style" which is the current ships, and Fulgar "modern style" which is my new ships. All the ships are saved as templates, so regardless of which style you pick, you can still access the templates of the other. There will likely be a new off-shoot faction of the Fulgar that are more aggressive scavengers that will use the older designs for the most part. Those older designs will likely get updated to be using "salvaged" equipment from other races as well.
3) Minor races rebuilt and restored/allowed to talk/trade. (Very easy to do, its just annoying that the only way to speak to them, is to start speaking to a major race and use the scrolling arrows at the top to access the Minors.)
3.5) I'm also experimenting with creating "Pirate Minors" these are minor races that are not allowed to speak/trade and are constantly at war with everyone. I'm interested to see what they do.
4) Hopefully updated Mercenaries... I'm wondering if I should change things up and leave the blueprints alone (currently they are modded to give more engines in general...
Hi,
I came here after looking through the Steam Workshop for factions to fill in the galaxy. Nothing catched my eye, but I saw your name popping everywhere although I coudn't find your content. After some research here I am excited to start an immense map full of different civilizations. I have a couple questions though if you don't mind:
Will this mod work with the 2.3 opt-in? The legion multiplication bug annoys me to no end.
Why not uploading it to the Steam Workshop? Sorry if it has been answered elsewhere.
Thank you so much for all your work!
Hey there.
1) Yes the current version works with 2.3
2) Why I don't upload to Steam:
GRM provides custom appearances (color schemes) this is not Steam Compatible.
GRM replaces resource mining facilities.
GRM allows races to choose 4 ability points (more customizable races).
GRM replaces all Mercenaries to be GRM universe compatible.
The Fleet editor does not currently allow you to properly set EVERY design yet, so for my more advanced Fleets it isn't sufficient.
...Essentially, GRM is a full-conversion (but makes few or no gameplay changes) and I'm a bit of a snob... I started GRM when GC came out and wasn't able to support Steam ship-sets, and I'm unwilling to dumb things down just for Steam. Hopefully, they'll give the fleet editor a little more love and I'll be able to in the future.
Enjoy!
Setting aside Gauntlet's actual mods to the game (I don't use them), there are really three levels of user-generated GCIII civilizations:
Not all modded civs are up to the "mod level" yet, but give people time. If you truly want an expansive gaming experience, insist on "Mod-Level" content! We hope that, someday, the Steam interface will permit true mod uploads, and we will be able to put some of this material on Steam for more broad distribution. For now, I recommend Gauntlet's mod highly, as the gold standard of mod-level work. I would also suggest you check out some of Seilore's factions on Steam. He/ she has a nice set that complement each other.*
* No slight to anyone else, but Seilore pays me in Drath hides for each plug!
Thank you guys for both answers! Ook so I see there's actually a difference between factions and civilizations good to know. Hopefully they will give more love to you modders, specially since the game needs extra civs to fill in the galaxies!
I'll check Seilore's factions as well, the more the merrier.
I'm so happy I didn't settle on steam and payed a visit to the official forums ^^
Argh! I just realized that the new GRM doesn't have the old options! I know we were warned about this, I just didn't pay enough attention. If you get time in the future, it would be nice to have two versions back, one with the four abilities points, and one with two. I can change the files, but I would rather have the designer choose which abilities are relevant to each faction. Or not. I am sure that is a pain in the keyster!
I guess having the pirates be separate would be good too, but I enjoy my colony-ship havin' pirates.
Anyway, not trying to complain. I still love the mod!
I suppose another option would be to just join you in four ability-point land. Kinda gives the built-in factions a bit of a disadvantage, though. Anyway, I WAS warned...
Ok so I bought all the DLC and freed my evening to start a new game with this mod but I can't make it work :/Mods are enabled beforehand, I follow the instructions copying everything on its respective folder, but when I start the game I get the same message after the loading screen:
Incompatible civilization detected
The civilization XXX is incompatible for the following reasons and will be using the generic values:
+ Unknown Ship Style
I have to click the message twenty times or more and then only these civilizations are available (not counting vanilla ones): Clan Zorastor, Lythian Expanse, Jun-Jilar, Minzari Communes.
I tried a clean install of the whole game plus DLCs, same result. I have searched through this thread but it appears when someone found this problem it was just that they forgot to enable mods. Any idea what is happening?
That's a common issue if mods are not enabled. I have a tendency to get the "games" and "my games" directories switched. Also make sure that when copying the folders that they don't get tucked into a sub folder.
Don't ask how I know these things.
I'd also consider re-downloading the mod... its possible the files were corrupted.
Finally! It's working Nothing helped and I was pretty sure I was doing every step as instructed (it's a simple installation after all), what did it was making Steam verify integrity of game files. Apparently something was missing because it downloaded some 16MB packet and now there's no incompatibility message.
I'm going to start a new game right away, thanks for your help GrayLord and Gauntlet03!
Hey man... just an FYI before you get too deep on a new game...
I just released an update to GRM! Sorry!
Check out my Patreon Page for the details of what you get!
https://www.patreon.com/posts/12417111
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