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'm afraid you've been tricked by my videos good sir!
My recorder hides the mouse, I know no keyboard shortcuts.
Sorry!
Really wanted to say Gauntlet, as an old kitbasher and modeller from back in the days of the Starfleet Command. You do damn good work.
Very fine shipsets with excellent thematic presentation and I love how all your ships are not only cohesive to themselves with just the right number of small details but they each remain an important part of the whole shipset. That kind of cohesive design vision shows more skill and artistry than some folks may realize.
Frankly I am floored that this kind of high quality design can be done just using Gal Civ's in game ship builder.
You show real talent and I cannot wait to get my hands on these!
Seconded!
First, THANK YOU very much for the kind words all. I really appreciate it. Keep commenting, feel free to post critical points as well, I won't (likely) be offended by anything!
Also, @RavenX,
I'll try to do a video tonight (I have more B5 Minbari ships done to show off) and discuss methods and such... but yeah... I don't think I'm using any shortcuts my friend!
Hey there!
I go on LOTS of tangents in this one! But its worth it for the Minbari Ships!
Hello
I am slowly learning the system when designing my own ships. Something came up while I was starting to put together a Turret. what do you do with the module for said turret. I have design a tri canon laser turret, what happens when I add the laser module to the ship? does it matter where the module is? Like your race with the art deco designs, cant think of the name at the moment, their ships wouldn't have the modules sticking all over the place. i am just curious what your solution is.
BTW Love your ship designs
PS: does it matter what ship hull you use to design components? like starting with Tiny to build something for Large?
Thanks and keep up the good work
No it does not matter what hull size you choose for your custom component or turret, except you might want to use a hull based on menu placement. For example if you want the turrets away from most ships in the menu, maybe use cargo hulls.
As for placing real components, like engines and defenses, I set these to invisible or, I sink the part until it is deep inside the model.
Not a bad idea to add one part inside the ship, that nothing else attaches to, so you can lift it,v attach all components and then stink it again. Might save some time.
Thanks
Yep! the reason why your offsets are different values on the heavy fighter wing components is because the top peace is only moved in the Y direction and the lower wings are moved in the X as well as the Y.
So for instance the wings need to be at a radius of 3 units offset from the attach point of the parent piece. The top piece only needs to move in the Y direction 3 units, since the piece(s) attached axis will have the same axis as the attach points normal axis and that match's the direction you want to offset it.
The lower pieces need some X movement as well as Y, so to get to the radius of 3 units(h) at an angle of 45 deg (A) for example, then distance X and Y (a) = CosA x h = a.
So: Cos45 x 3 = 2.12 (rounded)
X and Y need to move 2.12(rounded off) units to get to a radial distance of 3 the same distance as the top piece has move only in Y.
Well, sorry if I didn't explain that too well. I guess the thing to remember is that any piece attached, will inherit its axis from the normal of the attach point and not have its own local axis.
It would be a nice addition to the ship designer if we could toggle to local space of selected pieces for translation (offset), like it does for rotation and scale. Maybe since rotation and scale do go to local space, perhaps the offset is supposed to as well and it could be a bug.
Great work as always Gauntlet03
Great video, appreciate the shout out. Still can't believe there's no hot-keys for the ship creator. I know there were some in GC2. It's going to kill me until I remember them now to see if they work in GC3, but if they were in 2 they must not have been implemented in 3 yet because I've tried about every combination of alt-shift-[key] scroll there is and none of them do squat in the builder.
Hey! Just posting to say that I loved your mod in GalCiv2 and am super excited for this release!
Are you going to be posting these on the workshop? P.S the vids are awesome.
Of course!
Once 1.1 is out, I'll be working hard on making the mod files work well and release.
Great news, can't wait.
UPDATE! Wooo
Zerhan Nexus!
Very impressed by everything you've done here and finishing off watching your videos! When I got this game I felt like a kid with a new toy box! Glad I wasn't the only one! Can't wait to see everything in action in game.
I'm working on some stuff myself and have been exploring all the xml files and wondered if anyone had any ideas on the "ShipBlueprintDefs.xml" - is this considered the 'average' for all ship types with regards to how many components ships of different types should have? For example, if i make a tiny ship with 10 torpedo tubes, will the game overwrite the probable ineffective yet hilarious glass cannon that I've created with a standard weapon component list?
Thanks in advance!
If properly built a blueprint will produce a ship that is suitable to the tech level and capabilities of your custom race when it becomes available.
That is the point of the <RequiredComponentType>, <ComponentType> and <FillerComponentType> tags.
As it uderstand it they operate as priority operators, the first is components that MUST be on the ship, the second are the standard gear the game will fit to the ship if at all possible, and the last are for those occasions when because of techs or traits the design has enough room for some extras which appears to be the only component type that gets added as additional gear.
Say hello to the Ronar Confederacy, AKA, the Narn ships from Babylon 5!
Come for the Spoo and stay for the Gquan!
The Ronar Confederacy
Loving the new shipset.
Amen to the fact that ships and races are not mods, I totally respect the work you and the other ship builders do but I'm seriously concerned that they haven't made any move towards getting mods working on the workshop. Not too terribly worried about functionality though, there are tons of other games out there with majorly complicated mods on the workshop.
You mentioned other file hosting, just wanted to tell ya the nexus works very nicely, is reasonably reliable and fairly easy to get set up with.
Well good luck and as always looking forward to playing with these shipsets!
Lookin good! I can't wait to play with all these. The galaxy is about to be a much more interesting place to be.
In all seriousness however...
Vorlons and Centari next?
Now back to silliness...
Cheers!
-Jeff26jeff
haha
Not for a while. I've over-reached as it is with the number of shipsets now, and I've been copping out and not making enough designs per ship set as I should. (I have this other addiction called miniature war-gaming, and Dropzone Commander specifically)
So its time to go on back, and flesh out things some more, and maybe even PLAY the GAME???!!!
New Video!
No new ships, but this shows off the release version of this mod, the various backgrounds/portraits ships sets, you'll be getting... I also show off a game in progress.
CANNOT WAIT FOR 1.1!! The suspense is killing me... and I presume you too!
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