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
A bug?
Ideological - Survivalism - Homefront: I didnt get 3 interceptors, on no world.
ty for the mod
That would be a bug for the ideology mod and its thread.
I ran into this as well last night... Thing is some of my planets do have the interceptors... They need time to build I believe. see had another ability give me three interceptors and some of my worlds started having 6 about 5 turns later or so.
Let me know
Can u maybe help me out? Please tell me how to get a map with rare resources but more habitable planets? Every setting i tried i end up with nearly no habitable planet or i have so many resources or planets that its just lame to play. I favour large maps actually.
ty in advance
I think you should make your own thread. You'll get many more opinions as this is a very common topic of discussion. You'll also find other modders are far more experienced regarding map settings editing, as I am not at all sadly.
Truth is... I don't play the actual game enough to tell you much about the settings these days. I'm playing on immense, abundant stars and common planets and seemingly not too overwhelmed yet.
So I have been toying about... and was reminded that I did modify survey anomalies via GRM-I... there isn't much reason for this to be a "Ideological" part of the mod... so I'm separating that out into its own folder. Will make it easier for people to have more compatibility... as there are several anomaly mods available.
Of course... now I've been suckered into modding anomalies!
Specifically my interest is to make new ART for the anomalies... as I did for mines, the bazaar, pirates, etc. It all works together to immerse the player in the GRM universe a little bit more.
The art files are nicely done, so its very possible to create multiple art pieces/designs with their own appearances and textures. So beyond just making my own generic "Space Junk"... I've created anomalies with designs for...
There is an endless amount of possibilities here!
Nice ideas, sounds like it fits well with GRM
I like your possibilities.
Nice work Gauntlet, your ships are always amazing!
I really would like to improve my construction skill, but every time I like to my ships I always find them ugly and clumsy.
Added
Why is the pirate colony ship not colonizing ?
http://steamcommunity.com/profiles/76561197960467736/screenshots/?appid=0
Wooow, looks great, hears great and I can't await it to try. Iam current in a new game with your mode 7.5 und game version 2.72 ( don't know what was the changes there...). You've made a great job and with big steps its looks like you create a complete new game Absolutely awesome and I love it!
Lately StarDock mentioned changing the Pirate AI to be more aggressive. I believe this likely simplified their behavior and removed their desire to colonize a planet. I don't know for sure. My mod doesn't change the AI in anyway so I don't have any other explanation at the moment. I've noticed that their survey ships won't survey anymore either.
Iv'e seen the pirates colonize and some pirates just sit there doing nothing. Even been attacked by one of the pirate survey ships.
I've been attached by pirate surveys but I haven't seen them scooping up anomalies. Which is a little bit sad... But I'm not be likely to try and fix it just yet.
I'm particularly fond of the new "Drug Store" event. You gain a couple resources and a Celebrity from it Though the crew suffers from a hangover (-20 XP)
Oh and also I added a few combat related encounters... Dread Pirate, Tothk Ronin, and Veygar Raiders... they are not for the faint of heart.
Welp. I'm over 20 Unique "art" add-ons for Anomalies now! Granted, a lot of them are existing material, or existing material re-done as destroyed or drifting ships... but there are some truly new models, like that Drug Store, the Cryopod, and now the Zrerakkan Dream-Core and the Space Snails!
Notably some of these anomalies are giving empire wide bonuses now... but those don't list in the rewards and they display when reviewing colonies as "Missing Info" If anyone knows what I'm missing to fix that, let me know!
The last two images aren't showing up. Clicking on them is giving a 503 error
For those wondering GRM is seemingly compatible with the latest opt-in version, of 2.8. Only thing is that GRM still enables a colony ship to be loaded with less than 1 population. This will be rectified in the next version, but as of now seems too minor to both with a patch or such. Please let me know if other discrepancies are found between GRM and Opt-In 2.8
Thanks
I might be able to provide a changelog from 2.71 to yesterday. Well, I should say a patch file from git. Should show all changes made to everything.
https://www.dropbox.com/s/wo71c652g6s2pdr/0001-2.72-Update-Jan-11th.patch?dl=0
and
https://www.dropbox.com/s/3rf3q0zn24o4sgc/0001-2.72-Preview-as-of-Jan-10th.patch?dl=0
Well I'm not able to open that file on my phone, so I'll have to wait until the weekend.
But in general what I need is a list of what files they've edited.
It has the files edited and the lines that were changed. If you are using an editor that has line numbers such as Notepad++ it should be all you need. Infact, NP++ is perfect for viewing this type of file anyway.
would it be possible to add a merc that gives benev and pragmatic ideology points?
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