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
Hey there!
1) Thanks for the files, I looked it over, looks like aside from GlobalDefs I'm good!
2) Yes its possible to make Mercs that do that. Are you saying you want me to add some to GRM?
So here is a question... for the anomaly mod...
Do I?
1) Add all my events etc. as new anomalies, this maximizes compatibility, but means the new anomalies compete with all the standard ones. Immersion gets reduced and this is the most difficult to balance weighting.
2) Add all new anomalies to new groups with anomalies that fairly replicate a lot of the old ones, then set the old anomaly groups (Capsules, Artifacts, etc.) to a weight of 0. Which means you get none of the original Anomalies. Other mods that follow a similar design would not conflict, so long as they are not editing the core files and instead are adding to new Groups. Moderate compatibility.
3) Add everything to the original groupings. Zero compatibility? (Not seriously considering this option)
Leaning towards Option 2... as it lets me do exactly what I want, and if a player wants to use another anomaly mod, it should generally be pretty easy to make them cooperate.
I like the compatibility idea but 2 would make life easier so go with 2.
I vote 2. GRM is the only mod I've been running.
2 it is!
Currently there are three categories:
1) Salvage: These are pretty typical, they include upgrades to the fleet that surveys them, random credits, occasional small bits of research.
2) Graveyards: Always a fight, (these are far more varied than default), usually a big payoff of resources, credits, or ships.
3) Encounters: Unique, rarely a fight (but sometimes), and have some of the best payoffs... such as citizens, rare resources (like Helios Ore or such), but sometimes also have downsides like lost HP. Some even provide global bonuses to the empire.
Currently I'm weighting it as 25 Salvage, 25 Encounters, and 15 Graveyards and I'm pretty happy with the results. Note, that there are a total of about 50-60 events.
Glad you could make use of them.
It would be great if you wanted to add them to GRM, if not just let me know what to do and I can do it myself.
My thoughts on it were: Benevolent - +50% influence for planet or starbase and +5 ideology for survey, Pragmatic - +5 ideology for fight or survey, Malevolent - +5 ideology for fight and chance to flip target ship or just credits whichever might be more balanced.
I'll definitely look into it... I want to wrap up my work on the anomalies first, but then it may be a good idea for me to review all the Mercs anyhow for February's work/release.
So in other news... here is some more progress. Note the new screen for anomalies, and several rewards now randomly award a batch of resources but also randomly cost credits. In this example, I'd consider myself very well paid for my 409 credits!
That makes me want to have a slush fund all the time for anomalies could put me in the red.
The idea is sound, just not sure how most players are going to pay for it lol
I've been play testing a bit this morning. Basically you may have to pay attention to your survey strategy. Since you can identify the anomaly visually, you'll know the ones that really cost you money.
I ended up not rushing anything but a shipyard, running 3 survey ships, colonizing and grabbing constructors... I built up a few bombers, joined a survey ship, and hunted a few graveyards to help fund things as the other surveys spent money on encounters or I directed them to avoid the costly ones.
It was working well and I found myself early game with about 10 of the primary resources, and a couple rare planetary ones. My Starbases were all getting defense modules right away as a result.
A little bookkeeping...
I'm mostly done with the anomalies... a couple of questions:
1) Currently I only have one anomaly that awards a ship (survey ship)... should I bring back the others? I'm thinking yes, just haven't gotten to it.
2) The Precursor Anomalies... I find them just too overpowered, and I don't particularly fill like filling the GRM universe with them. In GRM while there are ancient long lost races, some of a good tech level, there is nothing like the precursors/arnor/vorlons/etc. and if there is/was they would not have so much lying about... they would be more like the Babylon 5 universe... in hiding or otherwise not just littering the galaxy with their stuff.
Currently I've simply solved this by setting the Precursor weight to 5 which means you see very few of these in a game or galaxy... thoughts?
In other news... I use the ship category/style for Anomalies, that I used for my Mercs, Pirates, and Race Neutral Components. Its becoming awfully crowded, so I'm moving the pirates to their own area (Terran Resistance baseline) and giving them a bit of an overhaul. Gone will be those big many windowed command decks of the Pirate ships... they really don't jive with the other command decks of various races and it hurts my eyes. Hopefully what you will get from this is a lot more ships like the Basilisk (PRT Large Balanced 02)... IE more patchwork, more gribbly, more jurryrigged etc.
There will still be a great many converted/altered ships from other races within their list... if anything I'm improving on that significantly.
Well I have finally finished revamping the Pirate set... there are still some loose ends to work on, like their shipyards... I've also started exploring the work to make their own starbase set... we'll see. Their custom parts were redone/resaved as "PRT" instead of "TR" and the TR removed.
Anomalies are done too... so I'll be releasing in early February. Basically leaves me a week or so to...
GRM Mod Folders now look like this:
Can't wait!
If your familiar with my work, than you will instantly recognize this ship... or rather the ship's predecessor... this is the Buccaneer II and has some significant structural changes.
Also here is a Pirate Military Starbase... which may get used as a Shipyard for the sake of Pirate Bases on the game map... I'm very happy with how it came out, though, it was a TON of work...
Loading bay...
Close up of a tower... notice that the interior has 6 small and 1 large turret...
Finally the whole thing, from the front...
Soooo pretty...
Can't wait to have it in the game Awesome work!
Thanks guys!
A few more pics of progress... we have the Pirate Economic Starbase...
And then the revamped Pirate Shipyard... kept the original model and layout, but you'll notice much more structure and beefing up, three new hangars/loading docks and a plethora of nifty things!
Your structures and ships have some incredible detail. GRM really showcases what's possible with the in-game editor. Possible if you also add the imagination of Gauntlet, of course.
For people who like to turtle and empire build (like me), the intricacies of this mod add an immersion level that draws you right in. I can't wait for this next round of pirates!
I've always had MOO2 at the top of the 4X list, but Crusade and its new killer AI along with the latest iterations of GRM are going to change that.
Thank you! I'm a big fan of intricacy... especially for pirates, because obviously pirates should have gribbly bits everywhere and hanging wires lol.
I'm very excited for this next version of GRM, it will be the last before Intrigue gets released most likely. With Anomalies converted and Pirates brought into full glory... I'm feeling as though GRM is really going up another notch on the ladder!
I suspect Intrigue will create a few more ship types... which will mean a rush of work to convert all the files and existing races... and I'll likely use the command ship models to fill most blanks... but we'll see... I might just need to think about making "Yacht" classes for those princes and princess ships we may be getting lol.
Anywho... the latest! Pirate Culture Base...
Also here are some of the new and updated ship designs...
RELEASE!
https://www.nexusmods.com/galacticcivilizations3/mods/18/?
You can now go download GRM 8.0
Feedback on the Anomalies, Ideology, are greatly appreciated.
Great!!! I'm just downloading Thank you so much !
EDIT: At the moment the game chrash to desktop one second after the game was loaded..
Anyone else? Also what version are you on for gc3 and any other information? I'd love to help!
had the same thing happen, just before I left for work. still 2.8 (opt-in), but there was a download this morning, here are the patch notes:
hope this helps
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