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
Sooooooo
For the next version/release of GRM... you can expect updated Mercs (which may wait until Intrigue is out... since Intrigue will likely mess with those files) and a little mod updating the Commanders...
Thoughts on commanders? Currently I'm thinking...
Also working on a Ship Component that gives you the initial Commander's abilities on a ship... but will cost special resources AND three Administrators. This would allow you to create your own command ship if you absolutely want one... but at a pretty hefty price... it would ALSO be Combinable with Commanders/Admirals/etc. though. That would perhaps not be ideal.
Ooooouuufff Third tier of Commanders seems possible but would require updated shipclass entries for every GRM race? No thank you. Nevermind lol.
I'll just consider making the Admiral Ship awesome with that fun equipment instead lol. Maybe boost their cost in the end or such.
PS:
Changes to existing commanders...
Most commander ships now have three HyperDrivePlus instead of 2... so halfway between the original and having two Warp Drives. The Admiral has two Warp Drives, and the Navigator has three Warp Drives.
I would like to see faster Command ships.
When I get a command ship and my other ships move faster than it, it's fairly useless. I end up assigning it to one of my slow fleets which really isn't what I'm looking for in a commander.
I would rather have the speed boost than armaments on the ship.
This thread has additional information that may be useful I think. https://forums.galciv3.com/487341/commander-and-ship-speed
Well while I can't make commander's ships upgradeable, I think I have a few ways to avoid issues.
1) Start them with better engines anyhow.
2) Give them a speed leveling effect... so if they level, they themselves (not their fleet) get faster.
3) I have a "Commander Component" that is buildable, and gives similar or same bonuses... it just costs 3 admin right now. It could be spammable otherwise... but it will let you make a Commander ship of sorts as you like and upgrade it along the way.
Yeah... so a scaling level effect on the Commanders certainly helps... I'm adding 10% movement per level.
The ship component version won't have that, but will otherwise be the same... I also had fun making it cost 10 Promethion, 1 Xanthium, 1 Hyper Silicates and 3 Admins lol.
PS: 8.0 of GRM seems compatible and problem free with the 2.8 Release of GC.
I really like the idea of a Commander component. And yes cost should be high.
It should likewise be unlocked at a certain tech.
Yeah fair point. Which is easy to do... but what tech would you suggest?
Not gonna read the entire thread right now, just gonna say this.
With version 8, The Anomaly pirate ships actualy use normal weapons insted of just appearing to only use kinetic weapons.
Will it be possible to fix that for your other designes?
Also, about the command ship issue: Did you think of adding a command ship Mk2 promotion?
Regarding command ship issue... be more specific? Do you mean a third tier, or the ability to upgrade the Commander Ship? I've explored both. One is annoyingly impractical for me, the other is strictly not possible.
Practically, it makes most sense just to make both the Command Ship and Admiral Ship better, with a leveling mechanic for movement to keep up with you crazy kids. There will be a Command Component for ships, that will allow you to "build" a commander and upgrade the ship as normal... but it will have severe expense, since it is combinable with a commander and spamming it would be very broken.
Regarding the Pirate Anomalies... are you referring to the visual bug that only displays kinetic weapon animations on designs? I have not found a way to fix that, nor was I aware that the Pirates were apparently not suffering said bug. Its important to note, that this only applies to the AI designs and not designs you make yourself. But yeah... as far as I know there is no way to control it.
Hi,
I'm in a new game with GRM 8.0 since 10 hours and I really love it.
I'm a little surprised that my 5 survey ships survey more than 35 anomalies per round and I get unbelievable much credits through that. The list will longer every turn. Is that normal?
Thank you
Edit: Ahhh OK, I found the reason. One of my survey ships has 700 moves another over 200 WOW! ! I don't realized this fact its the leveling system After 175 turns it has 906 moves. In case of economical tactic, now its not needed because the amount of survived anomalies per turn create much more credits as I need. I can push all buildings and ships I want in every turn. After the whole other things I love, this mechanic I don't like because you need no economic tactic anymore and it is much to easy to get credits...
It's probably not all leveling, some of the salvage anomalies grant extra speed, so add that to your leveling effects.
Indeed . While I don't know how you got it this extreme... I'm definitely lowering the speed bonuses
In this case it was a ship from the bazaar. In the details I could read it gets +200% moves per level and it is at level 41 in turn 180. It needs 1 or max 3 turns for one level because the EP its getting are also a mass when it survey more than 35 anomalies per turn. Also the bonus is growing because at turn 165 it was 'only' +195% moves per turn.
The normal survey ships have moves between 54 and 204 at the moment. That's also very very much, I think to much.
Yeesh . Yeah it's almost like the game should have a movement cap lol
I think movement from tech and building increases (flat, not multipliers) is set to 10 though can be modded easy enough. You are right about a hard cap. That should force a hard limit of no more than 50 imo.
Is it possible to reduce the chance of the speed boosting anomalies? I've noticed in my games that the speed boost (and sensor) anomalies are fairly common.
Maybe limiting the experiencing increase to one per turn at most.
I'll do a little patch when I'm back from a work convention.
Halving the income from the anomalies, reducing speed bonuses and their frequency. I'll probably add a few more things
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