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
Gauntlet, really enjoying your mod. Question, did you do anything that would peg the graphic card at 80% utilization or is that the underlying GC3 engine? I have a GTX 1080Ti coupled with 64Gb of DDR4 RAM and an i7 7820x so i was pretty sure I had the horsepower to run this even on an immense map with 10 of your civilizations but I am still getting stuttering and the game crashed once already, I am at turn 230. Not sure what the hang was about but it happened in the designer which seems to be a bit buggy tbh.
Aside from the high level of credits that the anomalies are bringing in, something already mentioned, the rest is pretty cool. Thanks for a great mod.
Hey there! Thanks for the comments/feedback etc. I don't believe the mod would necessarily be responsible. I don't have that nice a PC and I can run similar settings without too much issue.
I actually just uploaded a replacement for the Anomaly Mod... REMOVE the GRM-ANM folder from your mods and then add this in its stead.
https://www.nexusmods.com/galacticcivilizations3/mods/18?tab=files
It greatly reduces the speed, sensors, and credit bonuses of anomalies. Should help!
Thank you for the quick reply. I will replace the folder. Having survey ships with 80 movement points and 50,000 credits was cool but kind of made the economic side of things irrelevant. Got all my starbases upgraded to the max though
Frogboy stated that the wayfinding procedure takes ever longer time when ship speed increases, something about havin to calculate every step for every tile a ship can move. So since that tends to be an exponential increase it would well beat the best hardware eventually.
lyssailcor, that would make sense. If all 10 civilization have 3 survey ships with over 80 move points that would definitely be impactful. edit: I found one survey ship with a speed of 320 and two others with 120, if the other civs are similar that definitely explains the lag and slowdown
Gauntlet, forgot to add, I also have multiple versions of the same mercenaries in the Bazaar but at different price points. For example the Merc that colonizes with 25% more pop and an added bonus is there twice. Same merc but one at 3100 credits the other at 4200, I have the same thing with the merc that adds 25% production and the one that adds 100% approval. Is that on purpose?
Are b they using the same model and portrait?
I can think of two explanations.
1) two installations of GRM M or some such.
2) you are missing a file in GRM-M that disabled the games original mercs.
Everything is exactly the same except for cost. Picture, text and bonuses are identical. I reinstalled GC3 to ensure all was back to vanilla before putting in the mod since I had Horemvore's mod in there from my last play through. I will re-download your mod and see if there is a file difference in the GRM-M folder.
BTW, I killed off the survey ships with extreme speeds and put in your update for the anomaly folder, that made a huge difference so pretty sure that was it.
Thanks.
Sounds like you may have mixed files of two different versions. Did you uninstall GRM-M before updating?
Its also possible you have a copy or version in the non-crusade mods folder for plain GC3
I do not have a non crusade mod folder in "My Games" just a GC3Crusades folder so that cannot be it. I uninstalled everything before reinstalling and updating, yep. In the MercenaryTiers Def xml I found this:
<MercenaryTier>
<InternalName>MercenaryTier4</InternalName>
<DisplayName>Hired Help</DisplayName>
<Description>Cheap and common mercs looking for a payday.</Description>
<Order>4</Order>
<Amount>30</Amount>
<Color>MercenaryTiers1</Color>
<CannotAffordColor>MercenaryTiersCannotAfford1</CannotAffordColor>
<Prerequ>
<TechAge>
<Option>AgeOfExpansion</Option>
</TechAge>
</Prerequ>
<Material1>Mercinary_Material_Steel</Material1>
<Material2>Mercinary_Material_Steel</Material2>
<Surface1>GC3_Default_Surface_10</Surface1>
<Surface2>GC3_Default_Surface_10</Surface2>
<Appearance>GRM_Bazaar</Appearance>
</MercenaryTier>
Since everything else mentions three tiers and this one shows up at the same age as the Tier 1 mercs, could this be it?
Oh shit. Lol . That's a preview of stuff to come....
So yeah I invented a 4th tier for cheap and ordinary mercs. If you need a standard colony ship or such in a hurry... Hire a refugee ship...
Changes to expect to the Mercs in the next GRM release...
Still working on the Mercs... but in the meantime I'm also doing some additional graphic work... meaning more race portraits and citizens... in the process, I'm upgrading some of the GRM Minor Races to major factions... and giving them a full spread of recolored citizen portraits and such.
The Orlok: Genetically engineered/former slaves to the Aquilarans (will use Aquilaran ships)
The Barrodga: Doomed planet, need a new home (this race will start with no homeworld) and are generally brutish hideous aliens. (Use Tothk Ships)
The Elo Sequestery: New Race... but are extreme pacifist isolationists. (Novari Ships)
The Trelkarian Septs: New Race... Aquatic slavers of sorts... spiritualists. (Kirani Ships)
So obviously these are using existing shipsets for now, and some should (the Orlok) but I hope to eventually make some shipsets for them. They are kind of intended to work as Not-So-Great Minor Races... so I'm giving them less than ideal ability setups and I'll play them at lower intelligence levels than their peers.
PS: Specific Merc Changes:
All Mercenary Colony ships made Tier 1, removed leveling stat boosts (pointless). Made the "+2 tiles" colonizer, +3. Made the "Colonize Extreme" merc also give a production bonus. Production bonus changed from 20% to flat 2.
PPS: Advanced Ship Modules now adds a new Colony Module to races with the Resourceful Trait. Allows you to Colonize a Dead World, creating a world of Class 4-10 (random). Module costs double Production, uses more Space, and can only carry 1 Population.
Merc Constructors... oh boy... the bonus modules don't seem to work... so instead, several constructors now produce multiple starbases at 0 admin cost.
Ditto for Colonizers... no Admin cost.
By increasing the Mercenary Tiers into 10 Categories I'm better able to balance what Mercs are available and how they are organized in the Menu. This will also allow me to change the requirements... for example, I could probably make some categories dependent on a Race Trait or such.
After looking around, it seems that pirates using normal weapon apperance was duo to mod conflict with 'Old-Spiders Pirate Space Monster Dread Lord Mod For Crusade'.
Also, did you mess with planet spawn chance? I was playing with the same settings, but I got a lot less planets nearby.
Planets are weird like that with or w/o mods. One game game me 10 planets within a short distance, another game 3 but all of them were precusor worlds, another game I only had 4 worlds close by and each game kept the same settings as the first.
I think part of it may be where you spawn. There seems to be more habitable worlds closer to the core than along the edges while there are more anti-matter nearer to the empty outer regions. At least that is what I have noticed for spiral galaxies.
Hi,
crashes
C:\Users\...\Documents\My Games\GC3Crusade\Mods\GRM\Game\GalCiv3GlobalDefs.xml(1355,19): error:
element 'CreditsAndPowerCap' is not allowed for content model '(MaxNumTurns,CreditsAndPowerCap ......
using crusades v2.5 , Must I have 2.8 ? previous version of GRM ?
I also have a bottleneck for video settings.
win7 ultimate
geforce 1050 ti SC 4 gb
8 gb of ddr2
quadcore intel 2.4 ghz
Thank You Sir
I extremely recommend you get another 8 gigs of DDR2 ram. Regardless of the Mod most map sizes need more than that according to the latest Stardock Posts.
And yes... the latest GRM requires GC 2.8
Out of curiosity... why are you on 2.5?
Thank You
Beautiful job by the way !!
My computer is maxed out at 8 gb and I can't afford a new computer right now. I found by removing the line <CreditsAndPowerCap>1000000.0</CreditsAndPowerCap> , the mod runs perfectly , at least as far as I can tell.
So it does work with 2.5 , except for the one line. Any theories ? or did this new definition just come up .
How does that line effect play ? My son bought me this on GOG and its not always up to date with patches/versions , BUT its drm free. I don't always have internet access either, ergo I would not be able to use my own games when I want.
SOme point after 2.5 the Devs increased the maximum amount of Credits you can have to avoid a couple of bugs... so the GRM files have that update built in, and 2.5 doesn't like it I guess...
Shouldn't have much effect on your game in any sane/reasonable way.
Makes sense now why you are at 2.5... Thanks!
Gauntlet, thanks for all the work on this. I am enjoying this very much. I am running your new patch for anomalies. My game keeps crashing back to the desktop when trying to unlock an encounter. It has done it several times in different games. It is 3 large ships with 2 smaller ones.
Sorry, the art for this anomaly is the Veygar Raiders. Thanks.
Thank you for letting me know! I found and have corrected the problem... I'm releasing in a week hopefully, so for the moment, I don't think I'll release a patch? I will if people want.
The fix is pretty easy...
<Ship>
<InternalName>GRM_VeygarBalancedDestroyer</InternalName>
<DisplayName>Veygar Balanced Destroyer</DisplayName>
<ThumbnailOverride>0-VGR Medium Balanced 03_2F790FB5CD6448E5A682BF96E1FE2BEB.png</ThumbnailOverride>
<ObjectGfxConfig>0-VGR Medium Balanced 03_2F790FB5CD6448E5A682BF96E1FE2BEB.objgfxcfg</ObjectGfxConfig>
<StrategicIcon>Fortress</StrategicIcon>
<ShipHull>Medium</ShipHull>
<CanBeBuilt>false</CanBeBuilt>
<Faction>FACTION_PIRATES</Faction>
<Style>Iridium</Style>
<ShipComponents>Railgun</ShipComponents>
<ShipComponents>Stinger</ShipComponents>
<ShipComponents>Lasers</ShipComponents>
<ShipComponents>Deflectors</ShipComponents>
<ShipComponents>HullPlating</ShipComponents>
<ShipComponents>Chaff</ShipComponents>
</Ship>
I don't know if this will fix an existing game or not... probably won't. My apologies for the error... the typo is what creates the crash : (
Thank you kindly for pointing out the error.
Thanks for the help. The fix is no problem. I was going to set that one to Zero and start a new game, but I always like to fix stuff right the first time. Figured the second game might not pan out anyway. Thanks.
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