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
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Hey there guys! Just an update...
Life got in the way... had to work hard on home improvement, so I suspect I won't release on March 1st promptly... Still have a lot of Mercenary revamping to do, but I'm happy with how its going thus far.
Since it doesn't take much focus, I'm continuing to make more races (with no shipsets of their own for now)... but also add more portraits/new race pictures.
Furthermore... tonight I spent 2-3 hours adding citizen portraits... I realized that I should always do portraits in multiples of 6... this way, when adding "Male and Female" I can see that all the portraits are loaded or not, in evenly distributed rows (the program displays in rows of 6).
So yeah... that means taking the Veygar who have 3 and making it 6, the Tothk who had 5 and making it 6... Aquilarans had ... 10? Making it 12 and so on.
Its numbing work, but its what I have brain power for, and additional Citizen Portraits can't hurt right?
extra graphics only hurt your ISP lol
I've started multiple games, and the same settings results with less planets when using GRM.
Also, where do I report a forum bug? It's been causing some problems with typing with mobile.
Couldn't explain something like that... are you using other mods? Also what version of GC3 Crusade?
I believe the planet amounts are dictated in MapSetupDefs.xml and such files... which GRM does not affect/edit.
Uhg. Small update...
1) Hurt my hand... not too bad, but its really really annoying lol.
2) Once I finished fleshing out a ton of citizen portraits... I realized I probably should flesh out citizen names... so now I'm working on at least a cursory pass on most races for custom names.
3) I hate these forums at the moment... how are we all not complaining about how badly organized they are now? Seriously everything is crammed under the Galactic Civ category... I'm tired of reading about Star Control by accident lol.
I don't have any other mods installed except a background skybox mod and a mod that adds another galaxy type (That I don't use atm).
Latest crusade version, but was like that in the opt in too.
I highly recommend you try testing without the Galaxy type mod... That mod would very likely alter the file that impacts Galaxy setup settings and thus planet counts.
Only possible thing I can think GRM could be doing is the weighting on anomalies. I suppose it's possible that they spawn first in map generation and prevent stars and planets spawning but I think that's extremely unlikely
For the record, GOG IS up to date as of Feb 9 they had the 2.8 version. Its ME that did not check it . Duh. And I did not have the settings correct to download updates automatically. So , GOG is high quality and decent. I apologize. Still my saved games were under 2.5 so I don't think they would work with 2.8 . But , all I had to do was make a copy of the right folders to use the old version as you know. Sigh.... it always seems like there is an answer if one thinks a bit. however you gain DRM free and don't play on steam. Gauntlet is right about the requirements. I try playing on Immense but the game takes 10 minutes to load with 8gb of RAM. PC gaming seems to be for the fortunate now with crypto pushing computer prices too high, they will mostly go broke IMNSHO
I've noticed there's something about galaxy shape, frequency of stars, and frequency of planets (habitable and otherwise). That some settings throw out gobs of habitable planets, and a slightly changed variable yields very few habitable planets. I've noticed this both playing "vanilla" and with GRM. I haven't done any statistical analysis on the various settings.
@Jabberjaws Thanks for letting us know. Regarding the requirements for the game, GC3 and Stardock have a bit of a... odd history. Suffice to say, they are doing the right thing by making it clear what specs you should have for what galaxy types. It was kinda like giving a kid access to cigarettes and hoping they just understood they shouldn't smoke. They gave us awesome sized galaxies, but they probably shouldn't have lol.
Speaking of... If/When they build a GC4 I hope they revisit their map design. I think there are interesting hybrids between "lanes" and "Tiles" that could be done. For example, each system could be so many tiles, just like we are used to.... but with a border. Past that border are other tiles (possibly much larger) known as "Deep Space". These Deep Space tiles require much more time to pass through, and space battles do not necessarily occur in them (techs could change this, and, it could be a % chance of interception).
This then allows us to simulate the massive SCALE of true space, whilst not giving up on truly open movement, or the specifics of tile based movement when and where it matters. Its also literally less tiles to compute, so it would help with system requirements and such.
Finally, it would also allow for space battles to be redone as multi-tile affairs, and utilize planets/etc. as terrain that matters, and be DIRECTLY on the galaxy map. This same system can be seen in practice in Endless Legend. I'm not necessarily saying that "its the best" or something, but it is a very NEW idea that hasn't been fully explored, and I think it could make our space battles be more immersive without giving direct "tactical control" to a player, since SD has a huge bias against that. It also eliminates the need to program a battle viewer. It has some downsides though, since it would really favor much smaller individual fleets, and could be hard to animate on the galaxy screen.... but I like the idea to be explored.
Regardless... point is... we need two core types of tiles... "in system" and "deep space" and we can really improve the verisimilitude and possibly the system requirements of the game.
Ultimately, everyone's situation is different... going from 8-16 gigs of ram shouldn't be much more than 75$ USD... which to me isn't a big deal, but for many, is a serious investment. Computer component costs don't seem to be reducing the way they once did, and buyer habits are changing, so I think you will see games start to slow down on their minimum requirements overall.
Happy trails peeps!
"Deep Space" is an excellent concept, especially in light of the 10 tile movement cap the devs mentioned last month. If Stardock's engine could accommodate it, two types of space travel would open up new strategies too.
And kudos for being the first person in gaming history to use "verisimilitude" in a forum post.
Thank you, thank you... its actually one of my very favorite words!
Just a quick side note... range mechanics would need to be tweaked, and would reflect deep space... and "in system" would always be in range. So you can either make it to a star system, or can't.
Carriers could also then be redone in such a way, where their fighter components participate in combat at a distance "in system" without the carrier itself being present. Making them truly a strategic carrier (this is not necessarily realistic, but it would emulate the WW2 equivalent of carriers that we all know and love).
Thrusters could add the additional bonus of additional In-system moves, but not Deep Space moves. etc.
Soooo Progress Report
The new Mercenary system I've worked out is... working, but its quite annoying on the back-end. I'm finally done with Surveyors though!
4 Surveyors per Tier... = 12 total Surveyors. Therefore, one "row" of Surveyors each for three rows on the screen. (Currently I'm having ALL mercs be available, not a random selection. This keeps things organized.
All Surveyor Mercs cost 0 Administrators, and currently 0 Special Resources (that will change). All surveyor Mercs level their Range, Movement, and Sensor Power by .025 (less than the .05 standard, but this is three stats instead of one).
You can see here, that each Row/Tier of Surveyors is neatly organized:
Looking at this reminds me I need to update those credit costs too! LOL
I'm definitely interested in people's opinions on that by the way?
On prices. The last surveyor with all the goodies should be more proportionally priced . I say this thinking of value. What you get for what you pay changes as quality changes. Much like tire quality. An example could be 600, 750, 900, 1200 or 500, 700, 850, 1100. The more hull size, sensors, range, speed and defenses would decide the price. You could also use the rush cost of a surveyor to help decide cost.
Soooo I'm finally done the initial file cleanup of Mercs and rehashing the files. So, I'm going to keep working, but very soon I'll be releasing a new version. It will be compatible with V3.0 Beta.
I'm also reinstituting limited numbers of Mercs... GRM has previously given ALL Mercs available to the bazaar. Now, it will be 4 per tier, per type... so 4 Surveyors, 4 Civilian, and 4 Combat ships per tier. I feel that if ALL Mercs are always available, it results in simply choosing the best Mercs every time.
After this release and any subsequent cleanup, I'll be working on producing new Mercenaries to increase that variety... I have a number of ideas for transports and the like!
So yeah... soon... so soon!
New version available!
Version is for Crusade 3.0 Beta Opt-In... but will likely work fine with non-opt-in version, with maybe a text bug here or there.
This version redoes the Mercs quite a bit... and I'm not quite done with them, but hopefully you approve! The whole menu has been reorganized into Surveyors, Civilians, and Battle categories.
Also you'll find some more races, and all the races have had support in creating additional portraits, citizen names, etc.
Hope you enjoy!
https://www.nexusmods.com/galacticcivilizations3/mods/18/?
I loaded in the new update, already having removed the old version when I upgraded to 3.0 Beta. When I installed your update, everything works great, and thank you, but on loading the game I get:
C:\Users\Vincent\Documents\My Games\GC3Crusade\Factions\FlavorText\Terran Sovereignty_2D224926570843249F2431108DA055E0_CitizenNames.xml(1005,7): error: unterminated end tag 'Text'
I just press continue, and everything seems to work great. Did I load something incorrectly?
Hey, Gauntlet,
There is a big error in the citizen names for the Terran Sovereignty (female first names)
the ending ">" is missing on most of them some of them (Just the A's)
Thanks for letting me know! I've fixed it... new version uploading now titled 8.1a
Also a optional file is now provided for replacing just that name file.
PS: The mod folders have changed names by the way, so be CERTAIN to uninstall the old version first! Copying over is never recommended with GRM.
PPS: There was some trouble with uploading the mod, but all should be well now.
WANT TO DO A FAVOR FOR GAUNTLET?
Also for those of you who care, someone has unfortunately uploaded GRM content to Steam. This was of course inevitable, but I'd like to point out, that GRM explicitly states that you should not upload its content to steam.
Why though?
For a few reasons... primarily because originally StarDock led me to believe that they would be offering Steam based mod support. They have never followed through on this (no biggie, stuff happens). I had hoped that with the fleet editor, I could at least upload shipsets to Steam. However, the fleet editor is insufficient... it simply does not truly allow you to change an entire shipset. Rather than lower the quality of my shipsets, I've continued to provide them via the mod. The mod of course has taken on additional life with other content.
So basically... I can't do shipsets "perfectly" on Steam, so I don't. I want GRM to be a extremely high quality package (and it is).
Why else?
Since I'm not providing my content on Steam, I certainly don't want others to either, doing so, effectively "steals" credit from my work. Even if you credit me directly, (which the afore mentioned user has not) you are effectively "smuggling" material to an audience that should be going to GRM directly. By uploading (some would say stealing) my work, you take away my voice. My ability to present GRM as professionally as possible is seriously diminished by such activity. If the fleet editor is ever fully operational, I'll certainly consider uploading GRM Shipsets myself to Steam.
Regarding the situation, I have left comments for the User in question to cease and desist. I'm hopeful that they will respond in the next day or so, and I can resolve the issue amicably. If not, I will report the user, file DMCA report, and be a nuisance for the rest of time.
If you'd like to do me a favor, post a comment on the material stating to the effect "this isn't yours, please remove it", please be polite and professional, as most of these issues are born of ignorance, not malice.
http://steamcommunity.com/sharedfiles/filedetails/?id=1348494929
http://steamcommunity.com/sharedfiles/filedetails/?id=1348487890
http://steamcommunity.com/sharedfiles/filedetails/?id=1348466227
http://steamcommunity.com/sharedfiles/filedetails/?id=1348420046
Thank you for your time and consideration!
Success! Files removed! Hurray!
In other news... some new Merc ships to expect soon...
WOW!
Intrigue only required me to update ONE file seemingly for GRM and its mods! Frigging incredible!
Its actually because they didn't bother making the new ships for governments ship specific.
Anywho, its just a single file that needs to a replace a file in the GRM mod folder (Global Defs file needs updating)
You can download the update here:
https://www.nexusmods.com/galacticcivilizations3/mods/18/?tab=files
Sooo what am I working on?
1) Some new Mercs
2) Updating GRM-Ideology to have a spin-off that applies the same methods to the Intrigue events and such.
3) Planning any changes I want to make to Intrigue's governments. Not really thinking changing the existing governments so much, but adding a few more options for the sake of role-play.
4) Continuing to look for changes/bugs/things I might need to fix.
PS: 1000th reply!
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