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
Please take a look if this is a bug related to your mod:
As I try to illustrate in this pic, I lost quite important ship, the Prime minister starship, that is a unique ship, because I was attacked by pirate unexpectedly. However, the starbase that it was hiding in, had notable defenses, far more powerful than the pirates. But I still lost my unique ship! The sequence was: the ship was attacked, destroyed and then the pirates got destroyed by the starbase. But I wasnt supposed to lose my precious Prime minister, I had defenses! So there is a bug, sadly... But I am not smart enough to tell if your mod is to blame. All I know it affect/modify starbases too...
Starbases fight last in all space battles. You can see this, by watching the space battle... you'll see the Starbase hangs WAY back behind your fleet. Even if your fleet is just a Cargo ship.
So yeah... nothing really going on with the mod. The ship is set to be a Cargo ship, and it's role is "Support". If you see it labeled as something other than "support" definitely let me know.
Not really a bug either way, so much as a "Poor Design" regarding Starbases.
Would you care to look into this?
https://forums.galciv3.com/488537/please-explain-the-bonus-mechanic-to-a-long-time-abstinent-from-galciv#3710705
Since GRM modifies galactic events, it may as well be affected by your mod. I am still uncertain if this event work properly: I mean as far as I can tell, I suffer only penalty but do not get the bonus
Heya, got a little wierdness going on. Installed 8.1b and the Intrigue patch, all of your races and ships are there except the Narn.. um, <cough> Ronar. Were they left out for some reason?
The Tothk replaced the Ronar race. As well as their Shipset which is not THK. You will find the Ronar ship designs still available, so you could easily use them to build a properly "Narn" set.
The Tothk ships are still very Narn like, but enjoy a bit of their own style to make them more fitting with the GRM universe.
If you can be specific as to what event, then there is a chance I can look into it.
How would I access the Ronar models? They don't show in the ship style drop-down when making a custom race.
The event was "Super Bacteria"
Again an instance when I do not know who is to blame - Stardock or Gauntlet. It completely ruined my game session experience: I got ship so overpowered that it literally could conquer the whole galaxy without overexagerration. Take a look yourself and compare those stats with SMALL ship stats that were currently built as war fighters... I mean thats ridiculous. Here is how I got that monster: I simply recruited citizen as a Commander, assigned it to fleet. It gave OK bonus. It wasnt enough so I decided to upgrade my Commander to get a... Flagship. The ship I got was so powerful that, together with already bought mercenary it instantly wiped out my adversary and I became from one of the bottom to the very first, most powerful civilization. How boring.
A new Tothk medium hull for some variety... the Dragoon and Hussar, the Dragoon specializes in medium to long range fixed frontal Beam weaponry. The Hussar is a more traditional ship with a balanced mixture of weaponry.
Thinking about it... maybe I should switch the names... Hussars were cavalry, the fixed beams are more like lances. Dragoons were a flexible cavalry that acted as infantry more often than not. Yeah... lol gonna change it.
Regardless, its a fun design that epitomizes Tothk virtues...
PS: For those of you using GRM, you've been able to form commonwealths and not have the game crash RIGHT? I'm having such a problem right now, and no way for me to tell if its my installation only or not...
Popped into a save and made a Commonwealth, no crash.
So, how was it I use the Narn ships again?
Thanks!
A) Use the Tothk shipset... its Narn with a twist.
Use the Fleet Editor to create your own fleet and select ship templates labeled RN they are available, but I don't use them for a set anymore. The Tothk Ships are extremely similar but use turrets/etc. that I invented and are not meant to be "authentically" Narn.
Thanks, pity you dropped them as an official set, they looked really awesome in the Ronar video. Time to build a fleet!
This mechanic annoy me to no end. I hope they ditch this in GC4.
I'm much more proud of the Tothk which took those designs and brought them to the next level. If you are not just trying to play-out a "authentic Narn" experience, I would definitely try those ships out. The Tothk set also comes with custom starbases.
@FreedomFighterEx
---YUP lol. I think the majority of players fundamentally disagree with Stardock's take on "Starbases". Rightly or wrongly, the fans want these to be Strongpoints that have to be broken through. However, GC is a wide-open space, so ... yah....
I have some ideas on Map design for a GC4... basically a map of Very Large hexes, representing interstellar distances (and moving from one to the isn't too slow ) but then some of these large Hexes contain many smaller hexes and represent systems, where travel is much slower. Basically, a way of creating strategic AND tactical (out-in system) movement, without converting to starlanes.
Then I could see Starbases being somewhat mobile and protecting systems more logically.
Firstly... just for TheHubby... some of the Tothk ships.
Secondly, modding of governments has begun! My main goal is to organize them into natural "chains" or Columns, to give a better flow. The first row is done, and these are Racially unique options that don't necessarily fit the rest:
Theocracy, Unity, Tribal, Librariat, Cyberiat (These last three are all dependent on what racial traits you picked).
THEN Chains which will roughly follow:
Commissarriat (Communist), Republics (Colonial/etc.) Marketocracy (Media/Information/Plutocracy/etc.) and Imperial (Monarchies), Military Republic (Juntas/Etc.)
That is roughly 1 Benevolent (Egalitarian) 2 Pragmatic (Individualism) and 2 Malevolent (Survivalism, which is also where I shoehorn irrational stuff like a Monarchy)
All starters have 5 Colonies, with some being 6 as part of their bonuses... and I made Theocracy and Unity available to more racial picks... lots of work to do!
Thoughts? I think these mostly flow together.
Stellaris used to has this same damn problem since there are 3 traveling methods. Unless you're fighting against races that using Hyperlane method, static defense like space fortress is pointless since FTL, and Wormhole method can just go through it. I wish Military Station would force any enemy fleet to fight it if it fly into its ZOC. Give it x2 weapons range buff so it might actually get to do something.
I heard ya like hexes grid so we gonna put a smaller hexes grid in big hexes grid. So basically, small grid is traveling within same solar system while bigger grid is traveling inbetween solar system? Neat.
Exactly. Allows Brad to still have his "open space" 4X... no lanes... but the geography changes.
I would in fact have three types of engines:
1) Hyperdrive (Allows strategic movement. Default time to get from one system to another might be 3 turns... various techs reduce this over time, and decrease the size of the component.)
2) In-system Drives (Allows more movement within the system, for rapid blitz assaults, one will want very powerful In-system Drives.)
3) Thrusters (These provide a little more movement In-system, but more importantly, provide a BIG advantage to the ship in Orbital Combats for planets. Smaller ships have a default Thruster rating, making them "Fight above their weight class" when in orbit, but otherwise pretty poor in open system space.)
I like the way Sins of a Solar Empire makes the starbase useful... You can build a remote government upgrade that makes it impossible to claim the planet until the starbase is dealt with. They can go to the planet and bomb it into oblivion, but it won't flip until the starbase is gone.
And yep, was just looking for a Narn fleet. I like the Tothk ships as well, in fact used some of their civilian ships to fill out my Narn Regime fleet.
A super special thanks to you Gauntlet.
GRM 8.1b is amazing. All and really all and everythings looks great. Very often i have to take a break just to watch at your great work ingame.
The whole game is soooo much more fun and interesting with your mod. I'am just not able to play without it!
Thank you so much and keep on working
In reference to the government system i have another idea:
What do you think about the possibility to have from the beginning the choice between a government which allows (for example) 12 colonies but has less bonuses or some penalty and a government with 5 but significant more bonuses to the other one? That would chance the whole system (if the whole system follow this idea) and would give much more strategic deepness i think.
And what about improvements of a government i already use? Is that possible?(I really don't like the way to switch between democracy and dictatorship how i want without any consequences...)
The balance is the key...
C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\data\Game\BattleBehaviorDefs.xmlThis should let you change things.
@ForesterSOF : Personally I'm just not up to modding combat balance or behaviors. It's a whole new batch of files to start monitoring for changes/updates.
@hawkeyebf1 : I think having a government with lots of colonies early on... is a bit of a cop out. People don't like it, but the low colony levels of the early game force us to slow down, and anything that slows down the "colony spam = I win" is a good thing in my opinion. More or less.
So I think a little more liberty (I've increased base colony level to 5) for some, like 6 or so, is great, but going so far as 12 is dangerous.
I also appreciate the posts... honestly, discussion here, or on Nexus, or wherever, is definitely a big motivator for me.
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