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
OK I know what you mean and yes slow down is good.
What do you think about upgrade government throw techs and or buildings in reference to colony cap and the bonuses includes?
Is anything like that possible? It would be more logical and you has not to switch permanently the government just to increased the colony cap.
That I certainly like... I'll look into it, but since I've seen nothing that does that yet... ??
Generally I figure out how to do stuff by copying and tweaking.
I'm sure some of you noticed I made like four races that didn't have their own shipsets! Sometimes this makes sense (they bought tech from the "real" GRM races).
The Nyryloth are not such a race, and I'm enamored with their backstory (course I am... I made it up?)... so I've begun working on giving them ships!
Construction/Repair Drone
The fifth new Merc for the next update... The Appleseed... the first of possibly many new Food based Mercenaries. The Appleseed is crewed by scientists from different races who seek to cure hunger once and for all. Currently it grants +12 Food to the colony it is based on. Which is kind of like... WOW lol.
Its a T2 notably.
For this model I created a new custom component, the "Agri-Pod H7" which you'll be seeing round the Verse in other uses I'm sure!
Turning a citizen into Commander might be a good choice. But as soon as you can turn 2 or 3 citizens into Commanders, it gives you unfair advantage against never-better-than-human AI. Even without promotion (promoted ships look really nice visually) that is an overkill, an unpromoted Commander is still far too powerful to be comparable with other citizen's benefits. For example worker gives +30% to social construction. But Commander gives +50% to fleets HP (!!!!!!), + 100% to speed (!!!!!!!) and +25% to logistics. It would be enough if there would be only 1 of those bonuses.
AI fleets without commander is never to beat my fleets with at least 1 commander, not to mention more Commanders.
Could you please tell me how to lower the benefits of a Commander and its promotions? Going to GRM Commanders folder is understandable, but the code is chinese to me.
I think that is one of the reasons the dev's came up with governments. Try to get people to think about building tall instead of wide all the time. I appreciate it. It has made me slow down and think about other ways of doing things. For example, using different victories. In the current game I'm in I'm not too far from an influence victory, but I disabled it before I started the game. The current influence set up is way better than the last several patches. Governments and using different strategies has made the game more interesting in my option. BTW later in the current game I have been playing, non GRM. I haven't had to make any commonwealths and now playing as a Galactic Empire, which is capped out at 25 colonies. I have well over 35 now and have not had to change to the next level yet because my moral is very high. So, the colony cap can be by passed some by keeping moral high.
@1Wilcat: Agreed. I'm not really having any issues with the colony limit. Still, I'll look into techs expanding a government, because it would be cool to try.
@Triple_Crown: GRM-Commanders simply gives the Admiral the same stat bonuses as the commander, plus its original bonuses... so that it felt like a true upgrade instead of a downgrade. These bonuses are all the same as GC3's original bonuses otherwise. So ultimately if you think these are too powerful, you'll want to mod it yourself.
I'm sure you can open a text file, search for ".5" and change it to ".2" if you'd like to change a stat from 50% to 20% bonus for example. The stats are generally pretty straight forward.
It's hardly "Chinese" if you recognize you only want to change a few values.
Dear Gauntlet
Im sorry, can any DLC be left out for GRM ? And can you provide access to older versions ? I have been ill and did not notice the transition to Beta since I play GOG version Personally I am not "intrigued" by "Intrigue" (I like being King) so will your mods in the future require it ? Since there may be others like me who prefer crusade, can you keep a compatible download for Crusade available , with updates perhaps ?
Thank You for your wonderful work !
JJ
Hey there jabberjaws! That is a great question, I respect where you are coming from, so I'd like to give you a thorough and complete answer.
Currently GRM = latest version of Crusade and will have a separate mod folder for GRM Intrigue content. The "intrigue patch" will eventually go away (later this month or next).
Unless Stardock drastically changes something about Intrigue files, all you will have to do in the future is remove the "GRM-Ideology for Intrigue" and "GRM-Governance" folders from the Mod folder. Don't look for them yet, they will be in the next version of GRM.
From now on I'll leave up older versions of GRM for the last non-beta version of Crusade, as I hadn't thought about GOG people not having access to Beta versions... and I don't begrudge them.
What will NOT be supported with consistency or at all (I promise you nothing but the ashes of your tears and the blood of your most beloved hamsters and other supported pets)
Galactic Civilizations III without Crusade and Mercenaries
This will CHANGE if new expansions are similar to Crusade (which change the whole base-game).
Why won't I support Galactic Civilizations III without the "expansions" or a particular DLC if I choose to?
1) Because it would create a great deal of extra work.
2) Because it would create a more difficult and annoying installation process for users, I know it shouldn't be hard, but I'd be dealing with a lot of people messing up versions and installations. I HATE bugs. I quit a game I was 4 hours deep into and abandoned it this weekend, because I found a TYPO in the Fulgar's custom speech (its fixed... they are "interested" in new things... not "interesting"). So many people will 'think' they found a bug because they installed the wrong version. I will end up wasting many hours chasing illusions.
3) Because I support StarDock, and they, by creating more content and updating their games, support me. I choose to only support their latest versions. If a DLC is packaged in a way where I can make a separate mod folder and make things modular for you... sure, great! If not? Than unfortunately I choose to push forward and I won't be ensuring backwards compatibility.
So jabberjaws... I think you'll be OK, you've got Crusade, and I think its unlikely we will see a expansion that replaces the base game again... so its unlikely I'll have to support a non-Crusade version, and everything will be modular. For those who don't have Crusade... the afore mentioned ashes and blood is all you get from me
Thanks for reading, if you need a particular old GRM version right now, I know you're a long time and appreciative fan, PM me and I'll hook you up.
These days I tend to design custom components before I get to any non-tiny hulls... a Beam Drone/Fighter below, a Beam Turret, and a Powercore. I'm trying to carefully mix a organic look with technology here... I don't want them looking too organic, just enough. So far I'm pretty happy with how the Cyborg Squids of Mercantilism are coming along!
Here is something for you to value - if it was intended or not. Personally I believe the prices are surprisingly cheap and should be reconsidered:
Greetings
I like Star Dock too but on steam I have EXP3_Intrigue, I hoping to try Gauntlet's Rsce Mod.
I have a question, if I may, how do you add more Habitable planets to the Homeworld system. I should say how to write it out.
<OrbitLane>
<LaneType>HabitableZone</LaneType>
<Body>
<BodyType>Planet</BodyType>
<BodyDef>PlanetThala</BodyDef>
<IsHomeworld>true</IsHomeworld>
<Position>7</Position>
</Body>
Thank you
The main benefit of those units is economic... If they get priced much higher they lose value. Trade routes are extremely poor value per turn in general for example. If it takes more than 20 turns to recoup the value I consider it poor.
Here is a star system group for a home system... my customized Sol for humanity:
<StarSystem>
<InternalName>GRM_System_Pericles</InternalName>
<DisplayName>GRM Pericles</DisplayName>
<Description>Yellow Star: C16 Temperate, C5 Aquatic</Description>
<LaneType>Star</LaneType>
<BodyType>UnaryStar</BodyType>
<BodyDef>SolStar</BodyDef>
</OrbitLane>
<LaneType>DeadZone</LaneType>
<BodyDef>PlanetPebble</BodyDef>
<Position>5</Position>
<BodyDef>Planet_Pearl</BodyDef>
<BodyDef>PlanetRegret</BodyDef>
<Position>4</Position>
<LaneType>NoRandom</LaneType>
<BodyDef>PlanetNewIconia</BodyDef>
<Position>13</Position>
<BodyDef>PlanetSilver</BodyDef>
<Position>14</Position>
</StarSystem>
So as you can see there are "orbit lanes" which then dictate proximity to the star (the first orbit lane), then "position" dictates the radial position of the planet. Adding planets is as simple as adding Body entries, which then need entries for Type, Definition, and Position.
There is an editor someone graciously made for home systems... if you search the forum enough, you might find it.
A Home Systems Editor treasure hunt
first clue: search the forum
second clue:
External Link
If only I had a map with black X on it.
Thank you for your help
C:\Users\....\Documents\My Games\GC3Crusade\Mods\GRM\Game\GalCiv3GlobalDefs.xml(1376,19): error: missing elements in content model '(MaxNumTurns,CreditsAndPowerCap?,DefaultTileMoveCost.......
with GRM.
The fix I used last time
<!--<CreditsAndPowerCap>1000000.0</CreditsAndPowerCap>?>-->
did not work this time. the error returned and when I skipped the game gave many errors
up to date with v3.00 from gog. all files verified no intrigue installed.
I hope we can sort it out as maybe there are others with the same issue plus my dog is sad about it too
Thank You
Hrm...
Go to my download page and try installing the "for intrigue patch" it controls the Global Defs file, which got updated when Intrigue landed, even though you may not use Intrigue. The patch might be needed regardless.
Sir Gauntlet
Thanks buddy ! I sent you a PM to introduce myself a bit and as I FOUND the intrigue patch
I wondered if you did ships based on some like the "YAMATO"and "Coral Sea" (my uncle served on this) , Yamato was the biggest Battleship ever at 72000 tons !! and its model was used in a space cartoon called "Star Blazers" and called the "Argo" , maybe that could be a project for me lol. But my eyesight is somewhat failing at times.
Many ships are similar to real warships I know , but specifically I was just curious.
Thanks again Sir Gauntlet
How about if a guy pays off in a single day?
Since there is as much as 60 logistics limit per planet, it is a given that all the mercenaries will aid the main planet except quite specific cases. So I think my case proves that those prices are too low. Compare your 20 turn limit to average benefits/game mechanic, you will find that 20 turn limit is a low/cheap barrier. The "secret" why everything still works with large efforts is that in the long run all effect have cumulative effect. I would still argue for higher prices.
Here is a pic that shows I have researched large hulls:
Here is a pic that shows that no new design appears and the largest ship designs I have still is medium (The Edenite collective).
Could you please comment why I am experiencing this?
I have seen this bug too.
If you save the game and reload, the designs will appears!
The patch has worked upon a re-install, there must have been file corruption
The Silicon based life requires PROMETHION , but it should require DURANTIUM if I am correct to build a city instead of food. is this correct ?
Pretty tough to eat either one but .... just saying, kinda messes up the idea of silicon based life right ?
Glad to hear it!
Is there a way to fix the promethion to durantium bug ?
I am eating PROMETHION lol
I think something is wrong with my install of the mod, i don't have many of the good mercenaries as in the post above, how do I post a screenshot here ?
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