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
They prices inflate as you buy more mercenaries. They are cheap to begin with, but not later in the game.
BTW Gauntlet what file controls the inflation, I've looked for it before and didn't find it. I know it is there for balance, but sometimes I really hate it.
I've actually never found it... granted I only looked for it half-heartedly. I think they'd be much easier to balance with flat prices.
GRM 8.5 Released.
Gauntlet's Race Mod
Adds my new GRM-Governance mod for Intrigue. Adds GRM-Ideology for Intrigue to patch the events (not Crises) of Intrigue to be ethically compatible with GRM Ideology. If you do not own Intrigue, simply remove these two mod folders. Everything else should work without them.
New Mod Description text file included by the way that goes over each mod folder and its purpose.
New Tothk advanced Beam and Balanced destroyer added. Many more logos added (now over 220), and small updates and tweaks to factions/etc. were made.
Let me know ASAP if you find a bug/etc.
Great!
Do you know it is save compatible to my current 8.1b save game?
Bug - game allows other races to buy Mercs that I am blocked from due to being too soon , wrong era...
More challenging but quite unfair )
That's not necessarily a GRM thing...
GRM doesn't touch what AI can or can't do.
Also be aware you can get mercs through events and ideology and these are sometimes T2 mercs.
The forums don't seem to be playing too well with Edge, so I'm not quoting the relevant posts, but I've stumbled upon the Bazaar inflation values while trying to clean all references to Mercenaries out of GRM. (Simply removing the folders listed in the readme doesn't remove mercenaries from GRM-Ideology.)
Search GalCiv3GlobalDefs.xml for "MercenaryHire" and you'll find it.
Ah Thank you! That's quite handy! Next version maybe I'll go with flat costs... my hope was to reduce credit cost but increase rare/unique resource cost anyhow.
That's also informative about the GRM-Ideology... I'l have to take a look at that, and see if it crashes people who don't have the Mercenaries expansion.
Thank you!
Hrmm...
<MercenaryHireInflationRate>0.05</MercenaryHireInflationRate>
<MercenaryHireInflationMin>100</MercenaryHireInflationMin>
<MercenaryHireInflationMax>1000</MercenaryHireInflationMax>
Turning all of these to 0 seemingly did nothing... Mercs still went up in cost after hiring the first.... hrmph.
A few notes for those that don't have the mercenaries expansion.
I get an error message for The Nyryloth Resurgency faction: Unknown ship style.
The ship classes like : Unit transport, command ship... are using Human designs.
I have modded the following files to remove mercenaries:
CultureTraitDefs: GRM-Independent-02: remove <ValueParam>5</ValueParam> (this seems like a bug) GRM-Independent-03:
AwardRandomMercenaryShip -> AwardShipOfClass,
MercenaryTier1 -> AwardGunboatBlueprint,
MercenaryTier2 -> AwardFrigateBlueprint1-GRM Event Stranded Merc: GRM-Stranded Merc-01: AwardRandomMercenaryShip -> AwardShipOfClass,
MercenaryTier1 -> AwardGunboatBlueprint
I have found a bug with the Outbreak event:
IdeologicalGalacticEventDefs.xml: Set lines to Colony instead of Planet (lines 976 and 1062)
Hey there! Thanks for letting me know. I've updated the Mod Description file to specify that player should remove the Ideology mod if they don't have Mercs, and I've repaired the OutbreakEvent bug you found!
Next version will have that fix.
The Nyryloth utilize the "Drath" shipset as its base at the moment... it'll probably work once I've actually made their shipset. Otherwise other races would be giving you trouble since they are based on the Arcean, Torian, Drath or Korx sets for example. The Nyryloth were set to be Aquilaran, but uploaded the new version with them set to Drath because I was working on them.
This update was launched a little earlier than planned to help someone out with an install, and heck... why not, the Governance mod was done.
Btw figured out how to replace the "project" model for various missions.
Oh ok , I need to read a manual on how everything works now, I'll just assume its fine
THANK YOU Gauntlet
I haven't used this mod in a long time because you change some of the same xml files that I change for my personal mods. I decided to check the 8.5 version and found that there is very little overlap in xml files that are changed. As I looked through the files we both use, I thought I found an error. I installed the mod and used it without any others and found that I was right about the error.In the GRM 8.5\For Your My Games - GalCiv 3 Crusade Directory\Mods\GRM\Game directory, the FactionDefs.xml file has the pirates using GRM L (33).png as their logo. This file doesn't exist anywhere in your mod. When the pirates appear in the game, they don't have a logo. I found this missing file in an earlier version (5.0) of your mod and put it in the correct directory. When I restarted GC3 and loaded a save, the logo appeared.I also checked 1-GRM Minor Pirates.xml in the same directory and found that it refers to GRM L (35).png for both pirates. That file also doesn't exist in the current mod but does in the old mod.The only other problem I have had is adjusting to the changes you have made. This is my problem, not yours, so I'm going to keep playing with your mod for a while. Keep up the good work.
does it affect play ? the pirate png ? how to fix
thanks
Hey there. That won't affect play or cause crashes.
Thanks for pointing out the bug! I changed logo names a few versions ago and totally forgot about that for pirates and the minor races.
Updated for next version.
Meanwhile progress continues on the Nyryloth set. Kinetic and Missile weaponry developed, as well as a Drone Dock.
looks fantastic
Interestingly enough, it doesn't. I thought it would, because I had a random crash sometime during my first GRM session and chalked it up to another empire picking the mercenary trait. However, I accidentally wound up playing a game with the mercenary files intact - I thought that GC3 would hotload the modified files, and didn't want to restart the game again - and stumbled upon a mercenary stranded on a planet.
Since I figured the game would soon go up in flames anyway, I chose to rescue the merc, and got a Mjolnir's Fury out of it. (I later got a Guardian's whatsit and a Nomad out of the ideology trait.)
I suspect that it might have crashed if there weren't any mercenaries defined in the game files, but since GRM has its own mercenaries, the game just picked a random GRM merc and went with it.
Hrm. Sweet. lol.
I think its a result to how they update files... the various DLC add content, but their special features get defined in the general game structure anyways, so a lot of Global Defs handles stuff. The Mercs files often have a tag line about what DLC is required... which I've kept intact... in theory, and based on hearing this, I could probably remove that line and make other adjustments and things would still work.
But that would arguably be enabling a DLC for people who haven't bought it and that does not sit right for me.
Well, I doubt you can enable the Bazaar in any form or fashion, so people can't properly buy mercenaries. You also can't (feasibly) add the vanilla mercs to the mod. Your custom mercs are only available at random, from a very limited selection of sources - I don't think it's all that bad.
Now I want to go and enabled the bazaar just to prove I could... lol I prolly can't though
The logo files for the minors seems to be missing...
GRM L (23).png for the HuronImperium for example.
Note: i have found the files in your old version 5.0!
Yup, Old Spider mentioned the pirates and I checked the Minors too. Its fixed for the next version. Obviously its harmless since we are on Version 8+ and no one's crashing every game with minors lol.
Its been great to have people report bugs, thank you! I'm hoping to get the next version out in early May with bug fixes, a few new race portraits, and the Nyryloth shipset.
Anyone have opinions on the new governments I added or the general reorganization of governments?
I know that some like to play with very big map, but i prefer to play on Huge map (with around 50 to 60 planets).
With this setup i find that the ColonyLimit from governments is too high. For my next game i will try lowering all the values by 33%...
Note: There are no governments with a ColonyLimit of 10-12. I would set Utopian and GRM-Gov-PostModernClans to 12.
found a few things. EDIT: I installed wrong, could be responsible. fixing it now (did not fix).
synthetics: by default, no need for content, farming, or fertile (to my understanding)
content marked- vanguard, edenites
Silicon based: by default, no need for farming, do they need/use fertile?
farming marked- grell hatchlings
dalek has similar issues on 1/3(?) of unneeded traits.
following has traits to spend, usually abilities:
turan raiders, eridani coalition, fulgar mercs, fulgar trade, denorians, veygar outcasts, novari scavengers
special note on arkborne:
start up screen unchanged
free point in abilities, suggested cybernetic because of leader picture and descriptions
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