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
So... To start...
1) save all the GRM races with only 2 abilities. That will ensure compatibility when you merge with a mod that only does 2 abilities (which, FYI is very lame lol)
2) does the other mod change starting home systems at all? If so, remove any custom GRM starting home systems from the GRM races (lame again!)
3) now open the GRM mod and remove galcivdefs.xml
4) check the GRM folder for any file that doesn't start it's name with GRM and see if UCP also has said files. If so there are other conflicts to be resolved. If not you should be good for just the basic GRM mod and UCP.
Best I can do right now since I'm not at my PC.
Sup, guess I'll get off my lazy arse and just do a mod compatibility hot fix (I was been lazy in the other thread tbh)
Updated my mod to include GRM Compatability fixes.
wow thank you HOREMVORE and GAUNTLET !!!
- the best of both galaxies !
I will test it out tonight !!
JJ
https://www.dropbox.com/s/pxvzw82ohgnzp8c/UCP_1.13.rar?dl=1
How does the game handle having all of these ? As I would like to keep Gauntlets abilities and expanded use of 4 abilities instead of 2. But Horem has added abilities of his own. I noticed the Cybernetic ability seemed to be different. The GRM version said you had access to certain techs for those who did not fear... then I notice a range bonus instead with the UCP version.
1-GRM AbilityDefs
UCP_AbilityDefs
AbilityDefs
Newbie questions perhaps, but when I get a good understanding of all this , I may be able to contribute to the community rather than asking questions.
I need to understand why you can name an entry with a 1-GRM and the program knows what to do with it. As a former programmer I would assume an error because the program would be looking for a specific name and would either ignore it or give a syntax error.
If folder names do not matter then I could name it XXXX and the program would use it hence I would assume the names of the folders are for our sake since the program goes through each entry line by line. is that the case ? So essentially a mod could all be combined into one folder named GRM with no separate folders for anomalies, governance etc
if I add UCP_AbilityDefs to the GRM game folder with 1-GRM AbilityDefs , will the program pick up all the abilities or do i have to combine files by editing the xml ?
and which file do I edit the number of abilities allowed ? I would like to fix this to 4.
is there a good tutorial because I found the ones online to be insufficient to explain these things,at least for me
a quick review of the methods from an expert would be of great help to me.
detailed explanations will enable me and hopefully others to manipulate these files with no trouble.
I believe the program reads every file and used the first lines of the file to determine it's type, then sort of internally combines all information of the proper type together. Thus the name of the file is irellevant unless you name your file exactly as the core file, which then triggers "use this modded file instead".
So your idea of adding the two "addendum" files for extra abilities works.
Conflict with cybernetic could occur because both GRM and UCP are competing to replace the ability def core file.
I could start moving away from modifying the core abilities because of this and just adding duplicates of the abilities with my personal twist I guess... But that clutters the menu fast.
Notably some rara items are not moddable "addendum style" and can only be added to by modding the core file... Specifically starting home systems.
So essentially I could take the governance file GovernmentDefs and combine it with the commanders file 1-GRM CommandComponentDefs and it would use both entries ?
I think at the end of all this I will say ooohhh I get it now LOL, its simple
Every XML file in GalCiv starts with a schema definition like this:
<?xml version="1.0" encoding="utf-8" standalone="yes" ?><RaceTraitListxmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"xsi:noNamespaceSchemaLocation="../Schema/RaceTraitDefs.xsd"><!-- Created with the Crusade editor --><!-- AbilityDefs.xml -->
This is what tells the program what the file is for.
In this case everything in this file MUST be a racial ability i.e. scavenging or heroic or the game will crash and burn.
I was just saying if i put entries into the same folder , they would still perform their function unless as Gauntlet said, they were special and needed to be in the core folder.
I should stop using the word "files" since it could apply too broadly. I was also making a distinction between files and entries, files being folders. it appears folders are just there to help us keep entries organized. However there are some that make a difference such as Core and Text I believe. I did not notice Gauntlet using the Text folder .But I did see where Horem had used it.
Actually, you can only combine certain ones.
You mentioned GovernmentDefs and 1-GRM CommandComponentDefs.
This would cause the game to crash as they use 2 different Schemas.
Been playing both Gauntlet and Horemvore mods for a couple hours, they work well. Just a word of caution though, if you add a species based on the Star Trek Borg or Dr Who Cybermen, make them Cyborgs and add the 4 traits to include assimilators, nanobots, and two others like warriors and conquerors, you get a very strong adversary that is hard to beat even on gifted. To add a bit of extra oomph, I made all home worlds for the AI, 24 tile precursor factory Worlds. Those "Borgs" really took off LOL.
Really nice combo to but those two mods together.
Wotan2a
What is your specific arrangement in the Mod folder ? I will copy your setup
What are your choices for all attributes ??
Thank you
jabberjaws, I just put the Gauntlet folders first as per the instructions in the .rar. Then I added the Horemvore mods and followed his instructions for 1.13 in his .rar overwriting files as needed. I used the Patch for Intrigue in his folders since I have all DLCs. I also have the Airmaster Star Trek civilizations/factions and ships in my design and factions folders. I had to go in and add the extra 2 traits for each individually saving with a new name as well as mod the BORG civ to use the new traits from Horemvore. All in, I now have 10 GRM and 6 UCP folders in my "mods" folder
For home worlds I just use an immense Spiral galaxy map, strategically place 12, 24 tile Precursor Factory worlds around the map and designate one as random human and the rest as random AI then let the games begin.
All works fine so far.
Angry trait shows ONLY the letter A in the title, I also lost the EXTRA commander granted by GRM on the Starfaring trait. Check your game and see if only "A" appears in the tooltip
There is a free commander for Angry on tooltip.
You say you added traits individually, which races did you give them to or did you go through each race one at a time ?
Do Cybernetics eat food ?
There seem to be a few conflicts for the special abilities. I'll likely end up going through the ability defs and combining the files
I thought the penalty of -90% for ship production for xenophobic too extreme (from Horem), perhaps he made an error and it should be -50 only.
cant access the Airmaster Star Trek since I have the GOG version of GC3. Is there any other way to download these ships and factions ?
Im not adept at adding tiles to worlds like 24 as you did, where do I find that entry so I can augment it ?
Thanks
Horemvore , was this intentional ?
<InternalName>XenophobicAbility</InternalName> <BonusType>Multiplier</BonusType> <Value>-0.90</Value>
thank you
Yas its intentional as are the flat bonus changes. I used my mods ability changes over GRM's. I created a github reposidtory that is open to the public, you can dwonload the mod that way and also do changes and save it as you own branch, like adding the changes you feel you are missing .
I wouldl liek to say that you can post questions to me via PM here in these forums, make a thread and ask here or use steam/civfanatics rather than hijacking Gauntlets thread.
Gauntlet
I apologize for Hijacking your thread got carried away
but I did notice this in Abilitydefs.xml
<RaceTrait> <InternalName>CyberneticAbility</InternalName> <DisplayName>CyberneticAbility_Name</DisplayName> <DisplayNameShort>CyberneticAbility_ShortName</DisplayNameShort> <Description>CyberneticAbility_Dec</Description> <IsAbility>1</IsAbility> </RaceTrait>
with no bonuses listed
is my file messed up ?
Nope.
What that does is set a flag for the game.
There are certain citizens, techs, facilities and whatnot that can only be used by races with a certain trait.
For example cybernetic gets no direct bonuses, but does gain access to a special citizen that increases the speed of all of your ships by 1 (for each one you have).
I believe it also gives you a couple of special techs, but I'm not sure about that.
NO anomalies are being generated on abundant
Report that to stardock, with your exact game settings, this hard to track/duplicate bug has been around for a while, it has something to do with to many settings set to abundant or a certain cominatin of abundant settings.
How are you buddy ?
I was noticing that the Republic was giving me the wrong bonuses - have you checked that ?
When are you coming out with a new shipset ? I know I can speak for many that we love your mod and want more. Its been a long time since we had a new set from you... sigh..
I hope you take this request as a compliment and not a complaint
Hello,Apologies for this, recently having difficulty with GRM - I've installd the My Games/GC3Crusade folder contents to the right folder, likewise the Steamapps/Common/GalCiv3 content. Unfortunately, most of the mercenaries in the bazaar are completely greyed out and I'm unable to hire them. Oddly, one or two are visible but most are just blank as though missing.This has been the case since the most recent version of the mod and Intrigue (I've used the mod pretty much since v1).Tried reinstalling the mod, reinstalling GC3 and then the mod, verifying cache...I'm out of ideas! Any help will be appreciated!Thanks
Verifying the cache after installation of GRM will break that part of the mod specifically.
Most of the time, this error comes from not overwriting the .zip files that go into the game's directory.
These files are what define the ship and object files for the mercs. Even though copies of these files are Also present in the directory directly... The .zip files are also necessary. A fact which each version of GC3 seems to fluctuate with.
Super annoying.
Sorry to ignore you JJ I'll try to respond later.
No worries, I try to take everything as a compliment lol.
Soooo
1) Work is a big factor.
2) I've had some serious personal losses this year. Shit happens and we all process at different speeds. I'm not a "move on" type of person, so I'm pretty emotionally drained and have been for the past year or more.
3) I'm also focused on my puppy... okay... he's 15 months old now. Still... that's a puppy. He's not a small amount of work.
4) Mother in law. Had to move her, have to sell her house. Nuff said.
5) I'm an avid miniature gamer and painting models is eating up 100% of hobby time right now. What little PC time there is, has gone to Fallout 4 settlement building because of that Fallout 76 announcement. I've over-modded my game into crashyness, so I'm done playing now lol.
6) I'm just not feeling very creative, especially for new styles of ships... GC3 Crusade isn't getting much dev attention, so it's kind of a good moment for me to shelf it. Eventually they will release something and it will break the mod and that will get me back in the mood I think.
-
So I hope that answers your question, and I appreciate you asking. GRM isn't my focus right now, but I have no plans to abandon it. Will it receive further development? Possibly not... but I'd like to think I'm not done yet. I still need to finish the Nyryloth ship-set, and then maybe I'll move on into polishing existing ship-sets (at this point, its much easier for me to work on than new sets).
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