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
Anyone else having trouble getting the file GRM R-1.0 from Nexus? Keeps telling me "The file could not be found".
No, I got it 2 days ago.
Gauntlet, I'm very surprised that you did not touch a single thing in improvements and shipComponents. Are you happy with Stardock idea of balance?
That's ok though, I have spent my leisure time this week end to rework it. But curious why you did not.
Cool lore dude.More interesting than vanilla,heh.
Thank you! Best compliment of the year! Been working on that lore for a while... and for the wiki I had to commit to a lot of specifics lol.
That is kind of reminiscent of the Yor... no? Just in personality.
I've thought about doing a sphere race and I've tried and failed a few times. Part of the problem is my preference for turreted weapons which are not too easy in Sphere form precisely. I might try again though.
Strictly speaking GRM was not intended to be a gameplay modification mod... it's delved into that... over time and as a result of my desire to flesh out the experience of using GRM. GRM is now in effect a visual "total conversion" and mostly a total conversion in terms of lore (I haven't modified everything yet, like the new artifacts).
I've generally endeavored to avoid changing the gameplay mechanics for three reasons.
1) This would only appeal to certain players and would decrease the audience of the mod. You'd be surprised how many people skip by my work because it's a "mod" where 90% of the thing if the shipsets. The only reason those are a "mod" is because StarDock's fleet editor is incomplete.
2) Because I wanted people to have an easier time making GRM compatible with most other mods. So as much as possible GRM is "append style".
3) Horemvore's amazing mod GST (and I'll never forgive him for choosing a similar acronym!) and before him Nasselus' [SP?] mods already modify gameplay enormously. GRM is pretty compatible with Horemvore's stuff and he has a much better understanding of the game's inner mechanics... I'd rather not compete lol.
4) Updating the mod is hard enough, if I also tried to update the game's rules and inner mechanics more, the work involved would detract from my ability to make ships and such.
5) Side note... the most difficult thing to mod in GC3 for me has been Mercenaries... they have like 5 files needing coordination and a lot of work, and the game is very fussy about whether the Merc ship designs must be in the game's directory or not, or in certain annoying zip files and such. Ideology was second place, just because of the sheer amount of text.
6) If SD were to create a "GC complete" version with all file structures from the many DLC compiled and superfluous files cleaned out it would go a long way to making it desirable for me to mod the game rules more.
As for the changes in Retribution... I mostly approve. I'm on turn 200 of my first real run-through of the game.
1) Pacing is much improved, specifically hull sizes, engines, and weapons.
2) Hypergates definitely help end the game sooner via conquest/etc. and I love them.
3) Population changes don't bother me... it is much more realistic, and construction has little or no reason to be tied to population once a civilization has an appropriate level of technology and automation. I DO think it's too little growth right now, but in my opinion it only needs tweaking, nothing truly drastic. Perhaps doubling the current base growth rate.
I have many criticisms I could bring up about GC (Because I love it so much) but none of them are specific to Retribution and most of it I probably couldn't fix with mere modding. So GRM will avoid making those changes and leave it to the user to pick their own "path" to follow.
Thanks for the detailed answer on not touching gameplay, indeed you keep your mod very vanilla compatible.
I was delighted to see you changed all mercenaries to one that fit your lore. But I was less thrilled when I saw the insane production bonus some gives to <insert civilization capital name> ! The Fulgar Emporium for a cost of 250 money gives +200% Gross Income, and many others are in this range. Did you meant +20%?
Because +200% is quite the balance-killer ... Either I refrain from buying it, or I force myself to not put it in orbit of my civilization capital perhaps...
I can say this... it is intentional. And, how many turns does it take to replace 250 credits (or more if you buy it later on) from that bonus? At the time of making during mercenaries, I think I wanted the ship to pay off that debt in at most 20 turns and this is what I came up with.
All the Mercs need a balance pass actually... their defenses are too strong now I suspect... they were balanced around a different version of the game where 8 defense (for example) wasn't that big a deal.
Just a note of upcoming changes/fixes
1) More hypergate models, fixed "blank gates" with lesser shipsets.
2) Fixed missing Dalek ships.
3) Fixed ideology ability preventing Culture Flipping that wasn't working.
4) Balance pass on precursor weapon bonuses... changed from fleet wide % bonuses to flat. We'll see how that works.
5) Fixed some typos.
6) Toned down Hiver's free population bonus from +50% to +25%.
7) Fixed "Starting" Events and "Early" Events to avoid duplication of events.
8) Isolationists now provides 3 defending interceptors to Hypergates in addition to Colonies and Starbases.
9) Added new ability, grants all colonization techs/types and +2 Tiles when colonizing planets. "Eco-Harmonists"
10) Added "War Profiteering" to Mercantilists and Deplorables. Mercantilists lost production colony bonus and free freighters. Gained Entrepreneur, gained +25% diplomatic trade value, gained +100% Trade Route value. Fulgar lost "Cooperative" gained Plucky.
11) "Exterminators" the GRM version renamed "War Machines". This is used only by the Daleks and is EXTREMELY BROKEN. Added free Warfare, Warcollege, Orbital Manufacturing, and Zero Gravity techs. Added Triple quality Legions.
12) The three unique Ideology structures now each provide a specific "artifact" abilities. Each will only have 1 charge... can't be recharged (currently). Survivalism can spawn an Overlord, Egalitarianism can gain population, and Individualism can improve planet class.
----Had to make buildings indestructible so you couldn't just repeatedly build/scrap/build again for infinite charges.
New update available. I wouldn't call it crucial, but it does fix a number of bugs with the previous version... and all the stuff written above.
https://www.nexusmods.com/galacticcivilizations3/mods/18?tab=files
Hey gauntlet. I only have the mercenaries dlc. I keep trying adding your mod to my game but ıt doesnt work. I only see extra 4 factions added up. Should ı have the other dlcs?
Yes.
Or read the read-me for information on the mods and dependencies.
I extremely recommend mercs, crusade, intrigue, and retribution.
alright thanks for reply. I think ı gotta wait for the next sale. Another question. Can ı get achievements with mods?
Finished:
Working on:
Testing:
I'd be very interested to hear what people would want to see next from GRM and no... don't say "more shipsets" lol... don't worry, I'll always plug away at that... If you do care about a particular shipset that feels "lacking" point it out to me!
Diplomacy. Is there some way to beef up the diplomacy of AI civs.
Were you using Horemvore's diplomacy mod... why or why not? Do you mean the AI of diplomacy or the mechanical rules?
Having played Homemvore mod before the discontinuation of his work and now Retribution with your mod, I would say that among the many things I'm missing, the streamlining of colonization events is what I miss the most. In Horemvore mod, each time your colonized a planet, you had an event tied to gaining one of the 3 ideology points. Now you don't always get an event, and when you do, there is no clear indication if you get anything beside the bonus written. So sometime you have to decide if you prefer +10% research or +15% research. And you wonder how really these events have been tested in the vanilla version...
That said, I very much appreciate the cool ships I see for the aliens races, they are just great. I'm playing Terra, the ships are cool but perhaps a bit too dull for my taste. Perhaps I should have changed the color theme, but that's a detail.
Beside that, your ships don't have classnames, except as a note (oh and thanks for having removed the useless and irritating descriptions like 'a mean mean ship' etc. which fall short 95% of the time). Perhaps if you were to name your ships, with one typology per race, that would give them more flavor. Instead of 'Kinetic Destroyer' etc. I mean.
Actually you gain ideology points for every colonial event. The difference is I've painstakingly REMOVED the text telling you which morality is which. I find that more immersive, because I actually need to read the choices and decide what is my ideology, or, go with what I want for a bonus and suffer the consequence of a incoherent ideological framework.
You should also be getting an event for every colony... I didn't change that... might be a bug with the mod, might be a general GC bug. I'm getting one every time.
Though, there are some homesystems where a planet has a tag preventing an event. The standard Earth homesystem disables Mars from having an event for example.
Also, since I've built over 30 shipsets... naming every ship has not been viable. Standard descriptions (albeit pretty vague ones) help me keep things straight.
That being said, you'll find some races do have class names provided in their templates. The Terrans, Tothk, Novari, to name a couple. Ultimately, the templates and descriptions need to be clear and usable, and if I started naming the ships more creatively (beyond the description tag) it'd be very easy to start missing designs.
In general you'll find my work is far more interested in immersion, rather than the math, min-maxing, balance, and nitty gritty that Horemvore generally focused on.
He did a great job of it too, so I never saw a reason to compete with it lol.
PS: If you see +10% research or +15% Research you are guaranteed to get more ideology points out of the weaker choice. Also some choices provide a small mixture of two or more ideologies. Where a choice truly produces NO ideology points, the choice or the event text will specifically point that out (several of the precursor equipment choices do this).
Also if you do not have ALL the DLC it is possible that causes a lack of certain events or such... I'd be surprised, but its possible.
ok, fair enough, I can understand and enjoy immersion too. I was not too sure if the events provided ideology points at all. Now that I know that, I can play the 'guess game' from an immersion standpoint.
I have a small mod ready, which rebalance and add a pseudo-scientific description to weapons and defenses, I'll publish it soon and it is compatible with your mod, given you keep the vanilla components and tech tree.
Ooo very cool. I look forward to checking it out.
And yeah, GRM has no plans to ever change the tech tree (add onto maybe, but that wouldn't create conflicts).
In other news:
Next
No I did not use his diplomacy MOD.
I am thinking of your way of spicing up diplo sayings and maybe what the AI can do.
Examples would b:
turning commonwealths into protectorates
dealing with you on territory and trade
when you want not just ships (can now) but also starbases from a civ gone. Give or I blow it up.
do this or consequences are more then words
Ohhhhh custom conversations. Sure. I've done a couple.
Got a preferred race you'd like me to do?
OMG I frigging hate modifying the dialogue files...
There are just so many entries for extremely short dialogue... the in-game editor only scratches a tiny portion of it. Every menu combination is it's own damn entry too.
But I'm almost done converting ONE set of dialogue as fully as I seem to be able to. It is fun to see the results... even stuff like the little banter they provide as you add or subtract items in the trade menu can be tweaked.
Once I have ONE dialogue file done, it shouldn't be too hard to then produce more... it's just the coding of entries and testing that has eaten up the past day or so I've worked on it.
Or in the words of the Ukaros... "The universe offers a challenge and we accept. We will cherish every moment of your eradication from our cosmos."
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