GRM R-1.7 FOR RETRIBUTION NOW AVAILABLE!
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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
This add a lot of flavor indeed, congrats to you having the courage to tweak all these files!
Alrighty... I finished a dialogue for a race... and now I'm just working on diversifying the standard dialogue (not race specific). I'm not removing/replacing the existing ones, but these are added to the pool.
I noticed, that many options existed for custom greetings based on the personality types, but that there were various gaps... Opportunistic, Pragmatic Ideology, Scientific, etc. So a big part of this is to simply fill in those gaps.
Here are some screens of the additional variety that is now occurring. Again, generic variety as these races do not have their own flavor text defined.
Believe it or not, this greeting isn't specific to Daleks, but it is a new option for Synthetic speaking to Carbon (or Aquatic/Silicon)
TraderCultures
This is a perfectly neutral choice, not a trait specific one.
Cultured
Excellent and fun! That's funny because I'm doing the same exact thing in another game at the moment!
And thanks again for your excellent mod. I wish you could help also fixing vanilla issues, like you said in another thread that many events are not weighted properly, perhaps these things, you can fix in your mod?
Here is a screeny for you, I guess you like when people play your mod:
I do indeed like to add a description to my ships that have a purpose and use, and not something falling short I just hate to read now (like 'a mean mean ship etc. which makes no sense when said ship has an attack of 3 whereas a weak cruiser is around 20!).
Hey there! I do enjoy a screenshot! I'm glad you are enjoying the mod... I don't get to play very much sadly, so I never have time to come up with fun descriptions lol!
Is there a particular vanilla bug? If you are talking about events and their results... well, I do try to balance those a bit, but it's in the eye of the beholder after all.
I'm not too sure actually, I read in another thread that you were reporting that early events were weirdly weighted with most of them probably never triggering because of that.
About anomalies (change of subject), I think I found 3 'encounters' so far done by you. One is about an abandoned science station, one is about a Fulgar operation and a third one. How many did you make, because (and sorry I guess that's some work) they grow old after some time.
Horemvore had a class of anomaly called artefact which were defended by pirates and provided a random boost, empire-wide, like +10% hit points, +1 move speed, etc. Any chance you want to port them, now that he has --sadly-- abandoned GC3 (he even wrote he de-installed the game).
Also, he had done dozens of additional colonization events, perhaps you can take them over too? It seems a pity that all his work is gone to the wind now.
I should kick myself (virtually) in the rear and publish my first mini mod, changing weapons and defenses asap... I don't have much playing time and I prefer to do a few turns of my campaign and not fine tune the mod, sorry.
AH yes, the early events have a duplicate file... but in my last released I largely solved that, by taking one file and removing all but 1 entry, and leaving the other file active with all of the entries. (They are named different files, so if I just removed one or the other, the game would default to using both again).
Anywho... regarding anomalies.
Here are the active categories, their likelihood (weight score, which I admit, I don't fully understand) and number of events (actually this is my current count, which is slightly higher because the next version of GRM will be adding about 4 Salvage variants and 3-10 new Encounters).
Encounters (20 Weight) 35 events
Salvage (20 Weight) 12 events
Ship Graveyards (15 Weight) 14 events
Precursor Anomalies (5 Weight) 12 events
Default GC3 has less of all of these and removed ship graveyards and still has some standard "artifacts" that are not defended/not precursor artifacts. I rolled those artifact events in the Encounters category and then disabled it.
What you are noticing is that Precursor Anomalies have been set much, much, much lower. A weight of 5 means that I typically only see one or two in a large map. They currently all use the same model, a crystal techy thing surrounded by a cloud. I chose to do this for two main reasons.
1) The precursor anomalies were very common in the past, and extremely powerful.
2) The game's AI players never explore guarded anomalies such as ship graveyards or precursor anomalies and the auto-survey command largely ignores guarded anomalies.
This means that they represent a GROSS advantage for the player if these things are common. The ship graveyards are not nearly as powerful, so I brought them back, but the precursor anomalies are so broken I didn't really consider them worthwhile.
If you really love them, just go into
C:\Users\User\Documents\My Games\GC3Crusade\Mods\GRM-Anomalies\Game
Find "DLC4_AnomalyDefs" and open the file. You'll see this entry:
<AnomalyGroup>
<InternalName>PrecursorAnomaly</InternalName>
<DisplayName>PrecursorAnomaly_Name</DisplayName>
<Weight>5</Weight>
Change the 5 to say 15, and you should start seeing many more of these.
As for Horemvore, I don't know exactly how he modified these events/etc. as I can't get his downloaded file to open/etc. (I was hoping to learn from some of his work on diplomacy/etc.). It's not the first time Horemvore has gotten fed up and stopped supporting his mod, so you never know, he might come back.
Regarding the anomalies... I obviously converted many of the default anomalies into my style/etc. but probably ALL of the Encounter category is new... so that's about 35. There definitely is something weird about "weights" though, because I often find the same events are biased towards showing up repeatedly despite all the events having the same weight score. Well... almost all... there are some extremely rare ones... space mollusks for example.
Regarding colonial events... yeah I converted them to my style, but I only probably added 5 or so brand new events.
Running a small test game to verify some dialogue changes are working... and look... it's turn 10 and I've found a Precursor Anomaly! It's heavily defended so I'm going to ignore it for now.
... Continuing to work on dialogue... the weighting of speech options is so incoherent and haphazard. Some have values like 1, 2, and 3... others have 3001, and many at 100/200.
It's not that it doesn't function, because the sets of values are usually used within a particular group of choices... but the inconsistency makes it very hard to work across multiple files that need to cooperate. So I'm having to set a new standard.
In addition, to relax... lol... I've tweaked the Ideology buildings.
Hi again,
Continuing to enjoy your mod, some design are exquisite in originality, beauty and work put into them. There are a few I like a bit less, although they are still quite good. For example the Trelkarian, with their fish-like inspiration are really cool. I'm less fond of the theme for the Arkborne, seems a bit too lego-like.
Anomalies. Definitively something weird. I reduced them to occasional, because common for me gave a plethora. If you further reduced probabilities, then it might explain my problem. I do have salvages around, but they are basically worthless and I don't even bother getting them (do they preclude the re-creation of others anomalies? might be...). For the rest, I still see only 3 kind of encounters, period. Fulgar, blue station, pirates. And 0 for any other category, never seen an artefact e.g.
1) Are you using any other mods... ones that perhaps modify anomalies as well? Would probably throw things off.
2) You could certainly open the files and tweak the weights to your liking.
3) As for salvage... I disagree... the salvages are almost always a few credits which is very needed in the early game to keep you from hitting 0 cash too quickly. Additionally they very often produce upgraded engines/weapons/scanners for the survey ship, keeping them relevant into mid game.
4) Trelkarian use the Minzari shipset which is a attempt to recreate the Minbari ships from Babylon 5.
5) I also don't really like the Arkborne Redeemers... I almost never play with them in-game. Their ships are too samey and are just space-submarines. They were an experiment to utilize the spin-drive component I devised and it didn't work out. BUT my favorite fighter was made for them and I subsequently placed that into the Terran Sovereignty, so some good came of it!
Latest anomaly...
Progress Report:
Anomalies added... about 7. Great.
Added about triple the random options for flavor text for first contacts and war declarations. Going to work my way through all dialogue eventually, but I'm pretty happy with it thus far. Figure I'll do the peace talks and trade talks and leave it at that for now.
Still testing a new dialogue file for a race... but I seem to have worked out the kinks, it can't do everything, but it does much more than the standard in-game flavortext editor.
Working on giving my advanced components and other experimental stuff a more cohesive structure. Basically, I'm hoping to give about 5 of the ultra-abilities I've introduced 2-3 special components, 2-3 star base modules, and 3-5 techs each.
Right now I'm working on Mercantilists, which are basically the Fulgar. It has two scavenging based techs, a starbase module for mines that reduces the mining rate and increases influence and credit production (Black Market mineral warehouse), and a new trade module that A) returns the ship if the route is broken, gives it the ability to survey and generates a 0-25 credits per anomaly surveyed.
I have been playing with occasional anomalies. I can't say I'm checking what the salvage anomalies does, they all give 5 xp and 20 credits for me more or less. Perhaps if the flavor text was different ? Or they do something slightly cooler? An occasional durantium or resource?
The encounters, I have one every 1000 parsecs I will probably not play again in occasional, but then I fear to be swamped in a game of whack a mole with anomalies if I crank up probabilities ... So encounters, I might have seen 4 different (in a game where I control 20.000 parsecs). They are very rare.
Precursor anomalies: Never had or even saw a single one. Same game. 140 turns. Big empire.
Conclusion: yes the weights play weirdly. And anomaly frequency jumps quite a big between 2 settings.
Colonial Events: I think they play a bit part in the fun, to have a lot. Horemvore added a lot. Perhaps you can borrow some from his mod?
Great new and delightfully beautiful anomaly! Playing your mod and knowing your love for the ship builder, I always check all new races ships I see systematically. And check all anomalies beyond salvage too, as I know you have worked on them. It is cool and immersive.
Continue the good work on custom text, this is also a big plus for a live and diverse universe!
Edit & unrelated. Can the 'spawn a monster' artifact fails in my GRM-game because you removed a blueprint or did something with it? The artifact should spawn a 'DreadLordDreadnoughtBlueprint'. ?
Quick update: 3.6 Opt-In seems fully compatible with GRM, no need to update GRM and you can safely use 3.6 Opt In.
"I have been playing with occasional anomalies. I can't say I'm checking what the salvage anomalies does, they all give 5 xp and 20 credits for me more or less. Perhaps if the flavor text was different ? Or they do something slightly cooler? An occasional durantium or resource?"
If you read the text, and then review the ship's stats before and after, you'll find many of these increase ship moves or weapons. The dialogue can't display that bonus, so it is only written in my description.
Regarding your experience with anomalies... I dare say something is properly screwed up. It might be a missing DLC, another mod conflicting, or just an old version of a GRM folder/file in there. Every now and then I do rename a mod folder and if you do not uninstall GRM fully before installing a new version you can end up with a duplicate folder and two of the same mod running concurrently. Also if you are not thorough you'll end up with duplicate ship designs, but that's hardly a major concern.
Regarding Horemvore's events... that is unlikely to happen, but I am looking through his mod's materials and learning more about his work. That being said, the next version of GRM isn't going to add any new events, it's focusing on the dialogue, anomalies, cleanup, etc. The only "sexy" thing I'm working on is expanding some abilities to incorporate additional techs, ship equipment, and new citizen types/promotions.
BTW Citizen modding is not fun lol.
Galactic Trade Commission is a one per empire building that greatly increase trade income.
Interstellar Travel Bureau is a one per empire building that is essentially the same as the Import/Export Center (tourism).
Blackmarket Hub is a Starbase Module. -.1 mining (so negates your initial mining module) in exchange for +10 credits per turn and +10 influence per turn to the Starbase.
Master Merchants are a promotion of Entrepreneur, they continue to act as Entrepreneur but increase factions Trade Route and Diplomatic Trade values by 20%. Increase trade routes by 1. Costs 5 Promethion and Viriles. So cheaper than a Mogul (because a Mogul is far better frankly). Limit of 5 total Master Merchants.
Enables Tourism... earlier, cheaper, and via economic tech (commerce) instead of a cultural line.
About anomalies. IDK what can have happened. Your mod was the only one I had and I never installed it before. Oh well, I guess I'll cope with that in my current game.
Nice additions, I like blackmarket the most. It broaden the choices. Now you can pop a mining starbase even on a not much needed resource (like you are already swimming in thulium) just to have it convert said thulium into cash. This is a novel strategy and this is the kind of little touches GC3 needs direly, this fine tuning. If only the stock version could take inspiration from these tweaks.
Tourism: I'm always wary about things on tourism, I find it already very powerful. But that's ok, I nerf the buildings before playing and it stays to the level I think it should, i.e not bigger than the real, standard, economy.
edit, citizens: if you can manage to have all citizens recallable, that would be a boon.
"edit, citizens: if you can manage to have all citizens recallable, that would be a boon."
Yeah I'll see about it, but so far it is eluding me... and I'm glad you like the Black Market Hub!
I'm now working on "Isolationists" which will be intended to be a race that wants to build tall and not wide. I just got a neat little setup to work for them... they get +300% to Growth, Research, Military, and Social production on their homeworld. They get -50% to those stats to all other worlds. Furthermore they get 10 interceptors on their homeworld and first shipyard but nothing else. They also are very hard to culture flip (I think there rebellion resistance is a +20 stat... not certain how it translates, but I copied the ability from a default one.
They'll be very broken on smaller maps... but on larger ones I'm hoping it will even out.
Sooo made some progress.
1) Got the whole "+massive bonuses to Homeworld and penalties to other places" to work.
2) Took a LOT of troubleshooting, and I just could not get the game to give the player extra tiles on the homesystem on starting via the ability. I did finally manage to unlock 10 tiles or whatever on the Homeworld only via a Tech. (and I could just award that tech to the player via an ability, but I've decided not to).
---So Isolationists have three techs, each awards +10 tiles to the homeworld and the third an additional 10.... so your homeworld can gain +40 tiles this way.
3) The Isolationists can build a special ship modules that gives +10 Credits per turn, and +3 Food and +10% Morale to the colony it orbits. This is the "Orbital Habitat". It is 75 space... so basically you can fit it and virtually nothing else unto a cargo hull. It costs an admin. So instead of buying colony ships you can buy these... but bear in mind the more of these in orbit, the less ships defending orbit! The +10 Credits will work outside of orbit... but not the other bonuses. Basically the people on board have to feed themselves.
Debating making it a colony ship, so that if you want it to be out of orbit and still get some credits, you'll sacrifice some population to do so.
4) Next up will be additional ship modules and starbase modules to increase mining/research artificially... since you most likely won't be expanding massively.
5) Need to think of additional penalties for having multiple colonies... I could theoretically create them a custom government, then make ALL OTHER GOVERNMENTS invalid for them. This would then lock them to say ... 5-10 colonies. Or 3 if I want to be cruel lol.
6) I tried doing a -3 Tiles to a planet on colonization but it totally backfired and maxed out the terraformed tiles lol!
7) I also think I'll be possibly giving them an extreme tech or module that drastically increases the space or hull of a ship, but possibly making it one per empire or something... basically let them build a giant super-defense ship.
I don't know exactly how you'd "Win" as a race with one planet in a larger game... but these things should sure make it fun to try!
2) are you sure there is enough tiles on the planet grid? how the game determines which ones are unlocked
3) I would favor having them as colony ships, so they can't escape orbit without penalty. Think like an emergency retreat, you need 1B on each. Can be 'fun'
5) The one problem there is to solve here is AI colonizing in your turf. And then losing planets through flip. So you still end up with many planets. I guess the commonwealth will be the answer here too. But it means you'll be drawn into wars I guess!
Seems a very interesting race to try. Can it be adopted by any race or it will be locked to only a few?
It'll be available to any race.
If you culture flip a planet and don't want it... Just destroy it.
Agreed on the colony module.
There's up to about 63 possible tiles.
Alrighty. Done with Isolationists.
They get some hardcore bonuses to homeworlds and -80% to all other worlds to most stats. They also get ship components for orbital labs, research, and mining. They also get a one of a kind +1000% sensor range to homeworld ship component.
That with the crazy terraform techs I think makes it feasible to play a one-world empire. I'll probably add a lot more to these later, but for now I think its enough to feel really special. I should note that I wouldn't really give this ability to AI players... they won't use the ship components, and while they probably will use the Techs... they will still try to colony rush and it'll be counter productive.
I'm only having one species use this trait by default... just to see how it goes and they are a "minor" faction in my opinion. (Elo Sequesterary)
Moving on to the "Veteran" trait now dubbed "Militarists".
+50% Homeworld Military Production, Double legion quality, start with War Machine tech and a Commander/etc.
this ability will get numerous military themed techs and ship components, but none of them are likely to be related to ship-to-ship weaponry. For example, one of their earlier items gives them the ability to produce the Planetary Defense Network, which assists morale, ship building, grants 3 garrisons and 3 interceptors. Furthermore they have a tech or two that simply improves soldiering and rewards 10 legions (and later 20). No durantium costs or wasted citizens here in this man's army!
Ship components will likely be things that simulate commander bonuses but at the cost of admins. So I'm thinking a command module of +25% logistics and some flat bonuses to fleet move/defenses for an admin. Later a component that is one per empire, and doubles the capacity and HP of a single ship (Flagship). You get the idea.
A few other tweaks... Industrialists will be the next ability to add to, but I also just gave it +50% homeworld social production. Furthermore the ability that grants interceptors on every world/etc. is now interceptors, start with 10 legions, +1 Agent and is called "Guarded". It won't have unique techs or anything.
What's that? Military Starbases that might be worth it?
X3 Sensor Power module
X2 Area of Effect module
+25% Resistance to Colonies, +5 Influence Per Turn, Cost 1 Admin, Rewards a Commander! Module!
+25% Friendly Movement, -25% Enemy Movement Module!
Mwahahaha
You sir, are either an evil man or, given your avatar, a good Dalek
Looks - and sounds - wonderful!
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