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
I am not a Good Dalek, Youu, are a Good Dalek.
Too bad I kinda hate and love that episode.
Working on industrialists now...
SB Mining Module that reduces mining, penalizes morale and influence of planets, but increases all construction for those planets
SB Mining Module that doubles mining rate, but penalizes planetary morale and influence.
SB Econ Module that increases shipyard construction.
Ship component that costs an admin but increases social construction of colony it orbits. Alternative to Cargo Ships.
-More to come.
Gauntlet
I would love a value on research so I know how much exactly , it takes for a tech, as we do in buildings
in this way I would know how many planets to focus on research
a number of times , I have come within a whisker of a tech , a way to just purchase that whisker would be wonderful
also , I have NO military production distance penalty, after choosing the 25 percent reduction in ideology to the warmonger race trait UCP had
totally broken
JJ
Could you clarify? Do you mean you want the research points costs of the techs added to the various descriptions?
We can not mod the UI to display this, SD would have to do it, I do understand why they have not done it, the cost of techs goes up every time you research a tech (Multipliers and Exponents all go up depending on where and what you research), coding this into the UI would be resource heavy, recalcualtions for every race, every time they research a tech, you can see where this is going.
How is that broken? You can do this in the base game, just via different abilities/ideologies.
For the UI... I could manually insert the base value of any given research... into the description... but that wouldn't be that useful and would require modding the default Tech file... decreasing compatibility.
So that won't be happening in GRM sadly.
Thanks for doing this.
What exactly?
All the fun text stuff.
You might want to check out the BattleMods table. Introduced with the Star Control DLC\Patch. You can see an example or two in my UCP_Combat module.
UCP_Events and UCP_Anomalies contain some nice examples of the events system and how you can link it into various other game mechanics like abilities.
Yes Sir I do !!
thanks
I didnt know it was possible before ..warmonger is great..thank you
I noticed a super precursor tech that only gives 11 HP to a ship for 2200 cost (cant recall name but its at the end of the tree) , is this a UCP thing or ? how to fix ? prospector did not work for me in 1.23
miscellaneously,
will the AI ever attack defended anomalies ?? plus they dont make enough transports or starbases in my games or they build a SB for nothing or 1 resource when it could be placed for more resources ...
moreover, sometimes they build planets very well, but mostly hodgepodge the planet so I have to destroy many buildings
also noticed the merc only added the percentage of 5 points research to a planet instead of the expected 5 plus percent.... just sayin , and the AI never buys the bonus to planet or SB ships
spamming again , JJ
1) No the AI never goes for defended anomalies. Including the Precursor anomalies.
2) What merc? If you can be specific I can look at it to see if it is working as intended or not.
Hey Gauntlet,
The flavor text xml for the terran sovereignty is missing the first 5 lines, might want to fix that
Otherwise it looks great - as usual
Ah. I know why. I was supposed to delete that file entirely.
Working on a new replacement for it at the moment, but wanted to release before it was done lol.
Expect new flavor text files for Terrans, Tothk, and Fulgar at least. Pay attention to the Zrentak or Ukaros... they have new files that are about as complete as possible.
I have seen them go for defended anomalies--but I'm not sure what criteria must be met for this to happen. It seems to be rare.
For example, when I tested my defended anomalies mod and all anomalies were defended, the AI definitely surveyed them--and without facing the encounter. And unless I'm mistaken, I've seen this behavior occasionally when non-defended anomalies are available.
Well if they are custom anomalies they might be under a different category than the normal ship-graveyards... I suspect the AI identifies that category and avoids them... auto-survey commanded survey ships also avoid them.
This is true, but, only because the AI does not want/know how to group up attack ships with a survey ship. In my UCP_Governments modules I took the drastic measure of removing all planet buffing ships and moving them onto a new Cabinet Member, that fixed the isseus of the AI using them as scouts. I then proceded to make most of the Government ships into heavily armed Survey ships, this makes the AI hunt down them Precursor anomalies with a vengance (90% gobbled up by turn 130). Two bug fixes rolled into 1 so to speak.
Again, I'm not sure what criteria the AI uses... and the auto-survey issue is something I wish could be changed (give the option to have a fleet with a survey ship survey defended anomalies).
So when given sufficient attack/defense, the AI goes for Precursor anomalies... interesting. Do they have encounters? I've seen AI go for defended anomalies, but I've never seen an encounter pop up for them...
Not sure tbh. I would asume so otherwise they would have gone for them before due to seeing it as non hostile?
I am happy enough to see them take the ones they currently do in my games. I was just scanning around my map, what I can see of it (1/3 there about), can not find a single precursor anomaly or a Lost Transport (what I was looking for, mega event I added that the AI triggered). Sad but happy
Just curious if anyone has feedback about the abilities or flavor text changes in R-1.1?
Just finished flavor text for the Terrans
Working on Tothk/Fulgar now and additional flavor text for customs/random races/etc.
I had a couple of game crashes right after building the freighter/survey ship, but in another game it hasn't, still investigating.
Otherwise, I'm liking them
Looking forward to the Dalek flavor text
Oh good point I had forgotten about the Daleks lol.
Yeah definitely let me know if you keep experience a crash and what race/ship components/etc. it might be using.... otherwise YOU WILL BE EXTERMINATED!!! OBEY OBEEEYYY!!!
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