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 obey
Been working with highly modified custom races, trying to get them true to the sources.
The Borg Collective and the Dalek Second Empire (based on the Mechmaster webcomic). Both have the eco-harmonist trait built into their life type and the Dalek life-type (which I am considering using to just replace the standard synthetic life type) also gives a bit of durantium and promethium, to help out with early reproduction.
Haven't had a lot of time to play over the past few days and next weeks schedule looks even worse, but I will try to squeeze some testing in there as well (good thing I don't need much sleep)
Have you read Mechmaster's "Trapped in Amber" prequel?
Also for the Terran Sovereignty text issue... someone told me it was preventing them from starting a game (I didn't know that) so I updated the main GRM file and added a hotfix to optional files.
Gauntlet's Race Mod at Galactic Civilizations III Nexus - Mods and community
Yep, also watched the animated version of Second Empire on YouTube (some of the animations aren't great, but I love the story) with some of the family.
Unfortunately they are only about halfway through the series
Looking back at the post I made about the Terran text flavor file, I just noticed that I didn't mention that it was preventing the game from starting (that's what brought it to my attention), sorry about that
Eh. No worries... shit happens... I mean... it's my fault it broke anyways lol
Well. Computer died last night.
GRM will be on hiatus until further notice. I'm hopeful it's just a dead cmos battery ...
Hello Gauntlet,
I was looking for some custom races and found this thread. Since I only have the base game (no Crusade, no Retribution), I was wondering which of the downloads would still work with the vanilla game, if any?
Doesn't look like there isn't one.
Just one for Crusade and one for Crusade and Retribution.
Correct, but it is possible GRM will work (somewhat) in the default game.
1) Install GRM's "My Document" content. Do not install the "For your game directory" content.
2) Go into the Mods folder... remove all GRM folders except GRM itself... (some of the additional content might work, but let's start with basics.)
Go ahead and boot up GC3 and make sure "Enable Mods" is checked in settings.
If we're good... you'll get no error messages and you'll get the basic added abilities and my races/shipsets.
IF NOT:
Remove the final GRM folder from mods... and remove my factions and flavor texts from their corresponding folders. You'll now have all my ships and the various art... but no ship-sets and no modded content whatsoever. You'll have to make shipsets yourself using the fleet editor if you want shipsets.
Or just... buy Crusade... in which case, most things will work.
I have narrowed down my crash problem, a bit.
The problem is the -Militarist trait (with the ability advancement folder)
When I research the militarization tech with the Militarist tech tree file in the folder the game crashes, does not if that file is removed.
Not seeing anything obviously wrong with the file yet, but I will keep looking
Unfortunately only the Torians and Arceans were added to the faction list, plus three minors (Slyne and two others) but they were incomplete. Selecting the Arceans and Torians to my list of opponents made my game crash upon start.
My bad, I didn't install all folders in the right place. The new factions are there now. That said, I noticed many factions use abilities that refer to game elements that do not exist in the base game. I've tried to start a game with all new factions selected as opponents, and it crashed. I think I need to edit the factions and exchange all abilities that the game doesn't support.
I can attest to shayvaan's statement somewhat. i had a custom civ with militarist trait and game kept crashing. Once I restarted with a different trait and ensured not other civs had it, no more CTD
Update: The Mod works for the most part. I've found 38 out of 41 factions to work, or at least I can start a game with these 38 factions selected as opponents. The three following factions cause a CTD : Micrellian Consortium, The Eridian Coalition, The Nyoryloth Resurgency.
On top of that, there are five factions in the list of oponents that are not in the faction folder, and also cause a CTD when selected: three minors (which AFAIK can be promoted to majors with a DLC that i do not have), the Arceans, and the Torians. If anyone has an idea how to remove these from the list of oponents that would be great - at the moment I cannot let the game pick random oponents because it might pick one that causes a CTD...
I should also mention that I tried selecting the new abilities for a custom reace, and they appear to be working, except for effects related to expansion and DLC stuff (e. g. engineers). No CTDs or other problems in creating a custom race, even when choosing abilities with unsupported effects.
You have to delete the offending faction files if they are not made via xml, if they are xml factions, you can use <HideFromSelection>true</HideFromSelection> after RaceType.
Update for -Miltarist CTD
It appears that the tech Stellar Fortifications tech has too many <stat> modifications
When I remove any 9 of them (bringing it to a max of 12) the game no longer crashes.
Gauntlet, any update on your computer woes?
Made a simple fix for the -Militarist issue (basically just split the tech in two - defensive and offensive - each at half the cost of the original)
Would you like me to put it on dropbox or will you be up soon?
Thanks @Horemvore: adding HideFromSelection worked. I already removed the offending .faction files.
Hey Gauntlet, fantastic mod BTW, thought I'd get that out of the way.
Probably the result of a n00bish mistake on my part, but for me, mercenaries aren't showing up on the bazaar and when I hire them I don't get the mercenary. Yes, I have all the DLC and yes, I followed the readme.
Keep up the good work
Militarists works fine with Schayvaan's workaround. No CTD yet since breaking Stellar fortifications into two techs.
One small UI issue, with the new tech that permits creation of legions on all planets there is now multiple entries for their creation on the Planet that also builds the original Legion creation tech. Not a big issue but maybe create an exclusion so both cannot be located on same planet?
Hey guys. Limited access to computers right now... unfortunately my PC power unit is intermittently fried (boooo).
Thanks for the heads up on the militarist issue... I've released a new version of GRM that incorporates a fix for that as you've suggested (breaking the offending tech in two) and incorporates the terran text file as well.
PS: if you don't see mercs showing up properly... the problem is almost always that you didn't replace the .zip files contained in the game's main directory.
https://www.nexusmods.com/galacticcivilizations3/mods/18
@ Gauntlet - I have improved the icons for the diplomacy numbers, you can find them here. (Still not perfect tbh)
Thank You!
I updated the download, added a translucent black border to all the numbers, helps them blend better once layered over the tooltip.
Obviously I haven't done much for GRM lately... but I can tell you that my work fleshing out the practical matters of my favorite races continues...
The Zrenrakka math might look odd on those birth rates and such... you have to keep in mind that when they couple off, both individuals lay eggs and produce offspring.
Additionally a lot of those numbers represent the absolute maximum growth rates/etc. and not necessarily what is practiced. While a Terran couple might manage to produce 12.9 offspring... that would be very rare in any human society in the GRM universe. Whereas the Tothk actively attempt to reach that maximum rate of 14.35 and most likely acheive something close to say 9... the Aquilarans might produce 312 offspring... but their immediate offspring cannibalize each other in their first weeks of life... resulting in a more realistic number of about 50 offspring per lifetime...
Etc. Etc. More figures to come lol.
Gauntlet or Horemvore,
I dont know where the subspace transmitter is... I have thoroughly searched improvement defs. and mod improvement defs
the problem I am trying to fix is.. no bonus applied to influence . the 10 percent per level does not show under influence..
note. I am still working with v 3.4 but the improvement exists, I can build it. but no bonus.
one other thing , my diplomacy rating dropped off a cliff when the 30 colony bonus (influence) dropped off , so it seems.. ideas ??
I am still using the the ucp grm mod I combined.
Thanks , hope you can help
JJ
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