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
UCP_AbilityImprovementDefs
thank you
but I cant figure out why the bonus did not kick in (I will calculate to see if it is there but just not displayed)
what is "missing info" ? this destroys the moral on a planet by 50 percent
Does destroying planets destroy your diplomatic relations ?
Been updating the Wiki with a entry on "social structure" for the major races.
Regarding the Tothk... I'm wondering if this reads fairly smoothly and if the ideas presented proceed in a logical order... I'm interested in feedback if anyone's willing. The essential gist of the Tothk could be described as "The Soviet Union run by quasi-half-vulcans"...
"
It easy to equate governance and social structure with species... it is easy to forget, that many civilizations are ruled by a system that isn't particularly suited to the psychology of it's citizens. The Terrans are infamously unhappy and unruly under virtually every system of community they have ever tried... the Ukaros, stubborn as they may be, admit that many in their society are deeply unhappy with their rigid social structure and order is maintained primarily through the threat of vicious reprisals. The Tothk represent a interesting case, where their society truly satisfies and relies upon their unique psychology... Tothk society has some of the highest ratings of satisfaction and lowest instances of disorder of any living civilization... only the Zrenrakka rival them in these regards.
This is not say that all Tothk are "happy" and free of want, but rather, that the Tothk as a whole are deeply committed to society, see no reason or value in complaining, and see no need for any fundamental change. The vast majority of Tothk firmly believe that their society is functioning "as it should" and that they as individuals are appreciated.
This remarkable state of affairs is confusing to most other species, because the Tothk live in a large totalitarian state ruled over by a vast military autocracy. Even more surprising to other species is the fact that this totalitarian state is virtually corruption free and functions quite efficiently. How is this possible?
To understand this sociologists have studied the Tothk's evolution on their homeworld of Throne. As has been mentioned elsewhere, the planet of Throne is harsh and dangerous by any standard... and is home to some of the galaxy's most dangerous fauna. It is believed that this harsh environment forced the Tothk to evolve an extremely high threshold for suffering, both physical and psychological... to the point where it is scientifically valid to claim that the Tothk "feel things at about half the intensity of anyone else". Should a Tothk family lose a parent, their children will no doubt feel sadness, but this will hardly impede their daily activities and no long term negative affects would be observed. Where young Terrans can be expected to suffer severe even lifelong consequences as a result of early abuse or negligence, the Tothk can be expected to "shrug it off" within a few months.
This resiliency explains why the Tothk society as a whole readily accepts the sacrifices required of them by their autocratic rulers. However, this resiliency does not explain why the Tothk so readily accept autocracy in and of itself. This it seems, comes from the Tothk's innate desire for conformity... a survival trait that was put to the test in early Tothk history.
Similar to most worlds that evolved sentient life, the Tothk once coexisted with variant species of themselves, who eventually died out. Whether the Terrans (homo-sapiens) were directly responsible for wiping out all of their cousin species such as Neanderthal isn't entirely clear... but the Tothk example is somewhat different. The Tothk reached a "bronze" age level of technical progress whilst still cohabiting with a single other variant species... known typically as the Rothk. Physically the two species were nearly identical, and generally the Rothk seem to have been equally intelligent to their Tothk rivals. The main difference between their two species was instead psychological in nature.
Akin to the Terran chimpanzee (Rothk in this case) and Bonobos (Tothk in this case) the Rothk were extremely aggressive and the Tothk were far more cooperative. The Rothk were so aggressive that they were constantly warring amongst themselves, even within their smaller social structures. The Tothk were equally ambitious, but this was balanced by a deep need to conform to the group. When large groups of Rothk went to war with their Tothk neighbors, they did so carrying shields and swords at times, but lacking any serious organizational ability and were just as likely to attack neighboring Rothk communities at any time. The Tothk by contrast would often ally with other Tothk communities and would wield the same armaments, but arranged in a shield wall with well disciplined troops. Just as the Terran Romans quashed their less disciplined (some would say "barbarian") neighbors, the Tothk would eventually wipe out all living Rothk.
This need to conform under societal pressure was only reinforced when the Tothk were invaded by the Ukaros many centuries later. These conflicts forced all Tothk nations to unite into a singular authority and the Tothk's individualistic ambition combined with their psychological need to conform to their communities' expectations has led to the Regime we know today... autocratically ruled by a relatively few and massively powerful individuals... yet virtually devoid of personal corruption.
Today the Regime of Tothk is "A military first and a civilization second" as one Aquilaran diplomat put it. A command and control economy is directed by a vast military structure of rank and strict obedience, all under the direction of a "High Tyrant" for the sake of three founding "Directives".
The vast military organization and it's "civilian" branches (that are by other standards, no different than the military in structure) under these directives has worked remarkably well for centuries... even though the average Tothk can expect a lifetime of hard work, unrelenting duty, and unquestioning obedience. One's rank within the Regime is determined by one's abilities and past achievements (as assessed by one's direct superior) and one's income and personal property is dictated by a strict series of guidelines under Tothk laws.
Only the unique psychological profile of the Tothk has allowed such a system to flourish for so long and against so many internal and external challenges. Even today, in a time where the Tothk are "loosening up their belts" and enjoying unprecedented freedoms of expression, the Tothk greeting remains...
"Well being to the State my friend."
New version uploaded. Minor fixes to installation directories/etc. If you have the mod working from the previous version... no need to update then.
Is it possible to use your race pack without any of mods? Or maybe some of them are req, "GRM" I guess?
Hi,
i made something wrong?
I play with the newest GRM MOD 1.3 for Retribution and i have all other DLC.
In the Bazaar all pics are missing. I can click the one i want to hire. Shows me the price but no picture and nothing infoormation what the ship is able to do. When i hire it i get the info "already hired by you" but i didn get the ship and the money still is on my account.
What made i wrong?
Thanks a lot in advance
I've had that happen before, it seems that the files just don't load properly once in a while.
Try starting a new game, the problem should fix itself.
Missing pics in the bazzaar are indicative that the installation of the .zip files (for .ship and .object files) was not done, or that, these files weren't overwritten. I'd just try to re-copy the "for your game directory" files again, and make sure to overwrite when promted.
Partially. The main GRM mod is required to utilize the races. However, much of the mod is modular and all other mod folders other than GRM could be removed.
What will remain is the races, shipsets, and the custom race abilities that those races rely on.
Otherwise... you could load the mod, and edit each race to use game-default abilities... then remove the ability xml file from the GRM mod folder... this would remove the extra abilities from the game...
Thx, I'll give it a try, as soon as I can, it looks great and I'm kinda bored bombing Snathi over and over again....
I don't mind new abilities, and it looks like they don't replace default file just add new things. My concern is with mods I made for myself and I have to look at files to make sure there is no conflict, "GRM" should not be a problem.
Recently dinging through all xmls has been more fun than playing game itself At first I wanted to change few things and now I have 13 mod folders.
So today I'v Installed it. Everything went smoothly. All mods work (except Government one, that would conflict with my own)
And I am actually surprised. Changing mercenaries and replacing them with pictures is nice idea but Ideology tree looks impressive. I never really liked/hated original one but also didn't have time/idea to change it in any way. You put a lot of work into it and I wonder how it will work in gameplay
BTW, I noticed "Unflinching Duty" merc has broken description.
Hello,
would be great whne it would so easy but no.I tried it again and again. It doesnt solved it by it self.Complete newgame installation and GRM installation. All Zips unpacked.
No effect.Bazaar has no pics, no informatiosn i cant hire but when i try it the pics pop up and i hired it but dont get it....
I have no idia
Inside GRM 1.3
GRM R-1.3\For your Game Directory
There are two zip files. And a bunch of loose files.
These SHOULD be inside
GRM R-1.3\For your Game Directory\Designs
And they are not! A problem with the GRM zip files...
Take the two zip files and loose files and copy them into:
C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\Designs
You will be prompted to overwrite the two zip files. Do so.
I'm really sorry for the inconvenience... since my computer with GC3 capabilities half-died on me, I haven't been able to QA installation updates properly. My bad friend.
Thanks for letting me know... the Mercs were WAY harder to do and to maintain... as the game has drastically changed since they were released and SD hasn't really touched them. I tried to make their designs sensible and somewhat consistent (in terms of engines/etc. as well as ship roles) to some success. I did enjoy them though, as they give a taste of the GRM world.
You are not missing much with governments... I mostly just swapped around which governments were where and color coded them into distinct "chains"... I added a couple types to fill some gaps. No biggy.
Ideology I greatly enjoyed, I think I achieved some good balance here by adding positives and a few negatives. I also feel good about removing certain bonuses I found simply too game breaking (like free ships on every planet!). Furthermore, I'm happy to scour the game of it's childish and black/white views on morality. GRM is meant to be a more mature setting and one with a bit more "Grey".
Stellar Codex
Don't forget my wiki lol!
Tried installing this, got error messages that 40 civilizations' ship style was incompatible and reassigned generic. Also only saw four modded races in the selection area when starting a game. Downloaded the version for 3.7, used 3.7 and tried the beta patch just in case.
Selectable mod races: Clan Zoraster of Zrentak, Lythian Expanse, Jun-Jilar, and Minzari Communes. All of them are assigned the Terran ship style.
This is the only mod I've installed.
1) Do you have all the DLC are there DLC you are missing?
2) Do you have Mods Enabled (a checkbox in your settings)?
1) I only lack the soundtrack. The other 14 are installed.
2) Yes. Double checking the settings it says "EnableMods=1"
I see prefs.ini doesn't seem to care whether mods are enabled, which is odd. Now I'm no longer positive I had mods on.
Does this mean that your mod requires mods to be on to run Galciv 3 at all without error messages? That's fine, just checking to be sure.
Trying again, then.
Yes, GRM has a lot of content, and all of it requires Mods to be Enabled... weird that your prefs ini file might be giving you trouble!
If you absolutely can't get it to work... you should still be able to use all the ship designs.
Good luck!
Thank you for helping me solve a problem I inadvertently created.
Oh no worries... I create an awful lot of the problems too lol
Subscribing to the post...
FYI working on new update for GRM.
1) Compatibility fixes for new version of GC
2) Additional logos (about 7)
3) Additional backgrounds (about 10)
4) Additional variant race pics (about 4)
We'll see what else... obviously, it's nothing spectacular... I've fallen off the wagon (of GC) for months... maybe this will get me back in!
New Update R-1.4 uploaded:
https://www.nexusmods.com/galacticcivilizations3/mods/18?tab=posts
Couple of fixes applied
Some new portraits, logos, foregrounds, and backgrounds added.
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