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
A little feedback just for the sake of conversation. Your ships are great as usual, but I don't get the organic looking bug legs for a cybernetic race? I suspect it may have something to do with the ship designer limitations.
I like your animation for the most part and I have had no performance problems with it. I am not a fan of the ship bouncing since ships don't bounce in space. I realize it is a personal preference and it is worth it to get the ships. I love the weapons animation.
Have you mentioned in any of your videos how you control oscillation. I have a devil of a time setting the range of oscillation.
Hey there! Good I like conversation!
1) Oscillation. Trial and Error my friend. Trial and error.
2) Bouncy ships. Well... sure they don't bounce in space for real... but I want the board to look more alive, this helps... and I'm just toooo far along now to stop lol
3) The legs... hrm. Well the original set had them, so I felt I should stick to it, as for why they are bug like at all? Because they are actually ruled by a super AI and bugs are a nice hive mind reference, also bugs are very efficiently designed. So while the hive mind's individual components (poor brains) might be insane and prefer crazy ships, their AI ultimately controls things and goes for the efficient hive like designs.
But good point... I may redo the background fluff. OH, I suppose the original race could have been insectoid?
It did occur to me that the original race might have been insectoid. That is certainly an acceptable explanation. You would think that a cybernetic mind would choose something more mechanical but in BSG they chose the human form, so there you have it.
Quick update:
Shipyards are a pain in the ass. Finished the VGR, ZN, ZR, and FTH yards thus far. It takes a ton of testing to get them right, and to (mostly) avoid clipping issues/etc.
Furthermore, there is a new DLC ... would you like a copy? Maybe participate in this contest lol:
https://forums.galciv3.com/470583/page/1/#3583843
Hey Gauntlet. Would you mind when you have time, to take some screen shoots of the ship sets and post them here or on Nexus. I love your work, but have to watch your videos to help decide what ship styles I want to use in my game and were. Thanks
Also, does your files on Nexus work with the GC3 1.3ver ?
Hey there!
Screenshots are on my to-do list, but, I got to prioritize wrapping up 1.4 first.
Yes, the current version is compatible with GC 1.3
Of note... I did notice that ALL races, including default ones, are no longer showing carrier designs for huge hulls. Seems unrelated to GRM.
Very good mod! Gratulations! Its working wonderful with 1.3
Shipyards are done! Just gotta finish making one more new shipset, and I'll release V1.4
Preview of the next ship set:
The reason the Kirani got a different colorscheme is because they use a default one, and a minor race was prioritized so the Kirani were given one used by nodoby.
I was thinking of commenting first when the next version was done, but heck, here we go. Long time (gc2 era) fan here, and "troggleballs" over at the nexus (a highly unfortunate name that kind of stuck, long story) and I must say I am really looking forward to this just as much as official releases. Whenever a new ship set is released I rework my existing factions and use the new ship sets and colors were they fit the best, and over time making the universe more and more diverse. I love every single ship set, and must also praise the creativity and diversity in the sets.
A small bit of criticism I have, which is really a nitpick, is that the "strengths and weaknesses" info on factions should not really outright say what strengths and weaknesses they have (that's what the stats info is for) but why, which is not the case of some. Again, really minor nitpick.
Thanks for sharing! yes the issue with the color scheme was related to minor races, trying to use the same scheme. I've had to create additional color schemes that are not very creative (some lights change/etc.) to stop running into issues. GRM Militia now for example, has a sister, GRM Tribal, where the brown is made lighter, and the engine color is green instead of red/orange.
However, I WAS STILL running into this problem. What fixed it? I had been using two races with the same map color. This was conflicting and for some reason when the map color got changed, so too, did the ship appearance. Fixed the map color, and appearances showed up correctly. So weird.
Also thank you for the kind words, and I'll not speculate on how "troggleballs" came up bro. What you are using the mod for, is exactly what I intended, so that you could create YOUR universe. My ships just help
I LOVELOVELOVE constructive feedback! I didn't quite see the point in the strengths and weaknesses sections, so I generally just filled them to fill them.
Perhaps the explanation of the race in general, should go there, and the top part, be a little vignette from the race's perspective?
Gauntlet - it's been a while. I think the last time we spoke was you kudos'ing me for one of my ship designs.Buuu-uuut I has a question.Would it be possible for your next update to include more colour palettes? For increasing the variety of the ships already there both vanilla and modded.Also - would it be possible to include a scroll bar on the ship selection menu when choosing a style/creating a new race?At the moment on my 1200x1024 monitor the drop down menu reaches the bottom of my screen before reaching the bottom of the styles and I have to keep hitting "random" until I get the style I want when creating a new race.Keep up the good work chappe!~Scythe
Hey there.
1) No I can't add a scroll button. If you hover over the field and use your mouse wheel, it scrolls the list. Also, you can just remove the "blank" ship set files to reduce the list (or vice versa).
2) I am already adding additional color appearances if that is what you mean, probably another 5 or so. The palette it draws from though, is a core file, so I refuse to touch it, though GOD it would help if they upgraded the source palette. See this EXCELLENT mod that I sadly don't utilize for more detail:
Palette - A Ship Appearance Overhaul at Galactic Civilizations III Nexus - Mods and community
Thank you!
Hey gauntlet, thanks for the reply.
It's a shame you cannot add a scroll bar function - my mouse does not have a scroll wheel as it's an older model logitech trackball mouse (as it's the only one I can actually use without being in agony) so I guess I'll have to make do for now. Thanks for the help old chappe.As for number two - I'm looking forward to the 5 extra schemes and I'll look into the mod page now.
Thanks Gauntlet!~Scythe
I was wondering myself about those "blank" sets and the scroll button issue. I know you've sort of addressed this before but why are the blank sets in the game and what does it do to gameplay if we remove them?
Blank sets remove the default designs, saving me from endless obsoleting them. Keeps my lists clean. Removing them has zero effect on anything else.
PS. It's on my to do list, to rename the blanks so they are on the bottom of the list
Hhmm, have really enjoyed using your mods in single player but just tried to setup a LAN multiplayer with a friend and get the message that your factions can't be used in a multiplayer game. It seems the shipmates are the issue as I can't use the factions I created using your shipmates either - but a single swap to use the core shipmates and these races are fine - ditto, if I 'edit' your races to use a core shipmates then that works too. This is a real shame as it is not as though you are modding the game by adding your races - pse fix Stardock. We really need to be able to add in multiple races on the bigger maps.
of course I meant ship styles - beep autocorrect.
You cannot use mods in multiplayer. This is not a problem Gauntlet can do anything about and you should go tell Stardock about it in a separate thread. I believe many have done so before as I also think they have stated it will be added in "later".
I think darenmoss gets that. But thank you too! Also, don't forget darenmoss, that all the templates for all ships are still available to the major races, so you can definitely still use the designs in multiplayer.
Brad did get into some mod stuff and what we can expect the priorities to be here:
https://forums.galciv3.com/471633/page/1/#3590304
Its definitely disheartening to think that shipsets are going to remain "mods" for the foreseeable future. GRM really should be GRC, the C being "Collection" or something like that.
Hordesman - I absolutely get that you can't use MODS in multiplayer. My point is that Stardock trumpet the 100 players in multiplayer and it would be very boring to be ltd to just the core races. Shipstyles such as gauntlet's excellent work do not change the game settings and so should be allowed. Providing the race has been created using the in-game editor rather than rewriting the XML then they should be playable-and it greatly adds to the immersion if they can be given unique shipstyles. As Gauntlet's races are 'legit' in that they don't break the attributes, starting forces etc - then I cant see any reason why they should be barred from m multiplayer. Surely Stardock can provide a checking utility to alleged w them to be used. That was my point.
Thank you for making that clear. Indeed, I think it was odd the game didn't have a shipstyle editor at launch as that is what Twilight of Arnor had, so when I got the game I felt it was sorely missing. However, the way the game checks mods right now is that everything in the mod folder is a mod, and until a shipstyle editor shows up (patch? expansion? dlc?) we'll have to wait and see.
Indeed, and I'd happily drop the more mod stuff, like appearances, to comply.
Alternatively, since it seems very unlikely this will be addressed soon, I'll double down and start offering additional mod content as supplements to GRM.
Dunno what you guys are doing that I'm not. I followed the simple installation instructions (3 times) but all the GRM factions are disabled on startup because they have unknown ship styles and appearances.
EDIT: Tried adding all the files to their respective folders in both the game directory AND documents in the vain hope that redundancy would do it. Nope, this just plain doesn't work.
Have you tried to allow mods in the options menu? Sounds like that is the one thing missing.
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