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
Gauntlet - so far you have done the not-minbari and the not-narn ship styles. Is there any chance of a not-centauri and a not-earth alliance ship-sets/races in future releases?
Have you tried to allow mods in the options menu? Sounds like that is the one thing missing.
That appears to have done it. Thank you.
Is there any chance? Yes there is a chance but other people are working on B5 ships and you can get a few EA ones, so I'm not too keen on treading there yet.
AND
GRM VERSION 1.4 RELEASED!!!
http://www.nexusmods.com/galacticcivilizations3/mods/18/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fgalacticcivilizations3%2Fajax%2Fmoddescription%2F%3Fid%3D18%26preview%3D&pUp=1
Now, I was unfortunately, not able to finish the new retro set in time. I really needed to release this weekend or it wouldn't happen until November possibly. But you are getting the new QC set (cyber bugs) and the color schemes now total 32, 16 unique, and 16 inverted.
This version also has JP193's "supercruiser" design, as he participated in the contest and won some DLC from me too!
You are also getting custom Shipyards for every set!
PS: I don't when I'll be releasing another pack, maybe in November, but it will be a Add-On pack or two. I just got the Snathi set, so one for that, and then maybe another 2 races, the retro and something... triangly lol.
I keep getting an error when I try to use this. "Invalid Faction Detected" +Unknown Ship Style +Unknown Type (Or something along those lines)Any idea what could be causing this? I installed the mod as per instructions. I even reinstalled 3 times. Any assistance would be appreciated! ---Nevermind, I just scrolled up and saw an earlier post with the same issue. Derp.
I am encountering an odd problem. Clan Tiamat, it says, are using an unknown shipstyle on startup but works fine. I am also unable to use one of my custom races as it uses a now unknown colorscheme. Was one removed from the previous version? Luckily, the race was one I downloaded from elsewhere and made only cosmetic changes to, so it was easily restored.
There appears to be no cloned file of Tiamat and changing it to the proper shipstyle (which it already got) results in no changes. It's not a problem, but it is odd that the game reacts to a purely, it seems, "fictional" problem.
EDIT: Strangely, the reason Tiamat worked was because of a leftover file from the previous version (I did not find it initially as it was called "Zrentak Colonies"). The current version's iteration does not work for some reason. Did you give them a style under construction temporarily to test it and forgot to revert this?
EDIT: I'm a big dummy. They had accidently been set to the blank set which I never keep around. Fixed!
Hey there!
Sorry for the confusion guys, yes, some of the files names have changed, such as the Clan Tiamat, and some of the appearances have been updated. It is possible you made a custom race that will need to be corrected.
You can do this by A) Setting the race to a default appearance prior to installing the new version. If you installed already, add in the original appearance file from 1.3, then perform A, then remove the old appearance file.
Also my bad, didn't realize one of the races was using the blank set.
As for the other issues, really, just a matter of being more careful reading the instructions and uninstalling. This is why I wish Steam Workshop support was enabled for this kind of work, then I could automatically update you with no fuss/muss.
Oh well.
Hope you enjoy, I'd love feedback on the shipyards.
Gauntlet - Thank you so much for adding in the extra races, shipyards and most of all - colour schemes.To let you know, I will be using this mod in my up and coming second youtube series - Galaktik Brikwars 2, Electrik Boogaloo.
Sorry for my delayed response. Been under the weather. Thank you for downloading! I'll try to check out your youtube series for sure!
But my ill-health has not been in vain. I have finally finished the OSR retro set.
It is available as a new add-on download and requires no DLC. It DOES require GRM 1.4 or higher!
Nexus Site Link for GRM
Next up will be a race using the new Snathi part set.
I have a few things to note about this new shipset, the main thing being that I am unsure if it will work for people without the dlcs. This because of the peacekeeper logo. I am not sure if it was provided to everyone regardless of having the dlc or not, but I thought it was worth mentioning. Personally I prefer every custom faction to have non-default logos to avoid confusion when a minor faction or event faction appears and have the same logo.
The other part is the planet using Snathos as a base. Again, as someone with the dlcs it is hard to know if this was provided to everyone, but I doubt it was. If someone does not own the dlcs, please confirm this!
My third question is; isn't there a minor faction in GRM that is this very faction but with the Kirani shipset? Or was it recently cut?
And now my overall thoughts on the shipset: I love it! Old fashioned rockets given your own twist, mixed in few a few U.F.O.s and battlestaresque fighters. I thought first that when I heard about the idea of a 50s style set that they would look incredibly cheesy and out of place with the rest (especially if they were going to be human), but you gave them a more realistic flair. Good show!
Now for another criticism: regarding shipyards, I must admit that I am not a big fan of the Minzari shipyard. I don't know... it just doesn't feel Minbari. Yes, they are not really Minbari, but since everything else is I do need to mention it. It kind of stands out because everything else is either from the show, expanded universe or replicates the style perfectly. To me, it looks sort of like a bunch of ship parts floating in space. I don't want to sound too harsh, but they do stand out a bit much.
So, what should it look like? Honestly, I have no idea. I can recall starbases of Centauri and Narn origin in the show, but Minbari was never shown as far as I can recall. I don't think we ever saw any sort of stationary space structures of Minbari origin. Perhaps replicating their architectural style on planets instead?
My favorite shipyard is the Grell one. I love the different color on the sides facing inwards, as it looks like there is flesh on the outsides and innards on the inside. The feeler-things also add to the amazing gross-factor, love it.
Hey there.
1) I tested the new ship set prior to buying snathi and the new assets were available. Good point on the logo, maybe I'll make a copy. I'd love confirmation on these items.
2) your correct, this faction was a minor race, I replaced the minor race worth someone else, and these became a major race.
3) Yea the Minzari yard sucks. But I couldn't think of something better.
I really appreciate the feedback, I'm unlikely to update the main package until the game files change, so your stuck with that shipyard, but I'll try to ensure unique logos on addon packs going forward.
Was that orange sword used by anything? I don't get to play, so I've never had a mega event or something that uses it?
PS. One day I'll be making custom starbases, I'll definitely have a look at the weaker shipyards at that point.
1) The shipset is awesome. By responding to a response to someone else I have a good opportunity to say. A few of the ships get a bit similar, but you've finished 13 shipsets and I've finished like 3, so clearly you know where the speed is at
I'm a big fan of the militarised civilian look.
2) Cool. I don't think I ever ran into these guys as a minor, even though I always have minors set quite high.
3) I actually quite like it. It's closer to the vanilla. The Zerhan have a giant sideways spider looking thing though, that was the one that made me question. Jun-Jilar too come to think of it...
Custom starbases really aren't too bad. You make one a generic like you would a shipyard except built in the middle rather than edges, then you keep adding little pieces on, saving after each addition like "0_KiraniStarbaseMilitary01", "0_KiraniStarbaseMilitary02" e.t.c.
Or maybe that's just how I rationalise it so making them (in my files) feels like less of a task when I get round to it...
Out of curiosity, I know you originally mentioned that the Fulgar were scavengers/traders and I was wondering if you were planning on implementing the new snathii scavenge ability now that we have access to the new DLC?
As always, your work is amazing and inspires me to continue my own, keep it up
Thanks guys!
For the Fulgar, yeah, I considered it, but then I would have to mark them as DLC required and split them into a new package, which isn't really cool at this stage. So you'll have to do so on your own, which I certainly recommend. Its not a bad trait for the Turan Raiders either.
(Hi Gauntle03) I have a (personal) request for you. Coulde you check out my Collection (Eluminum Oligearcy) (3 page) and give me some tips or ways to help me improve my designs.
(also take a look at them in the game since the Pictures alone dosent really give you all the small details.)
As a shipdesigner i wish to further improve my designs and make them somthing i can be proud of.
But currently i am not sure what kind of line i am currently standing at,
thus i wish to learn as much as possible (such as details, picking the correct part in the huge selection and making somthing really cordinated and diffecult and matches well togheter (such as custom parts).)
if you see anything clever or potential, i wish to know about it, and develope it further to the next lvl.
From a fellow shipdesigner.
I'm happy to offer feedback! I took a look at your designs tonight!
Quick Note:
Your very fond of stretching parts, this can really hurt the textures, so I think these designs will only work well with specific textures. I would make note of that, and if you ever get into modding appearances, note you can control texture sizing when you do.
Duruyan: Love this guy, for a tiny hull, he is very ornate. I like the spinning center, and hope to see more of that in the other designs. Shipsets need common themes from ship to ship, and in general, I think it helps if power sources, lighting, and engines are fairly consistent. My only problem with this ship is the head, you used Relic 19, and stretched it well beyond what I think works, as a result, it doesn't blend well with the other parts. Try using more parts to get the same shape. For example, you are already using Thalan 55 a bunch. If you were to rotate two of them you could make the same shape for the head of the craft, you'd just have to fill the center of the disk with something, but the parts would mesh well, and you'd get a more detailed looking model anyways.
Cyven: WOW. Neato effect using the prometheon! But I worry if I'll see this again on other designs (I'm writing as I'm looking) the consistency of the set is breaking down a little. This effect looks like water running over a surface, its really super creative. You could make that the central component of an entire shipset.
I like that we are seeing more detail here. Thalan 65, is fairly flat but curved and you've attached some pieces. But your allowing the engine colors to show through, but they are partially covered. I would endeavor to cover these lights, they aren't being purposefully used and detract from the model. Your use of tiny blue lights all over is great btw. However, you didn't sink them deep enough, so I can see the little rim with yellow on each one. Now that isn't bad, but your models are light on details, especially small details, so I would either A) add more small details or sink these lights a bit. Your also using a Krynn light panel, but its bigger than the object surface its laying on and I can see it extend off an edge. I would make sure these light panels are flush, and sized so that they always have a good thickness beneath them. Otherwise, where is the machinery that powers the lights eh?
I absolutely love the outline of this design. It has a flourish, and reminds me of manta rays and fancy fish, or exotic bird perhaps. BUT, the parts are so incredibly thin, that I have to ask... where is the crew? I have a lot of trouble designing ships with this sort of aesthetic, because I'm a little bit of a realist. I would really love to see this concept grown into a Medium Hull and thickened up a bit. The same profile would be great, with a big open maw in the front, as a large or huge hull carrier.
The crystals... I can take it or leave it.
Illiuyi: I like this guy. He has a bit more heft than the other designs and I think he works well as a small hull. I'd like to see the spinning orb of the Duruyan, applied to this guy. You already have a circular indentation on the bottom of the craft where this could be done. The lights on the sides of the tail fins... well, they are too thick and stand up. The profiles of these ships is very elegant and smooth, to have a square block sticking straight out of them is jarring.
Meleaia: I like this ship overall, but it strikes me as a small hull not a medium. The Cyven and this ship could easily swap. You use prometheon again, but in a uncreative way compared to the Cyven. Very nice use of Thalan 86 as both a structure point, light, and engine!
Nuraya: Well... okay... this little guy strikes me as a sensor ship, perhaps meant to be a surveyor? But, he uses many less parts than the other ships, and is much simpler, and he uses Thalan 86 for the head, but stretched beyond good taste. I would make his head piece unstretched, and convert this hull into a tiny probe. The Meleaia works much better as a surveyor, I just feel like it needs a bit more bulk, maybe in its head piece.
I suspect these two ships were made first?
Yllanith: WOAH! What a crystal surprise this guy is! Certainly feels like a large and in charge ship! We are back to a spinning orb from the Duruyan (hurray consistency!), but its stretched, and looks like its spinning directly into a solid surface (because it is). When you have components like this, you need to apply some "window dressing", so you can't see it merge so easily into the rest of the ship, tightening the circlet pieces around it should help. Also I despise spheres that have been stretched like this, and rotating really hurts it. I would destretch that.
This is also the first ships where I thought "Okay, like more than 2-10 people are on this thing. This one strikes a good balance of heft.
The Sylph... wow... that is quite the device inside it.
Alright, running out of time, so I have to conclude, I did look at the other 3-4 ships.
1) You are doing some cool things here. Each ship seems to try something new. Some of it works, some of it doesn't (the huge hull, with the rings attached to crystals at the end... Nope. Doesn't work IMO).
2) Your capable of super details and some interesting animations, the Slyph proves that.
3) You have a really good eye for the profiles of a ship, these all have really interesting shapes and profiles.
BUT?
The shipset totally lacks consistency. I think you learned a lot from building these, and now its time to reimagine the set again, but this time, pick some gimmicks/ideas/themes and stick to it. There are too many fun ideas in these ships and it breaks them as a set. You have:
Crystals. Spinning Thalan Tech Orbs. Spinning Rings (on the Huge and a few others). Krynn Square Lights, Lots of Round Lights. Prometheon weirdness.
That is just too much in my opinion. I would seriously consider dumping the crystals, they sharply contrast and don't work great with the rounded parts you have selected. I would be most interested to see the Cyven's effect applied to this set, as its really unique, but otherwise Spinning Thalan Tech Orbs.
And in general? I think you should apply the design philosophy of the Slyph to the whole set. Each ship, could have a very distinct "head piece" where crew live/function, followed by a skeletal spinal column of details, tubes, etc. like the Slyph, all of which has wings and ribs of curved thalan parts. It would make the whole set come alive, and yet remind me of death, as it would like bird and fish skeletons on display in a museum.
I think if you really focused (and this is most important), and added a dash of practicality to these designs (seriously. Aliens gotta live on these remember), and also, put some thought into designing weapons for these, that this would make a really superb set, in a style that I really struggle with!
I hope the feedback is useful!
Thx for the feedback (Gauntled03) i found it very usefull. It did give me some great Insight about how to improve my own design, for the set.
i also remade my huge ship (Eluminum Archon) With some of the weird (promethian river animations) so it woulde be Nice to have a feedback, about that ship. (where it leans to)
Because i am still trying to develope the rest of my set into somthing like that (but also so i can still Call it a set and not miss the synergy in the fleet)
Also i have concludet, i need to develope them one more step after this one.
(this is what i have in mind currently)
Phase one: Experiment and develope a shipstyle out of it.
Phase two: find a theme and try to develope the theme around the ship i have experimented With. (remake or change apparence to either small or large changes.)
Phase Three: Complete the set and develope it completely until i feel its done, on every left out potencial (this means turrets, living quarters, incomplete parts for leftover expansion, for the ship.
Note: i am still stubborn on my Crystals on certian ships ( such as the large and huge since i want them to be on a higer tier/class than the rest of the ship and kind of stand out while the smaller ones are a bit darker and elusive like, Medium is somewhere between those two lines)
And thats it
Gauntlet - I've used your mod and addons in my new series.I'll just post the link here for you - and you will continue to recieve mad props throughout the series.
https://www.youtube.com/watch?v=W5ifD5M9c4o
Hey guys!
A couple of updates!
1) I have released my first gameplay altering mod. Its under optional downloads of GRM. It adds some nice new toys for ships and starbases, and I tried to keep them from getting out of hand or broken. Many of them cost strategic resources.
Learn more about GSM here!
2) I produced a tutorial on making custom shipsets. Its far from perfect, but it should help you if you are struggling!
3) Curious about what is next for GRM?
Well I've already made another shipset, and I'm very proud of it. I plan on making one or two more. I also need to update GRM's main files, so that A) The colored borders appear around all the templates (a tiny cosmetic change they made that requires I redo every single file ) as well as update the ship descriptions with a bit more flavor, and add some new templates.
New templates I'm considering: Tactical Cargo Hulls for support systems, and "Hardened" Medium Hulls for those almost weaponless escort ships we tend to make.
Also, I'm working on a separate wiki site that will tell you more about the GRM universe and the history of my races. It will also serve as a backup storage site and library for my tutorials, videos, etc.
When the next GC3 expansion comes out, I suspect we may get some campaign tools, I will be sure to be making a campaign or two that explores the universe of GRM, ideas for such:
Republic to Ruin: Play as the enemies of Terra as the end of the Monroe Wars and bring the Terran Republic to its knees by successfully bombarding their homeworld!
Arise and Avenge: Play as the Terran Sovereignty and reclaim humanity's destiny in the stars, avenge those lost in the Monroe Wars 20 years ago!
From Distant Shores: Play as Clan Tiamat of the Zrenrakka as they arrive in this strange galaxy, fend off the local inhabitants and unit the remaining clans of Zrenrakka into a single empire.
Probably a year's worth of stuff to do here! Looking forward to it!
FYI
The OSR Addon has been updated, 1) to fix some potential issues. 2) New logo.
Thanks
Due to changes made in GC3 V 1.4, GRM is compatible, but incomplete. AI using GRM shipsets will not have the new designs added by 1.4.
I am working on fixing this issue ASAP for GRM 1.5 and the add-on packs.
Thank You!
GAUNTLET'S RACE MOD 2.0 NOW AVAILABLE
Hey there! GRM has gotten a major update as has the Grell Hatcheries Add-On Pack! Click Here!
What's new?
1) Applied the GC 1.4 changes to GRM, ensuring the AI will use GRM designs for its shiny new ships that 1.4 added.
2) The OSR add-on has been rolled into GRM 2.0
3) Each race now has a new Cargo Hull template, the "Tactical" hull. In most cases its a variant of existing cargo hulls, some are new and noteworthy though.
4) +9 new ship appearances. They are duplicates of existing schemes I have, but with a few tweaks, not very creative but useful for large numbers of opponents.
5) +1 Race Portrait, +10 Backgrounds, +10 Logos.
6) +1 Custom Race (The Ukaros Dynasties).
7) +1 Custom Shipset (UK).
8) Updated the Grell Hatcheries Add-On Pack (Requires Mega Events DLC).
9) Added a huge hull carrier blueprint so the AI will build huge carriers again, the core game broke them back in 1.3 and has yet to fix them.
Also the GRM Wiki is now up. It needs a lot of work but I do have a page with brief profiles for each race, and the GRM universe timeline! 5 Minute video intros to each race and its ships are planned, as well as written tutorials with their tandem videos.
THANK YOU!
To anyone updating; keep in mind that the update will make your old factions using these shipsets obsolete so set them to a default sets before updating!
It took me a while to update, but now I get the fun of setting them again, maybe with reconsiderations!
Great to see that you included the new faction with the update. Really looking forward for a video showing them all off. Is the snathi parts faction coming up next?
Good point, about custom races! I had to change some file names.
A video update should happen tonight, and, Yes, the snathi parts set race is next. This update was tough, really hope SD doesn't add more blueprints soon lol.
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