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[MOD] Gauntlet's Race Mod (UPDATED R-1.7 for Retribution 4.21!)

[MOD] Gauntlet's Race Mod (UPDATED R-1.7 for Retribution 4.21!)

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 Offers
30+ Custom Ship Styles that the AI will use!
40+ Custom Races
50+ Ship Appearances
15+ Minor Races (who start with some colony ships!)
100+ Race Portraits
100+ Backgrounds
200+ Race Logos
600+ Citizen Portraits

Replaces the Anomalies and greatly increases their diversity and coolness!
Replaces all Mercenaries from the Bazaar
Replaces the Mines and Bazaar models
Replaces the Pirate models and grants them a few starting ships!
Adds additional Abilities!
Adds additional Starting Ship Combos!

 
 
KNOWN ISSUES and USE
1) 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 YOU
Please 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

 

4,483,665 views 1,416 replies
Reply #1201 Top

From the sounds of it the problem is that the ship DESIGNS, which the shipset calls upon, are not in the proper folder.

The ship designs would have to be in the: steam/steamapps/common/galactic civilizations III/designs folder, because the game will not see them in the mod folder without mods enabled.

Reply #1202 Top

Quoting shayvaan, reply 1201

From the sounds of it the problem is that the ship DESIGNS, which the shipset calls upon, are not in the proper folder.

The ship designs would have to be in the: steam/steamapps/common/galactic civilizations III/designs folder, because the game will not see them in the mod folder without mods enabled.

 

But the designs aren't in the mods folder, they are in: C:\Users\<User>\Documents\My Games\GC3Crusade\Designs

 

I can see the designs OK in the fleet designer w/ mods disabled as well. Just not sure what is going on but its a buzzkill.

 

Oh and when I save the fleet style its ends up in: C:\Users\<User>\Documents\My Games\GC3Crusade\ShipStyleSet.

Reply #1203 Top

I think I figure it out. Rebuilding the fleet style has worked. I was able to assign the same exact ship design to every fleet slot except one, the ship design did not show up, I believe because it wasn't the right size, so I used something close and saved the fleet style and it worked. I've already forgotten exactly which fleet slot it was, but looks like I'm going to have to go through each manually, which I am going to do.

I had to remove two abilities from the faction as well as change the ship color template, set the starting ship to survey ship, and change the star system to the random one for minor races. Aquilaran Hegemony is the only one I've completed. I'm trying to keep the traits that most match your civ descriptions. 

I'm happy to provide the files back to you if you're interested in distributing a no mod required version.

 

EDIT: Just did the Arachnid Empire and it also worked so looks like this is a good solution.

Reply #1204 Top

does the mod work with 3.05

Reply #1206 Top

I tried installing the mod, but every time I try to load the game I get an "Incompatible Faction Error: + Unknown Ship Style" for all the races from the mod. This happens both with mods on and off. I figure that I must have put a file in the mod folder that needed to be elsewhere, but I don't know which files need to be out of the mods file.

Edit: I put the designs in the game design folder and there was no change.

Reply #1207 Top

Well now... it has been a long time no?

Just an FYI I am looking at GRM and it's compatibility for 3.10 and the new DLC. So far, looks like you can use GRM 8.5 without serious side effects (crashing), but it isn't up to date.

I'm working on that now, if anyone has any feedback/information on changes that conflict with GRM, I'd love the help.

 

Thank you!

Reply #1208 Top

Game crashes when races from the Star Control DLC are used.

Edit: I should say that the mod crashes when the Star Control races are used.

Reply #1209 Top

ShipClassDefs.xml and StarSystemDefs.xml, needs updating to prevent crashes from the new DLC's. (StarDefs, PlanetDefs, PlanetArtDefs also, if these are changed by you too, Gauntlet)

Reply #1210 Top

Thanks for the input guys!

Right now, just ensuring compatibility with 3.1 not necessarily the new DLC yet (but I will).

Reply #1211 Top

One bug: Parasite event, first episode is to choose cure/weaponize/etc.

Second has an issue: {STATCHANCE}% Malevolent check instead of a number.

Reply #1212 Top

hey Gauntlet , I have been ill again , but Im back

Are you gonna add more shipsets ? please :)

 

when do you think GRM will be ready for 3.1 or .2 ?

merry christmas

 

JJ

Reply #1213 Top

SaladinTheKind's 100 (plus 12) custom races pack

compatible with 3.1 ?

GRM required, would anyone with experience comment on its merit and homogeneity with GRM .

 

THANK YOU

jj

Reply #1214 Top

I believe that is compatible. Albeit, GRM expands the number of abilities you can choose, and this pack is almost certainly relying on just 2 picks. So bear that in mind. But it should work fine.

 

In other news, GRM 8.6 is now available and should work fine with 3.1 or 3.2

There isn't any new content (okay, maybe a logo or such), but it's a simple update. Note, this is NOT compatible with the new DLC... that will be coming later. 

Grab it here!

 

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Reply #1215 Top

deleted

Reply #1216 Top

Sir Gauntlet

3 mods in 1 project based on UCP using GRM and Saladin

I hope you are ok with my attempt to combine ucp grm and saladin (with the idea to upload the combo if it pans out ) , any suggestions are appreciated , Im using Horems system but ALL ships factions .

Seems to be a problem with the stars, the green stars say they are blue and Horems special stars seem to be absent , so I must have borked the file a little. I combined the stardef files

 

I made a new post if you have a bit to check my method, tell me what you think and where I might have problems

..

Thanks Buddy

 

JJ

ps Did you have any input for the changes Stardock wants to make ? I was hoping they would hire you and Horem for THEIR new project

 

 

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Reply #1217 Top

Well... I'm excited for the next expansion and I'm trying to be hopeful that this time, they will full integrate the various features of GC. I really think at this point, they should just roll everything into one proper instance... meaning that if you buy Retribution, you get everything else (mercenaries/crusade) and its all in one proper directory inside the files... and more importantly the features of all of them are enmeshed. Things don't feel cohesive enough in my opinion. Also fix the battle system.

Reply #1218 Top

Believe it or not I'm working on an update!!! Hurray!

Two new ship-sets guaranteed this time (I just finished them). One is the NYR set I've previewed before... I've renamed it MCR and I have to say... not my best work :/ 

But hey the OTHER new set has come out utterly fantastic in my opinion!

 

And in other news, I'm also "Merging" various racial abilities into a single ability. These "Ultrabilities" will allow me to reduce GRM races from 4 picks to 2 picks of abilities. This will then in turn allow my mod to remove its modified "Global Defs" file.

The advantage of this is twofold:

1) Less compatibility issues with other mods. Global Defs is very commonly modified.

2) Much less to worry about for me when GC updates... most of GRM doesn't really have to worry about updates, but the Global Defs file is ALWAYS updated by StarDock lol.

It's too bad though, I like the flexibility of 4 picks, with none of the abilities being particularly crazy... so this setup is less flexible but should still let me have as much "Character" for GRM factions. Another downside is that this new setup is probably easier to make broken combos... but its not like GC3 is particularly balanced when it comes to the ability choices (See "Angry" vs "Xenophobic" lol).

 

Reply #1219 Top

Example of a new ability... 

"Isolationists" meant to be used as a combo of Paranoid and Xenophobic...

+50% to Military, Social, and Research

+3 Fighters at Starbases, Shipyards, and Colonies

-25% Growth Rate

+1 Penalty to Shared Borders

 

Obviously, Xenophobic is pretty broken, that is why this ability isn't TRIPLING social and research production. I also removed the unadvertised influence penalty (it was very minor) and the growth and credit bonuses were removed... growth became a penalty (they can't risk overpopulating if they want to expand carefully and avoid contact with other races). The shared border penalty is because other races will obviously take affront from the isolationists refusing to deal with them and because they are "suspicious" that the isolationists will always be building up for wars.

Reply #1220 Top

Looks good.

Just out of curiosity, will this be compatible with the DLC? 

Reply #1221 Top

Yup. Though I'm probably going to wait to release for retribution?

Reply #1223 Top

Gauntlet,:)  

 

GREAT NEWS on the NEW RACES, BUT...

Quoting Gauntlet03, reply 1151

1) save all the GRM races with only 2 abilities. That will ensure compatibility when you merge with a mod that only does 2 abilities (which, FYI is very lame lol)

The 4 choices for abilities is better, all we had to do to use it with other mods is change ONE NUMBER from 2 to 4 in globaldefs

 separating out the abilities made the mod BETTER .. why reduce choices ??...many of Saladins 112 are using 4 abilities

as far as Xenophobic.. just lower the modifier to 2

new abilities is great though.. it gives more latitude.. a player just has to limit himself to 1 pick or 2 and not 4

looks like SD took one of my suggestions and made HYPERGATES !!!:P

 

Quoting jabberjaws, reply 36

STARGATE/WORMHOLES .. would make the huge maps much more fun , pop in pop out far away , surprise attacks by AI too

but they might have ruined the TECH tree ... we will see

Looks like the game is going for DRASTIC changes and will wipe out all compatibility anyways

Ill keep an old copy to play with  3.2... seems stable enough.. and try out the new stuff cant fight all the changes I guess , Im one of those guys that doesnt like to change much...

THANKS BUDDY !!|-)  

JJ

Reply #1224 Top

Well, it's not really about the ability points do much as the globaldefs file.

This won't invalidate races with 4 points from other mods as they'd have added their own global def files.

This also frees me if reviewing star docks changes to abilities as much, since all my races will use custom abilities .

Flexibility is key here. It helps make GRM less fragile to the games' constant updating.

Reply #1225 Top

Ah , I C

So the changes to this entry keeps breaking MODS !! X-(   now I know why modders get frustrated and quit

Are there other things to change in globaldefs besides ability points ? I have not compared every line of the entry.

What other lines need changing ?

<CustomFactionAbilityPoints>4</CustomFactionAbilityPoints>

thanks

JJ:-|