Gauntlet03 Gauntlet03

[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

 

4,483,631 views 1,416 replies
Reply #1226 Top

For GRM that's the only line, but that file controls tons of other things that mods like GST undoubtedly changes.

So yeah, I have it easy by comparison lol

Reply #1227 Top

Starbases and shipyard for "CSL" set complete.

 

 

 

 

 

Also a new cargo hull for Terrans. Ganymede Class pictured here... a capable freighter known for its rugged design allowing for travel through treacherous areas.

 

Reply #1228 Top

I like Capella Starbase1. It looks like a city in space.

Reply #1229 Top

First attempt at a Hypergate facility. Gate is separate from the rest-stop/power facility supporting it.

Reply #1230 Top

That gate looks cool.

Reply #1231 Top

I like the updates in light of the impending expansion, Gauntlet. As always, nice work. But particularly nice in the case of the new starbase and hypergate.

Reply #1232 Top

Thank you very much!

I enjoy updating too... been a while, and a new game expansion helps get the ol' motivation circuits back up and running!

 

Here is the Uttu Class gate constructor for the Zrenrakka. Uttu was some sort of spiderish deity for the summerians, spinning a web, and also, influenced the creation of life on earth. The web spinning aspect made sense for linked hypergates, which may indeed be important for spreading life in GC III Retribution!

 

 

Reply #1233 Top

So... new missile launcher, pretty classic/simple box launchers.

New cargo supply vessel for the upcoming expansion.

... and perhaps the start of a new shipset. Though I'm definitely just phoning it in a little by using a variety of pre-existing turrets for this one. They'll be a faction of roaming mercenary types or such, so it's somewhat justified.

 

 

 

 

Reply #1234 Top

Okay... took a bit... but here is a Fulgar Hypergate facility. Note the advertising buoys lol. Notably, I hate when I look at a shipset and I think "I can do a lot better than that... I oversimplified there... why don't I try"   it's awful... now I'm considering redoing the entire Fulgar Starbases lol.

 

 

Also some life forms... for an anomaly or two some day...

 

Reply #1235 Top

Oh My!

 

Reply #1236 Top

Zrenrakkan Gate and Tothk gate constructor/supply ship (not certain which it will be yet... might become a template for replacing most Tothk Cargo hulls).

 

 

Reply #1237 Top

GRM 8.9 for Crusade/Intrigue is now uploaded. Updated to work with the 3.5 Hotfix version (that enables mods).

https://www.nexusmods.com/galacticcivilizations3/mods/18?tab=files

 

 

The GRM Universe has a wiki!

https://sites.google.com/view/stellar-codex/home

 

What's new?

  • Two new shipsets!
  • Updated ship components for PTRN now coded ZZZ
  • Lots of new ship components
  • Updated name lists for some races
  • Additional logos, portraits, backgrounds, foregrounds
  • Additional models for Cargo ships and Gates for several races (not relevant for this version, but included)
  • Some bug/typo fixes
  • GRM a bit more compatible with default game and other mods by downgrading to only using 2 ability points per race. Additional "merged" abilities added to compensate (I like more unique and powerful races). 

 

Working on a Retribution compatible version now!

+1 Loading…
Reply #1238 Top

You wiki is quite nice and very nicely written, congratulations!

Any plausible estimate of an update of your mod? Are you considering days, weeks?

Is there a comprehensive changelog compared to vanilla?

Reply #1239 Top

Gauntlet

will v8.9 work with v3.4

That wiki is really PROFESSIONAL !!

wow:D  

Reply #1240 Top

Thank you!

I believe 8.9 will work with 3.4. The updates were pretty minimal.

 

In other news... updating for Retribution continues... I've figured out how to update all the Shipsets (I don't use the fleet editor since it isn't 100% complete). Most things seem to be updated fine... though there are new events I haven't seen before that I need to track down for editing.

Here are some new parts you get with GRM 8.9 btw:

 

Reply #1241 Top

GRM R-1.0 for Retribution is now uploaded!

https://www.nexusmods.com/galacticcivilizations3/mods/18?tab=files

 

The GRM Universe has a wiki!

https://sites.google.com/view/stellar-codex/home

 

 

What's new?

  • New Hypergate models! 

Tothk, Terrans, Pirates, Capellans, Aquilarans, Ukaros, Zrenrakka, Fulgar and one Generic for everyone else (for now)

  • Updated asteroid mines (less animation/intensity, new model or two)
  • Updated Starting Events to for GRM Ideology
  • Two new shipsets!
  • Updated ship components for PTRN now coded ZZZ
  • Lots of new ship components
  • Updated name lists for some races
  • Additional logos, portraits, backgrounds, foregrounds
  • Additional models for Cargo ships and Gates for several races (not relevant for this version, but included)
  • Some bug/typo fixes
  • GRM a bit more compatible with default game and other mods by downgrading to only using 2 ability points per race. Additional "merged" abilities added to compensate (I like more unique and powerful races). 

 

Please consider supporting me on Patreon! Or just donate via Paypal on the NexusMods site!

https://www.patreon.com/posts/grm-version-8-0-16764704

Reply #1242 Top

NOTHING TO READ HERE - It is now all solved with the opt-in from Stardock, as vanilla Retribution disabled mods support!!

:drool: :inlove:  And now on with this superb mod!!

------------------------------------------

Hi,

I can't make your mod works, sorry. It must be a senior moment from me probably, as I consider that being in the software industry, I should know where to put files. 

First question though, is that normal that your archive don't include a StyleShipSet to place in the GC3 mygames directory (C:\Users\<username>\Documents\My Games)?

Now step by step.

Yes, I have mods enabled. I launched thrice the game and each time I see the check box on.

I have placed the 'Designs' directory that should go into the Steam GC3 folder at the proper place, I have been asked to overwrite 82 files if I remember well, I then checked that the new preview images are there alongside the vanilla ones. They are there, no doubt. Anyway the error is not about that.

In the GC3 crusade my game directory, I did place the 3 requested folders. One is the mod, and contains all the mods parts, and it goes in the mods folder, I have removed everything else except the example mod from Stardock. Ah, yes I have all DLCs, including Retribution. Also I did download the Retribution mod you just made, and not the update meant for GC3 without the latest DLC.

The 2 others are your Factions folder and your Designs folder, and they are put where they should be.

 

So now, launching the game, I get an error on each of your civilization, saying the StyleShipSet is not found. Then I reach the main menu. Clicking on new game, I often get 1-2 of your civilizations displayed, like Minzari commune. If I try to edit it, I see none of your special ability (like Nomad, from the readme) and I see no custom shipset of your (so it explains nicely why the game complains :-)  )

I totally fail to see what I did wrong. I have deleted everything now and I'm reinstalling the game from Steam. I have also unregistered to all mods. I don't think it will change anything, but hey, one can hope.

Now, I'm very curious to read from you, I must have missed something gloriously obvious, but what... ?

 

EDIT #1

I have renamed the Factions folder to _Factions, adding an empty Factions folder instead. Game loads fine. There is no custom trait or ability to pick if I design a new faction. Trying a test game, everything seems vanilla, tech-tree wise. BUT

If I design a faction and customize the shipset (you know, replacing Terran cargo by another model, e.g) I do see your work. (DALEK is part of your mod, right?)

For the rest, zip, nada, nothing. It is as if the latest version of GC is not loading, mods, period.

Reply #1244 Top

Gauntlet, please do tell people to use the Opt-in from Stardock, or they will hit a brick wall as me ...

 

Reply #1245 Top

I thought that was clear in my post regarding version 8.9 for non-retribution, my bad. But yes... definitely use the Hotfix version.

Reply #1246 Top

Quoting ForesterGC, reply 1243

That was fast.

 

Indeed! Thanks! It would've been same day as release if the release version hadn't disabled mod support.

 

For next version I'm hoping to make another 8 or so hypergates... My generic one isn't suitable for races like the Jun-Jilar.

Additionally I want to add ten or so new anomalies.

 

Reply #1247 Top

Hi,

I'm trying a few test games. Playing currently with the Fulgar. You ship designs are just amazing, better for many than vanilla GC3...

With the Fulgar, I don't pay any admin for colony ships and constructors, WAD? 

Also, all the texts are very well written, no doubt. I appreciate the attention you put into them. I noted a few typos, but don't want to bother you if that's ok, just tell me. I can also send them by mail.

 

Reply #1248 Top

Hey there! Please do report any typos! Tracking them myself is next to impossible!

So yeah, just send it here or an email ([email protected])

 

As for the Fulgar... they shouldn't have any admin bonuses... however... you are not counting the starting fleet right? Those won't use admins as they're pre-built freebies. I just tested and when I order a colony ship or constructor an admin point is used.

Reply #1249 Top

annnndddd with the release out (and thank you to those of you who donated in response!) I'm working on filling out designs for the next version... Vanguard, Veygar, and Minzari shown here...

 

 

 

Reply #1250 Top

Design idea.

I have been watching "The Orville" on FOX and like where the robot race is going.

Their ships seem to be balls. Along with being robots all the life support stuff would not be needed so more room for ...

In essence a superior robot race that will stab you in the back unless you convince them otherwise. Diplomacy, Trade and Influence is what you need to beat them. Just being stronger will not work.