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 #1301 Top

I am not a Good Dalek, Youu, are a Good Dalek.

Too bad I kinda hate and love that episode.

Reply #1302 Top

Working on industrialists now...

SB Mining Module that reduces mining, penalizes morale and influence of planets, but increases all construction for those planets

SB Mining Module that doubles mining rate, but penalizes planetary morale and influence.

SB Econ Module that increases shipyard construction.

Ship component that costs an admin but increases social construction of colony it orbits. Alternative to Cargo Ships.

 

-More to come.

Reply #1303 Top

Gauntlet

 

I would love a value on research so I know how much exactly , it takes for a tech, as we do in buildings

in this way I would know how many planets to focus on research

a number of times , I have come within a whisker of a tech ;P   , a way to just purchase that whisker would be wonderful

also , I have NO military production distance penalty, after choosing the 25 percent reduction in ideology to the warmonger race trait UCP had

totally broken :(O  

JJ :)

Reply #1304 Top

Could you clarify? Do you mean you want the research points costs of the techs added to the various descriptions?

Reply #1305 Top

Quoting jabberjaws, reply 1303

I would love a value on research so I know how much exactly , it takes for a tech, as we do in buildings

We can not mod the UI to display this, SD would have to do it, I do understand why they have not done it, the cost of techs goes up every time you research a tech (Multipliers and Exponents all go up depending on where and what you research), coding this into the UI would be resource heavy, recalcualtions for every race, every time they research a tech, you can see where this is going.

Quoting jabberjaws, reply 1303

also , I have NO military production distance penalty, after choosing the 25 percent reduction in ideology to the warmonger race trait UCP had

totally broken  

How is that broken? You can do this in the base game, just via different abilities/ideologies.

Reply #1306 Top

For the UI... I could manually insert the base value of any given research... into the description... but that wouldn't be that useful and would require modding the default Tech file... decreasing compatibility.

So that won't be happening in GRM sadly.

Reply #1310 Top
Another month and another update! Version R-1.1 is released.
 
 
 
 
 
1) Adds a whole new dimension to GRM by updating the flavor text options of custom races. You'll see many new ways for the races to say hello, declare war, etc. based on their personality traits!
 
2) Adds a new and improved custom flavor text for the Ukaros and Zrenrakkan races. Even their trade dialogues.
 
3) Incorporates a UI change to Diplomacy that shows numbers instead of + and - signs. This is Horemvore's wonderful work which he has granted me permission to copy and share.
 
4) A few new backgrounds, logos... you know the drill. Nothing special.
 
5) Some new anomalies are out there!!! The abandoned hypergate for one...
 
6) GRM-Ability Advancements added! This adds numerous ship components, technologies, planetary improvements, a citizen upgrade, and starbase improvements to the game depending on what abilities you take.
 
Current abilities with AA improvements are: Industrialists, Militarists, Isolationists, and Mercantilists.
 
Thank you for your considered support and I hope you enjoy this upgrade! The next version will continue to expand the new AA system of improvements as well as more flavor text improvements... and maybe even a shipset?!
Reply #1311 Top

You might want to check out the BattleMods table. Introduced with the Star Control DLC\Patch. You can see an example or two in my UCP_Combat module.

UCP_Events and UCP_Anomalies contain some nice examples of the events system and how you can link it into various other game mechanics like abilities.

Reply #1312 Top

Quoting Gauntlet03, reply 1304

Could you clarify? Do you mean you want the research points costs of the techs added to the various descriptions?

Yes Sir I do !!

thanks :)

Reply #1313 Top

Quoting Horemvore, reply 1305

How is that broken? You can do this in the base game, just via different abilities/ideologies.

I didnt know it was possible before ..warmonger is great..thank you

I noticed a super precursor tech that only gives 11 HP to a ship for 2200 cost (cant recall name but its at the end of the tree) , is this a UCP thing or ? how to fix ? prospector did not work for me in 1.23

:)

Reply #1314 Top

miscellaneously,

will the AI ever attack defended anomalies ?? plus they dont make enough transports or starbases in my games or they build a SB for nothing or 1 resource when it could be placed for more resources ...

moreover, sometimes they build planets very well, but mostly hodgepodge the planet so I have to destroy many buildings

also noticed the merc only added the percentage of 5 points research to a planet instead of the expected 5 plus percent.... just sayin , and the AI never buys the bonus to planet or SB ships

spamming again , JJ

Reply #1315 Top

1) No the AI never goes for defended anomalies. Including the Precursor anomalies.

2) What merc? If you can be specific I can look at it to see if it is working as intended or not.

 

Reply #1316 Top

Hey Gauntlet,

The flavor text xml for the terran sovereignty is missing the first 5 lines, might want to fix that O:)  

Otherwise it looks great - as usual :D  

Reply #1317 Top

Ah. I know why. I was supposed to delete that file entirely.

Working on a new replacement for it at the moment, but wanted to release before it was done lol.

Expect new flavor text files for Terrans, Tothk, and Fulgar at least. Pay attention to the Zrentak or Ukaros... they have new files that are about as complete as possible.

Reply #1318 Top

Quoting Gauntlet03, reply 1315

1) No the AI never goes for defended anomalies. Including the Precursor anomalies.

I have seen them go for defended anomalies--but I'm not sure what criteria must be met for this to happen. It seems to be rare.

For example, when I tested my defended anomalies mod and all anomalies were defended, the AI definitely surveyed them--and without facing the encounter. And unless I'm mistaken, I've seen this behavior occasionally when non-defended anomalies are available.

Reply #1319 Top

Well if they are custom anomalies they might be under a different category than the normal ship-graveyards... I suspect the AI identifies that category and avoids them... auto-survey commanded survey ships also avoid them.

Reply #1320 Top

Quoting Gauntlet03, reply 1315

1) No the AI never goes for defended anomalies. Including the Precursor anomalies.

This is true, but, only because the AI does not want/know how to group up attack ships with a survey ship. In my UCP_Governments modules I took the drastic measure of removing all planet buffing ships and moving them onto a new Cabinet Member, that fixed the isseus of the AI using them as scouts. I then proceded to make most of the Government ships into heavily armed Survey ships, this makes the AI hunt down them Precursor anomalies with a vengance (90% gobbled up by turn 130). Two bug fixes rolled into 1 so to speak.

Reply #1321 Top

Quoting Gauntlet03, reply 1319

Well if they are custom anomalies they might be under a different category than the normal ship-graveyards... I suspect the AI identifies that category and avoids them... auto-survey commanded survey ships also avoid them.

Again, I'm not sure what criteria the AI uses... and the auto-survey issue is something I wish could be changed (give the option to have a fleet with a survey ship survey defended anomalies).

Quoting Horemvore, reply 1320

This is true, but, only because the AI does not want/know how to group up attack ships with a survey ship. In my UCP_Governments modules I took the drastic measure of removing all planet buffing ships and moving them onto a new Cabinet Member, that fixed the isseus of the AI using them as scouts. I then proceded to make most of the Government ships into heavily armed Survey ships, this makes the AI hunt down them Precursor anomalies with a vengance (90% gobbled up by turn 130). Two bug fixes rolled into 1 so to speak.

So when given sufficient attack/defense, the AI goes for Precursor anomalies... interesting. Do they have encounters? I've seen AI go for defended anomalies, but I've never seen an encounter pop up for them...

Reply #1322 Top

Quoting ScrivenerOfLight, reply 1321

Do they have encounters? I've seen AI go for defended anomalies, but I've never seen an encounter pop up for them...

Not sure tbh. I would asume so otherwise they would have gone for them before due to seeing it as non hostile?

I am happy enough to see them take the ones they currently do in my games. I was just scanning around my map, what I can see of it (1/3 there about), can not find a single precursor anomaly or a Lost Transport (what I was looking for, mega event I added that the AI triggered). Sad but happy :)

Reply #1323 Top

Just curious if anyone has feedback about the abilities or flavor text changes in R-1.1?

 

Just finished flavor text for the Terrans

Working on Tothk/Fulgar now and additional flavor text for customs/random races/etc.

Reply #1324 Top

I had a couple of game crashes right after building the freighter/survey ship, but in another game it hasn't, still investigating.

Otherwise, I'm liking them :grin:  

Looking forward to the Dalek flavor text }:)  

 

Reply #1325 Top

Oh good point I had forgotten about the Daleks lol.

Yeah definitely let me know if you keep experience a crash and what race/ship components/etc. it might be using.... otherwise YOU WILL BE EXTERMINATED!!! OBEY OBEEEYYY!!!