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

 

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Reply #701 Top

Too bad my game won't recognize half of the civs. I can't see the Dalkeks, nor the new civ. Is anyone else having this issue? I have something like 60 civs installed...

 

Reply #702 Top

Were the Daleks working for you prior?

Reply #703 Top

Nope. If it is because of the GRM, it was the previous version. But several other civs, both mine and GRM, don't show up. The problem must go back a while, but I'm not sure how far, because I used to have a lot more civs. and I just didn't notice that some were gone. The Civs I've been working on are all there (it is only about 18 missing). And I don't play with the Terrans, so I didn't notice they weren't there.

Sorry if I left the impression I thought the GRM was responsible. I can't imagine how it could be, but I've been surprised before.

 

Reply #704 Top

Do you have all the DLC? I did recently start utilizing shipstyles from DLC to move shipsets over to (so that template lists are less cluttered). SO I am basing shipsets off the Korx/Drath/Universal/etc.

Reply #705 Top

I do have the all of the DLC. I'll have to look into the DLC issue, because some of the civs I'm missing might have used those styles. However, if you are missing a ship style, it shoots a warning when you boot up that says "Civ XXXX uses an unknown shipstyle, and it will be replaced with another," or something like that. I've had civs not show up because their color scheme was invalid, but not their ship style. I have some of the DLC parts, but I can't see if I have all of them, because I have a serious scrolling problem that prevents me from seeing them all (possibly because some person spammed my components and hull files with goodies!).

 EDIT: most of the missing factions are GRM. Two of the three Zrentak are there, one isn't... freaky-weird!

Reply #706 Top

It WAS the GRM! You replace the StarSystemsDef.xml, which conflicts with my Star Systems Mod. So the GRM civs with generic starters showed through, and the ones of mine that use GRM systems did not. D'oH! I'm going to have to change my Mod! Argh!

Reply #707 Top

Oh yeah... you can't add custom home systems without replacing that file (append style will not work for the Faction start group) sadly.

Reply #708 Top

Thought notably, I'm using your mod without issue.

Reply #709 Top

Quoting Gauntlet03, reply 708

Thought notably, I'm using your mod without issue.
End of Gauntlet03's quote

As long as your StarSystemDefs.xml overrides mine, then it should be fine, because all of my template systems are in a separate file, and I have stars that are named the same as the basic ones (so that custom starters will work). I am worried that not everyone will have as good luck with it, though... I didn't. I will figure out a way to do it in the next update so that you can be sure the mods are compatible.

It makes me wonder if you are actually getting the full mod then. Are most of your stars red dwarfs?

And yeah, not being able to append faction start sucks. You don't have to have your starter systems in the 'faction start' system group to use them, though. AFAIK, you can put them in a separate system group in a separate file, and as long as they are named properly, they should work. I am pretty sure I have done this. The problem is, then you can't select those systems as starters for custom races. :(

 

Reply #710 Top

You probably included a read me but I'll ask anyway. Can we install over the previous version or must we delete all the previous files and ships etc. ?

Never mind 😵

Reply #711 Top

As always... kinda sorta yes but no 

lol

That being said, I've updated the last of content that needed significant changes from the old version to Crusade (last of the float animations) so for a while the only files that should need removal/replacement are Mod folder items... 

Reply #712 Top

Installed the update with no problem, but for some reason DRM-M is crashing the game when I open the bazaar. I am thinking it is a conflict with some other mod I am using.

Reply #713 Top

Well, it appears to be over my pay grade. I removed the only mod file that included a merc file and the game still ctdt when you open the bazaar.

Reply #714 Top

I mean... It'll crash if steam updated or you didn't replace the files in game directory.  Grm 6.2 updated all the merc ship files that go in the directory...

Reply #715 Top

Hmm, maybe I screwed up replacing the game dir files. I am pretty sure the my games files are okay. I'll play around with it.

Reply #716 Top

OH and you def have to make sure it Replaces those *($%&^#$-ing .Zip files for Object and ship files in the designs directory... if you accidentally hit "don't replace" then that would cause it.

and yes... I despise those zip files. Before those existed I didn't need to put the Merc designs in the main game folder at all.

Reply #717 Top

It happened to me too, replaced all I could but kept crashing. It turns out it was fixed by replacing, but only on new games. Try starting a tiny galaxy to quickly find the bazaar to check it.

Reply #718 Top

If anyone knows how to make an easily updated installer .exe let me know!

 

As for GRM, I'm on hold for the moment and focusing on GRM-I the Ideology supplement... so don't expect a new ship-set for a month or so.

 

Anyone play Fulgar/FTH shipset? I'd love to hear if people like the new style or their old style better.

Reply #719 Top

Quoting Gauntlet03, reply 707

Oh yeah... you can't add custom home systems without replacing that file (append style will not work for the Faction start group) sadly.
End of Gauntlet03's quote

 

Really? I just created a new group (as in, custom internalname) for my own race and that works fine without having to overwrite anything.

Reply #720 Top

Can you select that system from the in-game menu for faction creation?

Reply #721 Top

I checked. It's not in the list, but any race copied from mine does select the system, so there is a workaround... I suppose for it to show up in the list you would have to edit the original internalname item, which would make a mod incompatible. I guess they hard-coded the dropdown to that group, instead of just merging all available systems.

Reply #722 Top

Exactly. Hence why I mod the original file (but does reduce intermod compatibility)

Reply #723 Top

Hey guys! If you haven't heard, I've developed a second mod! GRM Ideology! It is a complete overhaul of the Ideology tree and the events/etc. that go along with it! Tired of a childish vision of "Good VS Evil"? Try GRM-I for some more sophisticated moral choices! Keep in mind its a Beta!

 

BETA of GRM-I is now available here!

http://www.nexusmods.com/galacticcivilizations3/mods/118/?

I'd love feedback! Keep in mind it is still VERY much a Beta, but the basics are all there!

 

 

 

You can support me on Patreon here:

https://www.patreon.com/user?u=4834743

Reply #724 Top

First off, I love the attention to detail. Like how every race has a game fitting icon and even citizens which a lot of other modders ignore. But I've ran into some issues.

Any thoughts on making this more modular of an install?

Maybe someone just wants the custom races and ship designs. Without changing mercenaries? Or without messing with minor factions? Or really any game rule at all.

I tried just installing the document folder but then basically all the races didn't have ship styles and defaulted to generics. So I gave up and installed everything. 

Reply #725 Top

Congratulations you have fallen for my cunning trap!

 

Once upon a time I had made everything very modular... but it tripled the work, reduced the fun and the productivity for me... and... well the # of downloads wasn't impressing me and frankly the number of install questions rose instead of diminished. So regrettably, if you want GRM, you gotta commit. I had of course hoped to provides the factions via Steam, but then the fleet style editor fell short... and so... here we are.

 

Ultimately, if you don't want to replace the Mercs, you can just remove the GRM-M folder from the mods folder... that part is still modular... and you can also remove the minor race change files in GRM pretty easily. Things you can't change without messing up all the races... being allowed to pick 4 abilities for races. 

 

Thank you for the kind words! I do appreciate the feedback!