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 #826 Top

Quoting Gauntlet03, reply 825

My mod doesn't do anything to starting pop. So you may want to make a specific topic about that. Certain race abilities probably impact this as well. 
End of Gauntlet03's quote

 

Go into the file FactionDefs.xml (in GRM\Game)

Reset all <StartingColonyPopulation> to 5

 

Great mod by the way.

Reply #827 Top

I can usually get a city down before the pop gets back down to 5 :grin:  

I think that it is meant to give you a bit of a production boost while you build up your capital.

Reply #828 Top

Maybe from the ideology mod? I have both installed so not sure where GIM/GRM intersect. I don't recall seeing a 10 pop capital in vanilla.

Reply #829 Top

Is starting pop defined in the faction.defs file?

If so, it is from GRM.

All factions in vanilla, including the faction_default (which I assume is for custom races) have a starting population of 5, while for GRM it is 10.

Since vanilla used to be 10, I imagine you missed changing it when they did.   :grin:  

 

P.S. I kinda like it this way, personally, but it does affect moral pretty badly.  :grin:  

Reply #830 Top

Yup... You guys are totally correct.  I missed that change in the factions defs file. Sorry for the confusion on my end I spoke too soon.

I'll be fixing it today. Expect a release on New year's!

Reply #831 Top

PS: The overpopulation at the start does kind of appeal... it could represent the overpopulation and exploitation of the homeworld prior to practical space travel and united world governance.

SO while it comes with the production bonuses, you start with an unhappy populace that is desperate and ready to be shipped off world into the great beyond!

Reply #832 Top

Hehe, no prob.

Working on a mod for a space based race (they die on planets), used colony modules for their production modules and then wondered why no one else was colonizing.  Forgot to change the prereqs for them.  :-"  

Reply #833 Top

Your going to have to work your starbases off colony module starbases. I would be interested in playing the species.

Reply #834 Top

So if the starting pop is a holdover from long ago what about how raw production is calculated? Current vanilla is 1 per pop, GRM is... not sure, but far less.

Reply #835 Top

Regarding Pop to Production, I believe i fixed that in version 7.0 but if not I definitely did in this next version. If its the old ratio, than it would be 1 Pop to .5 Production. 

 

 

So... this release is going to be a good one all around. More ship appearances, logos, portraits, etc... a new ship set, revisions (with class names) for the Veygar and Zrentak, bug fixes...

But as always... more love for the Terrans! Specifically, filling some gaps and giving some more variety to the Huge Hulls... as well as some new weapons! Some of this I've posted before, but lets review.

 

New weapons...

Scatter Beam Turret (for moderate attack and long range point defense)

  

 

The "Bertha" Super Long Range Beam Cannon (Great for Sniping Large and Huge Hulls)

 

Ballista Heavy Missile Launcher

 

 

Then we have a New advanced Tiny Fighter... the Chimera. The Chimera class has a balanced weapon profile (Kinetic and Missiles) whilst also being capable of atmospheric and deep space operations. This makes the Chimera the most flexible fighter within the Terran navy.

 

For a new Small Hull we have this baby... which I am in love with... currently there is the Balanced (Pollux) Beam (Triton) and Exploration (Castor) versions. The Castor is the new "mission ship".

 

Moving on to the Mediums we have a new experimental Kinetic (the Minotaur) and the experimental Beam (the Manticore)

  

 

Finally, in the Huge Hull department, we have a grand new "Xenophon Grade" hull, with various classes therein (Zelos, Bia, Kratos, and Krevanos classes).

 

 

You'll find the Terran shipset has been revised to incorporate these new things into the default ship designs, and that the ship designs now include my class names in their descriptions (previously, I've only incorporated this to the Template names). It's been fun continuing to find Greek names for all this stuff lol!

Here's a glimpse into the spreadsheet I use just for organizing!

Screenshot of GRM Workbook

Reply #837 Top

Quoting Gauntlet03, reply 830
I'll be fixing it today. Expect a release on New year's!
End of Gauntlet03's quote
F5 F5 F5 F5 F5 :drool:

Hopefully people acknowledges this and leave you with a tip for your hard work. That said I'm very surprised at how far this project has come and looking forward to downloading the latest version. This is like a blood transfer with vampire blood for one of my favorite titles. Happy New Year and thanks for the job you do for the community and this magical game!

Reply #838 Top

Thank you very much for the kind words! I really appreciate it. 

Things that motivate me for continuing this work!

  1. Showing your appreciation with a post and feedback!
  2. Telling me what race, ship, turret/whatever you like best! I'd love to see some people's ship designs using my components but I never do!
  3. Money. Yup. I'm not going to lie, I live pretty damn well, I'm not some starving artist, but my fun budget for hobbies is also my coffee budget... so every time someone becomes a Patreon or randomly donates, it makes me ridiculously happy. Helps me buy DLC for this game, and/or contributes to my bar or my vast miniatures collection :)

That all being said, when I have time, I love this game and its ship engine... GC2 actually got me modding anything in the first place, and I think I'll keep up with GC3 right up until we get a GC4!

Oh... by the way...

 

 

HAPPY 2018! GRM 7.5 RELEASED, DOWNLOAD HERE!

BECOME A PATREON HERE

  • More Bug Fixes
  • 15+ More appearances
  • New shipset
  • Expanded ships/Rehash work on Terrans, Veygar, and Zrentak factions
  • New abilities for customizing races (just a couple). Some existing abilities boosted by giving a couple of citizens here and there.
  • New Starting Ship combos (They give more ships, but at the price of starting credits)
  • New Mod Folder called "GRM-ASC" which adds unique ship and starbase components available depending on what Abilities your races have! (Just remove the folder if you don't like these!)
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Reply #839 Top

Just started playing it, but I have to post... what an incredible job. This mod is like getting a DLC. The new components are interesting and balanced and all of the ships are gorgeous. A totally immersive mod that adds quite a bit to GC3. Thanks!!!

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Reply #840 Top

One bug that needs to be sorted, it gives it away (Benewolent, Pragmatic and Malevolent text is visuable). Also when entering event after colonizing 2/3 options are ticked by default.
I can post a image of that aswell if needed :)

 

 

Reply #841 Top

Hey there! This would be for GRM-Ideology (diff thread, no biggie).

The "default pick" bug is not possible for me to fix... unknown what causes it.

As for the event... It looks like the arrival of the PeaceKeeper Mega Events, which GRM-I has yet to modify... so actually I'm wondering how or why you don't see the Pragmatic or Benevolent bonus points in this screenshot.

Thanks for posting GRM-I is much more difficult to spot-check for problems, so screenshots and such like this are crucial.

 

Reply #842 Top

I see that you have included GRM-I in your Gauntlet release.

Is this a special version of the mod ?

Reply #844 Top

Oh... Well... That's a uh... Oversight. But I guess a not bad one lol??

Reply #845 Top

One of the noteworthy aspects of this mod is the epic amount of innovation. On Steam Workshop there are too many "Star Wars/Trek" mods, which get redundant and dull pretty fast.

The GRM factions have ships with a lot of originality. The Terran Sovereignty Scout, Kirani Constructor and Quantum Cyberiat shipyard are a few that are extraordinary. 

And unlike Star Wars/Trek, Gauntlet's ship styles fit within the context of the GC3 universe, matching the original races perfectly.

Anyone new to Crusade, this mod is a must. (Best played on a clean install, without other mods enabled.)

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Reply #846 Top

Not a bad oversight, especially if that is updated to coincide with the latest GRM ;P  

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Reply #847 Top

Quoting raiisak, reply 840

One bug that needs to be sorted, it gives it away (Benewolent, Pragmatic and Malevolent text is visuable). Also when entering event after colonizing 2/3 options are ticked by default.
I can post a image of that aswell if needed :)

 

 


End of raiisak's quote

I'm not sure exactly whether you get points for the other choices, but if I recall correctly (and a hint of it can be seen in that screenshot too, if my eyes don't betray me) the other point awards are displayed in a gray color very similar to the background so that they are nearly (but not entirely) invisible.

Reply #848 Top

Yup... so I figured this out.

In my attempts to "de-colorize" and remove some bias to the ideology... I seemed to have successfully changed the color codes of Benevolent and Pragmatic to grey... but not Malevolent.

Then, there remains the fact that I never modded the mega events... so they do still stipulate what bonuses you get.  Since I one day hope to mod the mega events significantly, I'm going to leave that alone for now.

I'll work on the color coding (either reversing or completing it).

GRM-I needs a lot of work to flesh out, lot of little bugs to squash (text runoffs). 

 

 

As for GRM proper... well what shall I do next? Here are some thoughts...

  • Firstly, if you have appearance requests, let me know... "Black and Pink" whatever... I can mass produce these pretty easily (I did a trial by error cataloging of number codes lately.
  • Veygar starbases?
  • I definitely want to revisit the pirate set, give them starbases and maybe a new crack at a Pirate Base. I love the current one, its a good shipyard, but I am thinking it doesn't look mean enough anymore. I could do something that looks like four large towers, interconnected, surrounding an asteroid base, with a ring bristling with all manner of turrets, spikes and such and perhaps with some fighters and things hanging about... just saying....
  • I have two ideas for a shipset... one being a rounded, oval like ship, possibly with a Star Trek-y feel (nacelles perhaps). The other a series of ships shaped as giant "V" shapes, with turrets along the top and bottom, and engines in the middle and edges. 
  • I think the Ukaros could use some new variants.

I was thinking of making more starting ship combos... BUT I learned... 1) Adding more starts to clip off the screen! So we are at maximum, unless I alter/remove some of the originals... 2) I can't easily add starting ships with unique blueprints, because it requires modifying ALL the Faction shiplists... this would be... a very large task. So No. I'm certainly open to anyone's bright ideas about starting ship combos that don't require new unique ship designs though!

 

 

 

Reply #849 Top

Quoting laws2150, reply 845

One of the noteworthy aspects of this mod is the epic amount of innovation. On Steam Workshop there are too many "Star Wars/Trek" mods, which get redundant and dull pretty fast.

The GRM factions have ships with a lot of originality. The Terran Sovereignty Scout, Kirani Constructor and Quantum Cyberiat shipyard are a few that are extraordinary. 

And unlike Star Wars/Trek, Gauntlet's ship styles fit within the context of the GC3 universe, matching the original races perfectly.

Anyone new to Crusade, this mod is a must. (Best played on a clean install, without other mods enabled.)
End of laws2150's quote

 

 

Thank you! I appreciate the notes!

The Steam Workshop, does get a bit repetitive... But I have a ton of respect for the authors who are "recreating" ships from various universes... creating replicas is very difficult in my opinion. 

The Daleks I created, are one of the few times I've directly tried to... while I think I was very successful in individual Dalek accuracy, it was a very painful effort. I also ran into issues with the engine not being able to handle a certain detail level with them.

 

I think one of my strengths is that I enjoy making the ships "detailed" through custom components, specifically turrets, just as much as the overall look of the ship, so my proudest work tends to be in the PTRN series of custom components. The rotary kinetic gun with ammo belt, the jet engine with its moving fins at the exhaust... or the Terran and Fulgar repair Drones.

I also just find that a technological base relying on turrets and of a certain visible scale (SW is too big a scale often, and ST often has "non-localized" weaponry) forces me to be a LITTLE realistic in designing. If your ship can't always move without incredible freedom (as will likely be the case), then you need weapons that can change angle... there will be limits to this, and so, the shape of the ship really starts to matter. 

The downside, is that you often end up falling back on classic naval design... which is fun, but if you want diversity, its a disadvantage.

 

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