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

 

4,486,298 views 1,416 replies +17 Loading…
Reply #476 Top

Hey guys! 1.8 Beta of GC3 is out! I noticed that GRM made the new asteroid mines invisible! If you notice other issues/problems please report ASAP.

There is now a compatibility patch available for download, this will make the new asteroid mines visible once more! You just add the file to the GRM mod directory and replace the existing file there.

Thanks!

Reply #477 Top

O:) I think you made a typo I think Not

Quoting Gauntlet03, reply 476

There is not a compatibility patch available for download,
End of Gauntlet03's quote
is suppose to be now?

Reply #478 Top

Quoting CommanderBarzane, reply 477

O:) I think you made a typo I think Not

Quoting Gauntlet03,

There is not a compatibility patch available for download,

is suppose to be now?

End of CommanderBarzane's quote

:rofl:

Reply #479 Top

hahaha yeah I did!

 

Fixed!

Reply #480 Top

Hey guys! Quick update and a request for a little help!

 

Request: Can anyone verify if the Mercs in GRM are properly gaining experience? There are a few Mercs where I altered their special ship components, and I'm wondering if they are benefiting from XP gain or not. Otherwise, any problems people have noticed with GRM and 1.8?

 

Update: The next version of GRM will include

1) A new shipset! Primarily utilizing new rounder parts from the shipbuilder DLC. The shipset is being designed for a Nomadic race. If you ever played Homeworld, think of those gardener nebula ships (the big needle looking ones). That is the idea anyhow.

2) Tothk Starbases! DONE

3) Aquilaran Starbases! (This may get cut from the list though)

4) Completing more Merc ships to finish replacing the T3s

 

Hopefully you guys are happy with this list, but please, feel free to let me know what you would like to see from GRM. For example, do you prefer more complete sets or new shipsets? 

Reply #481 Top

Hi Gauntlet. I haven't played version 1.8 yet since the update. I am currently working on getting a custom star system for my custom race the Terran Confederation. As far as your list I'd like to see more complete sets and more new sets. B) :beer:

Reply #482 Top

Quoting Gauntlet03, reply 480

Request: Can anyone verify if the Mercs in GRM are properly gaining experience? There are a few Mercs where I altered their special ship components, and I'm wondering if they are benefiting from XP gain or not. Otherwise, any problems people have noticed with GRM and 1.8?
End of Gauntlet03's quote

There is a new Table added to the Mercenary Components. (You can use it for any component, but SD only use it for Mercs atm)


    <LevelEffectStats>
      <EffectType>ShipRange</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Multiplier</BonusType>
      <Value>0.05</Value>
    </LevelEffectStats>

If you are using 1.7 xml's this will be missing. It varys by Mercenary too btw, not all the same :)

Reply #483 Top

And now the game crashes every time it tries to generate a new galaxy.  Disabling mods fixes the problem.  There are no other mods installed at this time.  I don't mind playing without for a while, but since the game modifies base files, I'd half to delete and reinstall the game to makes sure everything is removed, which is annoying.

Anyone else having this issue? 

Reply #484 Top

The mod replaces only three files in the base game. You really don't need to uninstall your entire game.

Also the mod download package includes a backup copy of the original files it does replace in the event you didn't make a backup, and then finally you can use the Steam "verify cache" feature to restore the originals as well.

The three files are:

 

Merc_Starbase_01.objgfxcfg

Merc_Starbase_01.png

Located in:

Your Game Directory\DLC\EXP1_Mercenaries\Designs

 

and

EXP1_StrategicResourceArtDefs.xml

Located in:

Your Game Directory\DLC\EXP1_Mercenaries\Game

 

 

If you remove these files and GRM then starts working, the only things you are missing out on are custom resource mines and custom Mercs Bazaar.

 

Can you also verify you are using GRM 4.0 and that you downloaded the hot-fix for Version 1.8?

Reply #485 Top

Hi Gauntlet. Tried to start a new game to check the exp. for ship leveling but my game freezes at the start of 2nd turn. so went back to playing and old save game. cab't tell if the exp. is working or not.

Reply #486 Top

Hrm weird. Wonder if it's race/trait specific, I've been starting games right and left no prob. 

Reply #487 Top

Yes this is the latest version and the patch for the newest game patch.  It is not race specific.  I tried setting up a game with only base game races and it still crashed.  It is crashing only during the world creation phase and how long it takes to do so does seem to vary.  Something seems to be giving it problems when it tries to set it up.

I tried restoring files and then completely reinstalling the mod, but that does not work either.  That's while I was talking about a completely clean install as that seems to be the thing left to try.

 

Last time I tried the mod in a new game it worked fine, but that was a few patches ago. 

 

Edit:  I tried replacing those files with the original version and can confirm that none of those files are the source of the issue.

 

Edit 2:  I cleared out most of the galciv 3 stuff in the mygames folder and reinstalled everything.  Now it works.  I noticed there are more mod folders now.  Does this mean your sub mods are non-optional?  Not sure I like that.

In any case whatever the hangup was, it is working now. 

Reply #488 Top

New problem--the modifications to racial abilities means that the default factions seems to no longer have any of the two abilities they normally have.  Only a few still have them at all.  This breaks nearly every factions that isn't one of your own.

 

Edit: found the alternate faction files, so all is well with that.  Still might want to consider GRM-A compatible versions of the regular game races.

Reply #489 Top

Modifying the core races comes with unique problems (such as more conflicts with other mods). Your safest solution is simply to copy them, and apply the GRM-A abilities as you see fit. I suspect few would leave these races unmodified anyways, since most likely people would disagree with my choices for GRM-A abilities.

But its on my bucket list before I die. 

 

"Does this mean your sub mods are non-optional?  Not sure I like that."

No. If anything, you will notice that there are still individual mod folders for GRM, GRM-M, GRM-A, GRM-PRT, and GSM (if you care to download that last one). So clearly, yes, they are all removable. I suggest watching the installation video, it was updated specifically to deal with this change.

Everything is simply put into one single download off Nexus, because managing the various optional downloads became quite painful, and generally, I wanted people to be able to see a wider selection of my work without having to put in extra effort. The only slippery annoying one to turn off is the replacement of the Bazaar/Strategic Resources. Which can't be modded via mod folders (otherwise I would have done it that way and kept it EASILY modular).

 

 

Hope that helps. I appreciate the feedback. 

Reply #490 Top

Quoting Gauntlet03, reply 486

Hrm weird. Wonder if it's race/trait specific, I've been starting games right and left no prob. 
End of Gauntlet03's quote

Not sure if you were talking to me. But I still can't start a new game due to a freeze on the start of 2nd turn. I filed a ticket wait to hear back. apparently there is quite a few having the same problem. :| :S :beer:

Reply #491 Top

Quite a few with GRM or just quite a few in general?  

 

Its weird, because, I haven't had ANY problems yet with 1.8 and obviously I have GRM installed non-stop.

Reply #492 Top

Quoting Gauntlet03, reply 489


"Does this mean your sub mods are non-optional?  Not sure I like that."

No. If anything, you will notice that there are still individual mod folders for GRM, GRM-M, GRM-A, GRM-PRT, and GSM (if you care to download that last one). So clearly, yes, they are all removable. I suggest watching the installation video, it was updated specifically to deal with this change.

Everything is simply put into one single download off Nexus, because managing the various optional downloads became quite painful, and generally, I wanted people to be able to see a wider selection of my work without having to put in extra effort. The only slippery annoying one to turn off is the replacement of the Bazaar/Strategic Resources. Which can't be modded via mod folders (otherwise I would have done it that way and kept it EASILY modular).
End of Gauntlet03's quote

 

Not sure how you managed to replay to a comment I deleted minutes after putting it up, but you'll notice that I did kill it once I found the folder of non GRM-A races.  It was not intended for you to even notice the earlier comment I made in error, let alone reply to it days later as if it was still there.

As for the non GMR races--as it is you have a situation where no one can use the random race button without facing nerfed factions.  If you intention is for people not to use it with the base races, fine, but making them all have no traits at all is not the way.  Is there a way to make traits not appear on the faction creation list?  If so, just put all the original traits back in and tag them this way so the default factions can use them but list remains clean.  Or would that not work either?  The originals would still be slightly nerfed though.

 

Oh well, I have GRM-A turned off for now anyway.  Maybe I'll make a mod mod later with the default races GRM-A ified.

Reply #493 Top

Quoting Gauntlet03, reply 491

Quite a few with GRM or just quite a few in general?  

 

Its weird, because, I haven't had ANY problems yet with 1.8 and obviously I have GRM installed non-stop.
End of Gauntlet03's quote

I do not believe it is related to GRM do to the fact it is more of problem with the base game.  From what I understand it is affecting various people and rig's. I am able to play a saved game with GRM activated just not start a new game. :beer: :&#39;(

Reply #494 Top

I believe I have encountered a bug. Long story:

 

I felt that I wanted to change so that the fighter wings are called such instead of corvettes, and while doing so I couldn't resist giving ships more flavor by changing most of them. However, as I went through my first (TS) I found out numerous issues I wouldn't have noticed otherwise. These issues had to do with ships having designs and icons linked to ships that doesn't exist and in some cases medium ships having linked designs to large ships that, again, does not exist. I believe this problem might be unique to TS as it has seen the most changes of all factions. The end result are ships that are unavailable in the menu.

 

Also, if I am allowed to I may upload the name change sub-mod when it's done. Personally I feel the description should inform the player of the type and the name should be flavored, so I made my own tweaks for this reason (and naming things is fun).

Reply #495 Top

Quoting TheHordesman, reply 494

These issues had to do with ships having designs and icons linked to ships that doesn't exist and in some cases medium ships having linked designs to large ships that, again, does not exist.
End of TheHordesman's quote

If a ship was made as a Large hull and then is sued as a medium hull it will be available once you research large hulls. When it becomes available the game will list is as a medium hull. Remove all the components from it and save as a new template and link the xml to this new template it will then show properly under medium hull. (I think thats what you are gtting at?)

Reply #496 Top

No, but halfway right. The problem is both that it's a large hull and that the aforementioned ship design does not exist.

Reply #497 Top

Hooo-boy. Guess I have a lot of work to do. And this weekend I'm not around to work on it.

Alright one at a time:

"Not sure how you managed to replay to a comment I deleted minutes after putting it up, but you'll notice that I did kill it once I found the folder of non GRM-A races.  It was not intended for you to even notice the earlier comment I made in error, let alone reply to it days later as if it was still there."

Well... yeah I just saw the comment and replied... sorry. At any rate. I will endeavor to make GRM-A compatible with default races. My intent with GRM-A is to give races more/better options for theme, and I think it does that. The defaults can easily be copied and applied by the user, I never considered the "random" selection choice, so that is a oversight on my part, and justifies the time to fix it I guess.

 

 

"I do not believe it is related to GRM do to the fact it is more of problem with the base game.  From what I understand it is affecting various people and rig's. I am able to play a saved game with GRM activated just not start a new game. :beer:  :&#39;("

This really bothers me, if only because I'm able to load up new games right and left no problem. So maybe after your doing your current playthrough, and I get GRM 5.0 up, you can do a fresh install? I dunno. :(

 

 

"Also, if I am allowed to I may upload the name change sub-mod when it's done. Personally I feel the description should inform the player of the type and the name should be flavored, so I made my own tweaks for this reason (and naming things is fun)."

I'm sorry but the answer is No. It is in my long term plan to develop ship hull names and descriptions, I have actually have that all planned out for the terrans, but I wasn't going to worry about it until I had names planned for the other "big six" races. However, since you mention issues with TS, perhaps now is a good time to revise the templates, names, descriptions and re-do their set for GRM 5.0

 

 

Alright, so new game plan for GRM 5.0 which I will try to release ASAP:

1) Hopefully resolve any possible bugs with 1.8

2) Further complicate the mod installation by making default races compatible with GRM-A. The reason this is messy is because GRM-PRT (pirates) uses one of those files, so I would need to create three files, GRM-A with Pirates, GRM-A without Pirates, Pirates without GRM-A.

3) Add names/descriptions to TS. 

4) Add Tothk starbases.

5) One new shipset (Probably not happen, I only just started on the set and only have one tiny hull and cargo hulls done)

 

Thanks guys!

Reply #498 Top

Thanks for the response! I will leave the names as-is. This creative output of mine did provide me with some great ideas, though. Now, on to designing a colony ship called "Manifest Destiny"...

Reply #499 Top

You know you can "hide" the default Races with the 'Special' tag? }:)

 

Reply #500 Top

Thanks Gauntlet. Still loving your mod. :beer: