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

 

4,486,328 views 1,416 replies +17 Loading…
Reply #776 Top

Would you consider making a version for the overhaul mod "Population Rebalance"? Or a compatibility patch?

Reply #777 Top

Gauntlet,

Thanks for the offer, I haven't had much time to work on the issue.  However it looks like the latest patch fixed the issue.  I'm going to blame it on the anti-virus issue.

 

 

Reply #778 Top

So I'm not sure if I've done something wrong but I don't seem to be able to use four abilities in custom empires.

Reply #779 Top

1) Have you enabled mods in your settings?

2) Are you using another mod? Many mods would conflict with this, as in order to give 4 abilities, I have to modify the Global Settings file. Most mods that want to tweak things like production to population would also modify this, and it would not be certain which mod would subvert the other.

 

On that note... there will be a update to GRM soon to bring that Global file into alignment with the current 2.7 patch (I'm using a former copy currently, that has 2.5 levels of production to population/etc.).

 

In the meantime I'm also all ears if someone knows how I can mod that global defs entry append style.

Reply #780 Top

OH PS:

1) That submarine spaceship set is well underway. 

2) I'm starting to create some new race abilities for fun. For example, one is intended to give a great bonus to weapons/etc. but make diplomacy virtually impossible... still working on how to do it though. 

Another ability is "Nomad"

  • +30% ship range
  • -50% Shipyard Decay
  • +4 Moves (5 total) to Shipyards
  • -1 Diplomatic Penalty to shared borders... meaning its worse diplomacy for your neighbors
  • Immune to Nebulas

Furthermore, I'm thinking this ability will unlock a special piece of equipment... it will be barely fit-able to a Cargo Hull, will reduce HP by a percent (so if you use it on a Huge Hull, its going to be severely weaker than a normal Huge Hull), annnnddddd it will generate a fixed amount of Credits per turn.

The idea here, is so that you could potentially build your income in a fleet, instead of colonizing planets. Whether it works well or is very smart... who knows? But I thought it might be fun. 

 

Reply #781 Top

Quoting Gauntlet03, reply 779

1) Have you enabled mods in your settings?

2) Are you using another mod? Many mods would conflict with this, as in order to give 4 abilities, I have to modify the Global Settings file. Most mods that want to tweak things like production to population would also modify this, and it would not be certain which mod would subvert the other.

 

On that note... there will be a update to GRM soon to bring that Global file into alignment with the current 2.7 patch (I'm using a former copy currently, that has 2.5 levels of production to population/etc.).

 

In the meantime I'm also all ears if someone knows how I can mod that global defs entry append style.
End of Gauntlet03's quote

Ah, yeah, that would be it, then. Also had Pop rebalance installed. Any advice on what I would need to change to re-enable it by editing that mod's global settings file?

Also, this may or may not be related; the Orion faction has no abilities and no pop traits. Might just be in early stages, though.

Thank you for the quick response, by the way!

@Gauntlet: since you can move around so easily, do you need the ship range? Also, if you did this I would suggest doubled asteroid yield, but significantly reduced raw production on planets or something, instead of reduced shipyard decay. Use engineers for that part. Maybe make it so it does what the Pragmatic Traditions says it does but doesn't (decay starts from farther away)? Might want to change the immunity to nebulae to increased move speed, since star wanderers already has that. Then you can make a race with Star Wanderers, Nomadic, and Engineers, and then one other ability to define the style of nomads they are (traders, raiders, scavengers...)

Reply #782 Top

Good ideas there! I'll definitely look at those too!

  • Thanks for bringing up the Orion, I'll look at them.
  • For what you need to change in Pop rebalance... find the GlobalDefs file, do a find command and search "CustomRace" eventually you'll find a line that is something like "Custom Race Traits>2<etc.
  • Change the 2 to 4

 

Reply #784 Top

Yeah its actually super simple... I just don't have access to the file right now to tell you what its listed as exactly.

Pop to Production value is close to the top of the file I think and is also super simple. They basically just went from .5 to 1 and maybe should've done .75

 

 

Reply #785 Top

Iam very very happy about your great work for this game and love all the ideas and can't wait to try it :))) 

Reply #786 Top

Maybe I'am doing it wrong, but I did a find command in PopRebalance\PopRebalance\Game\GalCiv3GlobalDefs.xml for "CustomRace" and came up with nothing. However i found these 2 lines:

<CustomFactionTraitPoints>5</CustomFactionTraitPoints> 

<CustomFactionAbilityPoints>2</CustomFactionAbilityPoints>

Do i change the bottom line's 2 to 4 to make Population Rebalance compatible with GRM? Also do I change the 1.0 to .75 in one or both of these lines:

<PopulationToProductionExponent>1.0</PopulationToProductionExponent><PopulationToProductionMultiplier>1.0</PopulationToProductionMultiplier>

 

 

 

 

Reply #787 Top

Ah perfect! The ability line that says 2 needs to be 4. The other line controls pointers for the trait things, like economy and ship capacity, etc.

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Reply #788 Top

 Thanks for the reply Gauntlet03. I made a edit to my earlier post you may not have noticed. I asked:

Also do I change the 1.0 to .75 in one or both of these lines?:

<PopulationToProductionExponent>1.0</PopulationToProductionExponent><PopulationToProductionMultiplier>1.0</PopulationToProductionMultiplier>

Furthermore, this may also be of use to Rolepgeek. I asked Franky999, or Franky007 as he's know at Nexus, about using these said two most essential mods together he had this to say:

There is at least 2 files in conflicts: FactionDefs.xml and GalCiv3GlobalDefs.xml

I am not sure which mod will take effect first."

And this:

"You could try:
Remove this folder from my mod:Old-Spiders Pirate Mod For Crusade
Delete the file GalCiv3GlobalDefs.xml from the Gauntlet mod (in mods/grm/game)"

So OSPM will also conflict.  Comparing the two mods the file "FactionDefs.xml" is in both "PopRebalance\Old-Spiders Pirate Mod\Game" and "GRM 7.0\For Your  My Games\Mods\GRM\Game\" Thats all I can find. There's a bunch of differences between the two similar files. Idealy I would like to keep as much from both mods as possible without too much conflict, may not be posible though. Which mod has more content\mechanics\additions for pirates? Probaly best to just get rid of OSPM... or? If OSPM has more stuff, GRM cosmetic changes added would be best.   

Iam assuming the mods load in counter-alphabetical order (P)opRebalance loaded over (G)RM so (O)ld Spiders Pirate would probaly load over (G)RM.

 

Reply #789 Top

I think its both of those lines... since the main 2.7 made both 1 it would make a certain sense.

 

Just an FYI, GRM Pirate changes are not purely aesthetic... it also adds starting units to the game regardless of the pirate event, and gives them the scavengers ability so that they steal opponent ships. With GRM your quite likely to run into a pirate colony or two as a result.

Reply #790 Top

PS: Also in an unrelated file... I've added three minor races that represent pirates and are "at war with all". SO they are each separate pirate factions technically. This is completely separate from the game's standard pirates.

Reply #791 Top

Update: 

  • Fixed Orion Star Republic
  • Finished "Exterminators" ability for the Daleks... -20% Damage from all Weapons, +50% Military Production, -20 Base Diplomacy, -10 Shared Borders Penalty.

New Starting Ship Options!

  • Prepared Fleet: 1 Colony, 1 Survey, 1 Constructor... -1500 Credits at start
  • Exploration Fleet: 3 Survey Ships... -1500 Credits at start

Thinking about adjusting all the very weak abilities in race creation, to simply add certain Leaders at the start of the game in addition to their pretty terrible effects. For example "angry" could start with a General.

Reply #793 Top

It has not. Though nothing seemed to be made incompatible. 

EDIT: Just for you I uploaded the new version. Mostly just fine tuning and like 3-4 new events/etc. But it does fix a few bugs.

Reply #795 Top

So yeah... just some ability changes I've worked in...

  • Angry = 3 Cutters and 1 General (instead of just 1 Cutter which is crap)
  • Determined = 5 Tiles and 1 Commander
  • Diplomatic = +1 Diplomacy, Galactic Council, and 1 Diplomat
  • Hopeful = Morale Bonus and 1 Diplomat
  • Resourceful = Start with some rare resources and 1 Worker
  • Starfaring = Hyperion Improvements, Nebula Immunity, and 1 Commander
  • Sneaky = Espionage Tech and 1 Agent

New Ability:

Deplorables: Gain 1 Merc upon finding the Bazaar, gain 500 Credits, and 1 Agent. Shared border penalty increased by 1.

(and yes, its meant to overshadow Discreet, albeit with a minor diplomatic penalty)

 

 

 

 

Reply #796 Top

:) :)

Reply #797 Top

Quoting Gauntlet03, reply 780

OH PS:

1) That submarine spaceship set is well underway. 

2) I'm starting to create some new race abilities for fun. For example, one is intended to give a great bonus to weapons/etc. but make diplomacy virtually impossible... still working on how to do it though. 

Another ability is "Nomad"

 

    • +30% ship range

 

    • -50% Shipyard Decay

 

    • +4 Moves (5 total) to Shipyards

 

    • -1 Diplomatic Penalty to shared borders... meaning its worse diplomacy for your neighbors

 

    • Immune to Nebulas

 


Furthermore, I'm thinking this ability will unlock a special piece of equipment... it will be barely fit-able to a Cargo Hull, will reduce HP by a percent (so if you use it on a Huge Hull, its going to be severely weaker than a normal Huge Hull), annnnddddd it will generate a fixed amount of Credits per turn.

The idea here, is so that you could potentially build your income in a fleet, instead of colonizing planets. Whether it works well or is very smart... who knows? But I thought it might be fun. 

 

End of Gauntlet03's quote

 

Just out of curiosity (been looking for it myself) where do you change the shipyard speed?

Have made one attempt at making a space-based race and am thinking of trying again.

Thanks :)

 

Reply #798 Top

I've only done it to an ability... here is how the entry looks:

 

    <Mod>

      <EffectType>MovesCap</EffectType>

      <Scope>Global</Scope>

      <Target>

        <TargetType>Shipyard</TargetType>

      </Target>

      <BonusType>Flat</BonusType>

      <Value>4</Value>

    </Mod>

 

The important part being that Shipyard's are valid targets for bonuses and the Flat bonus of 4 = 4 moves in addition to its base move of 1.

Reply #799 Top

Having a blast thinking about special ship components tied to the various racial abilities...

Nomad Colony Module:

  • Colony Module
  • Produces Income per Turn
  • Allows Surveying
  • Uses 1 Admin, 0 Maintenance to the entire Ship, uses more capacity (60 instead of 45) and 15 production cost instead of 8

 

I'm just thinking of all the interesting modules used on Mercenaries and making weaker versions that you can put on ships if you have certain abilities.

Resourceful for example, could have a mining bonus component.

 

 

Reply #800 Top

Ah, didn't realize that command could be used with a shipyard, that is handy. :)

 

Thank you very much!