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 #801 Top

No prob!

Just got that Nomad Module to work (took a bit of tinkering, haven't done ship components in a while).

So I'm thinking for the income, it would be say... 10 credits per turn? A brand new colony tends to be about 2-3 credits per turn.  So, for the price of .5 population, your getting a tiny colony in credits, AND a survey ship with some range for ONE administrator (not 2). Not bad right? Not gamebreaking?

 

I'm making one for Resourceful... also a Colony Module... but this one does increase the mining rate of a attached starbase by double... since it is a colony module, this is costing you .5 population minimum and 1 administrator. Not certain I like that... but the idea is this is a population of workers you are shipping to the Starbase for extra productivity.

 

Ohhhh then I thought of a "Research Enclave" colony module for the Intuitive ability... generates research per turn... ohhhh noooo

Reply #802 Top

Yeahhhhh I forgot how much fun modding components was! Especially since it justifies new ship designs! NOM-NOM-NOM

  • Nomad Module (Credit Bonus) (Req: Nomad)
  • Colonial Mining Module (Mining Bonus) (Req: Resourceful)
  • Astronomic Research Module (Research Bonus) (Req: Intuitive)
  • Salvage Survey Module (+50 Credits on Surveying Anomaly) (Req: Traders or Scavengers)

Thinking of adding a battle salvage and repair component for Engineers... fun-fun!

Reply #803 Top

Um, will these be in the next release of GRM?

Reply #804 Top

To answer your question... Yes... but...

1) New abilities and the base changes to abilities (adding a few leaders to them) will be a necessary part of GRM as my races will utilize these things.

2) Ability Components, will be included, but as its own separate mod folder (so far, its only a single file), and thus, can easily be removed from GRM if desired. The AI will not be taught to use the components, so really uninstallation of this is hardly necessary. If you feel the components are undesirable or game-breaking... just don't ever use them... but since self control may be lacking, it'll be its own folder to make uninstallation of this feature super easy.

 

 

Reply #805 Top

Quoting Gauntlet03, reply 804

 since self control may be lacking, it'll be its own folder to make uninstallation of this feature super easy.

 
End of Gauntlet03's quote

Nice way to put it.

Reply #806 Top

I thought so. Or at least, I feel it is an accurate way to put it... I certainly have my own self control issues :)

 

Regarding the mod and various content, it's funny how GRM has evolved... I originally had no intent on modding any game mechanics, only content... I really just wanted to give people complete ship sets and races... but since the game shipped with no real fleet editor (and today the Fleet Editor is STILL inadequate), I had to mod to do that.

One thing led to another, and in order to create races that actually had character, (the standard abilities, and only choosing 2 of them, hardly differentiates the races, certainly true in pre-crusade) I had to mod the abilities.

Originally, I did this by keep to 2 picks, but taking the abilities and merging them, refining them, and making them more capable. However, at that time, other people were modding abilities and there were conflicts. It also meant all the original races or other races suddenly didn't function properly at all. This evolved into allowing 4 race picks, but removing any modded abilities... downloaded or core races would work, they just were not as powerful as GRM races.

Now of course, there are MANY abilities, many of which are simply worthless (Angry), and some of them tie to technologies. While "balance" is kind of impossible and also kind of pointless in GCIII, its a nice idea I just can't shake!

So... this has led me to two options: 1) Do as I'm doing, add a few tweaks to the existing abilities, nothing too dramatic, and make some fun stuff on the side people can use or not.

OR 2) Re-do ALL the abilities into three overall categories... 

  • A) Tech Abilities
  • B) Startup Advantages
  • C) Gameplay/Mechanic Abilities

While nothing would stop a player from taking 3-4 picks of A... I would design each of my races to have a A choice, a B choice, and two C choices. That would create some consistency and some balance.

But sadly, that would bring back the original problem I had with GRM-A where abilities didn't match, downloaded and core races became malfunctioning... etc.

So I'm sticking to Option 1 I guess... but it saddens me lol.

 

Anywho! I'm revamping the VGR set, and finishing the "Arkborne Redeemers" (submarine ship set) and then there will be a release!

Reply #807 Top

Looking forward to it!

Reply #808 Top

GRM's Next Release will:

  • New shipset and race "Arkborne Redeemers"
  • Revamped Zrentak Set (New turrets, some ships, refinement)
  • Revamped Veygar Set (New turrets, some ships, refinement)
  • Every logo will have a minimum of three variants. Logo count has gone from about 50 to 100+
  • One or two new foregrounds/portraits
  • Two or three new Race Abilities
  • Adjusted the weaker Race Abilities to add leaders of certain types here and there
  • 3-5 Unique Ship Components specific to the weaker Race Abilities

Sorry I know I've said all this... these little posts are like my notes and they keep me working.

 

Reply #809 Top

I doubt anyone here minds. :grin:  

Anything that inspires you or even keeps you organized, is a GOOD thing!

Reply #810 Top

Thanks!

Here is a look at the new Veygar components/ship variants.

 

New Battleship

 

 

New Missile Turret

 

New Beam Turret

Reply #811 Top

Awesome!!! 

Reply #812 Top

Got a little question: if I create a new race through .XML files (FactionDefs, etc.), can I edit it with the Civilization Builder or it may create problems (like the game can't load the files anymore, etc.)?

Reply #813 Top

No you can definitely then edit it with the race creator... its just certain aspects might get messed if you go messing with them in the editor.

For example... a custom homesystem not listed under the Faction system set... will work unless you click on the homesystem selection.

That being said though, there is very little reason to edit a Faction's XML these days... what were you thinking of modding?

Reply #814 Top

Nothing, just curiosity, right now I'm totally busy with ships' creation. :)

Reply #816 Top

 

 

Within the Terran Sovereignty, it is often the case that when a new weapon system is developed, that the system will be first deployed unto a preexisting hull class for field testing, as opposed to immediately developing an entirely new ship. This allows the Sovereignty to field its newest weaponry as quickly as possible, as already under construction ships can be retrofitted with the new weapon. As the ship leaves berth and engages in trials, the data is collected, lessons learned, and ultimately a new hull with refinements will be constructed to house the weapon optimally.

This explains the Manticore Class Destroyer, which was the first vessel to field the "Bertha" grade SLRB (Super Long Range Beam) cannon from Krupp Armaments (Often irreverently referred to as "Karma"). The Manticore class differs from most experimental ships of the Sovereignty by utilizing the ageing Prometheus grade hull, instead of the more stalwart Aegis grade. The reason for this, is the power consumption of the twin Bertha cannons... whilst the Aegis grade has the armor desired for a Destroyer, it is a much less modular hull with a reduced power profile compared to the Prometheus.

The Prometheus grade hull has of course, been used for nearly thirty years, as the basis for many exploration and command vessels, specifically for its modularity and increased power capacity... which made it a natural choice for the Bertha SLRB. The lack in armor, is deemed acceptable, given the ship's main weapons are intended to out-range enemy vessels. Simply put, the Manticore is intended to be a sniper, not a front line combatant like its siblings the Hades and Cyclops.

As mentioned, the Manticore possesses two Bertha SLRB, whilst the Prometheus hull can generate sufficient power to fire these cannons, the time for recharge between shots is significant and during this "lull" this ship's other systems are inefficient. As such, a large battery system has been installed on the starboard side, opposite the standard comm array. Though exposed, the battery system has been given some ablative armor struts to limit the risk of damage and destruction. This is a key component of the Manticore, as it allows the ship to operate properly in between power lulls, or, fire twice in quick succession (a high risk maneuver that would deplete the battery).

In addition to the Bertha SLRB, enhanced charging capacitors and battery system, the Manticore possesses two point defense turrets and it's forward observation center has been up-armored and replaced with an enhanced targeting suite so that the Manticore can accurately fire its weapons at even the most extreme operational ranges. Ultimately the Manticore is cost effective and high powered sniper rifle on the battlefield, and can be counted on to take down several enemy vessels with ease, if it is cautiously commanded and kept at range of the enemy.

 

 

Reply #817 Top

Sooo... pretty close to done for this next version.

  • Finished the overhaul of the Veygar.
  • Finished the RDM (Arkborne Redeemer/Submarines) shipset.
  • Added that new beam weapon and a couple of variant ships for the Terrans with it.
  • Annnnddd made a Area of Effect extension module for Military Starbases, IF you have the Vigilant, Heroic, or Paranoid trait. Currently extends range by 10, so it will cover multiple systems in most maps/types.

OH and I've made a few more appearances for ships... 

  1. Crusader Red
  2. Crusader Blue
  3. Crusader Black
  4. Sand King
  5. Sand King Inverted
  6. Olive Drab
  7. Olive Drab Inverted
  8. Blue Wolf
  9. Blue Wolf Inverted
  10. Ice Wolf
  11. Ice Wolf Inverted
  12. Red Midnight
  13. Red Midnight Inverted
  14. Merc's Green
  15. Merc's Green Inverted
  16. Ironclad Olive
  17. Militia Red
Reply #818 Top

Great!!! :) 

Reply #820 Top

Quoting Gauntlet03, reply 817

Sooo... pretty close to done for this next version.

<snip>

 

    • Annnnddd made a Area of Effect extension module for Military Starbases, IF you have the Vigilant, Heroic, or Paranoid trait. Currently extends range by 10, so it will cover multiple systems in most maps/types.

<snip>

End of Gauntlet03's quote

 

8(| :grin:  8(|

That is a huge area.

If IRC you already extended the range of military starbases by 2.  So a Vigilant MS with  this module would have a range of 19 for a diameter of 38 hexes!?!

Wow!

 

Reply #821 Top

Oh yeah... I was just playing around with stats for fun.

That being said, I was able to cover 3 to 5 of my colonies with that... which isn't unreasonable for the cost of an administrator. If I make it cost a bunch of resources I think its fair.

 

 

Reply #822 Top

Is the Orion Star Republic supposed to have zero allocated points? They have nothing for Traits and Abilities.

Reply #823 Top

Nope.  That's a bug youll find it corrected n the next release.  A couple other races had similar issues that have been fixed.  I did an audit.

 

I also shifted some map color choices for be races to avoid repeats. 

 

Thanks for reporting!

Reply #824 Top

Fun mod.

Question though. Why a starting pop of 10 when the starting colonies can only support 5? I can see it for Synthetics.. just not for Organic and Silicon.

Reply #825 Top

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.