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

 

4,486,419 views 1,416 replies +17 Loading…
Reply #1001 Top

Please take a look if this is a bug related to your mod:

 

As I try to illustrate in this pic, I lost quite important ship, the Prime minister starship, that is a unique ship, because I was attacked by pirate unexpectedly. However, the starbase that it was hiding in, had notable defenses, far more powerful than the pirates. But I still lost my unique ship! The sequence was: the ship was attacked, destroyed and then the pirates got destroyed by the starbase. But I wasnt supposed to lose my precious Prime minister, I had defenses! So there is a bug, sadly... But I am not smart enough to tell if your mod is to blame. All I know it affect/modify starbases too... 

Reply #1002 Top

Starbases fight last in all space battles. You can see this, by watching the space battle... you'll see the Starbase hangs WAY back behind your fleet. Even if your fleet is just a Cargo ship.

So yeah... nothing really going on with the mod. The ship is set to be a Cargo ship, and it's role is "Support". If you see it labeled as something other than "support" definitely let me know.

Not really a bug either way, so much as a "Poor Design" regarding Starbases.

Reply #1003 Top

Would you care to look into this?

https://forums.galciv3.com/488537/please-explain-the-bonus-mechanic-to-a-long-time-abstinent-from-galciv#3710705

Since GRM modifies galactic events, it may as well be affected by your mod. I am still uncertain if this event work properly: I mean as far as I can tell, I suffer only penalty but do not get the bonus

Reply #1004 Top

Heya, got a little wierdness going on. Installed 8.1b and the Intrigue patch, all of your races and ships are there except the Narn.. um, <cough> Ronar. Were they left out for some reason?

Reply #1005 Top

The Tothk replaced the Ronar race. As well as their Shipset which is not THK. You will find the Ronar ship designs still available, so you could easily use them to build a properly "Narn" set.

The Tothk ships are still very Narn like, but enjoy a bit of their own style to make them more fitting with the GRM universe.

Reply #1006 Top

Quoting Triple_Crown, reply 1003

Would you care to look into this?

https://forums.galciv3.com/488537/please-explain-the-bonus-mechanic-to-a-long-time-abstinent-from-galciv#3710705

Since GRM modifies galactic events, it may as well be affected by your mod. I am still uncertain if this event work properly: I mean as far as I can tell, I suffer only penalty but do not get the bonus
End of Triple_Crown's quote

 

If you can be specific as to what event, then there is a chance I can look into it.

Reply #1007 Top

Quoting Gauntlet03, reply 1005

The Tothk replaced the Ronar race. As well as their Shipset which is not THK. You will find the Ronar ship designs still available, so you could easily use them to build a properly "Narn" set.

The Tothk ships are still very Narn like, but enjoy a bit of their own style to make them more fitting with the GRM universe.
End of Gauntlet03's quote

How would I access the Ronar models? They don't show in the ship style drop-down when making a custom race.

Reply #1008 Top

Quoting Gauntlet03, reply 1006


Quoting Triple_Crown,

Would you care to look into this?

https://forums.galciv3.com/488537/please-explain-the-bonus-mechanic-to-a-long-time-abstinent-from-galciv#3710705

Since GRM modifies galactic events, it may as well be affected by your mod. I am still uncertain if this event work properly: I mean as far as I can tell, I suffer only penalty but do not get the bonus



 

If you can be specific as to what event, then there is a chance I can look into it.

End of Gauntlet03's quote

 

The event was "Super Bacteria"

Reply #1009 Top

Again an instance when I do not know who is to blame - Stardock or Gauntlet. It completely ruined my game session experience: I got ship so overpowered that it literally could conquer the whole galaxy without overexagerration. Take a look yourself and compare those stats with SMALL ship stats that were currently built as war fighters... I mean thats ridiculous. Here is how I got that monster: I simply recruited citizen as a Commander, assigned it to fleet. It gave OK bonus. It wasnt enough so I decided to upgrade my Commander to get a... Flagship. The ship I got was so powerful that, together with already bought mercenary it instantly wiped out my adversary and I became from one of the bottom to the very first, most powerful civilization. How boring. 

Reply #1010 Top

A new Tothk medium hull for some variety... the Dragoon and Hussar, the Dragoon specializes in medium to long range fixed frontal Beam weaponry. The Hussar is a more traditional ship with a balanced mixture of weaponry.

Thinking about it... maybe I should switch the names... Hussars were cavalry, the fixed beams are more like lances. Dragoons were a flexible cavalry that acted as infantry more often than not. Yeah... lol gonna change it.

Regardless, its a fun design that epitomizes Tothk virtues...

 

 

 

 

 

 

 

 

PS: For those of you using GRM, you've been able to form commonwealths and not have the game crash RIGHT? I'm having such a problem right now, and no way for me to tell if its my installation only or not...

 

 

Reply #1012 Top

Thanks!

A) Use the Tothk shipset... its Narn with a twist.

B) Use the Fleet Editor to create your own fleet and select ship templates labeled RN they are available, but I don't use them for a set anymore. The Tothk Ships are extremely similar but use turrets/etc. that I invented and are not meant to be "authentically" Narn.

Reply #1013 Top

Thanks, pity you dropped them as an official set, they looked really awesome in the Ronar video. Time to build a fleet!

Reply #1014 Top

Quoting Gauntlet03, reply 1002

Starbases fight last in all space battles. You can see this, by watching the space battle... you'll see the Starbase hangs WAY back behind your fleet. Even if your fleet is just a Cargo ship.

So yeah... nothing really going on with the mod. The ship is set to be a Cargo ship, and it's role is "Support". If you see it labeled as something other than "support" definitely let me know.

Not really a bug either way, so much as a "Poor Design" regarding Starbases.
End of Gauntlet03's quote

This mechanic annoy me to no end. I hope they ditch this in GC4.

Reply #1015 Top

Quoting TheHubby, reply 1013

Thanks, pity you dropped them as an official set, they looked really awesome in the Ronar video. Time to build a fleet!
End of TheHubby's quote

I'm much more proud of the Tothk which took those designs and brought them to the next level. If you are not just trying to play-out a "authentic Narn" experience, I would definitely try those ships out. The Tothk set also comes with custom starbases.

 

@FreedomFighterEx

---YUP lol. I think the majority of players fundamentally disagree with Stardock's take on "Starbases". Rightly or wrongly, the fans want these to be Strongpoints that have to be broken through. However, GC is a wide-open space, so ... yah....

I have some ideas on Map design for a GC4... basically a map of Very Large hexes, representing interstellar distances (and moving from one to the isn't too slow ) but then some of these large Hexes contain many smaller hexes and represent systems, where travel is much slower. Basically, a way of creating strategic AND tactical (out-in system) movement, without converting to starlanes.

Then I could see Starbases being somewhat mobile and protecting systems more logically.

Reply #1016 Top

Firstly... just for TheHubby... some of the Tothk ships.

 

 

 

Secondly, modding of governments has begun! My main goal is to organize them into natural "chains" or Columns, to give a better flow. The first row is done, and these are Racially unique options that don't necessarily fit the rest:

Theocracy, Unity, Tribal, Librariat, Cyberiat (These last three are all dependent on what racial traits you picked).

THEN Chains which will roughly follow:

Commissarriat (Communist), Republics (Colonial/etc.) Marketocracy (Media/Information/Plutocracy/etc.) and Imperial (Monarchies), Military Republic (Juntas/Etc.)

That is roughly 1 Benevolent (Egalitarian) 2 Pragmatic (Individualism) and 2 Malevolent (Survivalism, which is also where I shoehorn irrational stuff like a Monarchy)

 

All starters have 5 Colonies, with some being 6 as part of their bonuses... and I made Theocracy and Unity available to more racial picks... lots of work to do!

 

 

 

Reply #1017 Top

  Egalitarianism Individualism Individualism Survivalism Survivalism   Misc
T1 Unique Unity Librariat Theocracy Cyberiat Tribal    
T1 Standard Collectivist Colonial Republic Marketocracy Military Republic Imperial    
T2 Media Assimilation Interstellar Republic Information Oligarchy Emergency Coalition Stellar Monarchy   Utopian
T3 Infinite Jihad Technocracy Interstellar Plutocracy Galactic Empire Owner Aristocracy    
T4 Galactic Communion Star Federation Objectivism ??? Galactic Kingdom   Singularity

 

Thoughts? I think these mostly flow together.

Reply #1018 Top
Quoting Gauntlet03, reply 1015

---YUP lol. I think the majority of players fundamentally disagree with Stardock's take on "Starbases". Rightly or wrongly, the fans want these to be Strongpoints that have to be broken through. However, GC is a wide-open space, so ... yah....

End of Gauntlet03's quote

Stellaris used to has this same damn problem since there are 3 traveling methods. Unless you're fighting against races that using Hyperlane method, static defense like space fortress is pointless since FTL, and Wormhole method can just go through it. I wish Military Station would force any enemy fleet to fight it if it fly into its ZOC. Give it x2 weapons range buff so it might actually get to do something.

Quoting Gauntlet03, reply 1015


I have some ideas on Map design for a GC4... basically a map of Very Large hexes, representing interstellar distances (and moving from one to the isn't too slow ) but then some of these large Hexes contain many smaller hexes and represent systems, where travel is much slower. Basically, a way of creating strategic AND tactical (out-in system) movement, without converting to starlanes.
End of Gauntlet03's quote

I heard ya like hexes grid so we gonna put a smaller hexes grid in big hexes grid. So basically, small grid is traveling within same solar system while bigger  grid is traveling inbetween solar system? Neat.

Reply #1019 Top

Exactly. Allows Brad to still have his "open space" 4X... no lanes... but the geography changes.

I would in fact have three types of engines:

1) Hyperdrive (Allows strategic movement. Default time to get from one system to another might be 3 turns... various techs reduce this over time, and decrease the size of the component.)

2) In-system Drives (Allows more movement within the system, for rapid blitz assaults, one will want very powerful In-system Drives.)

3) Thrusters (These provide a little more movement In-system, but more importantly, provide a BIG advantage to the ship in Orbital Combats for planets. Smaller ships have a default Thruster rating, making them "Fight above their weight class" when in orbit, but otherwise pretty poor in open system space.)

 

Reply #1020 Top

I like the way Sins of a Solar Empire makes the starbase useful... You can build a remote government upgrade that makes it impossible to claim the planet until the starbase is dealt with. They can go to the planet and bomb it into oblivion, but it won't flip until the starbase is gone.

 

And yep, was just looking for a Narn fleet. I like the Tothk ships as well, in fact used some of their civilian ships to fill out my Narn Regime fleet.

Reply #1022 Top

A super special thanks to you Gauntlet.

GRM 8.1b is amazing. All and really all and everythings looks great. Very often i have to take a break just to watch at your great work ingame.

The whole game is soooo much more fun and interesting with your mod. I'am just not able to play without it!

Thank you so much and keep on working :)

Reply #1023 Top

In reference to the government system i have another idea:

What do you think about the possibility to have from the beginning the choice between a government which allows (for example) 12 colonies but has less bonuses or some penalty and a government with 5 but significant more bonuses to the other one? That would chance the whole system (if the whole system follow this idea) and would give much more strategic deepness i think.

And what about improvements of a government i already use? Is that possible?
(I really don't like the way to switch between democracy and dictatorship how i want without any consequences...)   


The balance is the key...

Reply #1024 Top

C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\data\Game\BattleBehaviorDefs.xml
This should let you change things.

Reply #1025 Top

@ForesterSOF : Personally I'm just not up to modding combat balance or behaviors. It's a whole new batch of files to start monitoring for changes/updates.

@hawkeyebf1 : I think having a government with lots of colonies early on... is a bit of a cop out. People don't like it, but the low colony levels of the early game force us to slow down, and anything that slows down the "colony spam = I win" is a good thing in my opinion. More or less.

So I think a little more liberty (I've increased base colony level to 5) for some, like 6 or so, is great, but going so far as 12 is dangerous.

 

I also appreciate the posts... honestly, discussion here, or on Nexus, or wherever, is definitely a big motivator for me.