Gauntlet03

Gauntlet03

Joined Member # 847148
89 Posts 1,666 Replies 2,484 Reputation

Example of a new ability... "Isolationists" meant to be used as a combo of Paranoid and Xenophobic... +50% to Military, Social, and Research +3 Fighters at Starbases, Shipyards, and Colonies -25% Growth Rate +1 Penalty to Shared Borders Obviously, Xenophobic is pretty broken, that is why this ability isn't TRIPLING social and research production. I also removed the unadvertised influence penalty (it was very minor) and the g

1,416 Replies 4,489,168 Views

Believe it or not I'm working on an update!!! Hurray! Two new ship-sets guaranteed this time (I just finished them). One is the NYR set I've previewed before... I've renamed it MCR and I have to say... not my best work :/ But hey the OTHER new set has come out utterly fantastic in my opinion! <img src="https://cdn.stardock.us/f

1,416 Replies 4,489,168 Views

I've seen them handle it the way you describe... and also, the retreating party has a chance of suffering damage. That would be my vote. Attack (use one move), defender retreats (use 1-3 moves, randomly runs away). Defender has 20-70% chance of taking damage depending on tactical speed and the disparity between fleets. Tactical speed could also be used to measure a chance to prevent the retreaters from retreating at all. This would nicely create room for "chasers" who

18 Replies 124,977 Views

I'm interested in granting access to tech trees via a new racial ability... but I want to avoid modifying techtreedefs... anyone know if that is possible? For example, if you look at "Scavengers" the abilitydef it doesn't grant access to the related techs directly, instead, those individual techs list "Scavengers" as a pre-req. I'd like to make a new ability, say... "Weaker Scavving" that doesn't REPLACE Scavengers, has a lesser scavenger % chance (say 10%) and STILL grants ac

2 Replies 7,546 Views

Quick question about the new expansion, since it adds a new ship type (the two to three cargo vessels) does this also mean that the Fleet Editor will be updated? It currently does not allow the modification of Fighters/Drones. It would also be a good time to make Asteroid Mines and other mining assets a per-empire model and not a global definition. There are also the various Government ships which should be made a per-empire model and not a global definition

0 Replies 13,556 Views

I'd argue it's not quite as bad you make it out to be, but the point is well made and I generally agree. 1) The ship roles need to be removed or completely overhauled. 2) A more complicated relationship needs to exist between weapons and defense. For example, treat fighters as a two-fold weapon system, vulnerable to certain point defense systems, which then in turn, may have no effect on the beams the fighter fires (for example). 3) Retreats/draws needs to

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I would exterminate the Drengin. 1) All Galactic Civ materials seem to suggest the Drengin are inherently/biologically prone to sadistic and xenophobic behavior. They are the product of their "nature" more than "nurture". 2) Drengin will create suffering and exterminate others without hesitation. Imprisonment, disarmament, etc. can fail. The future is unknowable and humanities dominance may one day disappear... what then? Any suffering the Drengin create in the

18 Replies 118,913 Views

Well... I'm excited for the next expansion and I'm trying to be hopeful that this time, they will full integrate the various features of GC. I really think at this point, they should just roll everything into one proper instance... meaning that if you buy Retribution, you get everything else (mercenaries/crusade) and its all in one proper directory inside the files... and more importantly the features of all of them are enmeshed. Things don't feel cohesive enough in my opinion. Also fix the b

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I believe that is compatible. Albeit, GRM expands the number of abilities you can choose, and this pack is almost certainly relying on just 2 picks. So bear that in mind. But it should work fine. In other news, GRM 8.6 is now available and should work fine with 3.1 or 3.2 There isn't any new content (okay, maybe a logo or such), but it's a simple update. Note, this is NOT compatible with the new DLC... that will be coming later. <a href="https://ww

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Well now... it has been a long time no? Just an FYI I am looking at GRM and it's compatibility for 3.10 and the new DLC. So far, looks like you can use GRM 8.5 without serious side effects (crashing), but it isn't up to date. I'm working on that now, if anyone has any feedback/information on changes that conflict with GRM, I'd love the help. Thank you!

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Or just animate from the center of the model if missing components. It's almost like the exact placement of the weapons has almost no visible difference from that anyhow

22 Replies 95,511 Views

I actually didn't know that would work for a template file... Thank you But sadly it's far too assinine to do on thousands of designs lol. Weapon components should never have been physically assigned to the model in my opinion . But here we are.

22 Replies 95,511 Views

So I'm unable to recreate your error here... not finding anything wrong with any of the shipsets/races. Perhaps consider: A) What version of GC are you on? 3.05 Beta? B ) Re-installing the mod fresh. Ensuring you delete ALL the race files for them. Its possible you didn't replace them in the past and they are referencing old files. C) Recreate the shipset from scratch using the in-game fleet editor... they won't be perfect (missing fighters) but it should avoid needing

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