Gauntlet03

Gauntlet03

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

[quote who="TheHubby" reply="1013" id="3710846"] Thanks, pity you dropped them as an official set, they looked really awesome in the Ronar video. Time to build a fleet! [/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

1,416 Replies 4,489,168 Views

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.

1,416 Replies 4,489,168 Views

Soooo having played a bit with Intrigue, looked at the files, and such, I have a few thoughts I wanted to share. Firstly, I'm loving the overall gist. It's a worthy compliment to a already great (if at times convoluted) game. Alright: 1) Early Events, Events, and Crisis. These are great! So glad they came into the game. Honestly I think GC could really expand creatively if we had easy to use editors to create our own events/early events/crisis/colonial events/galactic

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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 epito

1,416 Replies 4,489,168 Views

[quote who="Triple_Crown" reply="1003" id="3710811"] 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

1,416 Replies 4,489,168 Views

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.

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Hey there. Verified files and started a new game... was going along, and eventually tried to create a commonwealth, crash upon clicking the next turn per usual. Here is a save I made before attempting the Commonwealth. This was with mods enabled. https://www.dropbox.com/s/jbjhuuv4p67lqbz/Tothk.GC3Crusade?dl=0

10 Replies 15,889 Views

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.

1,416 Replies 4,489,168 Views

With mods off or on... I typically get a crash after forming a commonwealth, sometimes prior to starting a new turn, sometimes after. Maximum amount of turns I've gotten to after forming a commonwealth is two. My debug file said this at the end of last time... Debug Message: Tech Hyperdrive Specialization percent 200 Debug Message: SoundSystem Error: MilesEvent: An asset requested by an event was not found in memory. : GC3_SFX_Bank/???????????? Debu

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Actually I discovered the bug. The game isn't displaying the bonus properly. The bonus is actually: 0.05 but it seems the interface can't display that properly and is rounding to a .1 bonus... but I believe the math is working mostly correctly. Those ".2" are most likely really .15... and adding to .45 (3 sources at .15 each) but only displaying .4 (because again, it can't display the additional decimal). I guess i c

11 Replies 87,447 Views

Sooo what am I working on? 1) Some new Mercs 2) Updating GRM-Ideology to have a spin-off that applies the same methods to the Intrigue events and such. 3) Planning any changes I want to make to Intrigue's governments. Not really thinking changing the existing governments so much, but adding a few more options for the sake of role-play. 4) Continuing to look for changes/bugs/things I might need to fix. PS: 100

1,416 Replies 4,489,168 Views

Sooo what am I working on? 1) Some new Mercs 2) Updating GRM-Ideology to have a spin-off that applies the same methods to the Intrigue events and such. 3) Planning any changes I want to make to Intrigue's governments. Not really thinking changing the existing governments so much, but adding a few more options for the sake of role-play. 4) Continuing to look for changes/bugs/things I might need to fix.

1,416 Replies 4,489,168 Views

Hi there. I'll be looking into it for the next update of GRM and such. That being said, before posting and asking for help from our lovely community, you should ALWAYS identify if you are using mods. Since you know you are using GRM, if you want a quicker reply, I suggest posting in the GRM thread. Thanks for reporting, if you want to try and fix it yourself, I suggest opening the ideology ability file and copying the entry from pragmatism, which is what I did originally... li

11 Replies 87,447 Views

WOW! Intrigue only required me to update ONE file seemingly for GRM and its mods! Frigging incredible! Its actually because they didn't bother making the new ships for governments ship specific. Anywho, its just a single file that needs to a replace a file in the GRM mod folder (Global Defs file needs updating) You can download the update here: https://www.nexusmods.com/galacticcivilizations3/mods/18/?tab=files

1,416 Replies 4,489,168 Views

That's not a bug so much as a design choice. Ultimately, I'd think of it this way... if you don't utilize the shipyard, the industries are still all prepped and ready to service that shipyard, retooling them for civilian use is not possible in a short period of time and flip-flopping between the two modes would be pretty wasteful. Frankly, while it may or may not make sense, its a very minor thing in my opinion. Its fair to hate it, but it's hardly a bug.

2 Replies 19,231 Views