Gauntlet03

Gauntlet03

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

Ideology is an interesting problem. Arguably your actions should dictate what Ideology you are unlocking (somewhat, as it does now), but it gets quite odd, quite quickly, and your ability to cherry pick is too strong in my opinion. If I could, I would have modded the system as such: Ability Chain A ) Choice 1/2/3 (Corresponding to ideology) Ability Chain B ) Choice 1/2/3 Etc. When you have X many ideology points in Benevolent, you can choose to

18 Replies 81,033 Views

PPS: There was some trouble with uploading the mod, but all should be well now. WANT TO DO A FAVOR FOR GAUNTLET? Also for those of you who care, someone has unfortunately uploaded GRM content to Steam. This was of course inevitable, but I'd like to point out, that GRM explicitly states that you should not upload its content to steam. Why though? For a few reasons... primarily because originally Sta

1,416 Replies 4,489,301 Views

Thanks for letting me know! I've fixed it... new version uploading now titled 8.1a Also a optional file is now provided for replacing just that name file. PS: The mod folders have changed names by the way, so be CERTAIN to uninstall the old version first! Copying over is never recommended with GRM.

1,416 Replies 4,489,301 Views

New version available! Version is for Crusade 3.0 Beta Opt-In... but will likely work fine with non-opt-in version, with maybe a text bug here or there. This version redoes the Mercs quite a bit... and I'm not quite done with them, but hopefully you approve! The whole menu has been reorganized into Surveyors, Civilians, and Battle categories. Also you'll find some more races, and all the races have had support in creating additional portraits, citizen na

1,416 Replies 4,489,301 Views

Hey there. I totally respect where you are coming from and the frustrations you are feeling. We all hope you decide to continue your good work. Just consider this... if you change EVERYTHING like I'm doing... then you make your own descriptions and don't have to worry about updating the dev's lol. Regardless, nice to hear from you!

36 Replies 136,211 Views

I'm trying to compile a very large list of names for the Terrans... obviously, there are likely more than a few of us doing that... I was wondering if anyone would share? IE copy/paste your entries, this way, I can combine it with mine, and eventually create a very large master list of sorts. Here is mine so far... Ader &nbsp

1 Replies 19,824 Views

Soooo I'm finally done the initial file cleanup of Mercs and rehashing the files. So, I'm going to keep working, but very soon I'll be releasing a new version. It will be compatible with V3.0 Beta. I'm also reinstituting limited numbers of Mercs... GRM has previously given ALL Mercs available to the bazaar. Now, it will be 4 per tier, per type... so 4 Surveyors, 4 Civilian, and 4 Combat ships per tier. I feel that if ALL Mercs are always available, it results in simply choosing the be

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My only issue is their defense of the change being "access the designer from main menu" which is not as easy as one might expect... but its not that big a deal. I'm certain they need the real estate up there for Intrigue, so we just need to live with this I expect.

13 Replies 50,519 Views

Soooo Progress Report The new Mercenary system I've worked out is... working, but its quite annoying on the back-end. I'm finally done with Surveyors though! 4 Surveyors per Tier... = 12 total Surveyors. Therefore, one "row" of Surveyors each for three rows on the screen. (Currently I'm having ALL mercs be available, not a random selection. This keeps things organized. All Surveyor Mercs cost 0 Administrators, and currently 0 Special Resources (that will change). All s

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I wouldn't expect them to respond. It's pretty rare. I've attempted to create custom shipyards, there seemed to be no way to get the yard to replace the standard yard, and often when I built it, it wouldn't function . So I think the answer is "no"

4 Replies 33,805 Views

Thank you, thank you... its actually one of my very favorite words! [e digicons]:sun:[/e] Just a quick side note... range mechanics would need to be tweaked, and would reflect deep space... and "in system" would always be in range. So you can either make it to a star system, or can't. Carriers could also then be redone in such a way, where their fighter components participate in combat at a distance "in system" without the carrier

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@Jabberjaws Thanks for letting us know. Regarding the requirements for the game, GC3 and Stardock have a bit of a... odd history. Suffice to say, they are doing the right thing by making it clear what specs you should have for what galaxy types. It was kinda like giving a kid access to cigarettes and hoping they just understood they shouldn't smoke. They gave us awesome sized galaxies, but they probably shouldn't have lol. Speaking of... If/When they build a GC4 I hope they revisit th

1,416 Replies 4,489,301 Views

I highly recommend you try testing without the Galaxy type mod... That mod would very likely alter the file that impacts Galaxy setup settings and thus planet counts. Only possible thing I can think GRM could be doing is the weighting on anomalies. I suppose it's possible that they spawn first in map generation and prevent stars and planets spawning but I think that's extremely unlikely

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