Gauntlet03
You cannot custom design the various Commander ships... so for example, you cannot upgrade the Commander Ship to have superior engines. It currently utilizes 2 HyperDrive Plus engines (so does the admiral ship).
Hey guys! I made a video! [video]https://www.youtube.com/watch?v=i-m4yVE4_As&feature=youtu.be[/video]
Did you download the new version of GRM 8.0a (slight label diff) it was the hotfix... Failing that... have you tried removing the desktop.ini file in the designs folder as discussed above?
Yeah, there is also the fact guys, that its always a good idea to remove the old factions and mod folders before installing. The new version is uploading now... should be up and downloadable in 5 minutes or so... its labeled version 8.0a FYI
[quote who="ForesterSOF" reply="904" id="3702564"] Same here. It seems my Designs/desktop.ini is not being created. When I copy all the GRM stuff that is the one file I have to skip or abort. [/quote] @ForesterSOF when you say "I have to skip" does that imply/mean that by skipping this file, you were able to then install and play with GRM 8.0 successfully? I suspect this is the problem... it looks like the 8.0 version had a co
Anyone else? Also what version are you on for gc3 and any other information? I'd love to help!
RELEASE! https://www.nexusmods.com/galacticcivilizations3/mods/18/? You can now go download GRM 8.0 This download includes GRM Ideology (which will now be distributed with GRM as standard) This download includes GRM-ANM Anomalies... redoes all the anomalies! This version revamps the pirates and the pirate shipset now has custom starbases.</
I believe one of the trends we are seeing in 4X... and I'm wholly on board with... is less focus on "winning" at any cost, and a little more focus on immersion and even roleplaying our empires. So an alignment system based on behavior makes a ton of sense to me, if one is embracing that trend. GC3 has a big leg up on this trend, in that it allows one to heavily customize their race and its appearance/ships/etc. Where it lacks (for the time being) compared to ... say Stellaris.
and arguably the ideology you are currently at would lock/unlock what governments you are allowed.
If anomalies could also trigger event choices that would greatly enhance things. Right now I've made anomalies that reward ideology points, but I haven't seen how to trigger an event.
My latest experiment... I added the Merc files to the relevant folders and zip files inside the game's directory... this seems to have cured the problem. Prior to 2.6 this was necessary... I believe 2.6 and 2.7 this was not... and it seems 2.8 is reverting the behavior. If anyone has some insight it would be greatly appreciated. I really hate having to put files in the game's directory and would love to avoid it.
I'm having some serious issues with Mercenary modding in 2.8 Opt In... so I did NOTHING to my files (GRM-M) for 2.8... I started up a game... everything seems fine... hire a mercenary, no problem, they are all working as intended. Later on... I have a crash. I reload the game from a save... And alllll the Mercs in the Bazaar go blind... no stats, no images, no ship models... I decide to start a new game... still missing. I open/close GC, restart computer/etc. still missing. I
hahahaha Priceless.
"Blaming religion for something bad is the equivalent of blaming the car, instead of blaming the person who made the choice. Yes, that's a bit simplistic, but it's a far better starting point than assuming that the bad choices of a few must mean that the entire idea is evil." Fair... but its also fair to point out that there is regulation of cars, because cars can be quite dangerous, as there is (some) regulation of firearms, standards (some) for being allowed to care for childr
Also here are some of the new and updated ship designs... <img src="https://steamuserimages-a.akamaihd.net/ugc/943936685097293019/FA2F3A0BE1B
Thank you! I'm a big fan of intricacy... especially for pirates, because obviously pirates should have gribbly bits everywhere and hanging wires lol. I'm very excited for this next version of GRM, it will be the last before Intrigue gets released most likely. With Anomalies converted and Pirates brought into full glory... I'm feeling as though GRM is really going up another notch on the ladder! I suspect Intrigue will create a few more ship types... which will mean a rus
Thanks guys! A few more pics of progress... we have the Pirate Economic Starbase... And then the revamp
Also here is a Pirate Military Starbase... which may get used as a Shipyard for the sake of Pirate Bases on the game map... I'm very happy with how it came out, though, it was a TON of work... Loading bay... Close up of a tower... notice that the interior has 6 small and 1 lar
Me too. But it needs work. It needs to be funnier or more serious... its really having a hard time finding its balance in my opinion. If its going to be more humorous... than it needs to be more a parody... not Family Guy/etc. as people have mentioned. Basically... if it could be more "Red Shirts" or "Galaxy Quest" I think it could be marvelous comedy... but it is probably too late to go that route, and it seems clear to me that Seth wants to bring back "good ol next-gen Star Trek" co
If your familiar with my work, than you will instantly recognize this ship... or rather the ship's predecessor... this is the Buccaneer II and has some significant structural changes. The exposed mid section now has a large power core. The turrets are mounted on standard turret modules... no just sticking out. The top control deck/mount has been cleaned up. Completely new command center/observation tower. The front top and bottom hulls ha
To be sure, I don't think SD should get discouraged... okay... let me rephrase... I hope they find the will to remain true to their good work. Its been a bumpy ride, but there is definitely a lot of hyperbole coming from fans as well. Crusade is definitely a massive improvement. I think the new player piece, is both UI, but also just certain features that are either semi-working or counter intuitive. I'd like to note that I am not a founder, own all but th
Well I have finally finished revamping the Pirate set... there are still some loose ends to work on, like their shipyards... I've also started exploring the work to make their own starbase set... we'll see. Their custom parts were redone/resaved as "PRT" instead of "TR" and the TR removed. Anomalies are done too... so I'll be releasing in early February. Basically leaves me a week or so to... Update the Pirate Shipyards Update the Pirate Huge Battlestati
Side note... the Paranoid trait is really useful against Peacekeepers... because the respawning fighters on your colonies attracts them, so they tend to "pool" around certain planets and colonies and this allows you to largely plan around them and build up.