Gauntlet03

Gauntlet03

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

Thanks for the kind words! Well it doesn't sound so bad, some extra ram is always useful, can you add another 8 gigs? GC3 on low graphics doesn't work too badly, its just limiting your galaxy size and # of opponents more than anything else. Also Crusade removes the endless streams of constructors so that also helps (less ships on the board).

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Glad to hear it guys! Right now the Terrans and Ukaros have custom dialogue, I'm working on the other 4 major races now. Let me know if you find typos/etc. with anything like that. My plan is to flesh out these core races, and add perfunctory copies of the other 20ish races I've made. I don't really love them enough to do ALL the work of custom names/dialogue just yet lol.

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GRM 6.0 BETA now available for Crusade! This beta version only includes 6 races/shipsets so far, but includes all the logos, backgrounds, race portraits, has citizen portraits, and applies the various features of mines, mercenaries, and pirates. So essentially this is the GRM framework and 6 shipsets/factions. I'm working hard on converting the remaining 20 or so factions, but wanted to get this out to you guys ASAP. GRM 5.0 is available for those without Crusad

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Oh I see... well that is problematic for me... I had previously replaced the pirate models and was trying to test such things now. Have you figured out how to restore them to having bases at the beginning? Personally I was quite happy with having pirate bases, and having them start with a survey ship, it meant that they could occasionally gain a colony or construction ship and then you had annoying pirate worlds and bases to destroy.

6 Replies 21,320 Views

Sooo I noticed that no Pirate Bases were appearing in my game... I removed all mods and did a complete reinstall, deleted all directories/etc. and... started a new game... and there are no Pirate bases! Settings are currently at Occasional. Anyone else have this problem?

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I continue to make GRM and I use it/GC3 as a platform to explore and develop my personal scifi universe. In this universe humanity reaches the stars, is drawn into a series of escalating conflicts (the Monroe Wars) because of the unchecked/uncontrolled diaspora of humans into space claimed by several other races... and ultimately loses this war. The human race, responded (as per usual) to defeat with vitriol and an industrious outlook on revenge... rebuilds itself into the Sov

35 Replies 124,542 Views

The free cam is terrible and should be the best camera. A slightly more abstracted battle screen would help make it useable. Ala Sins of a Solar Empire for example. Even if it meant forcing a mostly 2d plane of battle.

32 Replies 235,356 Views

So I've barely played Crusade past 20 turns... I've instead been entrenched modding/shipbuilding/faction building. What would I like to see more of? 1) I love the citizens. Whilst their effect on gameplay I can't judge, I love that they add to the immersion, and major kudos for making them editable/customizable for each faction. That is the sort of thoroughness I want to see more of. 2) The fleet builder is a step in the right direction, but it falls painfully too shor

32 Replies 235,356 Views

As an aside I am hard at work rebuilding GRM, and I am removing the ship "float animations" which may help with system stress. I expect to release a updated version with 6 races this weekend, and then will continue updating the other 15 or so.

20 Replies 63,291 Views

Yup not too worried about it. Thanks! Also thanks again Horemvore for being an awesome forum-goer/etc. :) @General Pants I've successfully readded custom home systems into GRM and the Civ Builder works fine. I was also able to up the race traits selection from 2 to 4, so this removes the need for me to create GRM-A abilities really... I like my races to have more uniqueness to them, and frankly some of the trait picks are just laugha

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Soooo Crusade. 1) Thanks to some headbanging, relearning, trial and error, and the timely assistance of Horemvore, I have successfully rebuilt a single shipset... not using the fleetbuilder mind you. So the work of rebuilding GRM now begins in earnest. 2) GRM ship designs will be re-saved, up/down animations are being removed on ships of Medium size and up... due to popular demand, and frankly, my own distaste for the "jitters" effect it produces. So for those of you who've sa

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So... uh... this may sound really dumb... but when I go to Steamaps/Common/Galactic Civilizations III/Data and open Factionshipstyledefs I get the old format.... where is the newly formatted file? [e digicons]:pout:[/e]

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So notably, it doesn't appear that making a fleet set builds a single file that can then be modified, making modded ship styles difficult and meaning they have to be made in the old method, by making append files of FactionShipStyleSetDefs.xml and accompanying ShipClassDefs.xml So I did so... and upon startup you get this lovely message about: C:\Users\Gauntlet\Documents\My Games\GC3Crusade\Mods\GRM\Game\0-GRM FactionShipStyleSetDefs.xml(135,24): error: no declaration fou

5 Replies 24,002 Views

PS: Obviously I have setup a mod folder, have a PlanetDefs file (append style) and StarsystemDefs file (Non-Append style, as append style doesn't work for this file both pre and post Crusade). I also tried just taking the Sol system entry in StarsystemDefs, copying it, changing its internal name/display name, and just having it sit right above the Sol System entry. Again, custom home system appears and is selectable and upon launch of a game, you crash.

2 Replies 11,873 Views

That is a very good question, I haven't seen how the system really works yet (on the Steam side). If you can upload a fleet as a "package" and not individually available ships, that would make me pretty happy. That being said, I'm ultimately just going to have to provide things on Steam I suspect, because nothing will stop a player from uploading my designs into Steam... which wasn't worth the hassle to someone before, because that didn't let people create a proper faction... now that

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In general, if a mod doesn't precisely point out which version it is currently compatible with (or if it does and its more than 1 version behind) you should assume it has been abandoned by the author and I wouldn't recommend downloading it. Maintaining mods is a lot of work, partly because of how SD continually patches and restructures the game... hopefully everyone is satisfied with the file structure and basics in Crusade and we don't have GIANT shifts in game mechanics

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" workshop support that is supposed to be implemented with Crusade" I'd bear in mind that this will almost certainly only extend to the new faction editor, and not beyond to other content such as modding (which, I'm not bitching about here, I'm just making sure that is clear, since you've mentioned modding).

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I'm neither. I made a thread asking some crucial questions which as-per-usual no one from SD responded to. Which is not a jibe at them, its fine, that is very normal. Point is, I just haven't heard any answers. So I'm pretty in the dark. Hopefully, I can share the races on Steam, but then offer a "supplement" pack as a mod on Nexus for changes to Mercs, additional color schemes, home systems and more. Worst case, the new race creator will let me make races

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