Gauntlet03

Gauntlet03

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

I suspect work on GC4 will begin in the next year if not sooner... I know everyone has their wish list... but I just felt I should list out five broad changes that would make GC4 stand out from GC3 for me. 1) Change how the map functions. Frankly, the ol' completely flat and completely open map has gotten stale and I think it creates some technical issues. I think some very interesting hybrid map styles could be designed. 2) Differentiate between races and their

125 Replies 722,382 Views

[quote who="Frogboy" reply="9" id="3759290"] The art style is a side effect of the customization (I assume you are talking about the ships?) [/quote] Yes and no... a lot can be done with the rendering and textures of the ship parts. For one thing, making them have a universal material quality (shinyness/etc.) and then have that modified by the fleet editor. Currently the fleet editor applies an overlay but each ship style of parts has it's own material propert

12 Replies 79,689 Views

The new shipset is for a Terran corporation called "Indri-Tech". Indri-Tech is a bit of a hodge-podge conglomerate and due to it's good relationship with the Terran Sovereignty has special permission to operate independently of the government. Indri-Tech has begun producing some interesting ship designs, whilst also having access to the military hardware of "Sovereign State Industries", the civilian subsidiary transport company "We Haul", and aging designs from the recen

1,416 Replies 4,486,523 Views

When I did this for a set... I went with rising... it ultimately looked more naturally since the animation repeats indefinitely. Tilting will always make me think of a wheel turning and it just doesn't sit well for me. Though, perhaps you can combine both in an interesting way. Good luck. Looking forward to it.

46 Replies 268,467 Views

Regarding the self-destruction of planets in a surrender scenario... it does make some sense in some cases. For example, the Drengin are comically evil, and are rules by an authoritarian regime. The will of the people to "live" is hardly what matters... and only the supreme leader's opinion about self-destruction does. So I could certainly see such a government planting anti-matter explosives in their colonies (during their downtime as a hobby perhaps) and then deciding to use them in a total

108 Replies 601,550 Views

Quick thought... I remember a small risk like game... where territories (planets) when surrendered, only about 50% went to you, and there was a high chance that many territories became independent or joined nearby other factions. A somewhat random result of a surrender on a per-planet basis, might be a lot of fun. Proximity/Influence should of course matter. So a empire surrendering to you that is very far away, may only give you 20% of their planets... another 20% might suicide, and

108 Replies 601,550 Views

There is a lot to say here... but I'll try to be brief. Sensors/etc. is yet another element that could be handled better if Influence and Borders were two different things. Hard borders created by your planets and assets that don't continually expand, could certainly have "free vision" without causing nearly so much disruption. Influence can truly become massive. There are other issues with "Influence as a border" that are discussed elsewhere at great length. &n

108 Replies 601,550 Views

There is a lot of issues with GC's combat system and of course carriers... ...but at the very least, I think Carrier Modules should be: One per ship, with a larger chain of modules for increased capacity/etc. Some logistics cost for a carrier module, but not the full amount of having those ships separately obviously. Some sort of additional penalty... such as -20% ship health... representing the vulnerability of such vessels. Ideally

8 Replies 49,613 Views

FYI working on new update for GRM. 1) Compatibility fixes for new version of GC 2) Additional logos (about 7) 3) Additional backgrounds (about 10) 4) Additional variant race pics (about 4) We'll see what else... obviously, it's nothing spectacular... I've fallen off the wagon (of GC) for months... maybe this will get me back in!

1,416 Replies 4,486,523 Views

I think ultimately, GalCiv provides a better "chess match" for players, while Stellaris provides a better "Role play experience". The diplomacy system in Stellaris alone, whether it's meaningful or not, is far more robust and provides a lot of storytelling opportunities, then you have the end game content, fallen empires, etc. IF Stellaris had had a ship editor akin to GC3, I probably would have favored Stellaris over GC3 originally... but since aesthetic ship design is

13 Replies 81,562 Views

[quote who="karlfranz-pl" reply="1361" id="3751899"] So today I'v Installed it. Everything went smoothly. All mods work (except Government one, that would conflict with my own) And I am actually surprised. Changing mercenaries and replacing them with pictures is nice idea but Ideology tree looks impressive. I never really liked/hated original one but also didn't have time/idea to change it in any way. You put a lot of work into it and I wonder how it will wor

1,416 Replies 4,486,523 Views

Inside GRM 1.3 GRM R-1.3\For your Game Directory There are two zip files. And a bunch of loose files. These SHOULD be inside GRM R-1.3\For your Game Directory \Designs And they are not! A problem with the GRM zip files... Take the two zip files and loose files and copy them into: C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\Designs You will be promp

1,416 Replies 4,486,523 Views