Gauntlet03

Gauntlet03

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

The msb is coordinating and financing local squadrons and also detecting enemy presence early enough to send escorts. Or at least that's one way to justify it. It's all abstract.

55 Replies 82,123 Views

Send them to a planet and then leave, that i show you can fill them with people. No tiny ships don't dock with carriers or anything, carriers create and maintain their own fighters. You don't have to load them.

8 Replies 20,870 Views

Hey guys, I know its not what you are talking about exactly, but I was able to make it so a Military Starbase could have a module upgrade that provided 3 fighters to any ships, shipyards, starbases, and planets in the area. While its a indirect form of "interdiction" it still makes them way more useful. Just curious if that idea appeals to anyone.

55 Replies 82,123 Views

Hey there. 1) No I can't add a scroll button. If you hover over the field and use your mouse wheel, it scrolls the list. Also, you can just remove the "blank" ship set files to reduce the list (or vice versa). 2) I am already adding additional color appearances if that is what you mean, probably another 5 or so. The palette it draws from though, is a core file, so I refuse to touch it, though GOD it would help if they upgraded the source palet

1,416 Replies 4,489,222 Views

It does confuse me, that 2 (improvements/tech tree) of the last 3 parts to establish fully custom races isn't on that list (ship style creation/management) and that the missing component is something that utilizes a piece of the game that already has such investment (ships/ship designs, ship sharing). ...For campaigns? Something that will branch into numerous new avenues... like introducing custom sounds, voice overs, unique assets, triggers, etc. Can O worms I think. &nbs

20 Replies 47,854 Views

Hey there! Thanks for sharing! yes the issue with the color scheme was related to minor races, trying to use the same scheme. I've had to create additional color schemes that are not very creative (some lights change/etc.) to stop running into issues. GRM Militia now for example, has a sister, GRM Tribal, where the brown is made lighter, and the engine color is green instead of red/orange. However, I WAS STILL running into this problem. What fixed it? I had been using two

1,416 Replies 4,489,222 Views

Well it'd be a separate mod file of course. I have one, that I think largely fixes my personal peeves for Starbases. It... 1) adds a speed boost module to econ bases, less efficient than the military one. 2) Sensor improvement that increases sensors by .75 of the base, available to any base. 3) +2 range improvement available to any base, no techs. (helps with mining spam). 4) Military bases have... ---Hull improvement with rege

20 Replies 47,854 Views

@Syntax_VI GRM is the opposite of a conversion mod. It dedicates itself to being as compatible as possible with all mods, and changes zero game-play functions. All it does: 1) New logos, portraits, backgrounds. 2) Adds custom ship styles the AI will use. 3) Adds custom color schemes for ships, using default game files (doesn't change your game install). 4) Adds minor race. (I would drop this and #3, if I could do #2 in workshop) All of its c

20 Replies 47,854 Views

I believe Frogboy made much the same point on numerous occasions about how the AI wasn't really that relevant to sales/play since the vast majority of players never went beyond normal, or for that matter, beginner. Thankfully, feedback, and your own tireless efforts prevailed, and we will be getting much improved AI. The people here, while a bit over the top at times like JTS80 (or maybe myself), have much the same passion you do for AI and I don't think the sta

20 Replies 47,854 Views

I agree. We were told there would be steam workshop support for modding... then when the release of steam workshop got close, the verbiage used in updates and dev-streams became suddenly much more narrow in focus. Then, we got a very narrowly focused release of steam workshop. I have one of the most used mods (as far as I can tell via Nexus Download counts), and I very purposely have avoided content that would conflict with other mods... expecting that there would be steam workshop (f

20 Replies 47,854 Views

Really love all of these. Iorvar's especially, but also those vorlons are amazing looking too! For myself, I've been working on shipyards [video]https://youtu.be/CJirn5cSW7I[/video] Some highlights from the vid. [img]https://farm1.staticflickr.com/776/20928618734_04233c5ab1_c.jpg[/img] [img]https://farm1.staticflickr.com/640/21540179962_537f04f322_c.jpg[/img] [img]https://farm6.staticflickr.com/5768/21560267

1,569 Replies 7,900,498 Views

[video]https://youtu.be/CJirn5cSW7I[/video] Shipyards are done! Just gotta finish making one more new shipset, and I'll release V1.4 Preview of the next ship set: [img]https://farm1.staticflickr.com/691/21364470189_86f44c0faf_c.jpg[/img] [img]https://farm6.staticflickr.com/5656/21560142261_dc9dcd7e16_c.jpg[/img]

1,416 Replies 4,489,222 Views

Moving parts? As in detaching and choosing a new attachment point? If so, No. Undo/Redo... No. I wouldn't expect these, anytime soon, they have a lot of other priorities with the game right now, and while I am horribly biased towards wanting more ship design tools (all I do is make ships for Gauntlet's Race Mod), its already the most robust feature set of the game, it doesn't "need" much in my opinion, except for some bug fixes, and some better file

2 Replies 9,915 Views

Hey there! Screenshots are on my to-do list, but, I got to prioritize wrapping up 1.4 first. Yes, the current version is compatible with GC 1.3 Of note... I did notice that ALL races, including default ones, are no longer showing carrier designs for huge hulls. Seems unrelated to GRM.

1,416 Replies 4,489,222 Views

Quick update: Shipyards are a pain in the ass. Finished the VGR, ZN, ZR, and FTH yards thus far. It takes a ton of testing to get them right, and to (mostly) avoid clipping issues/etc. Furthermore, there is a new DLC ... would you like a copy? Maybe participate in this contest lol: https://forums.galciv3.com/470583/page/1/#3583843

1,416 Replies 4,489,222 Views

I believe one day there will be an easier way of doing this, at the very least, I expect Steam Workshop to later support true mods, allowing users to efficiently share and update proper AI using sets. This is the best guide on making it work that I know of: https://forums.galciv3.com/465834/page/1/ Furthermore, if you want some examples of how to set this all up, look at the files I have for m

4 Replies 12,261 Views

I made myself a little rework to military starbases as a mod that I enjoy. 1) A module chain that can increase planetary resistance, defense, and add defensive interceptors to planets in its influence. 2) Increase range modules, to help make #1 useful. 3) Increased health systems that cost durantium 4) Increased sensor systems that cost thulium 5) Increased STRATEGIC repair modules that cost thulium Many of these co

22 Replies 29,460 Views

Hey there! Good I like conversation! 1) Oscillation. Trial and Error my friend. Trial and error. 2) Bouncy ships. Well... sure they don't bounce in space for real... but I want the board to look more alive, this helps... and I'm just toooo far along now to stop lol 3) The legs... hrm. Well the original set had them, so I felt I should stick to it, as for why they are bug like at all? Because they are actually ruled by a super AI and bugs are a ni

1,416 Replies 4,489,222 Views

Hey guys! New video up, a preview of one of the new shipsets for GRM 1.4 this is the redux of the X-Series. So happy its done, time to move on to a retro 50's shipstyle and shipyards for the other races. This race utilizes the new Blacktron color scheme too. https://www.youtube.com/watch?v=lTx1_W0--mg

1,416 Replies 4,489,222 Views