Gauntlet03

Gauntlet03

Joined Last seen Member # 847148
67 Posts 757 Replies 2,484 Reputation

Alrighty! So what is GRM up to? 1) As mentioned above, new and improved installation with less than ever before going into the game's directory! (Thank you SD) 2) 4-5 New Home Systems 3) 11 New Backgrounds 4) 8 New Race Portraits with basic Citizen portraits (one race gets a full set of recolored citizen pics) 5) annnnnddddddd I'm trying to work on two new shipsets... I'll probably get one done and release... we'll see. This ship is for "The Ara

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Hi everyone! IF you are experiencing issues with Mercenaries not having stats or blank pictures/etc. I can confirm, that you have failed to install the "files for your game directory" properly. You may have inserted the files too deep into the file structure, or otherwise just not replaced files when prompted. People especially seem to miss the Ship and Object zip files. Its all very annoying I know. BUT Good news!! The latest version of GC3 make

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Well... I have no idea why you would have that sort of issue. Best advice for right now: 1) Reinstall game. 2) Don't install the GRM files for the game's directory. 3) Install everything else for the mods/factions/ships. 4) Remove "Grm-M" from your mods directory. You won't have the mercenaries, or custom bazaar but everything else should work fine.

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Oh gosh. No offense, but I think the wheel was such a passionate issue, that now that it's gone... It would be wise to keep it gone. I'm not opposed to synthetics getting something new and cool mind you. Perhaps a higher population to production ratio and morale. (no sleep/wasted time per citizen)

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Indeed! I actually did this whilst my copy was still a opt in version, but I doubt anything changed. The only file that needed modification was the UI text. Everything else was working. Please report any problems ASAP

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GRM-I 1.1 Released. Should be totally compatible with Opt In 2.5. https://www.nexusmods.com/galacticcivilizations3/mods/118/?tab=2&navtag=https%3A%2F%2Fwww.nexusmods.com%2Fgalacticcivilizations3%2Fajax%2Fmodfiles%2F%3Fid%3D118&pUp=1

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[quote who="CountdTen" reply="727" id="3686804"] Dear Mr. Gauntlet, While I admire many of the things within GRM, I'm having memory issues (well, age is part of that I guess), and need to simplify what I'm doing or give up GC3 entirely. What I've been stumbling around the web in search of, but have not found, is HOW TO REMOVE GRM! Even when mods are turned off, the sheer number of added races and other delights drags my computer to glacial speeds and sometime crashes. <br

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Hey guys! Just an FYI Version 1.0 is up. Adds more variety to each event, cleans up some text issues I've found, and in general is a bit more complete. I'm still absorbing some of your more recent feedback, so that hasn't really been applied too much. (though I did nerf Nobility II a little, its now production 5 instead of 10 to HW and adds a resistance bonus.)

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Ok, well I'll consider it for the next release. I haven't been able to get as much done for this next release as I wanted, but I'm going to update it this weekend regardless. I keep forgetting it isn't like GRM where the install is complicated, so a faster but smaller releases isn't really a big deal. It'll clean up some of the text issues, balance a couple things, and you will notice some new events/versions/etc. I appreciate the feedback. Let me know if

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Sooo you might just a be a money player lol... also I've never gone negative income in Crusade so I guess i just don't see it as a big issue. But I'll take a look. One-off penalties really won't be happening though... a Police State is a state of being that costs your government more funds and has a deleterious effect on the innovation and creativity of a society resulting in a lower overall economy. North Korea ain't exactly an economic powerhouse ya know? Maybe think of the

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Hey there! Thanks for the feedback, could you be more specific? Did you mean choices regarding Colonization Events... or the Ideology Tree? Did you mean material choices, like -10% Economy VS -5% Morale, or did you mean the... "morality" of a choice... like "Kill them all".

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Hey guys! Just wondering if any of you have some feedback on the mod! I'm working on the next version, which will clean things up a little bit, add some more alternative events... AND start adding a BUNCH (maybe 30) new Colonial Events!

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There is your answer really... as of now there just isn't much reason to develop pop. I plunk down 2 cities on a planet MAX and mostly out of habit than anything else. That being said, Brad has stated that pop to raw production will be adjusted to 1:1. Which will certainly make it worthwhile to produce massive city planets again.

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Personally I think your logic is flawed on cities. People do not = production in a society of that level of technology, cognitive and manual automation make the "human" individual a non-worker. Sure, you still may want/need a certain number of scientists and supervisors, but the VAST majority of individuals will be consumers, and not much else... perhaps employed in service roles that somehow, uniquely, cannot be automated by VR, programs, or robots.... More people quick

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Congratulations you have fallen for my cunning trap! Once upon a time I had made everything very modular... but it tripled the work, reduced the fun and the productivity for me... and... well the # of downloads wasn't impressing me and frankly the number of install questions rose instead of diminished. So regrettably, if you want GRM, you gotta commit. I had of course hoped to provides the factions via Steam, but then the fleet style editor fell short... a

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