Galactic Armory is a total conversion/expansion mod for Blind Mind Studio's 4X hit Star Ruler. Featuring more than 100 subsystems and structures, upgraded graphics and sound effects as well as more refined and complex game mechanics, Galactic Armory takes the already deep and engaging gameplay of Star Ruler to a whole new level. Are you ready to face a galaxy full of challenges?

Upload a file Report abuse Galactic Armory 1.6 for Star Ruler
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Mar 5th, 2011
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Galactic Armory 1.6 for SR brings with it a major overhaul of combat as well as new content, including more than 70 mod-exclusive subsystems and structures, new graphics, sound effects and more.


  • Changed: Shields stop regenerating and drawing power when charge < 10%
  • Changed: Mass decrease for Ship Hulls, Armor and some Defenses. 2% per average level of Chemistry, Metallurgy and Ship Construction; formula is:
    (base formula) * max((1 - (0.02 * (floor((Techs.Metallurgy.Level / 3) + (Techs.ShipConstruction.Level / 3) + (Techs.Chemistry.Level / 3))))), 0.2)
  • Changed: Mass decrease for all other subsystems. 1% per average level of Chemistry, Metallurgy and Ship Construction; formula is:
    (base formula) * max((1 - (0.01 * (floor((Techs.Metallurgy.Level / 3) + (Techs.ShipConstruction.Level / 3) + (Techs.Chemistry.Level / 3))))), 0.6)
  • Changed: Size-to-delay modifier has been changed. Formula is now [basedelay] * min((1 + (sqrt(Object.Scale) / 50)), 3)
  • Changed: Scale-to-range and level-to-range modifiers have been changed. New formula is: (([base damage] * (1 + (Level * (0.01 * WEAP_RANGE_CURVE)))) + (2 * sqrt(Object.Scale))) * WEAP_RANGE_MULT
    This means that the base range modifier is +5% per level. Additionally, (sqrt(Object.Scale) * 2) is added, making large designs at low-tech have very high weapon range.
  • Fixed: The Quantum Battery formula was broken, actually decreasing vCharge with increasing tech level.
  • Added: Twin Turret versions of Railgun, Heavy Railgun, Particle Cannon, Plasma Thrower
  • Added: New Trait: Computer-dependent Society - Start with Computers unlocked (Level 1); Bridge, ICC, Cockpit and Crew Quarters stay locked
  • Added: Mothership hull. Minimum scale 3600, provides 40% ship bay, 18 space, less shield emitters and armor points than the Gargantuan Hull.
  • Fixed: When Trait "Bustling Homeworld" was used with Realistic Systems Generation, homeworld space would end up with 35 instead of 40 slots.
  • Added: New Governors. "Orbital Shipyard Worlds" consist of 1 shipyard, 1 cargo block per 10 slots and many starports to supply orbital drydock building; New governors for pure Luxuries or Goods production were also added.
  • Changed: Fuel Cells provide only half their normal capacity at scale 1 and below
  • Changed: Ramscoop, Bussard Ramjet, AM Generator and Shielded AM Generator now have a minimum size of Scale * Size = 1
  • Fixed: AI was unable to expand properly due to the introduction of the new economy
  • Balance: Most weapons have been completely rebalanced to make them fill a specific niche
  • Added: Point Defense abilty to Flak, Firestorm and other weapons as well as a dedicated Point Defense system. Maximum PD efficiency per ship is capped at 80%.
  • Balance: Introduced new Stealth hull dodge formula
  • Balance: Reduced ship bay of Carrier Hull from 80% to 60% of it's own scale
  • Fixed: Stellarpedia entry about planetary governors was showing vanilla governors
  • Fixed: Stellarpedia subsystem categories were still using vanilla categories
  • Balance: Increased Heliocide Hull space from 8 to 9
  • Changed: Most Hull Types now provide extra space above specific levels of scale, i.e. for every 100 units of scale (up to +3 space)
  • Added: 9 new loading backgrounds
  • Added: Stellarpedia entry about ship blueprint design
  • Added: New options at game start (economy and trade multipliers, etc.)
  • Balance: Nerfed Shield Armor as it was severely overpowered
  • Fixed: Several long-standing small bugs in some of the data files
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Galactic Armory 1.6 for Star Ruler
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Released Oct 2010
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