The latest release of Galactic Armory comes with a lot of new features, such as implementation of heat management for energy weapons, orzelek's Remnant AI Mod, Robik's Advisor Mod, a dozen new subsystems and a lot more!
IMPORTANT: Make sure you have read the readme file. Failing to follow the installation instructions WILL lead to errors (i.e. broken menus).
Changelog:
- Fixed: The Researcher type AI was out-researching players and other AIs when set to cheating due to an extreme focus on research worlds
- Fixed: Boarding Defense would not work on ships without crew
- Fixed: Boarding Parties were broken due to a missing provision entry
- Fixed: Default Fighter design would not move into attack range as engagement range was set to 1000 (way beyond weapon range)
- Fixed: Phased Railgun did not consume power as shown in its hint
- Fixed: Plasma Throwers didn't actually deal damage over time
- Fixed: Removed the incorrect rapid mount hint shown for the Fortress Hull
- Fixed: Corrected some display issues regarding cargo storage
- Fixed: Several technology requirement hints were incorrect
- Fixed: Superweapons will no longer conflict with jump drives and other tool-type subsystems
- Fixed: The Precision Bomb hint was incorrect, indicating a power requirement
- Changed: Increased minimum and maximum amount of planet slots for planets with extreme conditions (ice, lava, desert)
- Changed: Added new Waste Heat gameplay mechanics to energy weapons
- Changed: Increased chances for all types of AI to choose a governor from the random governor list to the same level
- Changed: Removed crew from Advanced AI Core and added Boarding Defense instead. Reduced HP by 60%
- Changed: Increased Boarding Party base range. Range will also increase with level now
- Changed: Added an amount of Antimatter Generation to AM generator and shielded AM generator, which is required by Antimatter Rocket Engines and antimatter weaponry
- Changed: Missiles no longer benefit from modifier subsystems except Extended Magazines
- Changed: Fuel Depot is now available from the start (without having to research chemistry)
- Changed: Added ammo generation and storage to shipyards
- Changed: Added new formula for AoE range of projectile weapons with area of effect. Maximum AoE range was increased as well.
- Changed: Fuel Cells and High Density Fuel Storage have only half mass at scale <=1
- Changed: Removed "explore multiple systems" order from default scout blueprints
- Changed: Reduced cargo bay base storage by 20%
- Changed: Halved hauler hull cargo storage
- Changed: Added power/ammo/heat cost multiplier to most modifier subsystems
- Changed: Removed general storage from planetary cargo storages; each dedicated resource storage was doubled
- Changed: Advanced AI Cores no longer gain HP bonus from Bulkheads (due to their Boarding Defense function)
- Changed: Thruster, Polypropellant Thruster and Ion Thruster now provide more thrust at increased fuel consumption for ship scale <=1
- Changed: Level of Repair Tool, Repair Facilities and Salvager is now linked to Materials instead of Metallurgy
- Changed: Reduced default Planetary Damage Resistance and Armor HP factors from 2.0 to 1.0
- Changed: Phased Railgun now uses Spatial Dynamics instead of Energy Science
- Changed: Modified several traits in terms of effect/cost
- Changed: Modified the default colony ship designs
- Changed: Superweapons are now activated by issuing a forced attack order (ctrl + left click on "attack")
- Changed: Artillery no longer gains range from targetting sensors or similar subsystems
- Balance: Reduced amount of ammunition storage provided by ammo caches and high density ammo storages
- Balance: Decreased Control increase per Level for all control subsystems except quantum computers
- Balance: Decreased Power Generator base fuel cost by 33% and increased power generation from 55 to 70
- Balance: Reduced Solar Panels base durability from 40 to 15
- Balance: Increased Solar Panel base efficiency from 1.3 to 2.0
- Balance: Increased Fusion Generator base durability from 30 to 120
- Balance: Reduced damage reduction for all armor types except reactive armor
- Balance: Reduced Pulsed Laser Clip size from 60 to 30 and decreased clip base delay from 4 to 2
- Balance: Doubled the amount of advanced parts generated by planetary Advanced Parts Factories
- Balance: Rebalanced cost and effectiveness of engines
- Balance: Increased T-Ray damage by 50%
- Balance: Increased Ion Beam damage by 10%
- Balance: Removed Boarding Party crew requirement, doubled requirement for Life Support
- Balance: Decreased Boarding Party troop strength by 20%
- Balance: Drastically reduced Computer Core and Advanced AI Core durability
- Balance: Reduced Fusion Torpedo Bay base delay from 9.0 to 8.0
- Balance: Doubled ammo generation rate of Ammunition Fabricator
- Balance: Doubled Muon Cannon ammo consumption and storage
- Balance: Reduced Integrated Command Center base crew value from 15 to 5, reduced air generation base value from 2.5 to 1.0
- Balance: Reduced Nanite Repair Unit repair rate by 37%, increased Repair Bay repair rate by 50%
- Balance: Reduced Nano Armor self-repair rate by 12%
- Balance: Increased T-Ray damage by 25%
- Balance: Reduced bullet speed of most ammo-based projectile weapons from 50% to 33% of maximum range
- Balance: Reduced minimum hit rate of most ammo-based projectile weapons from 50% to 33%
- Balance: Planetary defensive weaponry now gains increased range per level
- Balance: Jump Drive charge-up formula has been changed. Charge time increases with ship scale; maximum charge time is 120 seconds
- Added: New Subsystems: Asteroid Collector, Mass Driver, Mass Driver (Light), Fusion Cutter, Fusion Lance, Heatsink, Antimatter Cannon, Interceptor Missile, Cluster Missile, Tachyon Blaster, Antimatter Converter, Precision Mod
- Added: orzelek's Remnant AI for Galactic Armory (0.2.2). When selected at game start, Remnants will research, upgrade, respawn and occasionally attack other empire's systems.
- Added: Two additional Remnant ship designs
- Added: Fuel and Ammo generation hint for Matter Generator. Note: This is only a *rough* estimate of potential fuel/ammo generation
- Added: New effector graphics and particle effects
- Added: Added and corrected information in various subsystem descriptions
- Added: Troops is now shown in object window
- Added: 4 empire flags
- Added: Added new cargo bays dedicated to metal, electronics or advanced parts only
- Added: Added new Erudite version of each AI personality as default, gave old basic AI personalities "poor" designation
- Added: Implemented Robik's Advisor Mod (1.2.1); Advisor window can be toggled by pressing F8
- Added: Added new icons and gui-related graphics (i.e. for stats shown in the layout editor)
- Removed: Removed some obsolete files (mostly part of obsolete German translation)
- Removed: 'C' versions of default ships were made AI-only. They can optionally be made accessible via import function.
There are no ships available when I start a new game. Forcing me to design new ones from the beginning.
According to type of issue, it is most likely that an error has occured during the installation/patching of Star Ruler. Try reinstalling the game and mod to see if that helps.
Please note that this release is not compatible with the latest versions of Star Ruler. Galactic Armory 1.7.1 for SR 1080 will be released shortly.
I thought I had 1.0.7.6, but thanks to Impulse, it auto-upgraded to 1.0.7.8 while I wasn't near my computer to see it happen. Thank Gamestop for that stupid service.