Galactic Armory 1.9.2 is now available!
This release adds a completely new and original shipset, new original subsystem art, changes jump bridges from spawning in their own system to randomly spawn in other systems at game start, considerably reduces memory usage and loading times, fixes several crashes, adds ingame achievements... and more! It should also adress the crashing issues players were having with the previous release due to very high video memory usage. See the changelog for more information.
Changelog:
- [Added] New Effector Graphics
- [Added] Boarding Defense default blueprint for human player
- [Added] New Page to Stella pedia explaining jump bridge mechanics and usage.
- [Added] Polarstorm shipset
- [Added] New and improved planet and lightmap textures
- [Added] Separate animated engine flares per shipset (base graphics provided by Tyrador)
- [Added] Additional new subsystem art
- [Added] Achievement Systems and Spectator Multiplayer Added from 1.2.1.0
- [Added] Remnant Bridge Charge 20m Roughly
- [Added] Bridge Recharge 10 mins to 0 - Max
- [Added] Overlay to Display Bridge Charge
- [Added] Function to stop bridges from moving when bumped
- [Added] Game Setting to Control Bridge Density
- [Added] Change for multiple bridges per system
- [Added] Loading Screen Update Progress for Bridge Creation
- [Added] Mouse Over to Remnant Jump Bridges to show Link State
- [Balance] Changed all types of resource storage subsystems to use the same type of formula to determine storage size
- [Balance] Reduced Hauler and Tanker hull storage values by 50%
- [Changed] Balance Start will ensure no Jump Bridges in starting system
- [Changed] Remnant Jump Bridges Now Spawn In System
- [Changed] Remnant Jump Bridges Can Link to Any Jump Bridge (Still need to be owned to link)
- [Changed] Remnant Jump Bridges Owned By Space On Spawn
- [Changed] Space Damage will not hurt Jump Bridges
- [Changed] Bridge Spawn Method for random system, no distance tracking.
- [Changed] Bridge Tool use will not be offered if a ship that is too big is selected
- [Changed] Bridge Activation to Cost Charge with mass as the value
- [Changed] Reduced resolution of many texture files to decrease memory usage. Obsolete high-resolution planet textures have been moved to the Galactic Armory Optional Resources Pack (GA-ORP).
- [Changed] Replaced various subsystem graphics
- [Changed] Replaced various effect graphics
- [Changed] Significantly reduced resolution of various ship mark and glowmap textures to further reduce RAM usage
- [Changed] Renamed Mass Driver (Light) to Mass Driver
- [Changed] Renamed Mass Driver to Large Mass Driver and changed category from Ballistic to Special Weapon
- [Changed] Updated Context menu to 1.2.1.0 features
- [Fixed] Solar Power
- [Fixed] AI Personality Name + Description
- [Fixed] Point Defence Null Pointer
- [Fixed] Planet Structure Space
- [Fixed] Jump Drive Fuel Check
- [Fixed] AI personality description
- [Fixed] Heliocide Hull tech requirement (Spatial Dynamics) was one level higher than indicated
- [Removed] neumon_blue and terrakin_green shipsets to reduce memory usage. These have been added to the Galactic Armory Optional Resources Pack (GA-ORP).
- [Removed] Loading screens to further reduce memory usage. These have been added to the GA-ORP.
YES! Don't know what to say else. Just: YES! :€
youtube: watch?v=P3ALwKeSEYs
man, i follow your instructions, the game is in the mod folder... but how i enable it to play? :/ ?
ok, i get it. A stuff, that maybe some people know right now... the remnants attack me, very early in the game, i defeat them all, except a remnant cruiser, that seems undestructible. A bug of the game or of the mod?
Probably not a bug - I've never heard of indestructible objects. The remnant cruiser is most likely too powerful for you too kill and repairs itself faster than you can damage it.
Remember, Remnants start with a whole lot of tech levels unlocked at game start; it takes quite a while to catch up with them technology-wise.
So are the starting ships: Capital Ship, Cruiser, Dreadnought all suppose to be the same model? And from size 3+ ? or have I found a bug?
Jester: "the remnants attack me, very early in the game, i defeat them all, except a remnant cruiser, that seems undestructible."
I get this as well, then pirates raided me and they damaged it.
The game chooses models based on ship hull in this mod, not based on scale as in vanilla.
This way a fleet composed of different ships (light, heavy, siege, etc.) based around the same size class actually look different instead of using the same models over size 200.
It is compatible with 1.2.1.2?
Yes.
say when i try to enable the mod it just gos back to the reg game....
help?
We need more information than that in order to help.
How/where did you install the mod to? The mod folder needs to go to your Star Ruler/mods directory.
Have you selected the mod from the dropdown menu before starting a new game? If so, the available game options as well as the loading screen should change (so you know when it's working).
Hi....
I have the same problem with this one remnant cruiser. They attack me very early in the game. Can´t destroy this cruiser cause of it´s selfhealing.
But I have another problem, maybe I´m to stupid. I can´t handle the heatwaste of energyweapons. I build ships with energyweapons and huge heatsinks. When the ships are fighting, the heat growth to the capacity but never cools down. So my ships get flaged with "Overheated" and become useless, cause the heat doesn´t cool down.
Its a bug? Or should I have to build a special coolingdivice?
Star Ruler v1.2.1.2
Galactic Armory Mod 1.9.3
I'm having this energy weapons problem as well. Also, ammunition resupply docks don't seem to work; my ships aren't replenishing ammunition during or even after a fight.
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