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?
Galactic Armory 1.7 for Star Ruler 1076 has been released! It 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).
After almost two months of hard work, Galactic Armory 1.7 is finally available. This release contains several new features, some of which we would like to present here.
orzelek's Remnant AI
If the passiveness of the Remnants in this game always has bothered you, this mod is definately for you. orzelek developed an AI for Remnants, which will no longer sit idly in their systems, waiting for you to catch up and hunt them down. Instead they will now research, retrofit their ships (as well as make them larger as time passes) and get reinforcements. As if this wasn't enough, they will also start attacking systems of both human and AI players occasionally. How often this happens depends how angry they are. And they are definately an enemy you don't want to make angry.
They also field a lot of updated and new ship designs, as well as stations. Especially command posts and stations are valuable targets, since they provide their ability to produce resources. If you want to be successful against them, these should be your first targets.
The Remnant AI is configurable and fully optional. If "Remnant AI" is left unchecked at game start, they will still spawn, but behave as usual.
This mod is for all those who like a bit of number crunching. Resource production is usually limited by several factors, i.e. the inflow of raw materials that are to be refined to another resource. The advisor window (can be toggled with F8) shows planets that are of interest because of unusually high or low production efficiency, which is otherwise rarely noticed due to the size of an interstellar empire.
Screenshots as well as an in-depth explanation of this mod and its features can be found in the official thread.
While ballistic and missile weapons are limited by the amount of ammunition that is carried or produced within a warship, energy weapons did not have any such limitation. As long as enough energy is produced, energy weapons can be fired as often as their rate of fire allows.
However, this is no longer the case. Instead of simply making energy weapons somewhat inferior to other weapons, we decided to go another route. Similar to games like MechWarrior, energy weapons in Galactic Armory now produce different amounts of waste heat. A power supply or heatsink is now mandatory when using energy weapons; while linked emergency power units will reduce their energy requirement, they do not provide heat storage capacity (called "heat level threshold"). In most circumstances, a power supply of sufficient size will provide enough cooling so that heat isn't built up over time. However, with advanced weapons like plasma throwers and particle cannons, combined with rack mounts or mass mounts, the increase in overall cost and rate of fire can easily lead to a positive heat release value. This will trigger a warning message in the blueprint editor window, saying that the ship design "will produce extreme amounts of heat". In such a case, there are two main options: You can either increase the size of the power supply, increase the power output and fuel consumption as well; or you can mount a heatsink, which vastly increases the heat release rate, gives a bonus to the ship's heat level threshold and doesn't even require power to run.
In case an energy weapon-based ship builds up too much excess heat anyway, it won't explode or take damage. However, once the heat level reaches or surpasses the threshold (which is possible), the ship's energy weapons stop firing and need to cool down to 50% of maximum heat. Once heat falls to or below 50%, energy weapons will continue to fire (until too much heat has built up again).
Important information regarding installation issues
Time and again we receive questions such as "Why are my ingame menus gone? This mod doesn't work!!!". Though this has been answered many times before, and has actually been part of the mod's readme for quite some time now, we feel that this should be adressed one more time, hoping that people actually read this.
Star Ruler mods are generally installed into the mod folder within your game directory. Yes, that is the folder that the game is installed to. If, for example, you own the game on STEAM, this will be something like c:\program files\steam\steamapps\common\star ruler\. This is a general thing and applies to all Star Ruler mods.
DO NOT CONFUSE THIS WITH YOUR USER FILES. The user files folder for Star Ruler also contains a mod folder, which is used to save your exported ship blueprints, screenshots, savegames and race profiles. DO NOT extract the mod to this folder, as it will show up in the new game menu, but WILL NOT FUNCTION CORRECTLY.
Another common mistake, also caused by failing to read the readme file, is forgetting to delete previous versions of this mod before installing the latest release. It may work, since we did not test every possible combination of old and new mod installations - but it may just as well fail and cause unusual errors.
For more information, check out the changelog below. If you have questions or feedback feel free to visit the official mod thread.
In case you haven't heard...
...or rather seen in this case, there's a teaser video I uploaded a few days ago. It shows one of the new weapons: The Mass Driver, which shoots giant chunks of rock at planets, a.k.a. asteroids.