eXplore the galaxy.

eXpand your empire.

eXploit the resources you find.

eXterminate those who oppose you.



Star Ruler offers freedom of choice unlike any other 4X space RTS did before. Newtonian physics, objects orbiting around stars and planets, an easy to learn blueprint editor and free ship scalability are only a fraction of the unique features it has to offer. Utilizing the Irrlicht engine, the game offers great graphics and a fantastic soundtrack by Artem Bank, ensuring a unique, captivating atmosphere.

Galactic Armory is a Total Conversion/Expansion mod for Blind Mind Studios' 4X hit Star Ruler. The mod includes more than 100 subsystems and structures, completely reworked balancing, new and improved game mechanics, new graphics and sound effects and a lot more. The main goal is to give Star Ruler even more of a simulation feel while expanding on content and keeping it fun to play at the same time.



The development of Galactic Armory 2.0

has officially ceased as of August 10, 2013.



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In case you have been living under a rock, Blind Mind Studios revealed the development of Star Ruler 2 almost exactly a year ago. The game, which is supposed to be a true improvement over BMS original 4X RTS hit in all aspects, is now available on Steam Early Access: Store.steampowered.com

Read the announcement here


Star Ruler 2 has been in development for three years already, and aims to improve playability by not just expanding on features that had been neglected in SR1 (yes diplomacy, I am looking at you!), but also streamlining the accessibility of the game without dumbing down gameplay.

If that wasn't enough, the moddability of the game has an even higher priority this time around, ensuring that virtually any aspect of the game can be modded.

Needless to say that if you liked Star Ruler 1 (and, just maybe, the Galactic Armory mod) you should definitely check SR2 out and keep an eye open (or two) for any modding-related news to come!

Incoming Transmission: Stasis initialized.

Incoming Transmission: Stasis initialized.

News 7 comments

We hereby announce the end of Galactic Armory's active development. There are no plans to release further patches and releases for it.

GA 2.0 Dev Update #2 - Exploration Concept

GA 2.0 Dev Update #2 - Exploration Concept

News 6 comments

This post explains the ideas behind our concept for exploration in Galactic Armory 2.0 and how it will impact the game as a whole.

GA 2.0 Dev Update #1 - Research explained

GA 2.0 Dev Update #1 - Research explained

News 3 comments

One of the most extensive changes we are planning for the next major release of Galactic Armory is a complete overhaul of the existing research. This...

Release: Galactic Armory 1.9.2

Release: Galactic Armory 1.9.2

News 6 comments

Galactic Armory 1.9.2 is now available! This release adds a completely new and original shipset, new original subsystem art, changes jump bridge spawn...

Galactic Armory 1.9.4 for SR 1212

Galactic Armory 1.9.4 for SR 1212

Full Version 6 comments

A new version of Galactic Armory has been released! 1.9.4 fixes the issues with governors, remnants and other areas from 1.9.3 and adds the ability for...

Galactic Armory Patch 1.9.2 to 1.9.3 for SR 1212

Galactic Armory Patch 1.9.2 to 1.9.3 for SR 1212

Patch 1 comment

This small patch contains fixes for two issues that were still remaining in the latest full release (1.9.2) of the mod. Changelog: [Fixed] checkTrade...

Galactic Armory 1.9.2 for Star Ruler 1.2.1.0

Galactic Armory 1.9.2 for Star Ruler 1.2.1.0

Full Version 16 comments

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...

Galactic Armory Optional Resource Pack (GA-ORP)

Galactic Armory Optional Resource Pack (GA-ORP)

Other 0 comments

====================== Galactic Armory Optional Resources Pack (GA-ORP) ====================== This pack contains resources that have been removed from...

Official Galactic Armory Desktop Wallpaper Pack

Official Galactic Armory Desktop Wallpaper Pack

Wallpapers 0 comments

Enhance your desktop with our official Galactic Armory Wallpaper Pack! Artwork and Mod Logo created by balancesheet Wallpapers by XTRMNTR2K Available...

Galactic Armory 1.9.1b for Star Ruler 1.2.0.0

Galactic Armory 1.9.1b for Star Ruler 1.2.0.0

Full Version 1 comment

Release 1.9.1b adresses numerous bugs and other issues, adds many new high-quality planet textures and ensures compatibility with Star Ruler 1.2.0.0...

Post comment Comments  (20 - 30 of 106)
Guest
Guest

I have Star Ruler and Galactic Armory Version 1.9.4 installed on two of my computers (I bought two copies.) On one computer, the mod works fine. On the other, when I try starting a game, it goes through the initialization process until it reaches the loading ship types part. It loads a few of the ship types and then always experiences a C++ runtime error " the application has requested the runtime to terminate it in an unusual way."
How do I solve this problem?

Thanks

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XTRMNTR2K Creator
XTRMNTR2K

It's likely you're running out of memory. Now before you say "but my computer has 16 gigs of RAM!" keep in mind that the game can not utilize all that; it may also be the graphics memory that is causing this.

Basically you have to reduce the memory load. You can try reducing the number of systems and AI players in your galaxy, or try a lower texture quality setting. If that doesn't work you can also remove shipsets from the mod since these use up quite a bit of memory. To do that, go to "Star Ruler\Mods\GalacticArmory\Game Data\ShipSets" and delete [NameOfTheShipset].txt and the corresponding folder. As far as I know there is no need to delete the actually model and texture files as they aren't loaded anymore if you do this. See if it works, if it's really the memory issue I think it is it should do the trick.

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Guest
Guest

Thanks for the help. I tried setting the textures to low. This time it was able to load up completely and play for about five minutes, after which it experienced the same error. I tried it again with System Performance monitor open and after it crashed I looked and saw that there were huge spikes in Page File usage, as well as some in CPU usage. Is this mod a lot more intensive than the vanilla game, because that seems to work fine (except for some kind of graphical error with the system plane)?

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XTRMNTR2K Creator
XTRMNTR2K

Yes, Galactic Armory is much more resource-hungry than vanilla SR, mostly due to the large amount of extra content (textures, models, sfx).

Have you tried removing a shipset yet? That should definitely free up a lot of memory, especially the Polarstorm shipset (if memory serves right).

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jwagne51
jwagne51

Finally found out what was wrong; I was using solar panels without a heat sink, I like to make the logistics train as small as possible. You may want to add a line at the bottom of the beam weapons that say you need a dedicated heat sink or use power sources that are also heat sinks.

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jwagne51
jwagne51

Update: after Energy Weapons upgrade to around level 4 laser weapons will show a "subsystem required" warning.

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jwagne51
jwagne51

Just downloaded this Mod and had to restart the game because one of the traits did not work. The laser trait that gives you laser weapons makes it impossible to use beam weapons. the second play through I used the trait that gives you energy weapons out right and I could use the laser weapons.

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koldsoul
koldsoul

That is a lot of text to read...

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Guest
Guest

I first want to say I love the mod and all the new fetchers it adds, well most of them...
I am having some issues with the Remnants.
Every so often s bunch of intermittent space stations will fly from one end of the galaxy to the other at incredible speed, crossing solar systems in less than a second. while this in itself is a mild inconvenience, the beeping and message saying the system is under attack, it is the fact that they do a "drive by shooting" of any planet that comes into their range, at scale >100 they knock structures off my planets and have in rare occasions killed off planets requiring me to re-colonize them.
Second is the “spawn locations” or “end result location”, the place far off the ends of the galaxy where the stations hang out and pump out the Remnant Racers. It looks like the game considers them to be located inside a solar system “close” to them, close being a relative term as they can be anywhere from 200 to 500 AU from the system. This causes any ship I have in the system to go flying off into the abyss to attack something that is often way to powerful, a pack of scale >100 stations and any other ships that have spawned there, and wasting fuel and time.
Any help with fixing this would be wonderful. Thanks for the mod and keep up the great work.

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Favardin
Favardin

I am running into a bug with weapons. Everything overheats. I put the largest heatsink on there with the smallest heat generating weapons available. Still overheats. Doesn't cool down either. How do I fix?

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Guest
Guest

I'm having this very same problem i transfered some ship designs from one of my 1.9.1 saves and they were fine in that game, yet in 1.9.3 they over heat and stay that way, it only seems to effect the guns that actually produce heat, every other weapon still fires but the heat doesn't dissipate no matter how many heat sinks you put on :(

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Unit206
Unit206

thats glitched and most likely won't be fixed for a bit

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Heathy87
Heathy87

ah the fix is in GABasicEffects.as search for the line "game.setStateVals(" and change it to "gate.setStateVals(" no quotes.

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