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Star Trek Armada 3 (mod)

What is Star Trek Armada 3?

It is a mod for sins of a solar empire rebellion that transforms the game into a star trek game.

The goal of this mod is to create a Star trek environment similar to the game star trek armada 2 featuring many of the same ships and factions.


What factions will there be?

At launch 4 factions will be available:

-United Federation of Planets

-Klingon Empire

-Romulan Star Empire

-Borg Collective


How accurate (canon) will the mod be?

Accuracy is a funny thing in Star trek, it tends to change after a few episodes, as a ship took 10 phaser blast in one it might be destroyed by a single one in the next season. That is why I have chosen to try to remain canon AS LONG as it doesn't interfere with gameplay and fun. 

I want this mod to be fun to play and not be weirdly balanced that it may be accurate but unplayable.

- Max Loef

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Following a series of game breaking bugs found in late April, the mod has been entirely re-built from the ground up and progress is coming on well.  

The game will include the four races mentioned above in the initial release, but a patch will follow including the Dominion as a playable race. As things stand, Both the Federation and the Klingon Empire Are close to completion, with only the research tree and some ship abilities to complete. The Romulans and the Borg are in mid-development at the minute. Check out our Pictures on Moddb on the link below!

http://www.moddb.com/mods/star-trek-armada-3/images/romulans2

 

The Game will include all new music, much of it remastered from previous Armada games. Please follow the link below to a news piece on moddb showcasing some of the music included in the game:

http://www.moddb.com/mods/star-trek-armada-3/news/star-trek-armada-3-mod-music-showcase


We've got all new neutral militia and pirates (The Orion Syndicate, of course) planned for the game. See below for some of our neutral militia in combat.

 

We're very active on the moddb page linked, so please follow and support the team on there also. Max, our project lead posts periodical pieces on the news thread. Check it out occasionally, you never know what you might find!

 http://www.moddb.com/mods/star-trek-armada-3/news

 

 

 

 

Any questions or suggestions? Comment on this page and we'll get back to you as soon as possible.

414,784 views 107 replies
Reply #51 Top

Major, 

I downloaded the rar. file to my desktop.

Opened it with 7zip , highlighted the four files within and put them in a folder I created in the Sins Rebellion Mod. 1.80 folder.

So I dont go in game and highlight the mod and enable it?

The enable mods folder is just a text file   ...help the lost.. 

Reply #52 Top

There is a enabled mods text file in the download. Use that and just copy over the current one in the 1.80 mod folder.

Reply #53 Top

hey finally got it ...thanks guys.

Late night. 

Reply #54 Top

Just facing the Borg now.  Took a while to figure out the balance in the system.  Nice model work.  Definitely a keeper.  Gonna spend a lot of my time off on this.

 

Thank you Armada III team.

 

Looking forward to it's bright future.

 

backs out of the room slowly...   *_* :borg:

Reply #55 Top

Considering this is an early-stage release of this mod, it's outstanding!

 

I'm one of the folks who don't mind some of the liberties taken with traditional star trek lore (and it's ok if you're not! There's fantastic mods to accommodate both camps between this and SoA2). I love that this has Titans. :P

 

I'm pretty excited to see future releases of this mod.

 

I really like how you guys handled hero units. Having only one ship with the iconic captains' voices is a nice touch.

 

Janeway's ablative armor ability. Holy SHIT. Impressive. I looks just like it did from the show. Very well done!

 

Some feedback after spending several hours yesterday in a long game as federation with a Klingon AI ally vs. the Borg (I understand that some of this might simply be unfinished at this point and known):

 

I notice that while very much like E4X's hero system, the hero-summoning structure in this mod is not invulnerable. Is this intentional? I could see it going both ways. It's kind of annoying to lose an irreplaceable structure, though.

 

Some of the pacts between faction share the same name but do different things. That's not *bad* (more bonuses than if they WERE the same) but having unique names would be nicer.

 

Regarding ship balance:

Some of the caps seem WAY more useful than others. I am admittedly biased in favor of the Sovereign (probably my favorite star trek ship) but it seems especially useless in this mod. :( Especially when facing the Borg, it's all about armor/damage reduction/hull repair (or, of course, massive debuffs). Shields are almost useless. Most of my caps died with 80-90% shields.

By the last third of the game when i finally went on the offensive, i managed to liberate a dozen Borg worlds without a single loss (while killing a bunch of unicomplexes and countless cubes/diamonds/random borg ships, eventually getting my all-cap fleet to levels 8-9) using a max-cap fleet of: Titan, even mix of nebulas/phoenixes (the bulk of my fleet), 2 galaxies (just for the AE debuff) and one Ambassador (to colonize the worlds as i go). The Ambassador is obviously the weak link and is just there to colonize, it's shield-heal (while probably very useful against non-borg) is useless in an anti-Borg fleet.

The phoenix's (or was it nebula? i get them confused) high damage reduction for itself combined with its high hull repair for the fleet makes it critical against the Borg. The nebula's shield-disable ability is right up there, too. In one ability it reduces the duration of the fight by more than half.

The Galaxy's good damage and AE debuff are nice, but not really essential. Once you're rocking the 'holy trinity' of Titan/Phoenix/Nebula anything else is just extra. Which really seems to be the problem. The Galaxy at least has reasons to use it, but the Sovereign is pretty weak in comparison. Every one i built died, so i just... stopped building them.

On that note the TL titan abilities from the base game on the Fed titan are PERFECT for an anti-borg Titan in this mod, heh. Get rid of the red bars from the FD visual effect and that ship is done. :P

 

Regarding ship flight:

This is probably a polarizing issue, and i know SoA2 does it as well, and i get why. It looks really good pre-rebellion, at least. I am of course talking about the 'always fly around like a fighter' aspect. It really does make the game look more like the shows/movies, i'll give you that.

But it's got some glaring drawbacks (most of which apply even pre-Rebellion).

1) The Rebllion issue where a ship will fly out in a straight line seemingly forever. Saw this countless times, yesterday.

2) Once i got a large fleet going, they looked like they all had the worst navigations officers in the universe. They were playing bumper-cars in space.

2a) Not sure if it's related to 2 or it's own issue, but i often saw ships flying REALLY close to the borg ships and parking there. My fleet would be shooting a cube and they'd all be bumping up against it. I dunno if it's related to the flight issue, or a range issue, or something else.

3) Probably the worst offense after 1): Ships that DON'T have banks of weapons in every direction take a significant hit to their damage output and gain nothing. In the shows/movies the REASON ships fly like that is for evasion. In the game, they gain no defensive bonuses for doing it. They just lose out on damage. Take the Defiant. It's crippled by this. Even ships that can fire in all direction still take hits, since their forward-facing banks are usually the strongest.

This isn't easy to fix, either. You can't just double the DPS of the Defiant, for exmaple, because then if it's got targets in multiple directions it's suddenly doing way more total damage than it should.

Same for other ships. You can't make all their bank identical, it'd a) look bad and b) make them all massively overpowered in large engagements.

Has NOT using the fighter-flight characteristics been considered/weighed, at least?

 

ANYway, wouldn't have typed so much if i didn't love the mod. Keep up the great work, guys! :D

 

EDIT: Spelling and typing, how do they work?!

Reply #57 Top

Just wanted to stop by and say that you guys did an awesome job on the mod!

 

My favorite touch so far is the ablative armor ability on Voyager. Now we just need a corbomite reflector for the Sovereign! :D

 

Edit - Playing a game as the Romulans now. The Scimitar Titan is amazing!

Reply #58 Top

I was looking at the Particle Forge today and thought i'd edit the default Furious Defense visual to better fit the Fed titan in this mod. :) I figure it'd be a decent placeholder until a new effect is made, or new abilities replace the default ones.

 

What it looks like: http://imgur.com/7zpXtU1

 

Can get it here: http://www.filedropper.com/fedtitanfd

 

It goes in the ...\Star Trek Armada 3\Particle directory.

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Reply #59 Top

Hi All,

 

I ran into a issue getting the mod to work, i have rebellion 1.80, its in the right folder (same as my other mods that work) pretty sure its the enablemod.txt file or something small, it shows up in game but when i enable it, it doesn't launch correctly.

 

any help would be appreciated.

Reply #60 Top

nvm i got it, my problem was i extracted to the rebellion 1.8 folder like the other mods, but the actual mod was one sub-directory deeper.

Reply #61 Top

When can i play for the Dominion/Cardies and channel my inner Dukat?

 

Reply #62 Top

The mod is great and I enjoy it bigtime. The effects are very good. Especially the scimitar seems to have a custom hit/shield effect that looks great. 

If I could recommend something:

Resize the Borg cubes, make them a little smaller. And please review the assimilation. It seems overpowered. It is canon regarding the show, but it kills the fun a little if your full blown Romulan armada gets desintegrated in short time.

Although I think the Armada 3 Theme doesnt allow the Dominion, I would love to see them.

Reply #63 Top

Hey,

So I started playing sins again and consequently this mod. I've been enjoying it! Keep up the good work (and yes I even enjoy the frustratingly difficult borg, although some re balancing of ships is needed)

 

That being said....What the heck is with the seemingly random giant "rebel" fleets that phase jump into multiple planets at once. On top of the massive fleets it also instantly de-colonizes said planets. This is game breaking!

Reply #64 Top

Quoting Watweissich, reply 62
And please review the assimilation. It seems overpowered. It is canon regarding the show, but it kills the fun a little if your full blown Romulan armada gets desintegrated in short time.

Nope, working as intended. Don't like it? Don't play with the Borg.

Reply #65 Top

Quoting Lavo_2, reply 64


Quoting Watweissich, reply 62And please review the assimilation. It seems overpowered. It is canon regarding the show, but it kills the fun a little if your full blown Romulan armada gets desintegrated in short time.

Nope, working as intended. Don't like it? Don't play with the Borg.

 

Well, the OP said something about balancing and not sticking to canon (too much)... So i thought I mention it. If the borg are not meant to be 1vs1 opponents, its fine. 

Reply #66 Top

Just wanted to say I really appreciate your work! Been playing SoA2 for a long time now and still love it, but your mod has many great qualitites and feels totally different to SoA2 - so to anyone having doubts whether we needed another Star Trek Mod - hell yes we did, just try it!

I like how polished it all looks, really more like a standalone game somebody might release, rather than a simple mod. The models, animations and sounds are amazing, and so is the custom UI for each race (even if it does take some getting used to).

I have one small request at this point: Can you change the icons for the Romulan Civil/War labs? For every other race in every other Sins mod, you have the military labs on top and the civil labs on the bottom. For the Romulans in Armada 3, it is the other way round. I must have built like 9 civil labs and was still wondering why I could not research any military tech, LOL. I can't be the only one, can I?

Love the hero units, especially Janeway.

All in all, I want to congratulate you on your work so far! can't wait to see further development of this mod.

Reply #67 Top

Great mod have a lot of fun with it. I play federation a lot and in the early game I like to spam intrepids until I make excelsiors my fleets meat because their pretty cheap, fast and do good damage. But one thing I've noticed, and I'm assuming it's a bug, is intrepids don't regenerate their Shields. They will just sit at 400 or however much shield they have left and won't regen. Besides that haven't noticed any issues pretty bug free. 

Reply #68 Top

Quoting Guy41521, reply 67
intrepids don't regenerate their Shields

 

I've seen that a lot too.  I spam Intrepids when I dance with the Borg in the pale moonlight. 

 

backs out of the room slowly...   *_* :borg:

Reply #69 Top

This is an amazing mod!  Fantastic visuals, sounds and atmosphere with the Borg scary in-game as they should be.  So a massive thank you to Maxloef and team for all of your efforts! 

Some suggestions as you continue development:

1. AI Minefield Spam.  I've always found that clearing minefields takes a lot of fun away from SOSE (nothing unique to STA3).  Suggest toning down AI minefield spam tendencies a little, if possible.  Or can ship automation be improved so less micro is required?

2. Federation Torpedo Turrets.  Given the supply costs are double that a Phaser Turret I'm not sure why Torpedo Turrets would ever be built.  Any extra dps does not appear to justify the supply cost.  If Torpedo Turrets are working as designed, when do you use Torpedo Turrets as a development team?

3. Looking across series there is a clear theme where the Federation start weak compared to other factions but develop quickly.  I understand the timeframe you are targeting, but wonder if the Federation should be weaker early game and stronger in the late game (albeit requiring massively more costly research in the final tier).

 

Reply #70 Top

Quoting Icemaniaa, reply 69
1. AI Minefield Spam.  I've always found that clearing minefields takes a lot of fun away from SOSE (nothing unique to STA3).  Suggest toning down AI minefield spam tendencies a little, if possible.  Or can ship automation be improved so less micro is required?

If you aren't concerned about multiplayer, use Notepad to open up the mod's Gameplay.constants file (it should be in the GameInfo folder) and scroll down to the line that says "playerAISharedDef" (it should be around line 663 or so). Under that line, you'll find four sections labeled "table-XYZ", where XYZ is an AI preset. If you change the number next to BuildMines in each section to "0", the AI will never build minefields. If you're getting minefield spams even though BuildMines is only set to 1, it's probably because SoaSE's AI was never coded with STA3's ship costs and capital ship handling in mind. Ship automation can only really be improved when it concerns ability usage, otherwise there's little else you can do.

 
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Reply #71 Top

I just downloaded to play but no matter what I try the game crashes before it loads with the dreaded minidump. Any suggestions?

 

Reply #72 Top

Many thanks Delnar_Ersike, will certainly give that a try!

 

Reply #73 Top

Played a game with a friend last night, as Borg. So fun to assimilate the Alpha Quadrant... mwahaha :>

Can't wait to play my favorite race from Armada II.. the Dominion, of course!

Reply #74 Top

EPIC MOD! :thumbsup:

Please allow me to give you some feedback:

It should be noted that I only have played a few games and that as such I probably still lack significant information about the game:

General/Bug Reports:

  • When switching between mods: Manually ENABLING and DISABLING the mod, causes minidump. Without affecting the settings... meaning the only way to install or uninstall the mod is to edit the enabledmods.txt. (Leaving aside the initial exe installation)
  • The ships moving in combat looks very cool... however it sadly has a few significant balancing implimentations:

    - Planetary Siege craft take much much longer to kill than in Vanilla.... because your defending ships keep flying circles while the siege ships happily turn the planet into glass. Suggestion: Reduce ROF or Health of Planetary siege ships.... right now you seem to need an utterly crushing numerical superiority to avoid the loss of even the quite though capital.

    The Borg as single ship multiple attack vectors naturally benefit significantly from the reduction in firepower of their - circle flying - enemies. 
  • The hero recruiting station..... it is very weakly armored and doesnt even have shields... meaning it can be destroyed without much effort. Against a human enemy, it is very dfficult to protect the irreplacable station.

    Suggestion 1: Increase hull and armor and give it shields. The shield mitigation will make it much more difficult to destroy.

    Suggestion 2: I dont like the invulnerable solution from E4X Mod to much, too. It is annoying to have that station orbiting your conquered capital planets. On the other hand, a major or just untimely assault on your capital means you loose the ability to recruit heros forever, which is also very annoying.

    So now please allow me to suggest my favourite idea:

    Make the station rebuildable.... however make it expensive and time consuming. It should hurt a lot. But you could rebuild it.

 

 


Federation:

  •     The voices of the Heros are very well done.... nice job. True star Trek feelings. :grin:
  •     Hero Ships should start with the proper name... not sure if it is possible though (Sisko = USS Defiant)
  •     Speaking of the Defiant..... the culture repell ability seems misplaced and underwhelming on a pure warship.
  •     Starbase VS Outpost Balancing:

    The Outpost is a very nice idea, one that can allow your colony ship to become more than a helpless target when the planet gets attacked soon after colonialisation. Compared to a true starbase it only has 4 upgrade slots. If you go for the health upgrades, which imho is a necessity you end up with a outpost that has similar health pool than the large starbase.... although with significantly weaker firepower.

    Seing that the outpost consumes a starbase slot there seems to be very little reason not to go for a real starbase, leaving emergencies aside.n

    I would have the suggestion of making the Starbase and the Outpost more different in role and power level.

    The Giant Federation Starbase in an huge base.... imho this size should be reflected in its overall power levels. It should be capable of withstanding significant more punishment compared to the Outpost on the same upgrade level. Same for firepower. At the moment outpost and starbase cost pretty much the same, leaving upgrades aside. I would make the outpost cheaper and faster to build at the cost of durabilty. (Maybe not the final health upgrade?). In comparsion the - btw very nice looking - Federation starbase should take longer to build, be more expensive to create in the first place and be a much more severe threat once fully upgraded. I mean, this is the starbase protecting earth.... I would imagine that it takes substantial firepower to get rid of it. So.... with that done.... it makes even less sense to build an outpost. So what about to give the outpost an ability, that the starbase cannot have? Culture generation could be very effective, because that is something you occassionally need, especially if supporting allies who fight for their lives. (crippled empire, enemy culture killing them)

    So in summary, what about:

    Removing the last health upgrade of the outpost
    Giving the outpost a new ability, that the starbase cannot have (For example culture generation or something fancy?)
    Increasing the health pool of the starbase (maxed out) from arround 30000 to 40000 in HP and shield.
    Increase the firepower of the starbase by 20 %
    Making the outpost cheaper and faster to build
    Making the starbase more expensive and significantly longer to build (it should be very difficult to use the Starbase offensivly)
  • Ambassador Class Capital ship: I might be wrong but it seems to be the weakest of all colonizers capitals. Ok... borg are obviously always better, but even compared to the klingon one the ambassador seems underpowered. Sending the klingon ship to a certain militia guarded planets means the milita dies and the ship takes some notable hull damage. Sending the ambassador to the same planet results in the ship being shot to pieces in an worrying short amount of time. 
  • Or is this compensated by the Sabre Class? I didnt do any testing, but the sabre class feels significantly more powerful than for example the Klingon Bird of Preys. Might be just my feeling however... because my Ambassador with the help of Sabres disposed even the mightiest of milita rather swiftly without any losses.
  • Voyager (Janeway) Hero feels a bit undergunned..... or was this done to balance the ablative reinforced armor ability?
  • Speaking of..... the ability is very cool. The disengagement of the armor however seems to be out of sync with the audio played. I would also to add a suggestion to change the way it works:

    Instead of just restoring shields and forcing close enemies into attacking the vessel, what about

    1. Keep the armor increase
    2. Do not regenerate shields that quickly
    3. Allow weapons to be fired... maybe only torpedos?
    4. Duration: 15 - 30 - 45 - 60
    5. Cooldown: 30 - 45 - 60 - 70

    Alternativly... what about buffing the range and the target count on the force attack? Right now with the new movement system it doesnt seem to do much. And the short duration means that you dont want to many enemies focusing on poor Voyager coming out of armor.

 

Klingon Empire:

 

  • Martoks voice sounds a bit odd.
  • The Titan lacks more abilities - to do?
  • The damage of the suicide ability seems a bit weaker for later stages of the game. 25000 sounds like a lot.... but after armor and shield mitigation it seems to barely make a dent into a borg cube.

 

Romulan Star Empire

Havent played them yet...

 

Borg Collective:

 

  • Generally speaking, the Borg feel owerpowered. Not as extreme as in SOA but still enough to moop the floor with anything.

 

The Dominion (ideas)

 

  • DS9 has quite some nice founder/Vorta/Jem Hadar voiceover, which could be used for ships and diplomacy


    - The Dominion decides... that you have something that they want.... and they come and take it... by negotiation or by force.
    - All those escape pods.... so small... so vulnerable

    - I want the cardassians exterminated! Which one? All of them... the entire population.


    I think you are getting the idea ;)  

 

That is all I can think of for now... thank you again for the very cool mod!

 

 

Reply #75 Top

How do you build the Hero units?

I know the Federation HQ, I research the Voyager returns Home tech.

I have free slots and voyager is no longer red / grayed out.

But when I click on it, it gives me an arrow,

When I proceed to place it, nothing happens...

 

Also, Diplomacy Tech tree appears to be bugged on the alliance section,