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20 comments by Bane(Dev) on Aug 19th, 2014

A little bit about the Klingons

The Klingons are a humanoid warrior species that originated from the planet Qo'noS (pronounced Kronos), an M-class planet. One of the major powers of the galaxy, the Klingons were a proud, tradition-bound people who valued honor and combat. The aggressive Klingon culture had made them an interstellar military power to be respected and feared. - Taken from Memory Alpha

The warrior ethos had been an important aspect of Klingon society since the time of Kahless, but the warrior aspects became much more dominant beginning in the early 22nd Century, Previously, Klingon society was regarded as socially balanced, but over time, the warrior caste gained greater prominence, to the point where the Klingons widely came to be regarded as a "warrior race."

Our vision for the Klingons in Armada 3

Our vision has always been to make the Klingon Ships feel tough, agile and versatile when engaging in combat, Klingon commanders prefer to dogfight with their vessels using their speed to make attack runs on vessels with disruptor canons blazing and torpedoes firing  in quick succession making passes again and again "strafing" a target until they could like a bird of prey move in for the final blow and the kill.

In a call to arms the Klingon forces remain (with exception of the dominion) at the pinnacle of manoeuvrable and versatile warships, culture stations and research in a way that they compliment speed and the ever growing need to taste combat, they may not be as tough however and scientifically powerful as some federation vessels but when it comes to fire-power the Klingon's nearly always have the upper hand in a first strike situation.

All Armada 3 vessels for the Klingon's for the most part have cloaks allowing you the player the choice of bypassing defensive measures to raid enemy systems and core worlds. However most ships inevitably have a weakness, they can dish out great amounts of damage for short durations but this nearly always involves overpowering guns and engines meaning sacrificing power to shields and structural integrity and you will see this within the mod when you play as them, there are some exceptions to this rule however such as the Bird of Preys themselves and the heavier K'Vort Class which more than offset their fire-power with tougher hull and armour values, however the K'vek represents the last word in fire-power itself however its commanders do tend to take more risks when dishing out this damage.

The Klingon Titans

So we listened to you guys the players in a bid to see what you wanted and while we can't and in some cases wont fulfil every request we did hear you about the titan situation, but we dont want to lose the shock-wave vessels so we've added a second titan to the Klingon vessels which means you get a choice in your deployment, and the way this is offset is that you the player will have to live with the decision you make because you can only have one titan available at any one time.

The Shock-wave vessel is capable now that it can level of taking out any current item within the mod as long as it is close enough to that target and we're not going to stamp the buff with a big bullseye leaving it up to you the player to click the button to explode at the right time.

More importantly the new titan the Sword of Kahless has some weaknesses you should consider for example it doesn't have any healing abilities so its reliant on support craft much like the Reman Scimitar to keep it alive, it also doesn't regenerate antimatter fast so its again reliant on support craft to keep it firing and equally keep it alive as its bastion shield consumes a great deal of energy and then again that is also a weakness due to the fact the bastion shield itself while powerful only directly reduces incoming damage from the front of the ship, a clever opponent just needs to get around your titan and attack you before you have time to turn. It also cant go toe to toe with a predator like the scimitar as it doesn't have the manoeuvrability, so your probably wondering what is it good for, well it carries two types of ordnance and is in a very Klingon way bristling to the teeth with guns but lets focus on the ordnance, we have a shock-wave torpedo capable of wrecking a target and surrounding ships, however more importantly it can split the fleet up as the shockwave knocks back surrounding vessels. The second ordnance was a shield flux torpedo capable of draining both enemy antimatter and draining shields in an explosive radius, more importantly when passing through the bastion shield field any energy particle was amplified by that field.

So there you have it a tradeoff powerful ordnance for anti fleet operations or a vessel that could in an instance tip the balance but you get one shot and one shot only.
 
Other sources of inspiration

While we have the chance many know that we are all massive Star Trek Super fans, if you have not yet seen the Prelude to Axanar program then please support this worthy project (it even has a kick starter) You can watch it below:

Finally for the full faction reveal of the Klingons and the main dev diary video check out the latest editions here at our Youtube Channel:

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Star Trek Armada 3 1.0 Hotfix 1

Star Trek Armada 3 1.0 Hotfix 1

Mar 7, 2014 Patch 105 comments

A small file containing a hotfix for some glaring omissions and errors that made it into version 1.0. More to follow as we receive more reports.Most critically...

Star Trek Armada 3, 1,0 Full

Star Trek Armada 3, 1,0 Full

Feb 26, 2014 Full Version 344 comments

Star Trek Armada 3: Full version 1,0 is the big release which adds allot of new features, allot has changed since the 0,95 Beta. We hope you all enjoy...

Star Trek Armada 3 Beta v0.95

Star Trek Armada 3 Beta v0.95

Dec 24, 2013 Demo 151 comments

It’s here! The first release of STA3 to the general public is now available to download. The mod has been in continuous development for about a year now...

Post comment Comments  (0 - 10 of 5,464)
crazydan1984
crazydan1984 11hours 13mins ago says:

hi i am new to all this but i was wondering when moding a game like this you build new ships ect but y does the the klingons titan (shock wave ) when looking at it from an over veiw still look like the titan from soser titan you can see this in dev diary 11 at 27:40 when looking at the fleet ????

+1 vote     reply to comment
OrionSlaver
OrionSlaver 10hours 40mins ago replied:

It's a simple icon oversight that will likely be addressed in the upcoming expansion. No biggie.

+1 vote     reply to comment
Guest
Guest Aug 29 2014, 6:48pm says:

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OmnipotentSnail
OmnipotentSnail Aug 29 2014, 7:57pm replied:

Total conversion mods like STA3 can't be activated from inside the game, and usually can't be run with any other mods. To activate STA3, navigate to your Sins mods location:

usually C:\Users\<you>\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82\

find and open EnabledMods.txt

make it the following:
TXT
Version 0
enabledModNameCount 1
enabledModName "Star Trek Armada 3"

make sure you have an empty line at the end of the file or it won't be read properly. Also make sure you have the "Star Trek Armada 3" folder in the same directory as EnabledMods.txt.

You'll have to disable any other mods.
Hope this helps.

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Guest
Guest 23hours 22mins ago replied:

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_Alive_
_Alive_ 21hours 43mins ago replied:

just load up your enable mods text document, copy and paste:
TXT
Version 0
enabledModNameCount 2
enabledModName "STA3_1.0_Hotfix"
enabledModName "Star Trek Armada 3"

then you can save the file in armada3s main folder for easy activation and storage. when your ready to play armada3 open the enable mods file in the main directory and the one in armadas main folder and just copy&paste. to disable the mod just delete everything after "enabledModNameCount" and replace the number after it with "0" then save and quit, you only want to do this with the file in the main directory

+1 vote     reply to comment
Napalm-Knight
Napalm-Knight 13hours 24mins ago replied:

That isn't how the hotfix works, you drag the hotfix files into the armada 3 folder and replace them, they aren't separate things. :P

+1 vote     reply to comment
_Alive_
_Alive_ 10hours 10mins ago replied:

i know i just havnt ever done that with armada, ive done with all the other mods i play but i just never got around to it and since it plays the same and i dont do online plays i see no reason to update the files like that (also my computer settings are a little weird so i have to manually move the individual folders instead of just dropping the hotfix over armada3) he can copy OmnipotentSnails text instead of mine

+1 vote     reply to comment
Randy0570
Randy0570 Aug 29 2014, 6:03pm replied:

do the opposite of what I said and put Star Trek Armada 3 into the "s again and put the active mod count to 1

+1 vote     reply to comment
Guest
Guest Aug 29 2014, 6:22pm replied:

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Highest Rated (21 agree) 10/10

A wonderful mod. - 5 Unique Factions to play with (Federation, Klingons, Romulans, Borg, Dominion+Cardassians+Breen - Well balanced mod experience. - Vast graphical improvements and high quality models+textures. - Lovely music remastered out of other former Star Trek games, very fitting. - The spiritual successor to Star Trek Armada2. - Hero units + their voices included such as Picard, Sisko, Martok, Locutus of Borg, Sela etc. - Many custom maps. - Fully working AI support. - Custom Ui. - Custom…

Mar 2 2014, 5:30am by 23-down

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Also a bit late our sneak preview for a 100 followers! can you name it? T.co

Aug 29 2014, 5:41am

Quick preview of the Ktinga update again! T.co

Aug 29 2014, 5:36am

Whoohoo 100 followers! We'll post a special picture later today to celebrate!

Aug 28 2014, 6:43am

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Aug 28 2014, 6:41am

32 changes and additions were made on the 27/8!

Aug 27 2014, 6:11pm

Ktinga and Predator Role reversal, Ktinga is now a Support Cruiser! also a slight visual buff. T.co

Aug 27 2014, 4:59pm

24 changes and additions were made on the 26/8!

Aug 26 2014, 6:36pm

@Rupe_Dogg Guess again!

Aug 26 2014, 1:38pm

What oh what will this be for? T.co

Aug 26 2014, 9:40am

Slight update on the Yeager model, getting that Nacelle just right, thank you @eas_trek T.co

Aug 26 2014, 8:01am

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