Star Trek: Armada III - The Final Frontier begins with the first stirrings of the Dominion War and allows players to take command of five unique factions, the United Federation of Planets, the Klingon Empire, the Romulan Star Empire, the Cardassian Union/Dominion Alliance, and the Borg Collective. Explore strange new worlds, seek out new life and new civilizations, and boldly go where no one has gone before.

"Best Star Trek Mod for any game period."
Mod of the Year 2014 I Player's Choice
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Greetings all,

Well, look at this - a month into the year already! We hope you all had a happy and safe New Years and that the return to work and/or study hasn't yet led to an existential crisis. Many of you have been waiting patiently and now it's my great pleasure to announce that the beta builds for both The Final Frontier 1.1 and Nemesis are now available for download! **Be sure to also grab the hotfix here!**

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We certainly hope you enjoy the beta but we definitely need your help in this crucial stage. Remember, the mod is still not quite complete and we need your feedback regarding any and all glaring issues we may have missed.

Graphical glitches? Let us know!

Abilities not doing what they should? Give us a heads up!

Icons not what they should be? Point them out!

Ships not behaving correctly? Report it!

Something (anything) doesn't quite feel right? Share your thoughts!

Hate the mod and want us to die? Yo' mama!

If you have something to say, by all means, say it. We're listening.

But how do we share our thoughts?
You won't need a mind-meld to let us know what you think. Your feedback can be most effectively shared in the Armada 3 Discord, in the CGB Channel: Discord.gg . There will often be someone on hand to take immediate note of your posts or address your concerns. Alternatively you can post issues here in the comments section.

How do we install the beta?
The ever-illustrious Gul-Dukat has prepared a video guide to help with the installation of the beta. Follow the instructions carefully, one step at a time, and we'll see you on the other side. As always, let us know if you have trouble with your installation and we'll offer what assistance we can.

This video may or may not include Rick Astley


TFF 1.1 is, of course, an update of our third expansion of Armada 3, The Final Frontier, released just over a year ago. The Final Frontier caters to players who love large maps filled with a great variety of planets, stars, anomalies, friends, foes and greater threats. TFF 1.1 remains true to this vision, with the overwhelming majority of the mod's diversity remaining intact. However, the experience has been streamlined as a major criticism of TFF was its sheer enormity causing stability issues on some players' systems. Also included are a great number of smaller updates (the all-important 'little things') to make your Star Trek gaming experience as authentic as possible. The Final Frontier is the definitive Star Trek experience for Sins of a Solar Empire Rebellion.

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Go forth and explore!


Nemesis is almost a completely different animal. Bane and the Nemesis team have spent countless hours developing the greatest combat-based expansion for Armada 3 yet. With uncountable balancing changes and adaptations, as well as entirely new content, the Nemesis team's achievements have been extraordinary and we hope you'll agree. Focused around the mysterious MokTo weapons research facility and the deadly secrets harboured within, the Nemesis team have invented an entirely unique game mode that completely and fundamentally changes the dynamic of Armada 3. You'll have to fight hard, and harder still as impending doom approaches. Only the victorious survive in the Nemesis Cluster!

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Go forth and conquer!


Both of these expansions are included in the beta download, now available in the Files section of this page.

This has been a fantastic journey with Armada 3, but the end is in sight. The experience would not have been the same without you, our supporters and players. We thank you, one and all for your friendship and encouragement, and now we thank you also for taking the time to help test the mod before its final release. It's appreciated.

So what are you waiting for? Go and have fun with the beta! :D

Til next time, stay classy. Or don't.
- OrionSlaver

Defending the Dream

Defending the Dream

News 15 comments

We cover what changes Nemesis will make to the iconic United Federation of Planets.

The Quest for Perfection

The Quest for Perfection

News 12 comments

Bane introduces you to the Borg, re-balanced for Nemesis.

Christmas Update and Mod of the Year

Christmas Update and Mod of the Year

News 11 comments

With the Christmas Season upon us and the end of the year looming, what's going on with Stellar Parallax and Armada 3?

Dev Diary - The Will of Romulus!

Dev Diary - The Will of Romulus!

News 12 comments

let's take a look at some of the recent changes we've been making to STA3 and talk about us as a team.

RSS Files
TFF Module Homeworld Spawn Fix!

TFF Module Homeworld Spawn Fix!

Patch 17 comments

We had a lot of reports yesterday about things not spawning as intended on your homeworld when you had the TFF module active. This one really had us scratching...

STA3: The Best Of Both Worlds (Nemesis / TFF v1.1)

STA3: The Best Of Both Worlds (Nemesis / TFF v1.1)

Full Version 50 comments

Here it is ladies and gents, the combined beta for both STA3: Nemesis and STA3: The Final Frontier V1.1! Grab it while it's hot!

STA3: The Final Frontier - v1.05 PATCH

STA3: The Final Frontier - v1.05 PATCH

Patch 25 comments

A small PATCH for TFF v1.0. Please find within the folder: A copy of STA3: The Final Frontier v1.05 changes, a ready-made enabledmods.txt, and a readme...

STA3 Final Frontier Icon Restoration Addon

STA3 Final Frontier Icon Restoration Addon

Patch 23 comments

You asked for it. You got it: as an addon! This file contains everything you need to bring your icons back to the old way you knew and loved.

STA3: The Final Frontier v1.0 & Galaxy Forge

STA3: The Final Frontier v1.0 & Galaxy Forge

Full Version 297 comments

Please find within the folder: A copy of STA3: The Final Frontier, a ready-made enabledmods.txt, a copy of Large Address Aware, a readme for STA3 and...

STA 3 OPEN BETA GUIDE

STA 3 OPEN BETA GUIDE

Guides 12 comments

A quick guide for open beta for A3 which will guide you through the process of...

Comments  (0 - 10 of 15,206)
ShieldsUp
ShieldsUp

Klingon scout ship no longer have the ability to cloak

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TNTguy
TNTguy

Played the Borg for about an hour in TFF.

Like the Collective Coordination ability stat increase. Gives the Trapezoid class higher survivability.

At first I wondered if there was a bug with Borg culture as my home planet (after building two interlink nodes) culture was 15. However planets further away where I built an interlink structure had planet culture of about 2-3, which seems more in line with the low rate of Borg culture influence.

Is the Promelian Battlecruiser neutral ship new or did I just miss it before?

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TNTguy
TNTguy

Also noticed that the Borg regeneration structure only requires 2 tactical slots. Not sure if that's a bug or as designed.

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Osiris63
Osiris63

Hello on the latest files I had problems getting multiplayer to work are there ant DLC requirements or should it work with DLC as long as they have the same as the host?

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Osiris63
Osiris63

Also I love the mod keep up the good work.

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Guest
Guest

Please add a file to give us back the Ship Icons, in this version of TFF and Nemesis. It's very hard to work out which ship is which in the Gravity Well lists. Most of the time every second counts, when securing control of a planet, and going through all ships each time (to find the Colonizing Capital or other ship) takes quite a while.

I really love the MOD, it plays fantastically smooth and looks amazing.

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Schuchart
Schuchart

IIRC, the ship icon restoration addon will be updated some time after the current beta has finished and the final version of "Best of both worlds" has been released.

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darklight_tr
darklight_tr

I'm trying the beta and had a few questions/issues:

-Are there any plans to increase the pirate timer? I have no idea why its just over three minutes but the frequency of pirate attacks forces me to turn them off. Why is the timer so short? (Same issue in TFF 1.05)
-Any plans to modify the planet requirements? Right now, as in the previous release you can be trapped with a poor starting spot in a random map (which is how I typically play), such as Tier V planets spawning right next to your home world. I've had starting spots where I had zero colonizable planets directly off of my home world.
-I haven't checked with the beta, but the Klingon Diplomatic research to give you an extra 75 fleet supply never worked for me in TFF 1.05.
-The AI has been acting weird in the Beta. In TFF 1.05 they occasionally were dumb (as usual) but in the beta some of the AIs will barely be aggressive at all. They will fail to take planets around their home world, sometimes for the entire game. They will build a large fleet and park it at an occupied world for a long time. I was able to observe this with allied AIs.

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TNTguy
TNTguy

Also noticed in my game tonight where one of the AI allies just parked at their home planet and didn't do anything. The AI player was set to easy difficulty.

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Ambarenya Creator
Ambarenya

> Are there any plans to increase the pirate timer? I have no idea why its just over three minutes but the frequency of pirate attacks forces me to turn them off. Why is the timer so short?

Is it the Pirates themselves, or the Outlaw sectors? The full release of TFF 1.1 fixes the stupidly large number of pirates that spawn due to the Outlaw sectors -- that was more of an issue with the original DLC and how it was implemented. For now, you can turn it off.

> -Any plans to modify the planet requirements? Right now, as in the previous release you can be trapped with a poor starting spot in a random map (which is how I typically play), such as Tier V planets spawning right next to your home world. I've had starting spots where I had zero colonizable planets directly off of my home world.

There shouldn't be anything higher than Tier0 moons spawning next to homeworlds, but it may be that the random maps are drawing from the wrong spawn list. I will take a look at this.

> I haven't checked with the beta, but the Klingon Diplomatic research to give you an extra 75 fleet supply never worked for me in TFF 1.05.

Hmmm. I'll take a look at that too.

> The AI has been acting weird in the Beta. In TFF 1.05 they occasionally were dumb (as usual) but in the beta some of the AIs will barely be aggressive at all. They will fail to take planets around their home world, sometimes for the entire game. They will build a large fleet and park it at an occupied world for a long time. I was able to observe this with allied AIs.

I haven't noticed this personally, but I will do some additional testing to see if I can reproduce it.

Reply Good karma+1 vote
darklight_tr
darklight_tr

>Is it the Pirates themselves, or the Outlaw sectors? The full release of TFF 1.1 fixes the stupidly large number of pirates that spawn due to the Outlaw sectors -- that was more of an issue with the original DLC and how it was implemented. For now, you can turn it off.

I only saw the short timer so I didn't leave the pirates on with the beta games I played.

In TFF 1.05 I had the Pirates on along with Outlaw Sectors (I LOVE how you implemented Outlaw Sectors - cursed Theropod Battlecruisers! LOL). The AI loves to spam the pirate bounty so quite quickly they'd get it up to sky high levels, frequently against me. As you stated the pirate fleets gets really oppressive quite quickly, so that combined with the short timer and you had no chance to recover (or even beat back the previous attack) before you were hit again. They'd get so many planet bombers that it can be easy to lose planets you don't have a great defense at.

>There shouldn't be anything higher than Tier0 moons spawning next to homeworlds, but it may be that the random maps are drawing from the wrong spawn list. I will take a look at this.

Interesting. I've seen the behavior with both TFF 1.05 and the Beta. As I said I play exclusively on Random Maps, typically 6 or 8 player, single star (because the AI can't figure out multiple stars)

>Hmmm. I'll take a look at that too.

Thanks!

>I haven't noticed this personally, but I will do some additional testing to see if I can reproduce it.

Yeah the AI behavior is just weird. I'll keep an eye on it. I typically play by myself vs AI or with a few friends for comp stomps.

Couple more things -

I wish turrets had a wider range especially in deep gravity wells. Its so limited currently.

With Gas Giants or other high tier planets, what is the timer for the ones with bombardment radiation or further colonization requirements? I've had them remain uncolonizable for the entire game quite frequently.

Thanks again!

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darklight_tr
darklight_tr

I forgot to mention - but thank you so much for the effort on this mod! Its absolutely amazing.

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Highest Rated (47 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 by 23-down

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Apr 2 2016

We will be posting some new pictures on moddb later today!

Mar 25 2016

Amabarenya added over 500 entity files and Maxloef added 15 new planet textures/models today!

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