Expansion Pack now under construction. Play as the Dominion Alliance or as a Pure Cardassian faction. Experience new events and have new planet types to explore and much much more.

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18 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 102 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 341 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 5,378)
Defiant-Lemon 2hours 12mins ago says:

could be good to have a titan that's a support type like resistance to stern ability's like a percentage with less shields and hull but massive ability booster then have a tactical titan or defensive

+1 vote     reply to comment
vadagar 3hours 38mins ago says:

Quj rIn chonayta'

+1 vote     reply to comment
Defiant-Lemon 4hours 18mins ago says:

just wondering if its possible to have multiple titans on the same faction and if so I was thinking you know how you guys made like some ships heal and are tanks and others are more firepower but weaker anyways could this be implemented to the titans

+1 vote     reply to comment
wheelmandan 5hours 40mins ago says:

you know when your putting a new mod in to your sin file for mods how
many files should i have or overwrite the file.or should have mod mod for star trek file only star wars file only. not sure if im sound right.

0 votes     reply to comment
jonsin1459 Aug 22 2014, 8:58am says: Online

Iv wondered how amazing you guys could do a 23rd century mod tbh. There is so much material from Klingon academy, Starfleet Command series games and easily 6 races that it would look incredible. Also all the noobs would finally get their Constitution class lolz.

+2 votes     reply to comment
OrionSlaver 13hours 58mins ago replied:

One based on the Axenar conflict would be great, with the D-7 and Constitution serving as the ultimate advanced capital ships for either faction.

Would be brilliant, but our beloved devs have their hands full for the time-being, methinks.

+1 vote     reply to comment
Weyoun(El-Vi-Riachi) 4hours 31mins ago replied:

Just speaking for me personally but I would find a mod around that era to be interesting.

+1 vote     reply to comment
vadagar Aug 22 2014, 7:50am says:


0 votes     reply to comment
Cailean_556 16hours 52mins ago replied:

At least you're not demanding/pleading for it to go in... But you're right, and so is Peo01. The Ent-J is from 300-400 years in the future. Even the Progenitor and an all-Tactical Cube fleet wouldn't be able to stop it. To have it as anything less would be silly. A ship as large and as powerful as the designers claim would not be able to be taken down by anything from STA3s timeline, even all at once probably...

Yes, it's a super advanced and probably able to travel back in time and blah blah blah temporal agents BUT what we know of the Federation is: unless the bad guys have screwed with the timeline, they won't intervene. Temporal Prime Directive and all that... So I'm going to say 99.99999% 'No' to it being a playable ship... And 99.99998% 'No' to it being a random event. You'll just have to put up with Cetacean Probes 'wub wubbing' through your systems...

+1 vote     reply to comment
Peo01 22hours 53mins ago replied:

You realize that the Enterprise J is the Maus tank of Star Trek, right?
Read up on it over at Memory Alpha... it's designer had a serious megalomania issue.

+1 vote     reply to comment
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Released Feb 26, 2014
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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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5hours 12mins ago

It seems many stability issues have been fixed now! Successful test game, many thanks testers.

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Giant dev test game 5v5 good stabilty results!

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Added new Random events

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Added klingon capital ability particle fx

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We have some new Bird of Preys! Check them out on our @ModDB page.

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