Post news Report RSS A Call to Arms - Developer Diary 1

Introducing the first of our dev diary entries for a call to arms, we catch up with one of the lead developers Bane on the upcoming changes to culture...

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Hi Folks,

My name's Bane and as one of the lead developers for Star Trek Armada 3: A Call to Arms i thought it was about time we gave you an update on some of the areas we have been working on! Were going to start off with our upcoming changes to the culture system and show off some new abilities that are currently being worked on.

In Sins, culture has an impact that some players rarely realise, it chiefly and most importantly affects the allegiance of your planets the further away from your capital world you go which in turn can affect your trade income etc and in addition can be used as a weapon, some call it "propaganda" or "PR" whichever term you prefer to wield!

As a weapon if enemy culture is not being stopped by your own and held in check you can be overwhelmed to the point that it can cause your planet to eventually drop to 0 allegiance and cause a rebellion and we thought that was great but truth be told most players tend to build these facilities around their territory and forget about them, we wanted to make these buildings even more tactically important as well as strategically placed.

Faction Concepts:

To go along with the idea of making the stations more useful to players we invested back in to the identity of the races inside the game and their cultural canon traits and we felt that each comm array should play to the strength where possible of each faction, after all communication is usually what everyone says needs to be better

Federation Concept: Tactical Intelligence - The Feds struck us as honourable and understanding, made up of multi faceted planetary culture systems working together for a better life, in this ideal we felt that the federation would employ early warning systems and have a very organised and controlled communication policy, the federation are able to slow incoming attackers using a special activate-able ability and ships within their culture will receive intelligence from the control rooms at Starfleet Command (Seen in various movies and shows) in real terms this gives the federation a shield recharge rate bonus across their culture.

Klingon Concept: Battle Ready - The Klinks have always been about the need for a glorious death and dieing with honour and because in this time frame they have the chance to engage in most glorious combat we felt that following their unique mindset with the combat of speed and raiding squadrons (see deep space nine) we decided to give their station the activate-able ability that increases their speed in the localised area to the propaganda station essentially meaning they can get out to the combat zone quicker, in addition we added a rate of fire and damage bonus to the Klingon's when they raid territory that is not connected to their culture, this encourages you the player to keep that Klingon fleet moving, this race is not meant for turtleing that's for sure!

Romulan Concept: Spy Networks - The Romulan's employ large spy networks to monitor there enemies it is embedded into romulan culture and to follow the old adage "information is everything" and to quote another famous saying " for want of a nail the horseshoe was lost, for want of a horseshoe the horse was lost, for want of a horse the message was not delivered and for want of a message not delivered the war was lost" We gave the Romulan's an activate-able ability that allows romulan culture stations to spy on planets adjacent to them by phase lane. Finally as we believe the romulans are about stealth, heavy capital ships and science based cruisers we wanted to give their culture antimatter boosts when they are in their culture to ensure you keep pumping out those devastating Romulan abilities (I'm very sorry if I ever thalaron pulsed your fleet)

Borg Concept: Regeneration and Adaptation - The Borg, well another dev diary will reveal how we have overhauled this faction, but for now lets just say we gave a tease in a recent screenshot, First Contacted up with new models (Thanks to Maxloef) we are excited to give the Borg a passive culture boost to their hull regeneration this chimes with their culture in that the collective would work together to organise drones and ships to repair others to get them back out to continue their mission of bringing peace to the galaxy (through assimilation) We have finally added the "We are the Borg" ability to their culture stations because we love that sound effect and I don't know about you guys but it still gives me shivers! this ability has multiple effects to numerous to mention here but it sends a clear message to the collectives enemies over the comms channels, Do you really want to invade us?

This is only the first of many changes to come so watch out for more dev episodes coming soon where we go over the changes to planetary systems, artifact's, the borg, and finally not forgetting the long awaited Cardassian/Dominion factions.

I'd like to take the time to also welcome two new junior dev team members who have recently joined us AceXMachine and Draconis both have already been invaluable in assisting both myself and the other lead developers with the expansion and i hope to have them open up about their love for all things Trek on an interview soon!

For now keep on trekkin! and we will see you out there in the galaxy!

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Awesomesauce935
Awesomesauce935 - - 312 comments

i have a question, are you guys rouge devs from stardock that are on a secret mission to invade moddb and create non-commercialised games? because this is not sins, this is armada.

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Bane(Dev) Author
Bane(Dev) - - 612 comments

we are not rogue debs from star dock sadly but we do have a love for all things trek !

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Revirenta
Revirenta - - 24 comments

I Thought Romulans Get more Defense in Shields? Spy technology by Romulan you can already have with the reserch?

Federation is already very strong, i think not that they need more. A Galaxy Class on LvL 10 did over 600 DPS, a Sorveign did more.

You cutted the Romulan healt with doing the shield regeneration with the Capital Carrier more less, and no Hull regeneration ships which is very bad against Borg.

You know that Romulan try to have Borg technology on their ships, why you dont take this in? You can already see all phaselines with Romulanns, you can see via resech the other Planets in your culture and the Antimatter is very strong too, a Warbird Fleet Cloack can be very long online. The more antimatter would only help the Scimitar. You should maybe fix the Romulan Clocking, Other player can see the Ship Symbols already on their Systems. Federation can disable it with Tachyon and Intrepid. So Cloaking is maybe only helpfull against A.I.

Sorry you should maybe give the Romulans a other Bonus as a bit Antimatter which they can already Boost greatfull. Maybe a better Hull Repair.

All other Bonus are very fine ;)

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Revirenta
Revirenta - - 24 comments

For example: A Galaxy is a Family Science Ship, a D'Deridex is a Warship which has only 200 or 300 DPS. The Onliest Ship which is Strong is the Valdore Class, and that only if you do a large Group of them with Donatra.

And Whith the Bonus of Donatra the Romulan SHips a already more less in Damage as the Federation ships, which are normally only fine in Defense.

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AceXMachine
AceXMachine - - 11 comments

There have been several rebalance "phases" since the 1.0 release. In one balance test where we tested the AI against 6 caps ships from each race (one of each class) the Romulans won hands down against the Klingons and beat the Federation by a small margin (this included a Galaxy class and a Prometheus). All ships were at the same level with abilities. Balancing efforts are still ongoing since a slew of new abilities have been added and a lot of the current abilities and stats have been modified. So fear not as virtually everything you mentioned is being addressed.

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Revirenta
Revirenta - - 24 comments

If the Romulan Ships won the Battle you didnt played Correctly. And only to play with Cap ships is not correct too. The Developer said before that their modd will not be based only on cap ships like the serial SOASER.

You should skill the Abilities of your Ships in another way. And if the Romulan play with Valdore you have a problem in a Cap vs Cap duell. If not all Federation Ships does more Damage. Highly More. And Nebula is excellent Repair Ship. The Romulan Carrier only Heals 5 Ships and you cannot control which and the 1700% regeneration is to less seconds online to change anything

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Revirenta
Revirenta - - 24 comments

Romulan ships use only full Weapons on 45 Radius in front of the Ship. And Federation ships not. If you play not via automatic you can disable a Warbird much easier.

Me and my Friend play this Modd since over 450 hours. He Federation, me Romulan. So we test a lot on this

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Bane(Dev) Author
Bane(Dev) - - 612 comments

thanks for your feedback the romulans are currently undergoing and overhaul including the shadows own regeneration ability as part of the call to arms development, i take your point about the federation strength but balancing with the new culture abilities has taken place and will continue to take place in this cycle.

in regards to your other point about seeing ships in phase lanes and the romulans having a spy ability already, it is true that they do have a spy ability when their culture reaches a gravity well if researched but currently this may be removed in favour of the activation this is something that i didn't mention in the dev diary but we are considering for balance reasons, they also have a similar ability on one of there capital ships as well :)

thanks for the feedback though its always welcome.

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Revirenta
Revirenta - - 24 comments

Thanks that you respect my feedback. I hope i will not go to much on your nerves with my critic ;).

Your mod is great and awesome. Best i saw and i like it more as Armarda II or all other Star Trek Games. Its funny to see that mostly the grafics on your ships are better as on STO ;)

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Bane(Dev) Author
Bane(Dev) - - 612 comments

no problem i always welcome feedback keep it coming :)

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Gul-Dukat(tech)
Gul-Dukat(tech) - - 1,810 comments

I suspect the developers whom know the game inside out did play correctly. just my tuppence.

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AceXMachine
AceXMachine - - 11 comments

He just didn't read correctly. I said "we tested the AI...". We didn't control them at all as that was not the purpose of that particular test (one of many before it and more to come I might add).

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Bane(Dev) Author
Bane(Dev) - - 612 comments

Romulan's do have strong shields as do the federation its not an exclusive Romulan trait but a mutually exclusive trait, their actual main feature is strong capital ships with strong abilities and if used correctly (decoys and holographic fleets) they can make for interesting support to their main fleet of frigates, corvettes ad cruisers and you are right to a degree that the capital ships are not the be all and end all of our mod :)

in relation to the Borg Technology and Romulan interest in it you have to remember that in this time period the Borg threat is very new still so encounters would be minimal with the romulan's while i wont shy away from the concept we would have to think clearly how this would work (we have severely reworked the Borg faction)

what i will say is that antimatter amounts will be adjusted further during balance changes across the mod :)

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Revirenta
Revirenta - - 24 comments

Holografic Fleeet against an Human Player? Thats not working, YOu cannot only compare against A.I. Sorry A Human Player use normally one target which he is destroying. Not in a automatic battle

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ConnerJB
ConnerJB - - 964 comments

The holographic fleet makes your ships fire at the holo ships even if you don't want them too.

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Revirenta
Revirenta - - 24 comments

Sorry that i cannot say. If i want to destroy A Romulan Ship, i can it, how much Griffin he ever has. Holografic or not. But i will test it again

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Bane(Dev) Author
Bane(Dev) - - 612 comments

the current holographic and other taunt abilities force a refocus of fire every "x" seconds to the taunter, so yes you could very well override it by choosing an attack command on a particular ship but this would have to be done regularly by the player to the end of the duration of the taunt :) hope that helps explain it, in practice if you were micromanaging it is possible to beat the taunt which is very true.

we tend to find the average player does not micro manage to this level and credit to those that do and if you are one of them :)

mind you i did see one of our beta testers micro manage his fleet so well he obliterated my overly large fleet on auto attack in short duration damn that mr rachi :)

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Revirenta
Revirenta - - 24 comments

Hmm maybe it doesnt work by me because i always klick again on the target which i want to destroy, i saw that mostly the ships split their fire.

Yeah mikro management is need on this. As Romulan was in 0,97 patch a bit low against borg i destroey lot of borg Cubes via Carrier and D'Deridex Fleet Cloaking. And after Update you can beat Borg great with Valdore Speed Skill :)

So thanks again. Always again. Great work. Keep Working up. I want to play long hours on your mod and i`m so nervours for Cardassia <3 Will they have Deep Space Nine?

Ah a question. Will you maybe update Warbird explosion? because they have no Warpcore. In STO they updated it ^^

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Napalm_Knight
Napalm_Knight - - 192 comments

I'm still waiting for those Borg comparison pics. :P

And I think adding more to culture is a good idea. They seem to always be a bit of a secondary consideration all the time, despite how useful it can be.

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jonsin1459
jonsin1459 - - 1,009 comments

its that kid again! get him!

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Napalm_Knight
Napalm_Knight - - 192 comments

I changed my profile pic and said one thing about vanilla being good and now apparently I'm a kid. :P

I never said I liked it more than this, i just thought that seeing as this mod wouldn't be here without it that it should get some love.

And you won't get me in that sack again!

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jonsin1459
jonsin1459 - - 1,009 comments

Lolz!

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Bane(Dev) Author
Bane(Dev) - - 612 comments

without sins there would be no Armada 3 thats my view :P

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captinvader
captinvader - - 10 comments

when will we see the dominion and cads in the game

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Bane(Dev) Author
Bane(Dev) - - 612 comments

thanks for the question we are still working on this faction at the same time as the other updates we have no release date yet for the expansion :)

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Guest
Guest - - 689,489 comments

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ruthlessferengi
ruthlessferengi - - 15 comments

sorry, seem to have problem with installation... downloaded full installer one, run install... it put folder Aramda 3 not into 1.82 (current upgrade) but into 1.8 folder... so when i ran 1.82 it did not show the mod... i moved entire folder for Armada 3 to 1.82, enabled mod, pressed apply changes, it turned to screen with a cube, asked me to wait and in 30 sec produced memory dump/crash. tried it on 3 separate computers same results... i applied hotfix files, no difference... help please? can't wait to try this excellent mod..

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alx21
alx21 - - 49 comments

Good day. How do i download the call to arms expansion? :) Thanks in advance. Also, live long and prosper.

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chadster_001
chadster_001 - - 1 comments

Hi, I downloaded the call to arms expansion and installed it. The mod looks so very cool. I played the Federation against Cardassians, and the game started normally. The games will ran perfectly for about 10 ~ 15 minutes and suddenly crashed, and the error message said that "Sins of a Solar Empire Rebellion has stopped working". I know it is the call to arms mod's issue, since I have been playing the original game and the Star Trek Armada 3 v10 mod for hours, and never crashed even once.

I tried different maps, races, restarting my computer, but the problem persists. Pls help, and I really want to make it work. Tks.

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Rocker006
Rocker006 - - 8 comments

My Galaxy Forge maps aren't working properly, more precisely - there are no phase lanes between planets. Is this "normal"?

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