At the heart of Star Trek Armada are the most exciting elements from the Star Trek episodes and movies: leading fleets of starships into combat, exploring new planetary systems throughout the Alpha and Delta Quadrants, and carefully treading the delicate balance between peace and war among six different races.

This RTS is unlike many others in that there is a huge emphasis placed on modding it, and consequently there is quite an array of extremely impressive mods available which have proved massivly popular. So if you are a fan of RTS, follow Star Trek and want to experience all this wonderful game series has to offer then scope out a few of its sweet-as modifications!

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I had to realize that I simply don’t have enough time to make a DD every month, because I don’t make enough progress. And because writing one takes too much time from the mod. So I decided to post something when I feel like having something to show you.

I can report now that modeling is done, short of one Federation ship, which is why can’t I introduce the other new ship class of War-Aftermath. I started working on the balance, but it’s all Excel tables and formulae, nothing interesting to show. Instead, I’m going to talk about the history of this new Era.

Let’s pick up the chain of events where Federation Dawn left off. It’s the middle of the General War and two iconic ships just entered service: the Federation Constitution Class and the Klingon K’t’agga Class (you may know it as the D7 Class, more on that later). Let’s stop right here and ask, which one is the most significant starship of the Genera War? Most of you would say one of the two above, but historians say the correct answer is the Valley Forge Class, the first modular starship.

Modular starship construction was a radical development. While previously one shipyard built one starship from laying the keel until leaving drydock, modular construction meant that pre-built starship modules could be shipped to the shipyard where the starship could be assembled in a couple of weeks instead of months. This method soon became standard for both sides, the Federation built a whole series of starship on pre-fabricated modules.

Modular Starfleet

This had a huge impact on space warfare. A combat situation mostly meant one-on-one skirmishes, or possibly a handful of ships vs a handful of other ships. But in a few months the number of participating ships tripled on each side. The impact was enormous. Consider it like knights fighting. If there are only the two of you, and you get wounded, you have a good chance to get away, because the other one may not want or dare to pursue you. Now imagine dozens of knights clashing. Even if you are wounded, you may not be able to flee, because you’ll meet another knight on the battlefield.

As a result, despite having more ships to filed, casualties rocketed on both sides, because damaged ships couldn’t retreat from the fight in time any more. But it didn’t matter that much because war economy made it possible to quickly reinforce decimated fleets.

Facing the growing list of lost ships, high command had to decide what to do, and the answer was the same on both sides. You have to destroy ships faster than your opponent. Improving shielding and armor takes serious toll in energy consumption and maneuverability, and it takes a lot of time to develop new technologies. However, it was relatively simple to improve the performance of the weapons. Interestingly it wasn’t the energy output that increased drastically, but the accuracy. During the war – despite the best efforts of ECM technologies – the targeting computers of energy weapons and guidance systems of projectiles saw a huge improvement, so ships were more effective in destroying each other, but not having an adequate shielding to counter the improved firepower.

Back to our two knights, imagine if instead of swords, they were fighting with guns. The fight would be over very quickly, most likely with one of them dead, without a chance of retreat, because the first hit could be fatal.

Fire!

Another way was to simply create bigger ships, with stronger hull, more powerful shields and faster warp drives. Although we’ll see very few evidence of this in W-A, the later years of the General War was the beginning of what historians call the Size Race, when ships of size and power never seen before were developed (even though they rarely saw real action) and what eventually led to designs like the Excelsior, the Galaxy, the Sword of Khaless the Negh’Var or the D’Deridex Class.

This situation didn’t change until the end of the war, when suddenly and simultaneously the quadrant-wide economy crashed well under pre-war levels, an event coincided with the peace treaty of 2248. In retrospect may suspect the Organians being the ones orchestrating the treaty to avoid bigger chaos.

Anyhow, at the end of the war the parties found themselves with no economic background to replenish their fleets and few ships that could quickly destroy the enemy – or just as quickly could be destroyed.

Especially when the Interstellar Concordium made a daring – and in retrospect ridiculous – attempt to pacify the whole quadrant, and laid claim on all the unclaimed territories and on the Neutral Zones as well, to separate the warring parties. Without the proper firepower to support their claims and with the unanimous opposition of every party, their efforts were quickly cracked down, but not without further weakening the already exhausted fleets.

Klingon Fleet

Coincidentally, the ISC’s action had a stabilizing effect on the Alpha Quadrant, even though the hostilities between the Klingons and the Federation restarted almost immediately and an almost fifty years period started called the Federation-Klingon Cold War. During this conflict, border skirmishes were often, but they also often ended in a diplomatic way, without exchanging fire. The conflict got hot on two occasions though.

The Four Years War, started in 2256, was historically a rather insignificant conflict. Fought on a much smaller scale, with far less ships, more cautious strategies and with only minor border changes, it did not influence the course of galactic history that much, except one thing: This was the conflict when James Kirk’s name became increasingly famous through the quadrant.

The Four Days War however has a more significant impact on history. When the Klingons launched an attack on Federation territory, the Organians openly intervened and stopped the conflict right after it started. The fact that there are powerful entities that may possess the power to wipe out a whole empire if they not behave had a very sobering effect on future conflicts.

Meanwhile, the Klingon-Romulan relations didn’t became as cool after the war as Starfleet Intelligence believed. Relations remained cordial and twenty years after the end of the General War, in 2267 an alliance was formed. That wouldn’t be anything new, the Federation also maintained a non-aggression pact with several minor parties. What made this alliance special was the technology exchange.

The Romulans decided that instead of chasing the others in the technology race – remember, they were in a major lag behind the others a century earlier and they didn’t quite caught up with them ever since – they simply bought the technology. The Romulans got several K’t’agga Class starships, including hull and propulsion designs and improved beam weapon technology as well. The Klingons in exchange learned about plasma weapon technology but what is more important, they got access to the most significant Romulan piece of technology of the time: the cloaking device.

Close Relatives

Both parties started to experiment with these new toys immediately and it shaped the future of how their fleets developed.

I’ll talk about this more in the DD when I introduce every fleet in more detail.

Klingons and the Alphabet

You probably are familiar with the fact that many Klingon – and Romulan – ship class has a letter-number identification. The K’t’RagH is D-6, the K’t’agga is D-7, the B’rel is K-22 etc. But how come these numbers don’t correlate with the Klingon databases and how come that Klingons never identify their ships (except the K’t’RagH and the K’t’agga) on these numbers?

The story is the greatest embarrassment of Federation Intelligence up to this day.

During the early years of the General War the Federation introduced a handy device: The Universal Translator. Although already available on some starships before, this piece of technology was still highly experimental and it was forced into universal use because Intelligence needed as much information about enemy movements as possible, so translators were installed on every ship, station and listening post.

However, with not enough knowledge about Klingon language, Klingon encryption technologies, or even military jargon, the Translator was not up to the task and made several errors in the early months. One of them was a later famous mistranslation.

The original encrypted and jammed, badly distorted message said that “six K’t’RagH Class starships were heading towards waypoint 6 of the D-route” but the listening post forwarded the message as “the D-6 Class IKS *inaudible* is heading toward is designated *inaudible* (base?)”. Intel accepted this as a correct and from there, every Translator automatically referred to the “K’t’RagH Class” as “D-6 Class”. A similar mistake about the K’t’agga was enough for the myth to be born.

Victims of a mistranslation

From there, Federation intelligence officers tried to correlate every know Klingon starship class with a letter-number combination, often trying to extrapolate from previously known data – which was pretty much the two mistakes above.

The issue was cleared only after the Kithomer Accords were signed, but by then the D-6 and D-7 names were so widely used in Starfleet, that instead of correcting the Translator, they left it as it was. So whenever a Klingon says K’t’agga Class, you’ll hear it as D-7 Class even up to this day, despite never being called that by the Klingons…

k_merse

January Dev Diary – A new shiptype

January Dev Diary – A new shiptype

Star Trek: Evolution

Welcome to this year’s first dev diary for Star Trek: Evolution! The year is new, but the goal is the same: To finish Evolution in this life! \o/

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November Dev Diary - the General War

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After a short break and after becoming a father a second time and having to move out from our previous apartment, I’m back to work on the first expansion...

Federation Dawn v1.0.1 is released - and more!

Federation Dawn v1.0.1 is released - and more!

Star Trek: Evolution

As promised, an updated version of Federation Dawn is available to download. There is an installer version for those who had issues extracting the archive...

Federation Dawn is released!

Federation Dawn is released!

Star Trek: Evolution 5 comments

After so many years, the first part of the Evolution project is finally available for public. Enjoy!

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Comments  (0 - 10 of 27)
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nando91
nando91

donde puedo descargar el juego, aqui veo puros parches etc pero no veo el instalador completo del juego, por favor darme el link de descarga para el instalador y luego vere algun parche, por favor el juego completo necesito, gracias

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passetti
passetti

Many thanks for this mod. Enjoying it to the max :)

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twitchoneill
twitchoneill

i have fleet ops and the no cd patch but when i launch a game it says you need your own cd any tips on how to fix this?

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Private_Scoop
Private_Scoop

I think someone should make a model of the USS Vengeance form the new Star Trek (Into Darkness). It's a real cool overpowered ship.

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twitchoneill
twitchoneill

ive got Star Trek: Armada but it wont run on wondows 8 and i just want to know would Star Trek: Armada II run on windows 8 or not? because i really dont wana but the game if its not going to run on windows 8

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Majestic_MSFC
Majestic_MSFC

Try running Fleet Operations, it's a modification but has many advanced features to a point that it's more a new game than a mod. Plus there is a Stock A2 mod for it as well to make it more like the stock game if you like.

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origamiairplane
origamiairplane

I have a lot of experience of voice acting in games having worked in the industry for years, and I'm willing to lend a hand if you're still looking.

Drop me an email!

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Gloryn
Gloryn

Armada 2 is by far the better of the Armada games and I prefer it as the better of any type of Naval Game, even tho it is Ster Trek. I personally do not favor Star Treks flavor but hey... with a race like Species 8472? ... hmm... Zerg?! WEE! Biomechanical Critters who live in organs! Sounds good to me!
The game is an RTS featuring a fully massive collection of fleets in the Star Trek Universe for you to wield. There's alot of ships to be gotten in this game for your thirst of multi phaser shooting frigates. The GFX are quite captivating. Visually speaking the game is... well... it looks like the damn shows and movies pretty much! unlike Armada 1, which looked rather cartoony; the Colors, Textures and Models on Armada too have a very "realistic" feel that their Origianal God would've loved to have seen (aka Gene himself). I do think the master of Star Trek would've loved this creation. Gaming wise, i found this game real fun, even tho im not a Trekkie. Its a good mix of intense war far and space naval engagment with Empire-like managment. You colonize tons of worlds and seek in hunger everywhere for resources. Having the Resources on Infanate Gathering and having your Techs and productions on Expensive and Slow makes this game a worth wild one to play for many hours in one Setting. Realistic wise? i dono wot to say... its... Star Trek... and while im not a Trekkie, i must confess, its pretty damn accurate to the Trek Universe. The only thing i thought was sort'a... strange was the Federation's Scout vessel which is called the Venture i believe. Its a mimic of the custom shuttle that Tom Paris from Voyager designed and created. It looks rather large to the rest of the fleet for being a shuttle that only has a crew of mostly 6 to man it. The Defiant Class compared to that little guy just... seems alil bit off. I personally think that an Obertha Class might've been better, but... eh, that class is real old... i duno, im no Trekkie. i dono wot else exists for the new **** now. The other issue is that I believe that Spiecies 8472 was... like... f'ing godly? In Armada 2, they are very destructable and no where near as strong. Its sorta safe to hear yes, you wont have to worry about having that ring of Spiecies Ships shooting that massive cannon and blowing up one of your colonized worlds (althuogh you do get to use that Ring of Ships thingie tho!, its just not as strong, ... NO WHERE NEAR). It makes good for game balance. thats the only reason why they were cut so far down.
The one thing i LOVED about this game is that it TRUELY Added a 3rd Dimension to the RTS Genre. It TRUELY Added it. Your map is actually a CUBE area, not a flat plane. By right clicking with your mouse, you can scroll a location up or down in Altitude. This makes it possible for your attack to actually riad from ABOVE and enemy instead of Head on from the Standard compass directions. That right made the games biggest impression on me and it simply changes the way you can rush in'a RTS with that ability in mind. Unlike most players who simply mindlessly rush and flood you stupidly with what they believe to be the strongest unit; this game allows you to out manuver them in any direction, warp around them and since nearly every vessel has atleast ONE unique "spell" or special ability? you garuntee you that you can counter any noob fleet of tons of Soveriegn Class ships that might be massing at you.
This game is a Good RTS for the Trekkie Fans. Maybe aside from Klingon Acadamy, i think this is one of the better games to ever hold the Star Trek title on its box

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MWachtis
MWachtis

Duuude, I read the whole thing!

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teallink2142
teallink2142

ugh i lost maybe 3 minutes from my life reading this wonderous comment. makes me miss the game even more

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Piemanlives
Piemanlives

most likely the longest comment on moddb as well, but hey that's what we get

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Star Trek: Armada II
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