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.

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Development with the Dev's: Live!


Every Wednesday at somewhere between 7.30 and 8PM UK time (use google to work out the time where you are) we'll be running a live stream on my YouTube channel and via Twitch! Feel free to subscribe and follow using the links below:

Check out the latest video with our live devblog. Hobbs and Maxloef join the Gul in showing off the lovely stuff.



This Week In Development!


The last week has primarily been focused on refinement of existing items and the addition on flavour to the mod, both visually and functionally. One or two of you mentioned that you'd like to have a more in depth blog describing some of the work, rather than a bullet pointed description of the work completed so I'll go into a little more detail with this one! Let's get started.


Set Your Course By The Stars, Not By The Lights Of Each Passing Ship


One of the things that we really wanted to achieve for Ages Of The Federation is to make sure that nothing was overlooked when it comes to adding our own flair. In Star Trek Armada 3, we felt that we did a decent job by and large, but there were always some parts of the mod that we didn't concentrate on as much. The Stars themselves are one of these things. This week, Max created and added two new star types for us.


The Magnetar, as you see above, is a dense star that features intense gravitational eddies and a remarkably strong magnetic field. As a result, its coronal mass ejections travel in a much wider and more pronounced arc than on most stars. It's a beautiful, but violent star. Don't keep your fleet close to it for too long as the magnetic fields around the star can impact your systems.


Another absolute beauty is the Pulsar. Max took a little artistic licence with this one as we don't have any evidence that there would be a swirling field of ejecta around a pulsar, but I hope you'll agree that this is a stunning addition to the skies above any world. We haven't agreed upon the affect that this star will have on your fleet quite yet (as we haven't got around to discussing it) but I'm tempted to have it help in replenishing your antimatter reserves. We shall see!


Smooth Seas Don't Make For Skilled Sailors



In addition to the stars themselves, we've introduced a new set of asteroid models to the game. One of their usages is in an unstable asteroid field as seen above. These fields are a nightmare for your larger vessels as the deflectors can't fully defeat the sheer number of impacts, given the limited maneuverability of your Capital vessels. They'll take more and more damage, the longer they reside in one of these fields. Your Frigates and Cruisers, however, are nimble enough to avoid any damage through expert piloting coupled with their deflectors.

We wanted to introduce a tactical element to different gravity wells and felt that wells of this nature would be useful. You may wish to park a fleet of smaller vessels in one of these wells to head off an enemy invasion fleet comprising of Capital ships. If you can hold them in the sector, your Frigates and Cruisers gain a distinct advantage in the fight, freeing up your Capital ships for the fight elsewhere!


Decisions Determine Destiny


Hobbs has been hard at work this week improving on the game setup menus and giving them the glorious flair that he brought to the main menu!


What's in a flag? Some might say everything! It's our rallying call, our identity, an indicator of all we wish to protect and defend. I'm sure many of you look upon the flag of your home nation and feel that your values are mirrored in your flag. Hobbs has worked hard to get 50 Trek flags or emblems into the game. He's also tweaked the colour palette a little bit to make sure it's as Trek as we can get it. I'm really impressed with the work and can't wait to choose a flag that will fit my playstyle in-game!


Hobbs has also taken the opportunity to complete the Game Options and Victory Options sub-menu's in order to ensure that they match up with the others we have in place. Above is the Game Options Menu. It's clean, clear and crisp. I love this aesthetic and I'm so glad it wasn't left to an amateur like me!


I can see you Kirk...Can You See Me?


Why yes, Chang. You have a symbol above your ship denoting its class! This week I've rationalized my in-game menu to the other races rather than just the Federation and have also worked on implementing in-game ship symbols.


A quick look at the above shows some of the symbols we're using for different classes of ship, both on the in-system readout and via the empire window at the top left. Each different ship class has its own unique symbol (this will be common to all races, so you'll know the type of ship you're up against at a glance). After a lot of discussion on the symbology we wanted to use in AOTF, we were broadly in favour of using "NATO" style symbols to denote ship classes, but wanted a clearer, more identifiable system than STA3 used. That's why each class has its own symbol now, as opposed to a broad size descriptor. Hope you like the look of the symbols we've shown off! Let us know what you think


You're Presiding Over a Massacre


Ah V'las. What a lovely fellow! We desperately wanted to ensure that Vulcan vessels were well used in Ages Of The Federation. This week we made the choice to have some Vulcan neutral vessels as militia around worlds. As the Vulcans were widely regarded as either neutral, or indeed friendly to the Federation, it wouldn't have stood to reason for them to be fired upon with no reason. V'las to the rescue! After his outing as an agent for the Romulan Star Empire, V'las escaped the Vulcan High Command with a number of ships containing the loyalists of his doctrine. These wayward Vulcans were not accepted by Romulus and couldn't return to Vulcan. The Loyalists have set up outposts on far flung worlds. Your fleet might encounter the remnants of V'las' loyalists our there. you know what to do!



That's it for this weeks development. Hope you've enjoyed this little news piece and come back for more next week! Make sure that you subscribe to Gul's channels for weekly live development content!

Ages Of The Federation: This Week In Development #1

Ages Of The Federation: This Week In Development #1

News 7 comments

Citizens of the Federation, Senators of Romulus, Warriors of Qo'nos! It's high time that I returned. Your people cry out for data and details, for information...

The Final Release

The Final Release

News 23 comments

The big moment finally arrives, and we're here to send Armada 3 off with style.

The Release Is Nigh!

The Release Is Nigh!

News 12 comments

OrionSlaver, on behalf of the TFF and Nemesis teams, delivers some great news - the release date is official, and it's not far away!

Testing the Best of Both Worlds

Testing the Best of Both Worlds

News 28 comments

It's finally time! With development of both TFF 1.1 and Nemesis entering their final stages, it's time to hear your feedback with the beta release!

RSS Files
Star Trek Armada 3: Best Of Both Worlds

Star Trek Armada 3: Best Of Both Worlds

Full Version 82 comments

The final version of Star Trek Armada 3. Included is Star Trek Armada 3: Nemesis, Star Trek Armada 3: The Final Frontier and a copy of the Galaxy Forge...

Star Trek Armada 3: Icon Replacer Addon by Bruce!

Star Trek Armada 3: Icon Replacer Addon by Bruce!

Patch 19 comments

This file contains an icon replacer, so players can enjoy the more traditional empire window icons for all factions, working in both Nemesis and TFF...

The Final Frontier hero-station spawn issue fix!

The Final Frontier hero-station spawn issue fix!

Patch 7 comments

You know what to do folks, unzip it into your mods.rebellion1.85 folder, select yes to overwrite. Sorry I missed it FEELSBADMAN PLEASE NOTE - IF YOU DOWNLOAD...

TFF Module Homeworld Spawn Fix!

TFF Module Homeworld Spawn Fix!

Patch 20 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 61 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 27 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...

Comments  (0 - 10 of 15,447)
sarrownight
sarrownight

hi, this is off topic but i was wondering if you would pm me some forums that have game developers and designer as google is proving unhelpful. please and thank you.

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bardicheassault-07
bardicheassault-07

Me and a group of friends were played a match this weekend and we had a serious issue where suddenly three of us suddenly went from large amounts of positive credit income to the negatives. Literally caused two people to be out of the fight since their economies tanked. Looking at the post battle screen shows the negative credit income affected everyone (including the AI) all at once, but I seemed to affect some more than others. I don't know if this is a feature or a glitch but it literally caused us to stop the game because there was nothing we could do to counter it.

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Gul-Dukat(tech) Creator
Gul-Dukat(tech)

That's due to the fact that your fleet costs you credits - you weren't gaining enough credits to offset the cost of your fleet. You need a steady and strong economy in order to justify a large fleet.

Reply Good karma+1 vote
Gibblets411
Gibblets411

Is anyone else experiencing strange credit drains? Every credit tick it would go 11 forward and a half second later 4-5 down. Watching the credit income summary, the total would be around 11ish, and slowly drain down to 6ish, 0.1 at a time.

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*-=Phoenix=-*
*-=Phoenix=-*

Did you find a fix?

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*-=Phoenix=-*
*-=Phoenix=-*

Yes I am

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Garak(KillaBC)
Garak(KillaBC)

That's the new fleet upkeep system working. Due to Sins been sins it does not show it in the financials.

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Gibblets411
Gibblets411

Ahh, that's why Crystal and Metal are the only things shown in the upkeep upgrades. Makes sense now I suppose, you only pay for the fleet you have active.

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serious_son
serious_son

realy love your mod and cant stop lovin it! Just one question: Is the newest version compatible with the gog-version and therefore playable on macos (with a workaround sins seems to work on a mac) Thanks in advance

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Highest Rated (48 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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