Star Trek: Armada III 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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... So I have been semi-retired for a while from the modding scene as most people know but none the less I can never resist the pull, back to this beautiful mod, that many devs spent years crafting. We have been looking closely with the multiplayer community (shout out to their discord Discord.gg which if you are looking for advice on the game is a great place to start!) to really ascertain where some of the core mechanic issues lie.

The Federation

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Much work is ongoing with the federation right now, they had a very powerful economy and produced credits at an alarming rate! So much so we have had to reign it in quite a bit. Their new economy sits still at a high level but now compares very well with the other economic systems in the game, each unique in their design.

We also need to look very closely at the Defiant and Akira class, The Akira a versatile and larger cruiser was never intended to be as powerful as it currently is and this was due to the Chain Reaction Pulsar ability we brought in for fan service to Armada 2. Overall we've toned down CRP and increased the supply cost of the Akira to make it a little more reasonable for its tier.

We also felt that people were favouring the Akira over the Defiant and continuing our theme of Offensive Versus Defensive ships we've been working on improving the overall feel of the Defiant, its lost its money to mines ability which was being spammed for little gain and instead opted for Evasion and Shield Boosting abilities both which will really make the ship stand up to other later game ships in other factions rather defiantly (pun intended) shrugging off blow after blow.

I've long felt the feds needed a choice in gameplay style so we've gone and improved the Prometheus as well with a new ability a phase lance, that hits pretty hard while doing AOE splash damage, I finally got around as well to added abilities to both the Prometheus MVAM parts and the Galaxy Class Saucer Separation, this means these abilities are no longer "gimmick" abilities but if specced into provides free ability use of the ships main abilities, consider it an extension of health as well so don't underestimate the effectiveness of separating now, if you want to replay that iconic scene where Picard encounters the Borg Cube and antimatter spreading from your saucer section etc and torpedo volleying from your engineering section, well this can actually happen now in-game

Couple the Prometheus with its upgrades and speed boosting ability with Defiants and Miranda Corvettes and you have a hard-hitting force that allows the serious counterpunch it deserves.

There's still more work to do on the federation with an in-depth review on the Phoenix/ Nebula setup but overall I'm feeling extremely excited for these changes already.

Key Station Changes for Gameplay

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So another important aspect is understanding why people do not use Corvette Classes, Carriers and Anti Fighter Vessels.

Well, I believe this is down to the station's strength and survivability we have rejigged the logistics and trade stations as civilian stations whether military-controlled labs or civic labs in Star Trek Lore they were never heavily defended or armoured (it's not like Deep Space Nine) so we've reduced their health and armour if you imagine the elite carriers like Typhon you can now carefully place carrier strikes on the edge of a gravity well and use these tactically to surgically remove a player's logistics while you attack a different front, this has proven a popular change so far with our testing community who really have felt that this adds some counterplay mechanics sorely missing from the usual deathball fiesta that is STA3 and many sins mods (Not AOTF that's designed very differently - check it out) Most factions with the exception of the federation have few ways to defend this kind of attack without their own carriers or anti-fighter vessels so watch out for this play.

Corvettes also come into the early game a lot now, iconic ships such as the Miranda and the Jem Hadar (Bug Ship) Attack Ships can finally get some much-needed love, faster than scouts they can be used with their increase in armour and stacking ability to again devastate player logistics so you should be prepared to use these tactics against the enemy as best you can.

Coming soon...

We are now working on other factions, looking at both the Union loyalist and Borg *shudders* and I think players will be surprised about how much love this patch is getting...

We may also have some surprising news to share very soon about some returns to the team just for this patch so stay tuned my friends...

This is Bane, Signing out...

Star Trek Armada 3: Uprising Release Preview

Star Trek Armada 3: Uprising Release Preview

News 32 comments

Fingers crossed, we'll be able to release STA3: Uprising this week folks. Here's what to expect.

Help On The Way!

Help On The Way!

News 18 comments

What's this? A dedicated Armada 3 update? No, your eyes do not deceive you.

Ages of the Federation: Dev Diary #5

Ages of the Federation: Dev Diary #5

News 6 comments

It's been a while since we had a dedicated Dev Diary! I think it's well and truly time for an update, don't you?

Star Trek Armada 3: Hotfix Released

Star Trek Armada 3: Hotfix Released

News 13 comments

Due to Sins Of A Solar Empire: Rebellion updating in order to comply with the EU's GDPR regulations.

RSS Files
STA3 Uprising 1.0 Upkeep Patch for DL's before 16 March 2019

STA3 Uprising 1.0 Upkeep Patch for DL's before 16 March 2019

Patch 21 comments

This patch fixes an upkeep bug that a few users reported after the initial release. This should rectify it for players that were encountering their upkeep...

Star Trek Armada 3: Uprising V1.0

Star Trek Armada 3: Uprising V1.0

Full Version 132 comments

If you're downloading this version after 16 March 2019, you will not need the 1.0 Patch. If you downloaded a version before 16 March 2019, please also...

STA3 Uprising 1.0 Echo Papa Crash Patch

STA3 Uprising 1.0 Echo Papa Crash Patch

Patch 4 comments

Removal of Echo Papa from game to fix random event crashes

Star Trek Armada 3: 27 July 2018 Main Menu Hotfix

Star Trek Armada 3: 27 July 2018 Main Menu Hotfix

Patch 35 comments

The latest update broke the game's main menu. Gowron was enraged, so we've fixed it! Unzip the file into your root mod folder and select yes to overwrite...

Star Trek Armada 3: Icon Replacer Addon by Bruce!

Star Trek Armada 3: Icon Replacer Addon by Bruce!

Patch 21 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 11 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...

Comments  (0 - 10 of 15,995)
ValhallasAshes
ValhallasAshes

Bane(Dev)

I like some of the changes you're making. Although I do question the reigning in of the Akira. The Akira is a pretty strong ship, but I already tended to avoid using it to any significant degree simply due to it's extortionate cost. So much so, that I almost always chose to run a couple Lakotas instead of an Akira simply because I got a lot more bang for my buck compared to the Akira. Especially when you took in relative overall hull, shields, armor, and firepower of multiple Lakotas vs one Akira for the same logistics cost.

Plus the spreading of damage across a couple ships and dividing an opponents firepower over multiple targets vs concentrating all it's firepower on one target. So bang for buck, I pretty much always found more Lakotas to be far more effective than fewer Akiras for the same logistics cost. So I really do question the reasoning for your choice to reduce the Akira's combat ability while increasing it's cost even more at the same time. I think that choice is going to risk relegating the Akira to virtual obscurity and encourage me to use it even less.

The changes you've suggested to the Defiant, I completely agree with. For the longest time, I've felt the Defiant was far to weak and expensive to field in any kind of numbers. They have good firepower, but they constantly die way too quickly and easily. So again, it was one of those ships that I only ever used in the most limited roles. Especially due to their high cost and logistics requirements. Never using them for anything other than specific high speed hit and run tactics. In fact, their relative speed was the only reason I was still using them to a certain degree. Again, tending to favor the Lakota instead due to it's good firepower, survivability and relatively low logistics cost. So your proposition of making the defiant finally live up to it's "tough little ship" billing is very welcome in my book.

When it comes to the stations/starbases, are you referring to the tier 1 or tier 2 starbases when it comes to reducing their health and armor? I could understand you reducing the survivability of the tier 1 starbases to a certain extent (even though I don't really like the idea) but I would have to disagree completely to gimping the tier 2 starbases. The AI already does a good job of popping them as it is. Gimping them too much could make it too difficult and give too little time to move a fleet from wherever I have them to reinforce the defense before its destroyed. It's one of those things I would probably have to see to understand, but that's my gut feeling.

Oh no, please don't bring back the Miranda CPU death horde. I hate it when people do that. Don't encourage them lol. Not even my Threadripper can handle all those Mirandas.

I am interested to see what you do with the Galaxy and Prometheus. I tend to avoid the separation mechanics for the reasons you already stated. Plus it's a pain to manage when you use command group numbers like I do.

Final note: Please for the love of god tell me you got rid of those 'self-destructing on defeat" militias that can destroy your entire early game fleet in two BOOMS.

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Bane(Dev)
Bane(Dev)

Hi Valhalla, not sure if your part of the STA3 Multiplayer server but on the Akira front the community have gotten to the evil depths of macro enabling their abilities to hotkey them so with the Akiras they abuse primarily the chain reaction pulsar to complete this, none the less the Akira itself may seem expensive but overall with upgrades she will deliver far more than your lakota when extrapolated against the supply. I think the Akira is a great defensive end game option still but the defiant will now correctly be your late endgame offensive monster couple with prometheus version 3 :)

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7Saturn
7Saturn

Has there ever been a version, that runs with Sins without Rebellion? And if so, what is the latest version of that? I still have the old game laying around and would want to pack it together with it.

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ValhallasAshes
ValhallasAshes

Sorry no. This mod requires Rebellion. You would not be able to use it with Trinity (Sins+Entrenchment+Diplomacy) nor any of the previous versions of Sins.

However, you only need the base game of Sins Rebellion to play this mod. You do not need any of the DLC for Rebellion. But just be aware that the DLC will expand the gameplay considerably, both for Sins Rebellion and this Mod.

If however, you're simply in the mood to play a Star Trek mod for Sins, but can't afford to get Rebellion, you could get the Star Trek: Sacrifice of Angels mod for Trinity. No relation to this mod other than theme. Just make sure you get the original one, not SoA2 because Sacrifice of Angels 2 is for Rebellion. It's not as good as this one, but it's decent.

As with anything, if you do some shopping around, it's pretty easy to get a copy of Rebellion for pretty cheap at any time, or wait for a sale on the big stores like Steam, HumbleBundle and greenmangaming when this game almost always drops down to at least 75% off. I just had a quick look, and I already found this game on cdkeys.com for 7 quid. Just don't ever buy anything on g2a. Trust me, just don't. They're not reputable and you risk losing your key and your money with no recourse if your key gets blacklisted.

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VeniVdVici
VeniVdVici

If there is going to be another patch. I would be surprised if not; I would look at adding some more healing regen abilities. Most of the healing frigates have very slow abilities. Its fine with lots of lightly damaged ships; but repairing a very damaged single target is often hard; especially shields. Maybe add a refit ability that disables a ship while healing it?

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Bane(Dev)
Bane(Dev)

Stay tuned to more news soon!

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Guest
Guest

Hello, I have a perhaps very stupid question: Which Federation ship can be used to capture mines in nubulae? Neither the colony ship nor the scoutship does not work.

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andrewempowered
andrewempowered

For the Federation it is the curry class.

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LeonGTR
LeonGTR

I have a Problem with the mod. The Game is crashing, whlie selecting something in the menu.
Have you a solution for me?

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RichardRahl81
RichardRahl81

i have a similar problem where game crashes. Usually its a bit into a game where I have a large fleet.

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Highest Rated (49 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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