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.

Description

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 costs rocketing in mid-game. As always, unzip to mods-rebellion 1.85 . You will be prompted to overwrite 15 or so files, select yes. If you're not prompted, then you have unzipped to the incorrect location.

Preview
STA3 Uprising 1.0 Upkeep Patch for DL's before 16 March 2019
Post comment Comments
jk_bonn
jk_bonn - - 153 comments

Still have dropping income.
It goes down to the half amount in some seconds and then jump up to the normal amount, only to drop again, etc.
No militia is present as the game is still at the start.

Reply Good karma Bad karma+2 votes
Gul-Dukat(tech) Author
Gul-Dukat(tech) - - 1,810 comments

see my other answer.

Reply Good karma+1 vote
sirmathew
sirmathew - - 14 comments

Hi, Gul-Dukat.
Link for your other answer?
i downloaded the patch, replaced the gameinfo folder but still i see that general income money drop.
I have seen it in federation play before patch and playing klingon now with the patch.

Must i start new game to see the money drop issue removed?

Reply Good karma Bad karma+2 votes
KidCanis
KidCanis - - 91 comments

Gul's more lengthy explanation of the behavior you're describing can be currently found in an exchange with a rather testy user on the second page of the main mod page comments. Here's a snippet that gives an idea of what's going on under the surface to cause the fluctuating income behavior:

"You start the game with several vessels and they're responsible for the drain on your income. It jumps back up because of the way the game is currently hardcoded.

The reason that your income seems to jump around in the way it does is because any income generation or loss is achieved by "ticks" in game, with income refreshing every couple of seconds. As you'll be building ships at random intervals, the credit drain does show oddly due to the way it interacts with the game's ticks."

Reply Good karma Bad karma+2 votes
Horseproofbacon
Horseproofbacon - - 29 comments

I'm receiving this issue as well, even after the patch update. I understand the generalized "tick down then back up" issue as that has been in effect for quite some time, but now I'm supposedly getting for example 20credits per tick according to my credit report, but I look at my credits and they are being drained by who knows what and I'm in actuality only getting 1or2 credits per tick which is ridiculous and for obvious reasons grinds my economy to a halt. It appears to be getting +20 but then -18 every tick, which is very peculiar to me. I'm actually gaining dilthium and metal at a faster rate than I am credits, which is a problem.

It just started happening after putting about 2 hours into a save, otherwise it was working fine. I'm not exactly sure how to fix this, or even if I can I may have to shelve it until I figure out what I'm doing wrong.

It is a truly amazing mod when it's working perfectly.

Reply Good karma Bad karma+1 vote
TheScootness
TheScootness - - 74 comments

For clarity:

-The credit "jump/drain" has been a feature since at least NEM/TFF. It's confusing visually, but it's how the game displays credit income with each individual ship having an upkeep cost implemented. The game is working as they intended. Per Gul:

"your ships cost credits per second. 0.25 for frigates, 0.5 for cruisers and 1 for cap ships."

It would be nice if the overall income rate was displayed as a consistent number that just raised and lowered depending on your number and types of ships at the moment and showed a static number for total ship upkeep but it doesn't. I'm not sure why everyone is so surprised by it now.

The biggest issue is that it can be hard to tell exactly how your credit production matches up to your upkeep costs since the display fluctuates constantly. It's easy to end up going "into the red" without realizing it if you have too many ships and not enough economy to support them because the the credit display is wonky.

The desired upkeep cost alternatively could be tied directly to fleet capacity, but this is the devs' attempt to tie it to actual ships owned, rather than just capacity levels purchased. How it displays in-game isn't their fault. The "guts" of the game doesn't allow for an accurate up-to-the-second income figure at the moment with the upkeep implemented, but it might in the future.

The only thing you can do for now to make certain that you aren't biting off more than your economy can chew is to build your fleets slowly and steadily to match the improvements of your income rate.

-It appears the drain was a bit more extreme than initially intended because it was figuring in all your "outlaws" ships as well (keep in mind that the minor factions ships do actually count toward your upkeep too). This hotfix (only applicable to downloads before 16MAR19, the main download has this in there now) takes the outlaws ships out of the equation so the drain is only coming from your actual created/captured ships. Looking at the code, I don't fully understand how it's supposed to work, but that's the intent. Myself, I can't verify if the outlaws problem was there in TFF/NEM or not or if this fix works, but that's the idea.

-If the "drain" is still too much for you, compensate by playing with both the small fleets and fast income options. This seems to match it up pretty well for me.

Small fleets as compared to normal reduces your capacity by 25% (you can still build the same amount of capital ships though so careful there since they cost more). By nature it keeps your overall ship count down, but it helps especially in the early game. By the time you build your capacity up (assuming only one set of research posts at each planet owned and a strong trade infrastructure), your economy should be able to handle it (unless you gain more capacity too quickly by the federation tech that gives research levels per capital ship, then maybe you could outpace your capacity vs. economy support).

The fast income option boosts your credit output by 30%. Don't be afraid of using a "cheat". If you're playing against the computer, they earn credits way faster than the player anyway.

If you want to use normal fleet size, I'd suggest maybe going with the fastest income option, which boosts it by 75% to compensate. That may be a bit much, but the fast option might not be quite enough. The fastest income might match up well to the large fleet sizes option though, which boosts capacity by 25%.

Reply Good karma Bad karma+5 votes
ArbiterN7
ArbiterN7 - - 207 comments

Thanks for this clarification. I was not keeping up to date on the mod for awhile and missed this change and was confused. Much thanks!

Reply Good karma Bad karma+1 vote
sirmathew
sirmathew - - 14 comments

Thanks for the detailed explanation, The Scootness.

The patch HAVE fixed that severe money drain in my last gameplays so i guess now it does not calcualate the outlaw ships toward the upkeep.

Reply Good karma Bad karma+2 votes
lavonjones84
lavonjones84 - - 19 comments

Hey Gul,
Not not sure if anyone else has reported an inability to load saved games. I get a mini dump any time i try to load a game.

Reply Good karma Bad karma+1 vote
Gul-Dukat(tech) Author
Gul-Dukat(tech) - - 1,810 comments

I've loaded a few up and they seem ok. Was the save from before the patch and you're loading it after the patch was applied? That may very well cause issues.

Reply Good karma+2 votes
lavonjones84
lavonjones84 - - 19 comments

Hey Gul,
No, the save is of new game. I save it then go to reload it later and then there is no file there to load.

Reply Good karma Bad karma+1 vote
walter-lindsey1
walter-lindsey1 - - 2 comments

Hi

Every time I am playing as the Romulans I get a random mini dump error and it crashes the game about every 5 minuets into game play. Any suggestions?

Thanks

Reply Good karma Bad karma+1 vote
Gul-Dukat(tech) Author
Gul-Dukat(tech) - - 1,810 comments

I@m afraid that I'm unable to replicate the issue. This might suggest that you have a faulty download. The other possibility is that your computer has 2Gig of ram. If the latter is the case, I'm afraid to say that STA3 uses a little more and as such, it might not be usable for you. If your comp however has 4 or more gigs of ram, I'd guess corrupt DL.

Reply Good karma+1 vote
walter-lindsey1
walter-lindsey1 - - 2 comments

I have re-downloaded the files three different times with the same error. My pc has 32 gig ram and a GEFORCEĀ® GTX 770 graphics card. I have images of the exact error message occurring.

Reply Good karma Bad karma+1 vote
khoiman
khoiman - - 116 comments

Are the klingons supposed to have a -30% upkeep at the final logistics tier?

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,391 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,391 comments

I miss the icon replacer mod. it is far harder to micromanage this way and it looks meh...
but great work

Reply Good karma Bad karma+1 vote
Horseproofbacon
Horseproofbacon - - 29 comments

There is an icon replacer file that was updated. It works great, the only problem now are the Echo Papa drones. Whoever destroys them, AI or human, crashes the client and you cannot proceed anymore. It's quite irritating when you've been playing a match for hours (or days) only to be stopped by a CTD bug...

Reply Good karma Bad karma+2 votes
NocturneOfSolace
NocturneOfSolace - - 35 comments

TheScootness

'I'm not sure why everyone is so surprised by it now. '

Because for people who just came into downloading this mod, it's really jarring because regular sins does not have a mechanic like this, which is frankly quite stupid given that Sins already had upkeep, why STA3 does what it does is beyond me, it seems rather redundant

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,391 comments

This comment is currently awaiting admin approval, join now to view.

CMartin13018
CMartin13018 - - 3 comments

Ship icons display as diamond shapes instead of the actual ship.

Reply Good karma Bad karma+1 vote
HaveAGreatDay
HaveAGreatDay - - 2 comments

Please more moose....... with tuques..... awesome MOD! More please!

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,391 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,391 comments

This comment is currently awaiting admin approval, join now to view.

stone56782
stone56782 - - 7 comments

Hi just asking do the borg no longer have shields as i have watched a play through you and some other guys made the borg had shields then just wanted to know have had sins for a year and not
had STA3 long.

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Tags