Post news Report RSS STAR TREK ARMADA 1.2.1 RELEASE

Hi Folks, Bane here with another news flash, my esteemed colleague "Mr Gul" has binned the latest version of CTA 1.2.1 which fixes some of the minor issues in CTA, many have called for more patch note details, so many thanks to my fellow colleague Ambarenya for his diligent work in logging all the changes listed below:

Posted by on

STAR TREK: ARMADA III - A CALL TO ARMS
VERSION 1.2.1 PATCH NOTES
--------------------------------------

+ Added new meshes and textures for the Federation Ambassador, Centaur, Curry, and Miranda-class vessels.

+ Added faction-themed "Dock" and "Launch" buttons to replace the stock fighter launch buttons.

+ Added the missing "Starbase Lost" voice over to both Federation and Klingon factions.

+ Modified the Federation and Klingon warp-in ability ship spawn ratios for increased balance and immersion.

+ Increased the rank of a few of the Federation officers amid concerns of the characters being too low in rank to lead a task force.

+ Fixed an issue where Diplomacy pacts were not unlocking because the game was asking for a pact to be formed that did not exist.

+ Added chance to spawn a limited number of combat Oberth vessels to the Tier 1 Picard warp-in ability to represent the Oberths seen at the Battle of Sector 001.

+ Slight balance tweaks to all alliance bonus percentages to bring them in line with each other.

+ Slightly increased the maximum speed of the Excalibur Space Control Ship to bring it in line with other large vessels.

+ Slight tweaks to Romulan shield mitigation on a number of vessels to prevent Romulan shields from being too strong.

+ Resolved an issue where the Tavara's Full Barrage and Tactical Assault ability particle effects were not disappearing after use.

+ Fixed an issue where Romulan Praesidium Starbases and Exarch Outposts were unintentionally launching Scorpion-class attack ships.

+ Fixed a problem with the Jach'Eng Shockwave Ship displaying a "string not found" for one of its abilities.

+ Reduced Cardassian warp jump antimatter cost to bring it more in line with the other races.

+ Fixed an issue where the Liberty-class's HUD icon was displaying the build button instead of the icon.

+ Added a Scorpion-class attack ship HUD icon to replace the stock Advent icon that was being used.

+ Fixed issues with Federation mines and Voyager probes still using stock icons and pictures.

+ Adjusted fleet supply pacts towards more Empire-building bonuses in order to accommodate AI behavior.

+ Resolved an issue with the Romulan "Game Over" string references not displaying properly.

+ Slightly reduced the Freedom-class's phaser damage to bring it more in line with the other frigates.

+ Fixed issues with several non-existent phaser firing points on combat Nova (called in by Picard).

+ Slight overall buff to combat Nova (called in by Picard) to bring it more in line with other combat frigates.

+ Slight tweak to Borg shipyard costs to properly trigger Borg AI to rebuild when destroyed.

+ Removed the stock Vasari bombing actions on the Klingon Jach'Eng Shockwave Ship.

+ Fixed an issue where the AI was unable to acquire a target with Sela's Ensnare ability.

+ Removed an unintended modifier to heroes gaining armor for every rank increase.

+ Increased the cost and build time of the Romulan Pollux-class Envoy to bring it more in line with the other envoys.

+ Fixed an issue with the Cardassian Archon-class Carrier not having correct beam and torpedo firing points.

+ Added prerequisite for researching Unity Starbase - now requires standard Starbase research.

+ Slight increase to Romulan Praesidium Quantum Absorption cooldown timer.

+ Removed flak burst effect from the K'tinga's thruster ability to reduce confusion as to the ability's function.

+ Returned missing "Space Ponies" string (which was throwing up "string not found") with an immersive equivalent.

+ Fixed a small number of minor issues with unusually fuzzy or jagged button icon borders.

+ Improved edging for character portraits displayed on the in-game UI viewscreen window.

+ Slight fix to code machinery of the Romulan capital ship siege ability.

+ Modified a set of additional miscellaneous button icons for increased immersion.

+ Additional AI improvements, fixing concerns with the activity of Normal and Hard AIs.

+ Filled in additional missing icons and pictures to miscellaneous game objects.

+ Slight tweaks to a number of tooltip/research strings for improved clarity.

Current Known Issues:

>The Borg Unimatrix Transwarp Ability is currently not working as intended, expect this to be updated in a later release.

Post comment Comments
fangoriously
fangoriously - - 121 comments

this is going to take a wile to sort through. Hows that TLE addon coming?

Reply Good karma Bad karma+1 vote
Peo01
Peo01 - - 253 comments

Oberth-class in Picard's ability. :o
Finally my Miranda gets a colleague in arms...

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

do i still need large add aware? if so iv not got it once iv extracted the files?

Reply Good karma Bad karma+1 vote
Ambarenya
Ambarenya - - 797 comments

You may not have to apply it again if you've done so for previous versions, but it can't hurt to do it again. If you so choose, you can redownload LAA here: Techpowerup.com

Reply Good karma Bad karma+1 vote
AverageCitizen
AverageCitizen - - 30 comments

Has the 'Flagship Victory' mode been addressed yet?

Reply Good karma Bad karma+1 vote
Ambarenya
Ambarenya - - 797 comments

What was wrong with it?

Reply Good karma Bad karma+1 vote
martox
martox - - 234 comments

He might be talking about the Flagship being count as a "capital ship" and not a "frig"

Reply Good karma Bad karma+1 vote
AverageCitizen
AverageCitizen - - 30 comments

Flagships were just considered normal Capital Ships instead of being like they were in SoaSE:Rebellion. Example: the Flagships had special abilities to help them escape from combat, take reduced damage and deal increased damage. In addition, they had increased hitpoints, shields, and a generally larger size which distinguished them from their capital ship variants.

Reply Good karma Bad karma+1 vote
Ambarenya
Ambarenya - - 797 comments

I will put it on the list of things to address in the next update. And this goes for anyone reading: if there are any other concerns or bugs, please, please do not hesitate to let us know as soon as possible! If we did not address an issue you were aware of in this update, it was because we (the devs) were not aware that the issue existed. We very much rely on beta tester and player feedback to address any issues we may have missed.

Reply Good karma Bad karma+1 vote
martox
martox - - 234 comments

flagships have their own entity files so you could do anything you wanted with them. on CTA the devs just took a capital file and put the flagship ability on it and added it to the player entity file. so it's not that there is something wrong with them it's just how to devs made them. I'm working on an addon to make them more like the vanilla but I'm just going slow at it

Reply Good karma Bad karma+1 vote
RickVic
RickVic - - 164 comments

Must I use special maps for random events ? I only play on a small 22 planets map and never see any of them.

also it seems that i miss the special damage effects for the ships, but i have everything execpt ship bump on highest

Reply Good karma Bad karma+1 vote
Chaotic-Entropy
Chaotic-Entropy - - 160 comments

I'm having a bit of a problem, lots of the textures aren't loading for myself or my friend who also downloaded it. Sabre blinks back and forth and the Ambassador has nothing at all. Mouse cursor keeps disappearing and game crashing, for both of us after having verified files and reinstalled the mod.

Any suggestions?

Reply Good karma Bad karma+1 vote
Bane(Dev) Author
Bane(Dev) - - 612 comments

the textures issue is a known sins bug, you have to set graphics to low and back to high, as for crashing this means LAA is not set correctly please follow our installation guide for more details.

Reply Good karma+1 vote
Arling
Arling - - 61 comments

Hello again Team ''Star Trek Armada 3 Mod'' for Sins of a Solar Empire.

Once again: Thanx a L O T for Your "Star Trek Armada 3: 1.2.1 - A call to arms" Release. It's only getting better and better for each new release(s).

And once again: A 1 0 0 0 Thanks for Your ''Star Trek Armada 3 Mod'' Project in the First place. What You have done so far looks G R E A T.

Some wishes to a future Version:

- Please also make it possible to:

1.: Update / upgrade Your Outpost(s) to a full Starbase after you have researched The Starbase.

1a.: Upgrade / update Your Starbase(s) to The Unity Station after you have researched The Unity Station when you play as either The Federation or as The Klingons.

2.: Have the Deep Space Nice station as an Outpost when playing as The Federation. Also in Federation Colours instead of Cardassian Colours when playing as The Federation.

3.: Have up to 3 (three) Starbase(s) or Outpost(s) in your planet's gravity well for A L L play-able factions / races via The Research Tree. Just like this:
Nexusmods.com?

4.: Expand your planet's gravity well up to the double size for A L L play-able factions / races via The Research Tree.

5.: Have The Ferengi as a Neutral faction / race you can't fight & only can do trading (Buisness) with when you play as The Federation, The Klingons, The Romulans, The Cardassians or as The Dominion.

- Please also give The Starbase(s) 99 Slots so that The Starbase(s) can become The Fear of The Galaxy (i.e. The Ultimade Defence & Economy for A L L play-able races / factions). Just like this:
Nexusmods.com?

- Please also add The Dominion as an independent faction / race.

Personally I find The Cardassians to be the weakest race / faction You have done / created so far.

- Please also add ”Species 8, 4 , 7, 2” as a race / faction you can play.

It could be Fun to be ”Species 8, 4 , 7, 2” vs The Borg, since The Borg can't assimilate ”Species 8, 4 , 7, 2”.

---------------

If You have not already done it, then please also ”join forces” with The People behind Fleet Operations so that You can exchange both Knowledge, Experiences & Materials with each other.

Personally I'm playing Your ''Star Trek Armada 3 Mod'' for Sins of the Solar Empire while I'm waiting for Them (The People behind Fleet Operations) to release Their ''Version 4.0'' of Fleet Operations.

---------------

Still (in My opinion): You should also create Your own Game-Engine so that You are not limited to the Iron Engine of Sins of the Solar Empire. This is also something that The People behind Fleet Operations has done. (read: The ezEngine - > Ezengine.net).

Anyway: Please keep up A L L Your good work at Your ”Star Trek Armada 3 Mod” Project in the future.

Please also take the time You need to make things work properly instead of hurrying an only half-working release – as Microsoft did with both Windows ME & Windows Vista.

To the one(s) of us that can't wait untill Your next release: Please keep us informed about what You are doing (i.e. what You are working on) for your next release :-D – both here at ModDb & at Facebook.

Personally I have now passed the ages of 35, so I – personally - no longer expect things to appear ''Magically'', In a hurry or Over Night.

P.S.: I'm Sorry if I sound T O O demanding or T O O dominating: My head is S O O Full of “Crazy” ideas.

P.P.S.: To ”Mr. Gul Dukat”: I MY opinion (humble opinion): Your voice sounds closer to Weyoun from The Vorta than as Mr. Gul Dukat.

---------------

09 August 2015: Now that I have got Windows 10 Home as a free Update / Upgrade from Windows Update, The Text / Font Size has now become to large inside Your ”Star Trek Armada 3 Mod” Project.

Reply Good karma Bad karma+1 vote
Bane(Dev) Author
Bane(Dev) - - 612 comments

thanks for the many suggestions a lot of them sadly we are limited by the engine on, as for our next project, then check out Axanar Strategic Operations, we are actually working with the Axanar film Makers!

Reply Good karma+1 vote
Guest
Guest - - 689,305 comments

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

Arling
Arling - - 61 comments

Bane(Dev) wrote:
>>
>> sadly we are limited by the engine
>>

Then please create Your own Engine or please Reverse Engineer the Iron Engine of SOASE as much as You can to Your own needs.

I know that before The People of Fleet Operations created their own Engine (The ezEngine), they managed to Reverse Engineer as much as They could do of The Engine of ST Armada 2 to their own needs of Fleet Operations. Perhaps You could do the same with the Iron Engine of SOASE.

Or chech this out: Oxidegames.com :-D

Bane(Dev) wrote:
>>
>> for our next project, then check out Axanar Strategic Operations, we are actually working with the Axanar
>> film Makers!
>>

Well, I'm looking forward to Your Axanar Strategic Operations project :-D.

Forgive me for being skeptical. I just want to watch it (Your Axanar Strategic Operations project) in action.

Reply Good karma Bad karma+1 vote
Naimit
Naimit - - 13 comments

Yay! Thank you devs for continuing to perfect this already excellent game. It boggles me that your team has produced the greatest Trek game ever released - FOR FREE - than the many badly designed and then abandoned official Star Trek games. You've displayed more resolve in backing up your product than I've seen from for profit productions. It's all terribly impressive.

Thank you, too, for addressing the Borg Unicomplex / transwarp hub issue. It's an issue I hadn't seen anyone else bring up, and I waited as long as I did to mention this bug here on your site because I was 90% positive I was making some incredibly dumb mistake that was transparently obvious to everyone else.

Finally, while this is in no way a bug, have the devs looked at the difficulty the Borg have with routine assimilation while the Cardassian faction captures vessels with remarkable ease? I'm sure this is down to a balancing issue, but I've captured three times as many ships as a Cardassian than I ever did as the Borg. Given that assimilation is the raison de e'tre of the Collective, I find this choice a little puzzling.

Reply Good karma Bad karma+1 vote
Bane(Dev) Author
Bane(Dev) - - 612 comments

thanks for the support ill look at this for 1.2.2

Reply Good karma+1 vote
IronDeath84
IronDeath84 - - 31 comments

For some reason the Random Event's button is greyed out, I can't select it, no matter what map I select. Any ideas on how to fix? I feel like I'm missing out a bit.

Reply Good karma Bad karma+1 vote
neytiri455
neytiri455 - - 4 comments

Greetings, first of all thanks for that Mod. Just Perfect. But i can't activate the this version. I'f i try to the games says, An Error oncrourd and the game must be closed.

Any ideas what went wrong?

Best regards

neytiri455

Reply Good karma Bad karma+1 vote
Drexder
Drexder - - 41 comments

hi guys.... when i play the Borg and i have an AI Borg ally.. why is it the AI borg keep asking about sending an Envoy??? there's no Envoy ship on Borg right?? pls fix this...... thanks

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,305 comments

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

Guest
Guest - - 689,305 comments

fist ship Rasilak is 360+60+0 supply is 4 armor 1600 shield 1000 phaser 18 torpado 15
Scarab is 400+25+20 supply is 1 armor 1400 shield 1000 phaser 17 torpedo 15
The scarab is to much and two weak. I think the Scarab should be 280+25+20 supply 3 armor 1 hall 1400 shield 1000 phaser 20 torpedo 15. This would make the Scarab Economical to build in large numbers.

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: