Post news RSS Support incoming!

With The Final Frontier finally available, the team is sticking around to support the mod and remedy lingering issues.

Posted by on

Greetings all,

Since the release of The Final Frontier a few days ago, your feedback has been invaluable. We're very happy to see that the overwhelming majority of you have had a positive experience with The Final Frontier.

However, we are aware that there are some lingering issues with the mod that are having a negative impact on the mod for some of you. In particular I refer to the mod's stability issues, especially on larger maps. We would be remiss to ignore these issues and so I'm here to reassure you that you are being listened to. The Armada 3 dev team are already working to improve the mod. We're zeroing in on the possible causes of these issues and should have a patch out in the very near future. Hopefully these issues won't be around much longer and we can all enjoy long, uninterrupted games of The Final Frontier on even the largest maps. :)

20161011033617 1

The eye of the eagle.
The bugs are in our sights!


Once again we thank you for your feedback and for your patience. There are always issues with large releases and we appreciate that you're bearing with us and helping us smooth them out. Everything will be sorted in the near future.

Another issue I'd like to bring up is the new geometric icons in the Empire Tree window. Simply put, some of you don't like them. You, too, are not being ignored. We initially added the new icons to improve the balance of multiplayer games by making sniping more difficult, and we stand by that decision. However, we completely understand that some people don't like the new icons, and have decided to make them optional. To that end, an addon that will revert the Empire Tree icons to their previous form is already in the works, and should be with you soon.

Once again this team is committed to supporting this mod, and to supporting you, our players. With your help The Final Frontier will soon fulfil its potential.


----------UPDATE!---------


The addon giving you the choice to revert to the wireframe icons is now available for download.

In other news, we're very happy to announce that Armada 3: The Final Frontier has made into the Top 100 mods of the Mod of the Year competition. We'd like to thank each and every person who voted for us and got us to this stage in the competition. Your continuing support is most appreciated.

We'd also like to recognise and thank our friends across the modding community, each of whom are working on or have previously released unique, high-quality mods.

Star Wars: Empire at War
---------------------------------------------
Thrawn's Revenge: Imperial Civil War - Moddb.com

Stargate: Empire at War: Pegasus Chronicles - Moddb.com


Sins of a Solar Empire: Rebellion
---------------------------------------------
Fall of Kobol - Moddb.com

Sins of a Galactic Empire - Moddb.com

Star Wars: Thrawn's Revenge II: Ascendancy - Moddb.com

Dawn of the Reapers - Moddb.com

Sins of the Prophets - Moddb.com

Star Wars: Interregnum - Moddb.com


Homeworld: Remastered
------------------------------------
Star Trek: Continuum Remastered - Moddb.com

20161002140437 1

The will of Romulus


Don't forget to keep voting for your favourite mods. The competition isn't over yet! :D

As always, stay classy. Or don't.
- OrionSlaver

Comments
darkbob5
darkbob5

I wasn't aware that the geometrical icons was a purposeful change, makes perfect sense though.

Reply Good karma Bad karma+1 vote
mangomango999
mangomango999

I for one welcome our new Geometric Icon Overlords. :)

Reply Good karma Bad karma+4 votes
OrionSlaver Author
OrionSlaver

As a trusted ModDb personality I can be useful in gathering others to toil in their underground dilithium caves.

Reply Good karma+3 votes
SelorKiith
SelorKiith

I actually like the geometrical icons although I would have wished for them to be at least somewhat ship specific and not just class specific, while it makes them harder for the enemy to target specific ships it also makes them harder for myself to find my stuff :D

Reply Good karma Bad karma+2 votes
nxreliant1864
nxreliant1864

As always you guys are awesome! Thanks for listening to us and taking immediate action. Although I haven't any complaints thus far it's nice to know if I had you'd respond in this fashion. Happy Holidays!

Reply Good karma Bad karma+1 vote
leetzelong
leetzelong

My game crashes when I play with flagship victory turned on.

Reply Good karma Bad karma+1 vote
leetzelong
leetzelong

I just encountered the terran empire sovereign, it's awesome! Kind of split between wanting to be able to build one and leaving it as one of those things you desire but can't really have.

Reply Good karma Bad karma+1 vote
Guest
Guest

Thanks for all of your efforts. Have been enjoying games on small maps very much.

Question: if we spot errors, where do we report them, and in what format/way would you prefer such a report?

Reply Good karma Bad karma+1 vote
_Commander_Hodgson_
_Commander_Hodgson_

Hi. For the stability issues you do mean when the game randomly crashes at the wrong moment in time just before I save stability issues? I'm glad its not just me. Also the mod doesn't seem to run as well as it used to before TFF. Anyway I do love the mod! keep up the great work!!!

Reply Good karma Bad karma+1 vote
OrionSlaver Author
OrionSlaver

The mod pushes the Sins engine to its limits. Perhaps a little too far beyond them. We're looking into the issue and should have a fix available soon.

Reply Good karma+1 vote
Iscariot_XIII
Iscariot_XIII

I knew you guys wouldn't leave us hanging - that is an expectation I had from the dedication your team has poured into this mod since its inception two years ago. Thank you for giving us an option for the empire tree. As I stated in my forum post, I didn't get it at first and I agree with some others that it's harder to manage my own assets as well as before, but that I can appreciate the rationale to get us closer to the battle. Only problem is when the game lags some and we had to, at least in previous sins versions, zoom out and manage from the tree, but that seems to have been worked on as well! Cheers!

Reply Good karma Bad karma+1 vote
MrMalkav
MrMalkav

Thank you for the best release yet, the only problem I have experienced now is colonizing a world that appears too be too "big" to build around.

I found a valid colonizable planet granted it did seem unusually larger than normal, the ships move around it fine cleared the area and colonized no problem. I unlocked the planet upgrades fine then placed the mines but when it can to building anything else the build area it denies me placing it whether strategic or tactical. The slots are available icon and all icons are coloured ready for placement, yet moving the cursor in the "build zone" is the denied cursor icon and upon clicking it says the text used for when something is already placed.

NOTE that I am definitely clicked on the correct system, the placement cursor over an area of open space within the build zone ;) It doesn't however let me move the cursor further out fron the planets orbit line (inner ring of the visual build zone). I can only theorize that the planets mesh net is taking up the entire build zone too. I have only seen this once so far it could be a sizing glitch, as it was one of the random tff generated map so it may not happen again but just thought I'd mention it.

Not a game changed or crasher but an added pain in the arse to defend...

Fantastic Mod as always nonetheless, can't wait for the stability patches and the old icon add-on, sadly i need all the help I can get and that's on single player...

Reply Good karma Bad karma+1 vote
OrionSlaver Author
OrionSlaver

If I were to hazard a guess, I'd guess you're playing on a CTA map and trying to build around a Class M: Temperate planet. ;)

This will also be addressed in our upcoming fix. For the time being when you encounter this problem switch auto-place structures on. The structures won't go where you want them to go, but at least they'll get built.

Reply Good karma+1 vote
Guest
Guest

First off, awesome work! Suggestions...
1) Wonder if you can increase the speed a bit on the giant and large planets - not sure if this is a mod thing or updates to Sins, but it's just too slow, claw out my eyes slow.
2) Borg Dreadnought - be nice if each item went to five or add a fifth item. Bugs me that I have extra upgrade points after level 8. Even if each lvl did less..
3) Friend that played the Dominion saw some "String can not be found" - not sure where though

Would be cool if the ships that were captured, boarded, taken over did not count against the fleet size (or count less). With the borg, often can't create that many capital ships because the fleet gets consumed. Guess I'll try to deconstruct them next time or something.

Reply Good karma Bad karma+1 vote
OrionSlaver Author
OrionSlaver

I assume you're referring specifically to ultra-giants, the biggest gas giants? Yes, we considered toning down the gravity well size, but decided against it. These planets are usually very high in resources and we felt there needed to be a cost to that. Also, in reality these planet types actually have very strong gravity.

I get that it can be a pain but The Final Frontier is all about variety. There are positives and negatives.

Reply Good karma+1 vote
Zed32
Zed32

First up, for all of the love, effort and attention to detail that has clearly gone into this latest release, thank you! Some of the new planets and assets are truly a sight to behold and the early game has improved immeasurably :)

However, I am for the first time on my system getting stability issues. I'm 3 hours in on the medium sized 'TFF Quartet' map as the Feds against the Klingons, Romulans and Dominion all on expert with large fleet sizes and all DLC enabled (including outlaw sectors). The problem started when my glorious alliance with the Dominion(!) allowed me to enter into the usual ship and planet visions revealing the rest of the map. Shortly after, a couple of the Dominion cap ships lost their textures (although the game overall was still running at a decent FPS) and then whilst conducting a routine obliteration of a Klingon starbase I had a CTD which typically will repeat itself during a large fleet engagement around the same time frame.

LAA is enabled and my system was good enough to run CTA in 4K at 40-60FPS so I'm guessing it might be a slightly over-stretched game engine as mentioned previously? I'm going to try starting a new game on medium fleet sizes with outlaw sectors disabled to see if that helps but is there anything else I can try for now? I don't want to reduce graphical settings as I really like the eye candy though :)

Another small observation that I think others have covered is the speed of the pirate/neutral fleets. This is a double hit if you use outlaw sectors because some of the neutrals incorporate themselves into your main fleet and this brings the overall speed down to a crawl unless you scuttle the ships individually to remove them from it. Unlike some, I actually quite like OS as it makes the universe feel more alive through numerous 'proxy' conflicts before I get around to sending the main fleet in but it must be quite an additional drag on game resources!

Again, thank you for what I think is the most polished and complete Star Trek 4X experience out there & I look forward to the minor post-release issues being ironed out in due course :)

Reply Good karma Bad karma+1 vote
leetzelong
leetzelong

I just have to say it again. This mod is awesome. The re-playability is just...out of this world. This is by far my favourite game.

Reply Good karma Bad karma+2 votes
glokazun
glokazun

wheres that special ship everyone is talking about?> is it the old enterprise?
i h ave yet to find it but will keep playing and keep my eyes out.

Reply Good karma Bad karma+1 vote
Shermos(LegionN7)
Shermos(LegionN7)

I think you can capture an old shipyard which will build old Fed ships. Haven't seen it yet myself either.

Reply Good karma Bad karma+1 vote
Shermos(LegionN7)
Shermos(LegionN7)

Thank you so much for all your time and trouble guys. Loving it so far. The only issue I've noticed is that I feel the special space stations you can capture and use don't appear enough for my liking. I think two or 3 on a large map would be great. Is it possible to capture them off factions who beat you to them?

Oh there is one more thing... I've noticed that in combat with large fleets, ships tend to bunch up together too much. I don't remember it being quite so noticeable before.

Reply Good karma Bad karma+1 vote
tyriah
tyriah

When will the patch be released?

Reply Good karma Bad karma+1 vote
OrionSlaver Author
OrionSlaver

Give us a couple of weeks or so.

Reply Good karma+1 vote
Guest
Guest

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

samo555
samo555

Hi Guys, Love the mod! But having an issue after about 3 hours of gameplay in multiplayer. Im getting, window name is..... "Microsoft Visual C++ Runtime Library" error is....
"Runtime Error!

Program: ...ar Empire Rebellion\Sins of a Solar Empire Rebellion.exe

This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information."

Any way to resolve this?

Thanks in advance!

Reply Good karma Bad karma+1 vote
samo555
samo555

Any word on this guys?

Thanks,

Reply Good karma Bad karma+1 vote
Guest
Guest

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

Guest
Guest

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

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.