Armada is a real-time strategy game in which players select a faction from the Star Trek universe and build fleets of starships and space station bases to conduct battle. Four playable factions are featured in the game: the Federation, the Klingons, the Romulans, and the Borg. A handful of ships from other Star Trek races appear in campaign missions, including Ferengi, Cardassians, Dominion, and Breen. Each faction fields six different classes of starship ranging from scout to capital ship, which also possesses a unique tactical ability. In addition to weapons and shields, players can capture one another's ships and stations. Two primary resources are used in the game: crew and dilithium. Crew is automatically generated over time via starbases. Dilithium is mined from moons by resource gatherers.
The Borg, wanting to secure the particle at all costs, assimilate a Dominion cloning facility and use it to clone Locutus, the former title of Jean-Luc Picard when he was assimilated. With Locutus leading their armada, the Borg take the Omega Particle from the Romulans and assimilate Ambassador Spock, who is trying to mediate between the Klingons and Romulans. Without him, the two empires go to war, and the Borg are able to enter the Solar System. Locutus and his armada defeat the Federation fleet, kill Worf and Demming, and assimilate Earth. However, Picard and the Enterprise manage to escape through a temporal vortex created by the Premonition.
Nick Woods of AllGame gave it four stars out of five, saying, "In summary, Star Trek: Armada is a game that keeps your pulse moving and your mind working as well."[23] John Brandon of GameZone gave it eight out of ten, calling it "an excellent RTS game that's to play. 3D graphics help immerse you into the Star Trek universe, and scripted missions give everything an arcade feel. Never too innovative, the game still ranks as one of the better offerings in the RTS genre."[24]
The game takes place on and around stardate 53550 (as well as a brief interlude into 2364), just after the end of the Dominion War. Relations between the allies have deteriorated slightly, with the Romulans and the Klingons once again in dispute.
Having escaped from Worf in "Vendetta", Toral has assembled a formidable fleet, and launches an assault on Martok's starbase. The base must be held until the Avenger arrives, when Martok evacuates to the Defiant-class vessel, and leaves the sector, bound for Qo'noS, to present the Sword of Kahless to the Klingon High Council.
With the Borg in pursuit, Sela's fleet must negotiate the sector to reach a Romulan starbase beyond a wormhole at its edge. The Klingons are also in the sector, and Sela's fleet is too small and too vulnerable to take on a large force. The containment vessel is taken through the wormhole, and Jal'par remains behind to deal with the Borg threat.
The Borg have assimilated Jal'par, and learned the location of the Romulan starbase which is the temporary home of the Omega particle. With limited resources, the Borg must assimilate nearby vessels and starbases to gain enough ships to successfully capture the base. The Borg discover that the Federation is arranging a conference between the Romulans and the Klingons. Such an alliance would jeopardize the Collective's goals, and Locutus dispatches a vessel to intercept the Federation's ambassador, Spock, before he reaches the conference.
To use another civilization's technologies, capture a construction ship and/or an enemy starbase. Example: A Federation player has captured a Borg "Assembler". That player uses it to construct all Borg facilities, including a transwarp gate.
The Venture is one of the newest additions to Starfleet's armada, with production beginning in 2374. It is a lightly-armored, highly-maneuverable scout vessel capable of deep space as well as atmospheric flight. The Venture-class ship has limited space, restricting a large crew complement. The vessel is primarily designed for reconnaissance and short-range exploration. It is equipped with a forward firing pulse phaser, should it need to engage in combat.
Finally, some progress.
This version, plus attached configuration file, can show the intro movie and main game menu in an almost perfect way. The main glitch is that the animated menu (using the bink animations in the animations game folder) hands while hovering the mouse on the surface.
Unfortunately, the following menu texta are invisible and you can't start a game.
Uhm....
I would restart with Armada using patched version 1.3.0 and this export file in attach.
Everything seems almost ok (apart from the options / graphic settings menu, awfully flickering) until you have to chose a single player mission. The menu is stuck.
On my testbed (DxWnd v2.03.35, Armada patched v1.3.0, Win7 OS, the exported file I just uploaded..) I see the video resolution screen too, but as soon as the mouse is moved to reach any of the possible selections, the menu disappears. Also, the single user game start menu in my configuration doesn't higlight and pick the start button (the one labeled "O.K." in your screenshot). I get the same situation of that screenshot if I just turn the mouse flags off, and in such a configuration the game is somehow playable, but the menu navigation is quite difficult. I think there must be something missing in my handling of mouse events. Let me make some experiments and rethink that part of coding ....
It's difficult to describe how this feels for us as a team. What started as a personal project for a frenzied Dutch booty-pirate in 2012 has grown into what we would call a small phenomenon, with hundreds of thousands of unique downloads and players from all around the world of every race, creed, gender and orientation. It's been a long, often tedious, sometimes stressful but mostly fun road, and it's one that as a team we are so proud to have traveled.
As I say, Armada 3 started out as a personal project for Max, then a budding 3D artist. Since then this team has grown into more than just a group of modders. As a team we've been parts of each other's lives for years now. We've witnessed each other's triumphs, supported each other through hard times, lamented (and, let's be real, secretly laughed) at failures, and whole-heartedly cheered at successes. We've seen each other's careers start and fall apart, marriages and divorces, the deaths of loved ones and the births of children. Team members have come and gone, and even though we're spread over thousands of miles around the world and many of us haven't actually physically met, the members of Stellar Parallax, past and present, have become, I feel, an unusual and very special group of friends. Here's to all of you, gents!
The road to this final re-release has been long and rocky. There have been discussions, arguments, blow-ups and reconciliations. It started as a simple patch designed to address some of the more glaring bugs still present in Armada 3, overlooked by a team that was, to be honest, eager to move on to other projects. But what started as a bugfix gradually grew in scope, until it finally became a full-blown project unto itself that recaptured our excitement for Armada 3 and committed us to seeing to it that this mighty mod sailed off into the sunset having reached its great potential. And the driving force behind this project can be suummed up in a single word - Bane.
Released in early 2000, Star Trek: Armada was a well-built, graphically impressive real-time strategy game that let you command the famous ships of the Star Trek: The Next Generation television series. The game wasn't overly complicated as real-time strategy games go--the object was to quickly try to gather enough resources to field a large fleet of starships powerful enough to dispose of all the enemy forces. Still, Armada was paced well, had some tactical depth, and was essentially fun to play. Some Star Trek fans felt its fairly simple gameplay didn't do justice to the source material, but most found Armada to be a refreshing change from the typically lackluster Star Trek games that had come before it.
The problem is, at a glance, you can't really tell what's where. What looks like space debris might actually be a fleet of powerful starships too far "down" for you to notice. Meanwhile, ships sent all the way "up" can fill the screen. This can be used to devious effect in multiplayer matches--the relative sizes of your units can be carefully concealed by moving them along the Z-axis, so that even at resolutions exceeding 1024x768, it can be very difficult to tell what sorts of ships you're dealing with. There's a "tactical" view mode that lets you see the action from more of a side angle, which gives a better sense of relative distances between ships, but this view is otherwise disorienting and mostly just adds some cinematic flair to the action. It's not an ideal perspective for actually playing the game. At any rate, the addition of the Z-axis may indeed add a new level of strategy to the combat, but since much of the strategy revolves around taking advantage of flaws in the game's default perspective to trick human opponents, it's not the kind of depth that's entirely welcomed.
In any case, battles just don't last long in Armada II. For one thing, you'll find yourself bringing more ships to the fray than you did in the original game. In Armada, a well-balanced fleet of about a dozen ships could easily sweep across the map. In Armada II, most ships are produced very quickly, but also seem to get destroyed more easily, which means you'll use greater numbers of them. It also means you'll probably ignore the weaker ships and try to work your way up to the stronger, sturdier ones as quickly as possible. This isn't really satisfying--the first Armada gave a pretty good sense that you were indeed commanding powerful starships. When one of your bigger vessels was destroyed, that was a real blow to your force. In Armada II, ships are more expendable. Considering that most of Star Trek is about the drama that takes place aboard these vessels, the idea that they can be thrown wave after wave to their deaths seems misguided.
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