Hello there, Humanoid Viewer. This project is in regards to one of many planned submods for STA3. To put it simply, it's a large scale fan-expansion of Final Edition, also utilizing elements from prior iterations of Armada 3 and SOA2. It is a major content Addon + QOL mod, seeking to make it so the game runs optimally in both a PVP and PVE setting, while also bringing abandoned ideas from Final Edition to life, and filling in game elements that I thought were lacking. It's primary changes are reworks of abilities, but more importantly ships and stations, along with adding a plethora of new ships and stations to all factions(not including borg), even throwing in some more NPC assets to make the game more interesting and lively. There is a new and expanded soundtrack added to the mix to give it a more energetic feel, with some easter eggs thrown if you should happen to have any DLC. Many assets are from every iteration of STA3 and others from SOA2. Changelogs will have exact credits. Lex

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Update

News

So, I've been taking the time to rework the mod entirely, effectively starting from scratch to try and locate and fix errors where I see them. I just recently put out a bare-bones beta release on my discord server, of which I've decided to translate over here shortly. There is a heavy array of changes and updates already but nowhere near completed or that well polished as I'd like. I wanna let you know that this project and the Dominion Blitzkrieg counterpart are not dead, progress is just taking time. Furthermore, with the assistance of the DS9R Dev/STA1 Remaster dev, whom of which is a friend of mine, we'll be able to expand the rosters of all factions that we deem fit, as you can see with the recent inclusion of the Orion Class, so you may see brand new stations and ships pop up from time to time. If you wish to see these changes with the game and catch earlier releases sooner, you may check out the discord where we are being more active on. Take care, viewer.

Discord.gg

Expanded Info

Expanded Info

News

Well hello there, humanoid viewer. Welcome to this first installation of a series of STA3 submods from this author.

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Echoes of War V0.1

Echoes of War V0.1

Demo

EOW mod is currently in a position where at least it should be optimally playable, I wanted to get a new playable version out to y'all as quick as possible...

Echoes of War V0.42B

Echoes of War V0.42B

Full Version 5 comments

Fixed a critical error regarding cardassian faction that crashes them. All changelog and other changes remain the same.

Echoes of War V0.41

Echoes of War V0.41

Full Version 5 comments

Latest release of EOW, consisting of a mixed bag of changes, spanning from QoL and major changes to factions and gameplay, and also containing fixes from...

Echoes of War V0.35

Echoes of War V0.35

Full Version

Newest release of Echoes of War, primarily containing QoL changes, but does possess additional textures, enhanced Neutral Spawns, some readjusted maps...

Echoes of War V0.31

Echoes of War V0.31

Full Version 3 comments

Update. So there was a bugged ability that lead to a crash with the Fed FleetYard. It's been fixed now, here's the hotfix. If you downloaded the old file...

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Guest
Guest - - 698,157 comments

This mod is great. However, I experienced crash after 1.5 hour of gameplay and later when I start the game again, it refuses to open (mini dump during the loading screen). What should I do?

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AlexDaLegend Creator
AlexDaLegend - - 77 comments

Standby on that, some of that is due to potential errors on my end. At present, all I can offer is that depending on the crash reason, which is likely runtime/ram related since this engine has a low ram cap and has stability issues with the trek mods, is that you reduce your graphical settings to help it run more efficiently. Large maps and large fleet settings might also help destabilize the game. I'll give you more detailed information soon

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quick67
quick67 - - 12 comments

1) mini dumps happen regardless of whether starting a new game, load from save, or when switching from one game to another. Best length between has been 1.5 hours, worst about 30 minutes. I can try reducing graphics quality, but other mods (such as Interregnum) work just fine for hours on end. I sure hope we can get a handle on this, as I really like this sub-mod.

2) It's just my opinion. Something in me feels that the large ships are flipping around too fast to be "stately" in a TOS manner.

3) I recommend that larger civilian stations take the place of the smaller utility-type stations (broadcast centers, government, trade, etc), while the larger military stations handle the interceptors, starship-resupply, reinforcements, etc. That's not to say that a starbase protecting a wormhole shouldn't generate a small amount of trade, culture, etc.

5) I recommend off-loading some of the large scale construction projects onto utility-type capital ships (with proper research).

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AlexDaLegend Creator
AlexDaLegend - - 77 comments

noted, appreciate the feedback, sorry for taking this long to respond

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Guest
Guest - - 698,157 comments

Couple of things:

1) mini-dump about 1.5 hours in
2) ship fighter movement might be a bit too good for cruisers, capitals
3) recommend larger orbital bases (unity 1) handle auxiliary government functions
4) unable to locate advanced fighter tech for federation... make easier to find?
5) better distinction between standard constructors, colony ships, and starbase constructors needed, IMO.

And a huge thanks for:
6) correction of all ships for defense weapons (new orleans) very much appreciated.
nice work, guys!

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AlexDaLegend Creator
AlexDaLegend - - 77 comments

Heheh, you're welcome

For 1. I am working on improving stability further, can you tell me if loading recent saves nullify this or does it crash around the same time?
2. First time I've heard this one, any specific ships you have in mind?
3. Hrmm.. I think I understand what you're getting at, I'll give it a lookover
4. Are you meaning the valkryies or the Venture & Delta Fighter. Valkryies are tethered to Typhon Class Research, Venture and Delta Fighter are tethered to the 1st hangar expansion research from the sol-station
5. Aye, though that'll be difficult, there aren't many meshes that I can use to replace them, so that might remain someone untouched.

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RichardRahl81
RichardRahl81 - - 10 comments

Hi, I've been trying out your mod and enjoying it but after about 20-30 mins of game play the game crashes. I've tried out multiple diff maps and the same happens. I loaded the updated 0.42B version and it happened again. Hence I'm wondering if I'm doing something wrong or if there's another issue on my side.

Thank you

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AlexDaLegend Creator
AlexDaLegend - - 77 comments

I see-
It could be certain settings you may be running, I've been told running on max graphics, shadows and bloom don't help stability though the mod still suffers from inevitable crash errors at times, most of the time it's 1-2 hours in the game, though I don't know if quicksaves can nullify this. Feedback has been almost non-existent.
Try and experiment with settings and decreasing it, I'll continue to try and solve crash causations and reduce package size.

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23-down
23-down - - 3,597 comments

Hey I've just downloaded your sub mod for the first time. Willing to spice things up a bit.

Unfortunately I can't even enter the game as I crash with a minidump.

That's how my enabledmods.txt looks like:

TXT
SinsArchiveVersion 198
Version 0
enabledModNameCount 2
enabledModName "EOW042"
enabledModName "STA3_FINAL_EDITION"

Where's my error?

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AlexDaLegend Creator
AlexDaLegend - - 77 comments

I see-
It could either be incorrectly unzipped, like if you open the submod folder, there's simply another singular folder with the same name inside, unlike how final edition presents itself, or you need to try and launch it several times, evidently the start-up crashes are a little common among some users

Also, there's gonna be a hotfix coming

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