2 Years after the release of "Klingon Academy II: The General War" comes a multiplayer/instant action expansion, "Klingon Academy II: Empire at War". KA2: EAW takes the enhanced combat gameplay of KA2: The General War and adds a rich, detailed 'Empire Building' element to it. No longer can you quickly build up your forces. Now you must dedicate time and resources to research and development. This detailed system of hull, conversion packs, systems, weapons and other miscellaneous research also sheds light on the backstory behind KA2. Learn about the Klingon Empire designs her warships, how the Federation developed the massive Yamato Class, and discover the history of the Interstellar Concordium and the Tholian Assembly. Each side has an expanded set of ship classes, and a mysterious new power has entered the galaxy. The Federation's worst fears are about to be realised...

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Conflagration Class Heavy Cruiser Tempest Class Light Cruiser Legionary Class Frigate
Blog RSS Feed Report abuse Latest News: Manual Addon Released

0 comments by SquireJames on Dec 30th, 2012

Hello all,

As of a few moments ago, the KA2 Manual Addon I promised has been uploaded to ModDb. Just awaiting approval.

What is in this manual addon I hear you say. Well, I don't want to give too much away, else what'd be the point in you reading it? However I can say that it's purpose is to add the Hydrans to the manual for both your technical examination (Either to know what your allies can do, or to "know thine enemy") and for me to tell you the story of the Hydran people and their realm.

I hope you get as much enjoyment out of reading it as I did writing it.

Squire James

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KA2: Empire at War Manual Addon

KA2: Empire at War Manual Addon

Dec 30, 2012 Guides 0 comments

A short addendum to the manual for the addition of the Hydrans. PDF Format as usual.

KA2: Empire at War V.1.2 Beta Maps

KA2: Empire at War V.1.2 Beta Maps

Nov 15, 2012 Patch 2 comments

Forgot that FleetOps saves it's maps in a different location to the default. I have altered most of the maps from KA2 in order to work better with the...

Replacement Texture Folder for 1.2 Beta

Replacement Texture Folder for 1.2 Beta

Nov 14, 2012 Patch 0 comments

After you have installed KA2 EAW 1.2 Beta to the FleetOps Mod directory, you will need to do the following to ensure it will run; Firstly you will need...

KA2: Empire at War V.1.2 Beta

KA2: Empire at War V.1.2 Beta

Nov 14, 2012 Full Version 20 comments

The first FleetOps version of KA2. This mod requires the STA2 Classic Mod for FleetOps, plus a little manual editing.

KA2: Empire at War V.1.1a Hotfix

KA2: Empire at War V.1.1a Hotfix

Sep 22, 2012 Patch 2 comments

A small hotfix to fix a bug with wormholes, a particular type of Dilithium Moon, and some maps that were rendered unplayable in the recent patch.

KA2: Empire at War V.1.1 Patch

KA2: Empire at War V.1.1 Patch

Sep 17, 2012 Patch 2 comments

Bug Fixes: - Gorn Psuedo-Fighter Stations can now build Psuedo-Fighters - ISC Starbases can build ISC Fighters - Gorn Saurus Class GCS can now use ECM...

Post comment Comments  (0 - 10 of 185)
ngforever1989
ngforever1989 Feb 18 2013, 1:57pm says:

Im assuming the Terrain Empire's ships will be better armed? It makes sense :P

+1 vote     reply to comment
SquireJames
SquireJames Feb 22 2013, 10:29am replied:

Heavier weaponry, lighter shields. Similar to the way the Klingon Empire fights, but more focus on torpedo weaponry (like the Federation)

+1 vote     reply to comment
alexbond45
alexbond45 Dec 31 2012, 2:02pm says:

Squire James have you considered becoming a knight? hehe

+1 vote     reply to comment
SquireJames
SquireJames Dec 31 2012, 6:35pm replied:

The origin of my name is a long story ;)

+1 vote     reply to comment
ngforever1989
ngforever1989 Dec 30 2012, 5:42am replied:

If you ever throw in the mirak full blown, they would be pretty OP with those missile batteries lol. i loved those missile cruisers, even battleships quaked with fear muahahaha. ahh they sure did love missles

+1 vote     reply to comment
desgowlron
desgowlron Dec 30 2012, 6:10am replied:

Hmm my guess would be they'd basically end up being a slower version of plasma torpedoes as they are in this game. Might keep them decently balanced, make them deadly at close range but countered by long-range and swift moving ships kiting them hehe

+1 vote     reply to comment
SquireJames
SquireJames Dec 30 2012, 3:45pm replied:

Currently ingame it's almost the opposite :) They can outrange most vessels, but they are quite anaemic when it comes to close range primary weapons. So sure, that Mirak Wolverine Class DN might be formidable with 6 Scatterpacks, but get your (for example) Accuser Class DN in there, and you have 2 Heavy Photons, 5 Disruptors and an AMFP, whilst he only gains an extra 4 Disruptors. (Plus, Scatterpacks are less accurate and slower than Photons, although slightly more powerful. Heavy Photons, Hellbore and Photon Cannons and any Plasma Torpedo significantly out-gun them)

The other thing to remember is ECM and ECCM. ECM has a big effect on secondary weaponry, particularly Scatterpacks :)

+1 vote     reply to comment
ngforever1989
ngforever1989 Dec 31 2012, 4:22am replied:

Really? they were dam powerful in SFC2, suppose they need curbed down a bit

+1 vote     reply to comment
SquireJames
SquireJames Dec 31 2012, 8:59am replied:

Well in my eyes it didn't make a lot of sense that a centuries old technology would be more damaging than the latest Romulan Plasma Yields or Klingon Trilithium Depleted Warheads.

+1 vote     reply to comment
desgowlron
desgowlron Dec 31 2012, 9:13am replied:

That's a pretty good point lol

+1 vote     reply to comment
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