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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Well, alot of changes since I last posted. The weapons firing system has been changed. That is, it is now patterned after KA, with each weapon firing in series (one after the other rather than an alpha strike, the only exception is when the ship first opens fire, but thats realistic) I've changed

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Well, alot of changes since I last posted.

The weapons firing system has been changed. That is, it is now patterned after KA, with each weapon firing in series (one after the other rather than an alpha strike, the only exception is when the ship first opens fire, but thats realistic)

I've changed the ship 3d models to direct conversions from SFC2. They have better mesh detail, texture resolution and lightmaps.

I have updated some of the weapons textures (all torpedoes, tholian heavy disruptor and all phasers)

The 6th race is the ISC, and they are completed

I have updated starfield ODFs, background textures, planet textures and so forth. The whole mod looks alot more "Wow" now.

ALL Races are now complete, with the exception of some form of Romulan superweapon, and the Klingon mobile shipyard and mobile starbase.

Altered ship system hitpoints to make them more prone to failure. The chance of being damaged varies between systems and between ship classes.

I have added hit sound effects for all weapons, and updated cloaking sounds, warp sounds and visual effect.

GUIs for all races are completed.

I have added several Orion Pirate vessels to KA2 as map and campaign units. I will hopefully add 2 more, and add Sha'Kurian and Hydran forces. A single ship from the Lyrans and the Mirak will be added as derelicts on certain instant action maps.

Added new sensor ranges for each race and ship type. Scouts (see below), Torpedo Cruisers and Command Cruisers have long ranged sensors, most warships have standard ranged sensors, and most non-combatants have short ranged sensors. Starbases and Mines have standard sensors, and any form of sensor array, monitoring station or the like has long ranged sensors. Other stations have short ranged sensors.

I have added scouts and Electronic Warfare equipment. Scouts are lightly armed frigate variants with long ranged sensors and Electronic Warfare equipment. Electronic Warfare equipment consists of ECM and ECCM. The ECM helps scamble enemy sensors, making it harder for them to hit your vessels. ECCM helps boost your sensors, making the enemy easier to hit. The two systems cancel each other out if two opponents use it. Electronic Warfare equipment is commonly carried by Scouts, Command Cruisers and Dreadnoughts (although this differs between races)

Just about it for now i think!

Squire James

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