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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Lyran Star Kingdom, first screenshot Conflagration Class Heavy Cruiser Tempest Class Light Cruiser
Blog RSS Feed Post news Report abuse Latest News: KA2: Empire at War 1.3 Beta release imminent

2 comments by SquireJames on Sep 22nd, 2014

Hello there, just a quick update to inform you that v1.3 Beta will soon be released. Still calling it a beta since it's only me doing the testing so, if there are bugs I promise I tried to eradicate them.

What's different in 1.3 you might ask? Well I like to keep a few surprises but, here is a basic outline.

- Two New Sides; The Hydran Kingdoms and the Lyran Star Kingdom.
- New Terran Empire NPCs that will either be found derelict or attack you on certain maps
- New Civilian freighters imported from Klingon Academy.
- Updated graphics for many iconic ships (Missouri, Yamato, Imperial Hawk, Senator etc) and for some stations (Federation Sensor Probe now uses the correct Klingon Academy model)
- Redone Computer voices for the Federation
- Resampled Music (Higher quality)
- New sound effects for station selection etc (taken from Armada I). Now each race has its own.
- Hero units for the Federation, ISC and Gorn Confederacy
- FleetOps inspired "Mixed Tech" (which I will explain below)
- Captured shipyards can now produce your races vessels (i.e if a Klingon player captures a Federation shipyard, he can build Klingon ships there as if it were his own shipyard)

For those unfamiliar with FleetOps and Mixed Tech, basically it gives you special rewards, units, powers etc when you either capture another races construction ship or are allied with them (varies based on "canon" alliances and conflicts). The only race that has no mixed tech, and no mixed tech based on them, is the Tholian Assembly for obvious reasons (they can neither capture nor be captured).

For example, the ISC is at war with...everyone, ergo they will need to capture construction tenders to get access to their mixed tech abilities and units. The Federation on the otherhand is at war with the Klingon Empire, the Romulan Star Empire, the Lyran Star Kingdom and the ISC, but is allied with the Gorn Confederacy and the Hydran Star Kingdom. If they start off a game allied with the Gorn or the Hydrans, their Equipment Research Station has a Databank Research Project for the relevant power, which once researched gives access to otherwise hidden units.

A special case is the relationship between the Klingon Empire and the Romulan Star Empire. To simulate the changing relationship between them, they have both an "Allied" option and a "Capture" option. The Lyran Star Kingdom, staunch allies of the Klingon Empire, also has the dual Allied or Capture option with the Romulans.

Given as most of you will simply go straight to the tech tree files and look at who gets what anyways, I might as well tell you what each mixed tech does. Also, bear in mind that mixed tech combines together.

Federation - Klingon = Enables construction of the USS Star Empire (a very powerful Dreadnought)
Federation - Romulan = Enables construction of the USS Cerberus (a Light Cruiser with holographic generators)
Federation - Gorn = Enables construction of Excelsior Class Refit Battlecruisers (stronger hull and shields than the regular Excelsior Class)
Federation - ISC = Refits Excelsiors (and Excelsior Refits if enabled) with Subspace Distortion Generators (long ranged instantaneous travel)
Federation - Hydran = Enables construction of Hornet-B Fightercraft (more phasers than regular Hornets)
Federation - Lyran = Refits Miranda (and the USS Cerberus if enabled) with Defensive ESGs

Klingon - Federation = Refits pIH-S Class Science Frigates with ESPlaDs (Cloak detection)
Klingon - Romulan = Refits Sensor Posts with Cloaking Devices
Klingon - Gorn = Enables construction of the IKS Qeh'Ral (a powerful new Battleship prototype)
Klingon - ISC = Refits pIH-C Class Cargo Frigates with Grappler Beams (immobilises and beams over Klingon Marines)
Klingon - Hydran = Enables construction of StoH'Goh (Steel Fist) Fightercraft (armed with Heavy Photons)
Klingon - Lyran = Refits Chava'Kal Class Assault Transports with Defensive ESGs

Romulan - Federation = Refits Imperial Hawk Class Battleships with Dual Assault Phasers
Romulan - Klingon = Refits War Eagle Class Dreadnoughts with AMFPs
Romulan - Gorn = Refits Legion Class Light Cruisers with GHRCs and Senator Class Command Cruisers with QCBs
Romulan - ISC = Refits Condor Class Dreadnoughts with Standard PPDs.
Romulan - Hydran = Enables construction of Shadowblade Class Fightercraft (armed with Medium Plasmas)
Romulan - Lyran = Refits Centurion Class Heavy Cruisers with Defensive ESGs

Gorn - Federation = Refits Sensor Emplacements with ESPlaDs (Cloak detection)
Gorn - Klingon = Refits King Snake-S Class Scout Frigates with Cloaking Devices
Gorn - Romulan = Refits Grendel Class Dreadnoughts and King Grendel Class Battleships with EHFRCs
Gorn - ISC = Refits Basilisk Class Battlecruisers with Standard PPDs
Gorn - Hydran = Refits Viper Psuedo-Fighters with GHRCs
Gorn - Lyran = Enables the construction of the GNS Queen Derenesktta (a Psuedo-Fighter Tender)

ISC - Federation = Enables construction of Sensor Buoys
ISC - Klingon = Refits Type APA-VII Assault Transports with Grappler Beams
ISC - Romulan = Refits Type FF-IVsc Scout Frigates with Cloaking Devices
ISC - Gorn = Refits Type DD-III (and Type DD-IIId Refits) with GHRCs
ISC - Hydran = Enables construction of Type FA-IX Fightercraft (more phasers than Type FA-VII)
ISC - Lyran = Refits Type CVN-VI Fleet Carriers with Defensive ESGs

Hydran - Federation = Refits Sensor Drones with ESPlaDs (Cloak detection)
Hydran - Klingon = Refits Monarch Class Dreadnoughts with AMFPs
Hydran - Romulan = Refits Archer Class Scout Frigates with Cloaking Devices
Hydran - Gorn = Refits Royal Sovereign Fleet Carriers with Defensive GDDS
Hydran - ISC = Refits Regent Class Light Cruisers with Light PPDs
Hydran - Lyran = Refits Knight Class Destroyers with Offensive ESGs

Lyran - Federation = Refits Sensor Posts with ESPlaDs (Cloak detection)
Lyran - Klingon = Refits Serval Class Assault Transports with Grappler Beams
Lyran - Romulan = Refits Wildcat Class Scout Frigates with Cloaking Devices
Lyran - Gorn = Refits Caracal Class Destroyers with GHRCs
Lyran - ISC = Refits Wildcat Class Scout Frigates with Subspace Jump Drives (short ranged instantaneous travel)
Lyran - Hydran = Enables construction of Occilot Pseudo-Fighters (increased weaponry compared to Occicat PFs)

So as you can see, capturing your enemy's construction tenders, or choosing your allies carefully, can yield some powerful benefits. As mentioned, these stack, so if you were Lyran and allied with the Romulans, then captured an ISC Construction Tender, with the correct research undertaken your Wildcat Class Scout Frigates could Cloak AND have Subspace Jump Drives.

Now to the slightly dull bits. Installation remains the slight odd procedure it was before, but it's simple really and if you have 1.2 installed, all you need do is delete your KA2 EAW folder (inside the FleetOps Mod Folder) then install 1.3. I would not suggest installing it over a 1.2 install as this has not been tested.

I hope to eventually upgrade all the 3d models in KA2, polish it a bit further, work out some balancing issues etc as time goes by. I very much doubt 1.3 will be the final release but, it will be the last for a while (with the exception of bug fixes and such)

So, enjoy! By the time this news goes live it should be available for download.

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KA2: Empire at War V.1.41 Patch

KA2: Empire at War V.1.41 Patch

May 12, 2015 Patch 5 comments

Hello there KA2 Players, Not much to put here really. What this patch does is fix the repeated crashes that occur due to AI use of the GDDS Defensive...

KA2: Empire at War V.1.4 Beta

KA2: Empire at War V.1.4 Beta

Oct 29, 2014 Full Version 33 comments

This version of KA2 EAW is standalone. It does not require any other mods to be installed.

KA2: Empire at War V.1.31a Patch

KA2: Empire at War V.1.31a Patch

Sep 29, 2014 Patch 1 comment

Further bug fixes: Certain mixed tech special weapons were not "hidden" correctly - fixed Hydrans and Lyrans missing ships from their yards - fixed Also...

KA2: Empire at War V.1.31 Patch

KA2: Empire at War V.1.31 Patch

Sep 28, 2014 Patch 1 comment

Firstly, let me apologise. Forgot to alter and add a few files (mainly affecting the Lyrans but also the odd Romulan, Gorn and ISC ships). Thanks to the...

KA2: Empire at War V.1.3 Beta

KA2: Empire at War V.1.3 Beta

Sep 22, 2014 Full Version 24 comments

Brief changelist for v1.3 Beta - Two New Sides; The Hydran Kingdoms and the Lyran Star Kingdom. - New Terran Empire NPCs that will either be found derelict...

KA2: Empire at War Manual Addon 2

KA2: Empire at War Manual Addon 2

Jan 2, 2014 Guides 4 comments

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

Post comment Comments  (100 - 110 of 219)
SquireJames Creator
SquireJames Oct 21 2012 says:

Uploaded some videos that were previously only on Youtube. An older video (Doomsday Machine, from several months back) and a new one showcasing the latest "Space Monster" for V1.2; The Whale Probe

+2 votes   reply to comment
Alucard0Reborn
Alucard0Reborn Oct 15 2012 says:

It worked this time but there's glitches when you have two monitors running on the same system. When I go to press Esc for the menu the game goes into windowed mode on the other monitor. Also I'm guessing you disabled cheats because they don't work.

+2 votes     reply to comment
SquireJames Creator
SquireJames Oct 16 2012 replied:

I wasn't aware there were cheats in A2. :) As for the windowed mode thing, I believe all that is either due to the original game or the unofficial patch. It's not something my mod would have any effect on.

+2 votes   reply to comment
Alucard0Reborn
Alucard0Reborn Oct 15 2012 says:

One thing to mention and the only possible thing that could be corrupting the install is that some of the files the install tells me to write over are already in the folder after the mod installs. Should I just copy over the files that aren't there and leave the ones that are already there and not copy over them? I'll try that and tell you if it works.

+2 votes     reply to comment
Alucard0Reborn
Alucard0Reborn Oct 15 2012 says:

I have used that patch. Like I said I've been doing this for a long time. It loads up the mod, I can look at the main menu and I can even mess with options and the skirmish options. But it just crashes to desktop and give me a microsoft error when I go to load a game. It just bugs me because out of all the mods for A2 this one looks the most interesting. If I can't get it working I guess I'll go back to Nightstalker's Mod for Freelancer. I just had an Armada itch because I grew up on Armada 1 years ago. Everything about the game was amazing back then, even the story was good. I'll try some more when I have time but maybe I'll save the error log and maybe someone could help me with that or make a new patch to fix the problem.

+2 votes     reply to comment
Alucard0Reborn
Alucard0Reborn Oct 14 2012 says:

Fleet Operations new mod manager makes installing mods easy but I'm guessing your mod is probably incompatible with FO so there's no chance I will ever be able to play it. :( And this mod looks and sounds pretty awesome.

+2 votes     reply to comment
SquireJames Creator
SquireJames Oct 15 2012 replied:

This mod is currently incompatible with FleetOps. This does not mean you will be unable to play it, as FleetOps requires an Armada 2 disc to install, ergo you must have Armada 2 if you play FleetOps. I assure you it works fine on even Windows 7 64-bit (thats what I run it on).

Remember to use the FleetOps-made unofficial patch for Armada 2. Might solve your issue.

+2 votes   reply to comment
Alucard0Reborn
Alucard0Reborn Oct 14 2012 says:

Yes, I did everything you just said to the T. I've been installing mods on games for years and messing around with old games too. I love old PC games. And I'm using XP so I don't understand what the problem is. I uninstalled and reinstalled twice exactly how you put it.

+2 votes     reply to comment
Alucard0Reborn
Alucard0Reborn Oct 14 2012 says:

Erm, I followed all the instructions to install the mod but when I go to play a skirmish match it just gives me an error and goes to desktop. Any help would be awesome.

+2 votes     reply to comment
desgowlron
desgowlron Oct 14 2012 replied:

Oh, and if you're using Windows 7, after following the instructions SquireJames provided, use compatibility mode on the game, I have mine on the Windows XP SP3 mode myself.

+2 votes     reply to comment
SquireJames Creator
SquireJames Oct 14 2012 replied:

Good call, forgot to mention that. I also suggest using the Armada 2 unofficial patch if you are working on a Windows 7 system. (or just in general really, no harm in using it either way, massively increases A2 stability)

+2 votes   reply to comment
SquireJames Creator
SquireJames Oct 14 2012 replied:

Okay, lets go through a checklist...

You ran the installer and installed KA2 to a brand new clean directory

You then made a note of the files the installer told you to copy over from your STA2 directory, and copied them to your new KA2 directory.

Not critical, but have you also installed the 1.1 and 1.1a patches/fixes? It should run regardless, just helps to know what version we're working with :)

Is that correct so far? That's what you did?

+2 votes   reply to comment
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