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 Report abuse Latest News: Lyran Star Kingdom added

2 comments by SquireJames on Jan 2nd, 2014

Hello all,
            I know things have been somewhat quiet on here, but work has been continuing in the background, little tweaks here and there, bug fixes etc. Also, I have finally gotten around to the 6 or 8 hours of sweat and toil it takes to fully integrate a new race.

The final race in KA2: Empire at War is the Lyran Star Kingdom. I've had to change the existing Lyran ships around a fair bit to make them fit for a fully playable race. For example. I have added a new secondary weapon type, unusual in the fact that it is a beam weapon not a torpedo or ordnance based weapon. This new weapon is the Mauler Cannon, a familiar name to those who play SFB. This Mauler is not quite as powerful however, but it is a close match for a Medium or Heavy Plasma Torpedo. Similar to the Hydrans, who also master the "knife fight", Lyran ships are all about close range combat. They have no real long range supporting fire, other than cruise missiles for specialist work; they are intended to quickly close with an enemy and rip them to shreds with point blank disruptor and beam weapon fire.

I am currently working on the AI and Manual Addons for the Lyrans, but in the mean time I have posted a screenshot of them in action, showing the new GUI for them and so forth. I will keep you updated as we get closer to V.1.3 release :)

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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.

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 1 comment

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.

Post comment Comments  (100 - 110 of 201)
desgowlron
desgowlron Oct 1 2012, 9:48pm says:

The map Planets for 6 players crashes when I try to play it, anything I can tweak to fix it? ?.?

+2 votes     reply to comment
SquireJames
SquireJames Oct 2 2012, 9:28am replied:

Hmm not sure if I ever edited that one. I am preparing a V.1.2 patch as we speak (it fixes a few more graphical glitches, nothing gamebreaking, and also adds a heap of new Romulan models and new maps) so i'll be sure to include a fixed version in that.

+2 votes     reply to comment
SquireJames
SquireJames Oct 2 2012, 12:52pm replied:

Right, yes apparently that one died too. Weird... I've remade it to a better standard anyway :) Thanks for the heads up.

+2 votes     reply to comment
SquireJames
SquireJames Sep 20 2012, 3:14pm replied:

Interesting! Hmm, well I am glad that DeGaulle works at least. Are there any other maps in the new patch that don't work?

+1 vote     reply to comment
SquireJames
SquireJames Sep 20 2012, 3:39pm replied:

EDIT: Checked it out myself. All I can theorise is that my changing the way the planetary rings functioned caused a problem in maps that previously used them. I'll just go ahead and remake the affected maps :)

+1 vote     reply to comment
SquireJames
SquireJames Sep 20 2012, 5:40pm replied:

Triple Post! and well, I am totally confused about this but that is about the par for good old Armada and the Storm3d engine.

The new logo.sod file I made for some reason causes the engineering hull textures on the Constitution Refit, Ranger and Salazar Class ships to become corrupted. The texture is used in the new logo file but not the old one (I updated it to use the newer Conny Refit model seen in game, rather than the older one).

Working on the maps as we speak. For the time being, delete or overwrite the logo file from the patch with the older one from the original download. I'll release a hotfix along with the maps. Sorry about that. It's never happened before in the history of Armada modding AFAIK.

+1 vote     reply to comment
desgowlron
desgowlron Sep 20 2012, 7:43pm replied:

No worries, still plenty of other maps to play on, and now my Saurus class cruisers have ecm! :D

+1 vote     reply to comment
SquireJames
SquireJames Sep 20 2012, 8:48pm replied:

I'd steer clear of wormholes for the time being too. Coding glitch with them that I discovered and fixed today. Fortunately, most of the maps suitable for KA2 don't have wormholes :)

+1 vote     reply to comment
desgowlron
desgowlron Sep 20 2012, 8:56pm replied:

Aye, no worries, rarely play on the wormhole maps anyway XD I like turning off the warp and playing on the big maps so that the fleets have to actually travel to destroy, gives it a more epic feel! >:D

+1 vote     reply to comment
SquireJames
SquireJames Sep 21 2012, 3:13am replied:

Indeed, I always have warp turned off too. :)

+2 votes     reply to comment
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Released Dec 12, 2007
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