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  (130 - 140 of 219)
nakva
nakva Sep 14 2012 says:

hey ive been trying to play the mod, but every time i click on a mission or instant action it crashes and goes to windows, can i have some help please. i did change comparability to xp sp3 but i have windows 7 thanks

+1 vote     reply to comment
desgowlron
desgowlron Sep 14 2012 replied:

Did you install it the way you're supposed to? I know that seems a silly question but it's an easy mistake to make, done it before myself XD So make sure you copied every file listed over from an unmodded installation of Armada 2. Might have missed one. If it still gives you trouble after that, SquireJames will have to help, I'm afraid reinstalling and compatibility mode are the only methods I know of to get the game working.

+1 vote     reply to comment
nakva
nakva Sep 14 2012 replied:

i did move all the files as instructed yeah and nothing

+1 vote     reply to comment
SquireJames Creator
SquireJames Sep 14 2012 replied:

Firstly, missions do not work any more, same as all other Armada II Total Conversion. Only the original A2 version of this mod, KA2 The General War had working campaigns but they were a bit of a hack. So I am therefore not surprised the game crashed when you tried to run a mission :)

Just to be absolutely sure what has occurred, you ran the installer, installed KA2 EAW to a brand new never before used directory? and then you copied over the required files from your Armada II (V.1.1) Directory? The only thing it should want to overwrite is the exe file, since I included a dummy so that the installer could make desktop shortcuts and the like.

If you haven't tried it already, I also suggest using the Armada II Patch Project by the FleetOps Team. It only has a minimal effect on actual KA2 gameplay, but it makes the world of difference in performance and stability particularly on a Windows 7 environment. I run Windows 7 64-bit myself, so I can assure you it does work :)

Any further information you can provide on your trouble would be greatly appreciated. :)

+1 vote   reply to comment
nakva
nakva Sep 15 2012 replied:

thanks managed to get it working forgot the patch thanks for the help

+1 vote     reply to comment
desgowlron
desgowlron Sep 14 2012 replied:

Blast D: It works fine on my comp, maybe yours has specs that the game doesn't agree with?

+1 vote     reply to comment
desgowlron
desgowlron Sep 5 2012 says:

Hey there :) Been playing with the mod some more, how do I get fighters for the ISC?

+1 vote     reply to comment
SquireJames Creator
SquireJames Sep 6 2012 replied:

They *should* be buildable from the ISC Subspace Research Facility. If not, I might have made another coding spelling mistake like I did with the Gorn. I shall checketh!

Also, I'll be releasing a small patch later today hopefully. It's not vital, just fixes that issue with Gorn Pseudo-Fighters, the Saurus not having any special energy etc. It does however add a little more functionality map wise. For example, I redid all the map icons so that they show each individual type of planet, moon and other stellar objects. I also redid the way Solar Coronas and Solar Magnetic Fields appear on the map. It also allows larger maps now that i've tweaked the starfields and backgrounds. Oh, new nebula graphics too. :) So, be prepared for that one.

+1 vote   reply to comment
desgowlron
desgowlron Sep 9 2012 replied:

Awesome, looking forward to the patch! :)

+1 vote     reply to comment
desgowlron
desgowlron Aug 31 2012 says:

Hey there, I've some bad news I'm afraid..I can't seem to get multiplayer working. I can't get into the lobby, clicking any of the connection buttons results in a crash D: I tried rotating through the compatibility modes, running as administrator, shutting off firewall, none of those worked. Here's the error report
Problem signature:
Problem Event Name: APPCRASH
Application Name: Armada2.exe
Application Version: 43.0.0.0
Application Timestamp: 3c4c76bd
Fault Module Name: NetworkManager.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 3be04558
Exception Code: c0000005
Exception Offset: 00014a3f
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

I appreciate any help you can offer!

+1 vote     reply to comment
desgowlron
desgowlron Aug 31 2012 replied:

And now hand me the dunce cap, for I hadn't thought to install the patch project.. >.< My apologies! Can't believe I forgot about that! D:>

+1 vote     reply to comment
SquireJames Creator
SquireJames Sep 1 2012 replied:

No dunce cap needed :) I hadn't actually tested multiplayer. No idea if it works. Running mods in multiplayer on A2 has always been a bit hit and miss anyway. If it works though, great! :)

+1 vote   reply to comment
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