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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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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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...

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

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

Post comment Comments  (140 - 150 of 217)
HeavyCruiser Aug 30 2012, 6:14am says:

hi, so... been a few days and im still stompt how to install this lol (been using armada mods for years)
ok scenerio 1) install ka2 as per instructions into its own folder and apply the core files > launch armada 2 and it brings up some out of memory 50mb error.

scenerio 2) install ka2 in a existing armada 2 directory, it launches but crashes a ton (once in game)

+1 vote     reply to comment
desgowlron Aug 30 2012, 2:41pm replied:

Install the game as the installer tells you to, then right click on the Armada2.exe file, click on properties, and then in the window that pops up click on the compatibility tab. I found putting it to compatibility mode for Windows XP SP3 works fine, if it doesn't work for you, try the other compatibility modes. I hope this helps :)

+1 vote     reply to comment
HeavyCruiser Aug 30 2012, 3:30pm replied:

bingo! checked windows sp1 compatibility and its working now

i did follow install instructions primarily however, i never had to mess around with compatibility modes before, so it was new to me. (only been a few minutes of gameplay so far..)

+1 vote     reply to comment
desgowlron Aug 30 2012, 3:38pm replied:

I use windows 7, and I've found it refuses to let any version of Armada 2 work without being on compatibility mode lol.

+1 vote     reply to comment
SquireJames Creator
SquireJames Aug 30 2012, 5:17pm replied:

Thanks for sorting that out :) Yes, Armada II and Windows 7 are not exactly friends, more like grudging roommates :) I also strongly suggest the use of the FleetOps Patch Project with any A2 install these days, KA2 included.

+1 vote   reply to comment
SquireJames Creator
SquireJames Aug 30 2012, 8:38am replied:

Right, do not use the second way you mentioned, else you get the crashes that you mentioned. Ergo why I told people NOT to do it. Not having a go at you, but I was so tired of hearing people complain about crashes after building mining stations and such because they didn't follow the install instructions :)

Did you follow the instructions during install? Did you copy over the required files? Or did you try and run it exe that it came with? That isn't a real exe, it's a renamed txt file used so that the installer can generate desktop shortcuts.

So, uninstall it. Delete the folder. Then run the installer again, install to it's own directory and copy over the files that the installer tells you to.

+1 vote   reply to comment
HeavyCruiser Aug 30 2012, 6:19am replied:

p.s. im using a gtx 570, i remember the card using issues running fleet ops until i found i could change dx settings in the ini file.. not sure if related

+1 vote     reply to comment
HeavyCruiser Aug 30 2012, 6:27am replied:

well i install the extra maps got a little further before crashing this time (on my existing armada 2 installation) this time instead of crashing when placing a planetary orbital mining thing it was successful, it crashed when i placed a trading post down. (with texture curruptions on the mining station, and building overlays.)

+1 vote     reply to comment
desgowlron Aug 27 2012, 2:29pm says:

This is awesome! Love the outpost and fighter bit, fun new feature! Haven't found any game breaking bugs so far, the only thing I've noted is not all of the moons were successfully made to hold 100000 dilithium, but that hasn't proven a problem anyway. Great job on this! :D

+1 vote     reply to comment
SquireJames Creator
SquireJames Aug 27 2012, 11:07pm replied:

The moon thing might be a side effect of playing a custom map. ALl the maps with KA2 in the title should have their moons corrected.

Thanks for the feedback too :)

+1 vote   reply to comment
desgowlron Aug 27 2012, 11:51pm replied:

Not at all, I love this mod! :D How do I tell which maps are custom? Cause if that means a map I added myself, it can't be, cause I don't add or make maps; don't know how ^^; Also, I did use the files you said to transfer from a copy of Armada 2 1.1, is that a bad move?

+1 vote     reply to comment
SquireJames Creator
SquireJames Aug 28 2012, 6:58am replied:

No, that's what you are supposed to do :)

Maps that are currently tuned to work with KA2 have "KA2" in the title. For example "KA2: The Somme System" or "Warzone KA2"

+1 vote   reply to comment
desgowlron Aug 28 2012, 8:17pm replied:

Weird, I just checked KA2 Warzone and only a few of the moons have the 100000 Dilithium, the rest are only 20000. I'm going to try reinstalling, in case something happened during such. Oh, and also, I'm running windows 7, and I have to run Armada 2 and the mods based off of it on Windows XP SP3 compatibility mode, might that cause an issue?

+1 vote     reply to comment
SquireJames Creator
SquireJames Aug 29 2012, 4:34am replied:

Hmm, seems to be a bug on a few maps where they didn't reset properly. I'll get right to it.

+1 vote   reply to comment
desgowlron Aug 29 2012, 4:51am replied:

Awesome, thanks a lot! Despite such things I'm still greatly enjoying the mod, I like how you have to really build up and earn the use of the cruisers.

+1 vote     reply to comment
SquireJames Creator
SquireJames Aug 29 2012, 12:27pm replied:

I've gone and fixed those few map errors, and made a few new maps (based on the Solar System). Uploaded and should be authorised shortly :)

+1 vote   reply to comment
desgowlron Aug 29 2012, 4:10pm replied:

Great! :) By the way, are the Gorn supposed to have fighters? I noticed the outposts are called pseudo-fighter stations, but there's nothing to be built, and no carrier to support them.

+1 vote     reply to comment
SquireJames Creator
SquireJames Aug 29 2012, 4:31pm replied:

Ah ahem, well they should have Viper Class PFs, let me check why they aren't available.

They don't have a carrier though. Psuedo-Fighters are basically gunboats. Half-fighter, half-frigate, all teeth.

EDIT: Right, I made a typo. Go into your tech1.tt file in the techtree folder. Search for "gfighter.odf" change to "gpfighter.odf" . Your Psuedo-Fighter Station can now build Psuedo-Fighters. Thanks for that catch. I'll start making a patch to fix that and any other errors that people come across.

+1 vote   reply to comment
desgowlron Aug 29 2012, 4:49pm replied:

Oh, also, the Saurus class Scout Cruiser doesn't have any special energy. Does the ECM work despite that?

+1 vote     reply to comment
SquireJames Creator
SquireJames Aug 29 2012, 8:06pm replied:

Will check that. Most likely an oversight.

+1 vote   reply to comment
desgowlron Aug 29 2012, 4:42pm replied:

Awesome, can't wait to play with those! Thanks for all the swift support btw :)

+1 vote     reply to comment
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