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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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.

Lyran Star Kingdom added

Lyran Star Kingdom added

1 year ago News 2 comments

Not a huge update here, just some brief news on what's been going on the past year of development.

Manual Addon Released

Manual Addon Released

2 years ago News 0 comments

A short news post to announce the upload of an addendum to the KA2 Manual

Christmas Update

Christmas Update

2 years ago News 2 comments

Merry Christmas all! A quick update to keep you all informed over the holiday period

The Hydrans are coming! The Hydrans are coming!

The Hydrans are coming! The Hydrans are coming!

3 years ago News 3 comments

Revealing the new 7th race for KA2 Empire at War - The Hydran Kingdoms.

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KA2: Empire at War V.1.41 Patch (FIXED)

KA2: Empire at War V.1.41 Patch (FIXED)

3 days ago Patch 6 comments

KA2 1.41 Patch FIXED (as of 23/11/2015) Corrected version with folder names fixed. Sorry about that

KA2: Empire at War V.1.4 Beta

KA2: Empire at War V.1.4 Beta

1 year ago 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

1 year ago 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

1 year ago 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

1 year ago 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

1 year ago Guides 4 comments

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

Post comment Comments  (200 - 210 of 226)
SFC3 Nov 5 2011 says:

Hey! It's SFC3 off of the old forums. Great mod, can't wait for EAW!

+1 vote     reply to comment
ValkyriesGrace Sep 20 2011 says:

My last comment, Ignore if its even up still. I fixed what was wrong :D
I missed a few things when transferring files from A2 directory to KA2's :/

+1 vote     reply to comment
jh01 Aug 24 2011 says:

yeah squire appreciated your last mod,the progress outlined in this one looks great. Keep up the good work and can't wait for this release. Have you anymore updates or progress report on the status of this mod??

+1 vote     reply to comment
SquireJames Creator
SquireJames Sep 12 2011 replied:

Well there has been a lot of turmoil in my life recently, but things are finally back on track. Stay tuned! :)

+1 vote   reply to comment
Jruskey Oct 26 2011 replied:

any new updates man?

+1 vote     reply to comment
desgowlron Aug 21 2011 says:

Just letting you know you still have fans eagerly awaiting this mod, loved the first one, can't wait to see how this one turns out! :)

+1 vote     reply to comment
SunnyBittern Jun 7 2011 says:

I really like this mod. Feels more strategical and tactical that the other mods(Except fleet ops). In Most other mods its spamming and rushing, but in this its more : construct fortified base, build small to medium sized fleets, use tactics to maximize damage on the enemy. Really enjoy and like the mod.

+1 vote     reply to comment
SunnyBittern Jun 7 2011 replied:

I also wanted to know, will the Campaign specific units( saw them in map editor) be buildable in the Empire at war, as I haven't played the campaign yet, or they will never be added to buildable list?(Will have to do it myself :D)

+1 vote     reply to comment
SquireJames Creator
SquireJames Jun 12 2011 replied:

Some are buildable, some are not :) The ones for the main sides are (except Federation Reserve Fleet, unless you capture a Reserve Fleet Starbase map unit).

+1 vote   reply to comment
death2falcon Apr 18 2011 says:

I am glad this mod is not dead. i cant wait for this to come back better than ever. i love the new lighting for the Romulans especially the centurion very sexy (my primary battle unit forgot the other). the federation got a nice overhaul as well. it actually makes me want to play the federation. there is 2 things:
1. when i play feds it crashes if i do the fed rush to capital ships.
2. when i played Romulan i could not colonize a planet.

but those were on the old 1 so hopefully those issues are fixed.

+1 vote     reply to comment
SquireJames Creator
SquireJames Apr 18 2011 replied:

Both issues fixed :) The not rushing to capitals sounds like it was an AI bug in your opponent. No more of those AFAIK. The Romulans not being able to colonise was because for some reason the Sparrow lacked hardpoints. This has been fixed along with a plethora of other bugs :)

+1 vote   reply to comment
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Star Trek: Armada II
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