KA2: Empire at War Manual Addon
Dec 30, 2012 Guides 0 commentsA short addendum to the manual for the addition of the Hydrans. PDF Format as usual.
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...
0 comments by SquireJames on Dec 30th, 2012
Hello all,
As of a few moments ago, the KA2 Manual Addon I promised has been uploaded to ModDb. Just awaiting approval.
What is in this manual addon I hear you say. Well, I don't want to give too much away, else what'd be the point in you reading it? However I can say that it's purpose is to add the Hydrans to the manual for both your technical examination (Either to know what your allies can do, or to "know thine enemy") and for me to tell you the story of the Hydran people and their realm.
I hope you get as much enjoyment out of reading it as I did writing it.
Squire James
A short addendum to the manual for the addition of the Hydrans. PDF Format as usual.
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...
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...
The first FleetOps version of KA2. This mod requires the STA2 Classic Mod for FleetOps, plus a little manual editing.
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.
Bug Fixes: - Gorn Psuedo-Fighter Stations can now build Psuedo-Fighters - ISC Starbases can build ISC Fighters - Gorn Saurus Class GCS can now use ECM...
followed the instructions but it doesnt work. single player loads up, but everything is simply grey. instant action crashes to desktop
Single Player is not intended to work in any EAW version. Only the original KA2 The General War version works on single player.
Are you playing the FleetOps Beta version or the Armada II version?
fleet ops version, ok its been years since i played an armada mod so i forgot you cant block the singleplayer function like most modded games i play. it runs skirmish for the most part but i have to save every ten minutes because it crashes every now and then. is it supposed to crash often? i understand its all beta, which is why i ask.
Dont approve the guest comment, that was me typing this reply without being logged in on accident
I've found the FleetOps version to be pretty stable. A lot of crashes in the Armada II version are due to the age of the engine and the systems we are now running it on.
Dont take any of this wrong, so far i love the mod. down to the sound effects i feel like im playing ka from the top down view lol. even tho the tholians take FOREVER to get their tech upgraded. but overal im in love with the emphasis on each ship. i love sending just a small group out and picking off a bunch of ships as i zoom in to watch all the action. keep it up man. too bad ka doesnt run on newer op systems, i tried and got a screen flicker issue.
Those Klingon Warships always look awsome & menacing - especially when they travel in packs!
Hey there. Just letting you know, the Tholian wormhole generator doesn't seem to work, I'll click where I want it to open a wormhole, it'll tell me a "subspace rift" is detected, but there's nothing there. Also, another, very strange bug, Gorn construction ships, when they build something, keep moving as they build. Not as in you can click around and tell them to go places, as in they continuously drift forward until construction is complete. Anything I can tweak to fix these issues?
Hmm, odd. Worked fine before. The ISC one is based on the same code and it works. I'll take a look and see if anything has gone awry with it. With the Gorn Construction ships, again not sure why certain ships drift. It's an ongoing issue.
I've been looking at it some more, I don't think it's decided by the particular ship type. I finally got all but one of my troop transports to hold still..not sure if this is good or bad news. I've noticed the movements are somewhat like the fighters as they give those broad loops, maybe something to do with that?
Well, some ships share a physics file, others have their own. I shall have to investigate and see if theres a particular setting that is influencing this.