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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KA2 v1.5 has been released. Thought it would be wise to follow up with a changelog.

- Physics files have been entirely redone. Hopefully this will solve the "wandering ships" problem, ships endlessly turning etc.

- Reworked weapons ranges. Tractor Beam weapons are now very short ranged, (all extrapolated from KA range data) Hellbores are now long range, capable of out-ranging most weapons. Each race's torpedo cruiser now has very long ranged torpedoes that can only target stations (and large monsters...)

- Most Hydran ships now have a fighter complement. These are hellbore or fusion beam armed, and the exact complement varies ship to ship. Some carry all fusions, some all hellbores, some a mix. Tooltips have been modified to reflect this.

- General bug fixes and graphical tweaks.

- New hero units (Commander Thok Mak for the Klingon Empire, Admiral Lenara for the Romulan Star Empire) and new VOs for the USS Star Empire and the IKS QeH'ral (namely, Captain Torlek, the player character from Klingon Academy)

- New VOs for several ship classes, to increase variety.

- Several new, symmetrical maps.

- New FleetOps style explosion effects

- New upgrade functionality. Carriers can upgrade to carry new types of fighter, and ISC ships can upgrade to their Disruptor armed "D" Refits.

- Secondary, Heavy and Advanced weapons no longer target fightercraft. (Ships will now engage them with primary weapons only)

- Changed probe functionality. Now fires a probe from a forward torpedo tube in the direction the ship is facing, which travels for a set time until it fades out.

- Added Plasma-Detecting Probes (PDPs) to certain ships. These probes are functionally the same as regular ones, but also reveal cloaked ships in their sensor range.

- Added new, subtle phaser flares to beam weapons. Not as garish as normal A2 flares, they help to blend the effect better, especially with large beams like the PPD or the AMFP.

KA2: Empire at War 1.3 Beta release imminent

KA2: Empire at War 1.3 Beta release imminent

News 2 comments

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...

Lyran Star Kingdom added

Lyran Star Kingdom added

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

News 0 comments

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

Christmas Update

Christmas Update

News 2 comments

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

RSS feed Downloads
KA2: Empire at War V.1.5

KA2: Empire at War V.1.5

Full Version 3 comments

V.1.5 of KA2 EAW. Install to your FleetOps/Mods directory.

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

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

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

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

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

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

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...

Post comment Comments  (50 - 60 of 226)
alexbond45
alexbond45

[I'm moving this back to the top because a reply to your post will get VERY weird due to how Moddb is,I know from experience when I watched the Republic at War mod]

I'm actually helping created a mod my friend is making for Empire at War
[ Moddb.com ]
But I really like the Armada 2 Engine, the ability to simulate system damage is really good, I'm glad that they actually get DAMAGED [I really liked that about Armada 2, It added a bit of Trek to it because there is never a time in star trek where they're 100% except for after pulling out of spacedock!] Ships lose some systems surprisingly fast, I had a Lexington Command Cruiser strand from the fleet [A borg Sphere attacked in combination with a Klingon Raid! :O] and had no weapons or sensor packages, and Engines were are 40% so no warp drive.

All-in-all, the work you've done is really good, I have never played a single one of the SFC games that this game is based on, but this mod is great! The pacing could be a little faster, but I change that in pre-game [I'm a bit impatient sometimes and spending 5 minutes base-building isn't my FAVORITE thing]

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SquireJames Creator
SquireJames

That is the beauty of the pre-game settings; you can tailor the game to your own tastes and I don't have to mod a thing :)

KA2 is sort of an amalgam of the original Klingon Academy and the Starfleet Command universe, so there are many things that I had to make myself to fill the gaps. (Weapon loadouts for ISC, Hydran, Mirak etc since they weren't in KA and SFC weapon loadouts are vastly different). So, basically even long time SFC and SFB players will find something new and unfamiliar. :)

I have to admit, the relative ease I added the Hydrans with has sort of inspired me. I know there is a maximum of 8 sides in Multiplayer, even though in Instant Action they are virtually unlimited. Gives me the opportunity to add one more side into the mix if I wish though. Might have to put up a poll or something.

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ngforever1989
ngforever1989

If you ever throw in the mirak full blown, they would be pretty OP with those missile batteries lol. i loved those missile cruisers, even battleships quaked with fear muahahaha. ahh they sure did love missles

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desgowlron
desgowlron

Hmm my guess would be they'd basically end up being a slower version of plasma torpedoes as they are in this game. Might keep them decently balanced, make them deadly at close range but countered by long-range and swift moving ships kiting them hehe

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SquireJames Creator
SquireJames

Currently ingame it's almost the opposite :) They can outrange most vessels, but they are quite anaemic when it comes to close range primary weapons. So sure, that Mirak Wolverine Class DN might be formidable with 6 Scatterpacks, but get your (for example) Accuser Class DN in there, and you have 2 Heavy Photons, 5 Disruptors and an AMFP, whilst he only gains an extra 4 Disruptors. (Plus, Scatterpacks are less accurate and slower than Photons, although slightly more powerful. Heavy Photons, Hellbore and Photon Cannons and any Plasma Torpedo significantly out-gun them)

The other thing to remember is ECM and ECCM. ECM has a big effect on secondary weaponry, particularly Scatterpacks :)

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ngforever1989
ngforever1989

Really? they were dam powerful in SFC2, suppose they need curbed down a bit

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SquireJames Creator
SquireJames

Well in my eyes it didn't make a lot of sense that a centuries old technology would be more damaging than the latest Romulan Plasma Yields or Klingon Trilithium Depleted Warheads.

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desgowlron
desgowlron

That's a pretty good point lol

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ngforever1989
ngforever1989

Hydrans lookin good. I know better than to ask if you will be including their unique weapons:P

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SquireJames Creator
SquireJames

Well, the Hydrans are already in KA2 as a map race, so try them out for yourself :P

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ngforever1989
ngforever1989

which map? havent played them all.

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SquireJames Creator
SquireJames

I think it was "mp06blue" (can't remember the map name) but they are a map race rather than playable. You can easily add and play with their ships in the map editor.

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alexbond45
alexbond45

I cannot download the manual, all of the links seem to be broken [it will not start]

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SquireJames Creator
SquireJames

I am afraid that's a ModDb issue. I do however have an alternative download link. I know that over holiday periods, ModDb server loads (and those of download mirrors) can be very overpopulated, so I keep a set of files on mediafire for such occasions

Mediafire.com

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alexbond45
alexbond45

Thank you! A couple of years ago I tried this mod when it was not Fleetops [General War or whatever] and I really liked it. I just like watching TMP Era ships blow each other up while knowing there is still a sense of balance that you did not get in Vanilla Armada 2 [Since the bigger ships=better]

I decided to redownload while playing a TMP/TOS Era mod for Star Wars: Empire at War and thought "Wasn't there an Armada 2 mod for this?".
Thankfully, I arrived right when you released the fleetops version, as I cannot install Armada 2 anymore due to my OS.
Really good work!

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SquireJames Creator
SquireJames

I considered moving it to Star Wars: Empire at War actually. It was a bit of a tie between that and Sins of a Solar Empire, but I know too little about modding either to know whether various special weapons and such would work in those engines and so on, so I stuck with an engine I knew. Glad you like it. I'll be releasing a manual addition soon with the Hydrans added to it, followed shortly by the latest version of the mod with the Hydrans included as a fully playable race.

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