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 Report abuse Latest News: Lyran Star Kingdom added

2 comments by SquireJames on Jan 2nd, 2014

Hello all,
            I know things have been somewhat quiet on here, but work has been continuing in the background, little tweaks here and there, bug fixes etc. Also, I have finally gotten around to the 6 or 8 hours of sweat and toil it takes to fully integrate a new race.

The final race in KA2: Empire at War is the Lyran Star Kingdom. I've had to change the existing Lyran ships around a fair bit to make them fit for a fully playable race. For example. I have added a new secondary weapon type, unusual in the fact that it is a beam weapon not a torpedo or ordnance based weapon. This new weapon is the Mauler Cannon, a familiar name to those who play SFB. This Mauler is not quite as powerful however, but it is a close match for a Medium or Heavy Plasma Torpedo. Similar to the Hydrans, who also master the "knife fight", Lyran ships are all about close range combat. They have no real long range supporting fire, other than cruise missiles for specialist work; they are intended to quickly close with an enemy and rip them to shreds with point blank disruptor and beam weapon fire.

I am currently working on the AI and Manual Addons for the Lyrans, but in the mean time I have posted a screenshot of them in action, showing the new GUI for them and so forth. I will keep you updated as we get closer to V.1.3 release :)

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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.

KA2: Empire at War Manual Addon

KA2: Empire at War Manual Addon

Dec 30, 2012 Guides 0 comments

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

KA2: Empire at War V.1.2 Beta Maps

KA2: Empire at War V.1.2 Beta Maps

Nov 15, 2012 Patch 2 comments

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...

Replacement Texture Folder for 1.2 Beta

Replacement Texture Folder for 1.2 Beta

Nov 14, 2012 Patch 1 comment

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...

KA2: Empire at War V.1.2 Beta

KA2: Empire at War V.1.2 Beta

Nov 14, 2012 Full Version 20 comments

The first FleetOps version of KA2. This mod requires the STA2 Classic Mod for FleetOps, plus a little manual editing.

KA2: Empire at War V.1.1a Hotfix

KA2: Empire at War V.1.1a Hotfix

Sep 22, 2012 Patch 2 comments

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.

Post comment Comments  (50 - 60 of 203)
ngforever1989
ngforever1989 Dec 19 2012, 9:35pm says:

followed the instructions but it doesnt work. single player loads up, but everything is simply grey. instant action crashes to desktop

+1 vote     reply to comment
SquireJames
SquireJames Dec 21 2012, 8:26am replied:

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?

+1 vote     reply to comment
ngforever1989
ngforever1989 Dec 22 2012, 1:19pm replied:

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

+1 vote     reply to comment
Deuce_Savage
Deuce_Savage Dec 18 2012, 12:12pm says:

Those Klingon Warships always look awsome & menacing - especially when they travel in packs!

+1 vote     reply to comment
desgowlron
desgowlron Dec 14 2012, 11:22am says:

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?

+1 vote     reply to comment
SquireJames
SquireJames Dec 14 2012, 1:08pm replied:

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.

+1 vote     reply to comment
SquireJames
SquireJames Nov 29 2012, 5:05pm replied:

Aye that's a weird little bug. I've encountered it before but i've not found a way to fix it. It's due to the way I "stacked" research objects on some stations to fit them in. I may simply make the research pods of a station untargetable to prevent this occurring (I can do that now with FleetOps)

The ship thing i've also encountered but I am puzzled as to why since aside from the very large ships this wasn't really an issue in A2 KA2, and the physics files haven't changed in the FleetOps version. Are there any ships that seem to do this particularly badly?

+1 vote     reply to comment
desgowlron
desgowlron Nov 30 2012, 7:06am replied:

Off the top of my head, the only particular class I've noticed always doing it is the Klingon Troop Transport; I admittedly need to play with the other races more, been a bit attached to the Klingons ^^; btw I like how the fighter craft now automatically home in on the nearest carrier, it's a nice sight, several carriers going alone with swarms of fighters circling them >:3

+1 vote     reply to comment
desgowlron
desgowlron Nov 30 2012, 3:47pm replied:

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?

+1 vote     reply to comment
SquireJames
SquireJames Dec 1 2012, 7:46am replied:

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.

+1 vote     reply to comment
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Released Dec 12, 2007
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