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: 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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KA2: Empire at War V.1.4 Beta

KA2: Empire at War V.1.4 Beta

Oct 29, 2014 Full Version 9 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

Sep 29, 2014 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

Sep 28, 2014 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

Sep 22, 2014 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

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.

Post comment Comments  (60 - 70 of 209)
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 Creator
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
desgowlron
desgowlron Nov 29 2012, 1:47am says:

Hey there, some bad news I'm afraid. I found out that if the enemy destroys something like the Constitution Refit Research Pod at the research station, you can't rebuild it :( Also, on and off, ships sometimes seem to refuse to hold still, moving around in broad loops despite there being nothing to attract their attention. Any chance this could be resolved with the patch project? I didn't install that this time, was afraid it might muck something up ^^;

+1 vote     reply to comment
SquireJames Creator
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 Creator
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
desgowlron
desgowlron Nov 18 2012, 1:37am says:

Loving the new version so far! :D So shiny and new cause of the graphics improvement, but with the gameplay style I enjoy! And the only bug I've come across so far is that the ship display at the bottom that shows the ships you've selected, it stops at eight ships, until you've selected seventeen ships, and then works normally. A very minor bug obviously, but figured I should report it.

+1 vote     reply to comment
SquireJames Creator
SquireJames Nov 19 2012, 5:49am replied:

Odd. That sounds like a FleetOps bug TBH, but I shall investigate. The way that FleetOps runs certain old A2 functions is still less than perfect. I am sure they will improve it in time :)

+1 vote   reply to comment
desgowlron
desgowlron Nov 19 2012, 6:07am replied:

And like I said, very minor, doesn't really hinder gameplay at all. :)

+1 vote     reply to comment
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