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...

Report KA2: Empire at War V.1.3 Beta
Filename
KA2EAWInstallerFO13.exe
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Full Version
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SquireJames
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467.45mb (490,159,915 bytes)
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189 (1 today)
MD5 Hash
e933d6a1d01f4d5c5c1512e38075e527
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Description

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 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" - 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)

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KA2: Empire at War V.1.3 Beta
Comments
Astartes_Marine
Astartes_Marine

Most excellent. I've been waiting forever for the Hydrans. May the Monarchs swarm their foes with Fusions, Hellbores and wave upon wave of fighters!

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Opr8er
Opr8er

Nice mod! Please do continue your great work!

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desgowlron
desgowlron

Awesome, love the mixed-tech addition! And especially love capturing enemy shipyards to add a front-line builder hehe. Btw, I'm probably derping over it, but how does one build the second-level ships, such as the light cruisers? As always, thanks for the work you put into this! :D

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SquireJames Author
SquireJames

Just a small update before we start, I have released a small patch. A few files were missing (and a few ODF entries incorrect). This mainly effected the Lyrans, but it also cropped up with Romulan, Gorn and ISC ships.

Right :)

Now, to build Destroyers, Light Cruisers etc, you will need to research the hull type at your races hull research station, and depending on the race you may also need to research other technology to build them. Bear in mind that some research overrides others (for example, as the Federation you have to research Destroyer Hulls before the button for Light Cruiser hulls shows up)

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Astartes_Marine
Astartes_Marine

How does one build Hydran ships of light cruiser hull and above? They are not present in the shipyard for me.

Also research requirements for Hydrans are glitched. For example if an item requires "Firepower lvl. 1" if you complete Firepower lvl. 2 the item you wanted will be greyed out despite already having done lvl. 1.

It's also rather odd that the dreadnaught and carrier are built by construction ships and not a yard and that the dread does not carry fighters. Odd that most if not all Hydran ships aside from carriers lack fighters. If I remember Starfleet Command 1 and 2 (especially 1) Hydrans were famous for having the majority of their fleet fighter capable.

It'd certainly offset the weak G-type phasers they have at least.

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SquireJames Author
SquireJames

Hmm that is a strange bug. I am investigating now. As for the tech requirements, I was hoping that wouldn't be the case. I might have to rejigger the tech tree if it proves a problem.

I did consider giving all Hydran ships of Heavy Cruiser upwards fighter capabilities, but since there is seemingly no way of limiting how many fighters a single ship can support, it seemed like it would make the carrier redundant.

Hydran Capital Ships are constructed by construction tenders lore wise due to lack of sufficiently large shipyards. Gameplay wise its both a strength (can build them anywhere) and a weakness (construction tenders are more vulnerable than shipyards)

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Guest
Guest

How does one build Lyran ships?
Because i install your path- (1.3) correct and everything else is fine but ( Lirans ) main yard don't have any build buttons?...

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Guest
Guest

The mod is great by the way!...

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SquireJames Author
SquireJames

1.3.1a fixes that problem

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Guest
Guest

I have a problem, 1st The map depth is missing I cannot build or move ships above or below. 2nd every time I select the lyrans on loading the mod crashes, I have installed both 1.31 and 1.31a patches to my install, I deleted the 1.2 folder to install 1.3 as per the instructions. Did I do something wrong or is it a bug? at least the hydrans work perfectly.

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Guest
Guest

Well, now the lyrans work, How?: I found a typo in the 1.31a patch, In the ODF folder, there is another folder named SPECIAL WEAPONS, in the game directory there is a folder with the same name but it includes an underscore (special_weapons) so to correct the lyran crashing problem I renamed the folder in the patch zip to include the underscore.

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SquireJames Author
SquireJames

Ah yes, um. Now I feel stupid. I would recommend manually (i.e copy files from the relevant folders) installing the patches rather than blindly extracting, but that might explain some of the problems people have reported even post 1.3.1a.

So, everyone, copy the files manually. Don't just extract and hope!

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Guest
Guest

that might work too... my turn to feel stupid now, any way love the mod.

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HawkShark
HawkShark

I gotta say, this mod is fantastic. But you really should include the Mirak if you're adding in the Lyrans. Orion pirates as hostile map objects would also be awesome! I'm really glad you did include the Sha'kurians too!

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SquireJames Author
SquireJames

The Mirak are in as a map race. Did consider adding them but there is a limit to the number of races. The current mix of the two super-pacts (Klingon, Romulan, Lyran. Federation, Gorn, Hydran) plus two powers hostile to everyone (ISC, Tholians) works well I think. Lets you play out many different scenarios.

The Orion Pirates and Terran Empire are also in as map units.

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HawkShark
HawkShark

AH! Thanks I hadn't checked the map editor when I posted. Btw, I'm getting crashes whenever I try and place two Lyran ships. The Serval and Caracal classes both cause instant crash. As does the Lyran sensor post. Additionally and I'm guessing related the game crashes immediately if I try to play as Lyrans.

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SquireJames Author
SquireJames

Re-install the 1.3.1a patch and copy over the files manually. I made a typo (special weapons rather than special_weapons). This will fix that problem.

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Guest
Guest

I Love this mod! but disappointed that the Klingons don't have a hero ship, like an old D7 from TOS. In fact every race should have a hero or special ship.

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SquireJames Author
SquireJames

I have been working on them. The difficulty is finding suitable voice clips to use. Kirks were easy (from ST Legacy), finding some for General Chang has proven difficult.

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ngforever1989
ngforever1989

What about the Chancellor? he can have a Qo'nos Class and Chang can command the battlecruiser he's so fond of. All the voices would have to come from Udiscovered Country and Klingon Academy, so it makes sense decent clips are rare.

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SquireJames Author
SquireJames

Again, my other idea :) That and Melkor and the IKS muwpll'

I'll try, but, as we've agreed, difficult to get good voice clips

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ngforever1989
ngforever1989

Crashing while having lyrans, hydrans work fine.

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SquireJames Author
SquireJames

1.3.1a patch fixes that. There was a problem with a few Lyran ships and special weapons (remember to copy over the special weapons odf manually because I made a typo in the folder name, so if you extract it straight to your KA2 EAW mod folder, it won't work

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ngforever1989
ngforever1989

I saw that comment and fixed my issue right afterward. Sry, I was too busy fighting a war alongside the klingons to comment back before I eventually hit the hay. Fixed, ty james

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