KA2: Empire at War
Talk about anything related to old versions of Armada.
posted on February 29th, 2012, 5:27 pm
(Admin, if I am not allowed to post about this, or it's in the wrong section or something, feel free to move/delete. Sort of a pre-emptive "Sorry
" )
I thought i'd post a little information about my Empire at War mod. Basically the original Klingon Academy II The General War mod was sort of constrained by trying to have a working campaign. The campaigns did work, sort of, but it wasn't worth the trade off for gameplay in Instant Action/Multiplayer, so I decided to go back and finish off a planned "expansion" of sorts for it.
I was inspired by the Birth of the Federation Mod, the original "Empire and Federation" mod for Armada 1, and the Star Trek Vs Star Wars mod. These mods had detailed research paths, something with I greatly enjoyed and felt took the game deeper than simply "get advanced shipyard, spam battleship". I felt KA2 went a long way to eliminating Battleship Spam with the new tactical model I used but, I also wanted to show more of the backstory, lore and so forth that I had come up with for KA2. I am a closet writer, and so i went into some depth with the little details. Seemed a shame not to showcase them in game.
So, basically, each side now researches their ships, weapons and so forth. Each side of course does it a little differently. I've tried to make the progression logical, but also fit in with the style of each race. For example, the Federation has many hull types, as it's starships are not (generally) warships and so whilst several classes might perform similar duties in wartime, in the peacetime roles they are designed for they are all designed to perform different tasks. It also takes longer for the Federation to commission her larger starships. After all, the Federation doesn't want to escalate the situation (and of course the bureaucracy involved endemic to Federation politics. The Klingon Empire on the other hand uses a few basic hull types, with modifications of those hulls filling different combat roles.
Before I get to the pretty pictures
I'd like to share a little information on the setting. It's not quite the trek we know and love. I've tried to fill in the gaps, scrape off the bumps and smooth over the cracks between the Starfleet Battles/Starfleet Command universe, Klingon Academy and the events we see on the big and small screen. It sure isn't "canon", and really I dislike anything that tries to stick to it too rigidly. However, I don't think it massively interferes with anything "canon". I'd like to think it helps reinforce the storylines of the Motion Picture Era films, and even help blend TOS, TMP and TNG together.
The playable sides are
The United Federation of Planets
The Klingon Empire
The Romulan Star Empire
The Gorn Confederacy
The Tholian Assembly
The Interstellar Concordium
For those that are unfamiliar with Starfleet Battles/Starfleet Command, the Interstellar Concordium (ISC) are basically the original concept (IMHO) behind the Dominion, and are sort of a Dominion/Borg hybrid. It's composed of several member races, who have the very Borg-like belief that only though their conquest of the galaxy can peace be obtained. "We bring order to chaos" could almost be one of their quotes. I'll post more about the player sides later, don't want to bore you with details
Also featured are several map races, miscellaneous ships etc. I tried to make this mod "map maker friendly" with plenty of content to make unique and interesting maps.
The Orion Pirate Cartels
The Hydran Kingdoms
The Lyran Star Kingdom
The Sha'Kurian Duchies
The Mirak Star League
I also have multiple types of civilian freighter, the Federation Reserve (i.e TOS) ships, and so forth, and a few little easter eggs naturally
For more details, the manual is available here (PDF format)
KA2Manual.pdf
I'll take some more screenshots for you tonight, haven't had any new ones in a while. I am currently working on a few of the more exotic advanced weapons, and seeing if I can get her to work with FleetOps as a mod. So far just crashes at 33% loading when using the Armada II Classic Mod as a parent, and won't load at all without. I'm going to have to weigh up whether the advantages of moving her to FleetOps outweigh the considerable effort it will take. We'll see
So, any questions, comments, feedback?

I thought i'd post a little information about my Empire at War mod. Basically the original Klingon Academy II The General War mod was sort of constrained by trying to have a working campaign. The campaigns did work, sort of, but it wasn't worth the trade off for gameplay in Instant Action/Multiplayer, so I decided to go back and finish off a planned "expansion" of sorts for it.
I was inspired by the Birth of the Federation Mod, the original "Empire and Federation" mod for Armada 1, and the Star Trek Vs Star Wars mod. These mods had detailed research paths, something with I greatly enjoyed and felt took the game deeper than simply "get advanced shipyard, spam battleship". I felt KA2 went a long way to eliminating Battleship Spam with the new tactical model I used but, I also wanted to show more of the backstory, lore and so forth that I had come up with for KA2. I am a closet writer, and so i went into some depth with the little details. Seemed a shame not to showcase them in game.
So, basically, each side now researches their ships, weapons and so forth. Each side of course does it a little differently. I've tried to make the progression logical, but also fit in with the style of each race. For example, the Federation has many hull types, as it's starships are not (generally) warships and so whilst several classes might perform similar duties in wartime, in the peacetime roles they are designed for they are all designed to perform different tasks. It also takes longer for the Federation to commission her larger starships. After all, the Federation doesn't want to escalate the situation (and of course the bureaucracy involved endemic to Federation politics. The Klingon Empire on the other hand uses a few basic hull types, with modifications of those hulls filling different combat roles.
Before I get to the pretty pictures

The playable sides are
The United Federation of Planets
The Klingon Empire
The Romulan Star Empire
The Gorn Confederacy
The Tholian Assembly
The Interstellar Concordium
For those that are unfamiliar with Starfleet Battles/Starfleet Command, the Interstellar Concordium (ISC) are basically the original concept (IMHO) behind the Dominion, and are sort of a Dominion/Borg hybrid. It's composed of several member races, who have the very Borg-like belief that only though their conquest of the galaxy can peace be obtained. "We bring order to chaos" could almost be one of their quotes. I'll post more about the player sides later, don't want to bore you with details

Also featured are several map races, miscellaneous ships etc. I tried to make this mod "map maker friendly" with plenty of content to make unique and interesting maps.
The Orion Pirate Cartels
The Hydran Kingdoms
The Lyran Star Kingdom
The Sha'Kurian Duchies
The Mirak Star League
I also have multiple types of civilian freighter, the Federation Reserve (i.e TOS) ships, and so forth, and a few little easter eggs naturally

For more details, the manual is available here (PDF format)
KA2Manual.pdf
I'll take some more screenshots for you tonight, haven't had any new ones in a while. I am currently working on a few of the more exotic advanced weapons, and seeing if I can get her to work with FleetOps as a mod. So far just crashes at 33% loading when using the Armada II Classic Mod as a parent, and won't load at all without. I'm going to have to weigh up whether the advantages of moving her to FleetOps outweigh the considerable effort it will take. We'll see

So, any questions, comments, feedback?

posted on March 2nd, 2012, 5:39 pm
I know, I know, I promised you pictures
but, i've been occupied with other things. I'll take more for you tonight, but until then, some pictures of my kitbashes/model modifications.
Salazar Class Torpedo Cruiser (FCT)
http://img190.imageshack.us/img190/7672/salazarfinal.jpg
D7T mek'Leth (Shortsword) Class Torpedo Cruiser (KCT). Original model (Warriors Anger Class) by WickedZombie45. Kitbash, conversion and new textures by me.
http://img560.imageshack.us/img560/4564/shortsword.jpg
New models for the C9A pumwI' (Accuser) Class Dreadnought and B11 qeyLIS bet'Leth (Sword of Kahless) Class Battleship. Original models by WickedZombie45. Conversion and new textures by me.
http://img683.imageshack.us/img683/619/defendershd.jpg

Salazar Class Torpedo Cruiser (FCT)
http://img190.imageshack.us/img190/7672/salazarfinal.jpg
D7T mek'Leth (Shortsword) Class Torpedo Cruiser (KCT). Original model (Warriors Anger Class) by WickedZombie45. Kitbash, conversion and new textures by me.
http://img560.imageshack.us/img560/4564/shortsword.jpg
New models for the C9A pumwI' (Accuser) Class Dreadnought and B11 qeyLIS bet'Leth (Sword of Kahless) Class Battleship. Original models by WickedZombie45. Conversion and new textures by me.
http://img683.imageshack.us/img683/619/defendershd.jpg
posted on March 2nd, 2012, 6:07 pm
The Klingonships are looking strage 
But I think it is a nice idea. But I think too, that you should have waited for a better engine. Empire at War is old. Not as old as Armada 2, but still old and the engine is shitty and not realy made for big battles or modding.
There is an 4x RTS comming with high mod compatibility, 3D fights (less then Homeworld, but still) and realy nice graphic
kalypso media :: forum - Legends of Pegasus
Would be the better choice I think.
Just look at awakening of the rebellion SMG - Modding . It is the most complex Empire at War mod I know and it is sometimes buggy and has big performenceproblems.

But I think it is a nice idea. But I think too, that you should have waited for a better engine. Empire at War is old. Not as old as Armada 2, but still old and the engine is shitty and not realy made for big battles or modding.
There is an 4x RTS comming with high mod compatibility, 3D fights (less then Homeworld, but still) and realy nice graphic
kalypso media :: forum - Legends of Pegasus
Would be the better choice I think.
Just look at awakening of the rebellion SMG - Modding . It is the most complex Empire at War mod I know and it is sometimes buggy and has big performenceproblems.
posted on March 2nd, 2012, 7:29 pm
Look forward to playing it!
1) Is this really the first time you're seeing these almost 15 year old Klingon designs?
2) Obviously since The General War is an A2 mod and since Empire at War(clearly a nod to sfc) is an add-on to it im pretty sure its for A2 just an fyi.
Quatre wrote:The Klingonships are looking strage
But I think it is a nice idea. But I think too, that you should have waited for a better engine. Empire at War is old. Not as old as Armada 2, but still old and the engine is shitty and not realy made for big battles or modding.
There is an 4x RTS comming with high mod compatibility, 3D fights (less then Homeworld, but still) and realy nice graphic
kalypso media :: forum - Legends of Pegasus
Would be the better choice I think.
Just look at awakening of the rebellion SMG - Modding . It is the most complex Empire at War mod I know and it is sometimes buggy and has big performenceproblems.
1) Is this really the first time you're seeing these almost 15 year old Klingon designs?
2) Obviously since The General War is an A2 mod and since Empire at War(clearly a nod to sfc) is an add-on to it im pretty sure its for A2 just an fyi.

posted on March 2nd, 2012, 8:14 pm
Yes, tis an A2 mod
It's called "Empire at War" due to the new, 7th playable race. I haven't implemented them yet (well, one of them is) but that's the reason. As mentioned, tis also a nod to Starfleet Command II.
Some of the older SFC and SFB/FASA designs are a bit off the wall, but it makes a change from those we see in "canon". The mek'Leth and the Salazar are my own designs. With the Klingons, I always think "what's the easiest method of doing x" as that is pretty much the Klingon design philosophy.

Some of the older SFC and SFB/FASA designs are a bit off the wall, but it makes a change from those we see in "canon". The mek'Leth and the Salazar are my own designs. With the Klingons, I always think "what's the easiest method of doing x" as that is pretty much the Klingon design philosophy.
posted on March 10th, 2012, 1:35 pm
Ah sorry, just knew Star Wars: Empire at war 

posted on March 10th, 2012, 5:56 pm
No problem
To be honest i've been waiting for someone to make that mixup for a while
Odd that you mention it though, since I did consider moving to the EAW engine at one point. The main thing that put me off was the lack of diplomacy on the main map, so it wouldn't really work with a TMP Star Trek setting.
and now, for an update!
Most of the work i've been doing recently has been "boring" stuff behind the scenes. I've reworked the burst torpedoes to work as special weapons now rather than normal ones. Currently debating whether to make Torpedo Cruisers available earlier, with the burst torpedoes being an optional bit of research (like the QCB etc on other ships). I've also gone and made sure fighters work for all races now, so that little headache is out of the way. GHRC and QCB have been reworked as mentioned previously. GDDS now has two modes, Offensive (which acts like a ram) and Defensive (which is much like a corbomite reflector). The Gorn use both, whereas the Sha'kurians use just the Defensive.
Toying with the idea of adding mines, a la Starfleet Command. Problem is, Anti-Matter mines don't really work how i'd like them too, and the system that does (the Species 8472 mine) is a buildable unit, and I am not sure how to make a weapon that will spawn another unit without using a replace weapon, which somewhat alters the original vessel I believe. A Quantum Rift weapon *might* work, and it would be interesting as said mine would be dangerous to both parties, as a mine should be.
My finally quandry this week revolves around civilian freighters and space monsters. After thoroughly reading through the FleetOps modding guide (immensely useful for A2 also), I've realised that my idea to have multiple civilian freighters just won't work. The game is hardcoded to only look for zfercarg.odf, which is a bummer. So, I shall probably swap out the Merchantman Scavenger for a different model, to give a bit more variety. I reckon the best thing to do for the other civilian freighters is to turn them into regular cargo freighters and see if I can place them as map units. I can currently have map units that attack players (added Orion Pirates to several maps) and I wonder if I can add a neutral party to maps that will just use their freighters to trade with everyone. We'll see
As for space monsters, I kind of like the idea of them. Star Trek has always had it's "monster of the week", from the Planet Killer to the Crystalline Entity, so it fits in with the feel. Also works as a nice map enemy (again like the Orion Pirates). So, we'll see. I like the Asteroid Miner and Star Glider from SFC, maybe with a Planet Killer as the ultimate big bad.
What are your opinions gentlemen?


Odd that you mention it though, since I did consider moving to the EAW engine at one point. The main thing that put me off was the lack of diplomacy on the main map, so it wouldn't really work with a TMP Star Trek setting.
and now, for an update!
Most of the work i've been doing recently has been "boring" stuff behind the scenes. I've reworked the burst torpedoes to work as special weapons now rather than normal ones. Currently debating whether to make Torpedo Cruisers available earlier, with the burst torpedoes being an optional bit of research (like the QCB etc on other ships). I've also gone and made sure fighters work for all races now, so that little headache is out of the way. GHRC and QCB have been reworked as mentioned previously. GDDS now has two modes, Offensive (which acts like a ram) and Defensive (which is much like a corbomite reflector). The Gorn use both, whereas the Sha'kurians use just the Defensive.
Toying with the idea of adding mines, a la Starfleet Command. Problem is, Anti-Matter mines don't really work how i'd like them too, and the system that does (the Species 8472 mine) is a buildable unit, and I am not sure how to make a weapon that will spawn another unit without using a replace weapon, which somewhat alters the original vessel I believe. A Quantum Rift weapon *might* work, and it would be interesting as said mine would be dangerous to both parties, as a mine should be.
My finally quandry this week revolves around civilian freighters and space monsters. After thoroughly reading through the FleetOps modding guide (immensely useful for A2 also), I've realised that my idea to have multiple civilian freighters just won't work. The game is hardcoded to only look for zfercarg.odf, which is a bummer. So, I shall probably swap out the Merchantman Scavenger for a different model, to give a bit more variety. I reckon the best thing to do for the other civilian freighters is to turn them into regular cargo freighters and see if I can place them as map units. I can currently have map units that attack players (added Orion Pirates to several maps) and I wonder if I can add a neutral party to maps that will just use their freighters to trade with everyone. We'll see

As for space monsters, I kind of like the idea of them. Star Trek has always had it's "monster of the week", from the Planet Killer to the Crystalline Entity, so it fits in with the feel. Also works as a nice map enemy (again like the Orion Pirates). So, we'll see. I like the Asteroid Miner and Star Glider from SFC, maybe with a Planet Killer as the ultimate big bad.
What are your opinions gentlemen?
posted on March 10th, 2012, 6:27 pm
Map NPCs and monsters are always quite fun - it's a bit difficult to implement them properly without using MMM though (though that's only singleplayer at the moment).
posted on March 10th, 2012, 7:18 pm
I loved this mod back in the day (though I always had a hard time installing it for some reason). I recently tried to run it in FO with no success though. I'm glad you're still updating this, TMP is my favorite era of trek. 
As Dominus said NPC's are tricky to get to work, but if you check my mod called Sigma I've managed to get NPC's with AI to build and do things on maps. It could come in handy for your NPC's

As Dominus said NPC's are tricky to get to work, but if you check my mod called Sigma I've managed to get NPC's with AI to build and do things on maps. It could come in handy for your NPC's
posted on March 10th, 2012, 8:20 pm
big fan of squire james
posted on March 10th, 2012, 9:18 pm
I've also had issues getting KA2 to run as a FleetOps mod. I have tried comparing the files used in the A2 Classic Mod to those from stock A2 to see what changes they had to make to get it to work, and then try and implement the same changes in KA2. Its a long slow process though.
Will check out the Sigma mod. So far I have gotten NPCs to work on any map with under 8 players (so that player 8 is the NPC side). They attack, defend etc but I haven't attempted to get them to build anything and so forth, or fiddle with whether they are allied to a player or not. (hence me using Orion Pirates and Monsters; they are hostile to everyone!) But, I will give it a go and see what happens.
Will check out the Sigma mod. So far I have gotten NPCs to work on any map with under 8 players (so that player 8 is the NPC side). They attack, defend etc but I haven't attempted to get them to build anything and so forth, or fiddle with whether they are allied to a player or not. (hence me using Orion Pirates and Monsters; they are hostile to everyone!) But, I will give it a go and see what happens.
posted on March 10th, 2012, 9:34 pm
Squire James wrote:I've also had issues getting KA2 to run as a FleetOps mod. I have tried comparing the files used in the A2 Classic Mod to those from stock A2 to see what changes they had to make to get it to work, and then try and implement the same changes in KA2. Its a long slow process though.
Will check out the Sigma mod. So far I have gotten NPCs to work on any map with under 8 players (so that player 8 is the NPC side). They attack, defend etc but I haven't attempted to get them to build anything and so forth, or fiddle with whether they are allied to a player or not. (hence me using Orion Pirates and Monsters; they are hostile to everyone!) But, I will give it a go and see what happens.
I'll make a small tutorial about getting NPC's with AI to work if it helps. In summary you basically have to make the NPC a playable race, create an AI mission player in the map editor and set it to that race, and then make the NPC unplayable again after that.
posted on March 12th, 2012, 2:43 pm
I see
well, thats an interesting way of doing it.
Oddly, I have noticed that if I put down a Hydran Starbase, (capable of refining Dilithium as well as Precious Metals) and plonk down a couple of Hydran freighters, the freighters will start mining. So it seems certain actions are hard programmed and don't require an AIP to do something. I hope this applies with Cargo Ships too.

Oddly, I have noticed that if I put down a Hydran Starbase, (capable of refining Dilithium as well as Precious Metals) and plonk down a couple of Hydran freighters, the freighters will start mining. So it seems certain actions are hard programmed and don't require an AIP to do something. I hope this applies with Cargo Ships too.
posted on March 16th, 2012, 4:10 pm
Planet Killer in action

posted on March 16th, 2012, 5:08 pm
Nice to see 

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