KA2: Empire at War 1.2 beta
posted on March 21st, 2016, 12:28 am
I asked my friends and family on facebook, blind as it were as I didn't tell them which was the new and which was the old.
They all voted for the old
I did consider your solution Atlantis, given as there is some weird smooth group problem on the arms of the KA one. I'll have a go at a "hybrid" and see what the verdict is.
They all voted for the old

I did consider your solution Atlantis, given as there is some weird smooth group problem on the arms of the KA one. I'll have a go at a "hybrid" and see what the verdict is.
posted on March 21st, 2016, 4:24 am
- Hybrid design
- FOScreenShot_160321_041739.png (790.06 KiB) Viewed 1294 times
Righty, did a hybrid. Arms of the old model, core of the new, with some texture tweaks on the arms and the "belt" around the widest part of the core.
posted on March 21st, 2016, 12:55 pm
I like your Old Starbase.
But you can use the hybrid starbase as a secondary base.
But you can use the hybrid starbase as a secondary base.
posted on May 5th, 2016, 4:44 pm
Quick post to say i've been working (singlehandedly) on a wikia site for KA2. It allows me to go into more detail regarding the origin and history of ships, stations, weapons etc, and generally gush about lore even more than i've already done
http://klingon-academy-ii-empire-at-war.wikia.com
It's also prompted me to go back and tweak some of the scaling of ships. A few things were a tad off (some things I have resized from "true" scale to be easier on the engine or to simply look better, but others were mere oversights that I never got around to fixing. It's a minor point whether the Enterprise-A in game is 338m long or its proper 305m, but If I can tweak the scale to be the right size with no gameplay problems, why wouldn't I?)

http://klingon-academy-ii-empire-at-war.wikia.com
It's also prompted me to go back and tweak some of the scaling of ships. A few things were a tad off (some things I have resized from "true" scale to be easier on the engine or to simply look better, but others were mere oversights that I never got around to fixing. It's a minor point whether the Enterprise-A in game is 338m long or its proper 305m, but If I can tweak the scale to be the right size with no gameplay problems, why wouldn't I?)
- Showing the scales of Federation vessels
- ScaleShotNames.png (932.15 KiB) Viewed 1187 times
posted on May 6th, 2016, 7:58 am
nice work.
posted on May 12th, 2016, 8:35 pm
Hi, I am currently trying to get KA2 to work and seem to be missing the executable for it. So I was wondering if you could give me insight into how to solve this, Squire James.
Based on what I have seen, I think the installation went flawlessly save for that one seemingly missing aspect of what you have programmed and designed.
Based on what I have seen, I think the installation went flawlessly save for that one seemingly missing aspect of what you have programmed and designed.
posted on May 13th, 2016, 7:00 am
Delta Orion1 , you must unzip the KA2, into the FO ------> Mods folder, than run Fleet Operations --------> Options------> Mods, and from Mods select KA2 and run the mod.
I'm playing with that mod and it's awesome.
I'm playing with that mod and it's awesome.
posted on May 13th, 2016, 8:03 am
Thank you. I had completely forgotten about that part of Fleet Ops.
It certainly is an incredible Mod that, in the past, I have had to view matches in observer mode (don't know what bug caused this then) and not click on anything, lest I crash that version of the game.
I am so happy to be able to play it at last!
It certainly is an incredible Mod that, in the past, I have had to view matches in observer mode (don't know what bug caused this then) and not click on anything, lest I crash that version of the game.
I am so happy to be able to play it at last!
posted on May 15th, 2016, 9:11 pm
I absolutely enjoy how much this mod has progressed, and the new wiki is truly exciting. Keep up the good work. 
Edit: Is there a reason that the new release in the menus state version 1.4 instead of 1.5
Edit2: bug the ISC rift generator when opening the mirror universe caused a crash.

Edit: Is there a reason that the new release in the menus state version 1.4 instead of 1.5
Edit2: bug the ISC rift generator when opening the mirror universe caused a crash.
posted on May 16th, 2016, 12:18 am
I have noticed the reporting version "1.4" as well. I'm not entirely sure where the fault is. The text for this version, or the version itself being "1.4."
Yes, don't use that device. The game can't go along with mixing alternate timelines. I'm sure it will be fixed.
Yes, don't use that device. The game can't go along with mixing alternate timelines. I'm sure it will be fixed.
posted on May 16th, 2016, 10:08 am
Actually, just by taking a quick look at the ODFs, it appears the mirror rift weapon you're referring to is in fact the same type of special weapon as the stock STA2's quantum singularity effect. You know, the one Cardassian Kulinors used to call in 8472 Battleships. It, too, has caused game crashes (at least for me) even in the stock game. It doesn't always crash the game, however; it only does sometimes. Usually when trying to have several ships all use the special at once.
A quick test shows that the mirror ship spawning rift special weapon appears to have the exact same problem. My guess is that the bug is probably part of the hard code for quantumeffect weapons, and thus probably not fixable through typical modding.
Of course, there might be a way to fix that I haven't discovered, so if you do find a way to fix it, let me know.
Also, mine too appears to state being version 1.4, when it's actually version 1.5.
A quick test shows that the mirror ship spawning rift special weapon appears to have the exact same problem. My guess is that the bug is probably part of the hard code for quantumeffect weapons, and thus probably not fixable through typical modding.
Of course, there might be a way to fix that I haven't discovered, so if you do find a way to fix it, let me know.

Also, mine too appears to state being version 1.4, when it's actually version 1.5.

posted on May 16th, 2016, 6:31 pm
I was thinking about the mirror ship spawning rift weapon, and I think I've figured out how to accurately recreate it without using the quantumeffect special weapon type at all, using replaceweapons and... stuff. It's only a theory right now, but I'll work on it, and let you know if it works out. 
Edit: Tried, and turns out that it won't work like I hoped, sadly. It'd work if the ship being spawned were intended to be on the player's team, but since that's not the case, enemyOfAllUnlike would have to be enabled for the spawned vessel in it's odf, but it can't be enabled in ship odfs, like I thought it would. Could use a replaceweapon (with "enemyOfAll" set to 1) to have the ship replace itself with an identical ship (just without the instant replaceweapon), although that would probably stop the ship from actually "jumping" out of the rift. It was a thought, but in any case, quantumeffect type special weapons are still screwed.

Edit: Tried, and turns out that it won't work like I hoped, sadly. It'd work if the ship being spawned were intended to be on the player's team, but since that's not the case, enemyOfAllUnlike would have to be enabled for the spawned vessel in it's odf, but it can't be enabled in ship odfs, like I thought it would. Could use a replaceweapon (with "enemyOfAll" set to 1) to have the ship replace itself with an identical ship (just without the instant replaceweapon), although that would probably stop the ship from actually "jumping" out of the rift. It was a thought, but in any case, quantumeffect type special weapons are still screwed.

posted on May 17th, 2016, 1:41 am
Thank you Admiral Nat for looking into the bug, and clarifying that the version number is just an error in the text. It is an interesting way to try to work around the problem. There is probably a way to fix it, but I can't think of one right now. It is good to know what causes the crash though.
posted on May 17th, 2016, 11:15 am
Thank you for the bug hunting
Sorry I am just getting to this, was away for the weekend and only just recovered (minus a few chemical burns!)
The bug with the quantum gate is um, a bit simpler than that I feel. I discovered in my latest tweaks that I forgot to alter some of the #includes on the Terran Phasers. The effect being that Terran ships crash the game when they try to fire. I was surprised it took this long for it to be noticed, but I suppose even in my testing, Terran ships are uncommon.
There is a quick bug fix. Put those files the Star Trek Armada II Fleet Operations\Data\Mods\KA2 EAW Standalone\odf\weapons\Phasers folder. Override the old Terran Phasers.
I'll keep plodding away at the new version. I will go through the ships today and continue the resizing i've been doing. Feds, Terrans and Klingons are done. I'll stop work on the Wiki for today, get the rest checked and rescaled if needed, then release the next version ASAP

The bug with the quantum gate is um, a bit simpler than that I feel. I discovered in my latest tweaks that I forgot to alter some of the #includes on the Terran Phasers. The effect being that Terran ships crash the game when they try to fire. I was surprised it took this long for it to be noticed, but I suppose even in my testing, Terran ships are uncommon.
TerranPhasers.zip
- (2.12 KiB) Downloaded 339 times
There is a quick bug fix. Put those files the Star Trek Armada II Fleet Operations\Data\Mods\KA2 EAW Standalone\odf\weapons\Phasers folder. Override the old Terran Phasers.
I'll keep plodding away at the new version. I will go through the ships today and continue the resizing i've been doing. Feds, Terrans and Klingons are done. I'll stop work on the Wiki for today, get the rest checked and rescaled if needed, then release the next version ASAP
posted on May 17th, 2016, 4:03 pm
After attempting to extract the files to the specified folder, the extraction, um, thing (please tell what it is if you would like) said the it could not delete then replace specific files that I assume are the Terran Phasors and thus the end result is everything is the same.
Although I might have done the wrong way to go about replacing the faulty files with the new ones...
Although I might have done the wrong way to go about replacing the faulty files with the new ones...
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