[bSotS-2.0b] Zuul Arm Wrestling

Tactics and Action Reports.
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BlueTemplar
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Joined: Wed Aug 29, 2007 9:15 am

[bSotS-2.0b] Zuul Arm Wrestling

Post by BlueTemplar » Fri Mar 04, 2016 3:53 pm

So I've started a new game with the release of the Bastard Sword of the Stars mod, version 2.0b :
viewtopic.php?f=16&t=55175

EDIT : Save games are available here :
http://bluetemplar.free.fr/sots/SavedGa ... 28Zuul%29/

Here's the game settings :
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Galactic Arm ; Me (Zuul) + All races (including Zuul) + 1 extra Zuul.

Youtube playlist of my (unedited) playtrough :
https://youtu.be/0u0jRzzwceo?list=PLkuJ ... jRJFgqrtnu
(No recording before turn 37 was made.)

Then not much happened before turn 37 :
I got unlucky being surrounded by independent colonies (then that was expected with 200% randoms and Swarms and Alien Derelicts seemingly disabled), the biggest, Liir one of them blocking my only route arm-ward. Liir being at +540 Climate Hazard I decided to try to Assimilate that colony using Wraith Abductors, but my early tries were unsatisfactory as, even full of beamer point defense, size 7 independent colony missiles proved too hard for my 6 Abductors to deal with without unacceptable losses (even on autoresolve). So I decided to wait until I got the first level of Command & Control tech. (Which was way too risky on my part considering that the only empire arm-ward were Liir!)
So, until then, I decided to focus my attention core-ward, where my closest neighbors are tasty Morrigi :
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(I can say that I appreciate the subdued, not blinking, note icons.)

Here's the research before turn 37 :
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BlueTemplar
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Re: [bSotS-2.0b] Zuul Arm Wrestling

Post by BlueTemplar » Fri Mar 04, 2016 9:39 pm

One small issue I ran into with 2.0b is Zuul fleets starting farther than their node point entries :
(Though so far they managed to get to the node point before the recharging timer ran out.)
[Click on the picture for the link to the correct time in the video:]
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BlueTemplar
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Re: [bSotS-2.0b] Zuul Arm Wrestling

Post by BlueTemplar » Fri Mar 04, 2016 10:34 pm

There might be an issue with "Alien Wreckage" aka Morrigi Tombs :
Either you start too far from them and the drones don't attack you (this is probably related to the issue just above).
I personally haven't confronted them yet, but there seems to be a lot fewer drones too?
(But perhaps it's by design?)
https://www.youtube.com/watch?v=eLblxTzCXWU&t=19m34s
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Some additional drone weirdness with another fleet present :
https://www.youtube.com/watch?v=2HZWjb7Iva0&t=28m26s
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Sensors? I don't need any sensors, I can see them when just fine when they are being shot at! :twisted:

Meanwhile some drones are just hanging out, seemingly not knowing whether they should attack me or Revenge Fleet...

At other times they seems to work fine, even though I'm getting the impression that they are bored out of their minds being stuck in that tomb, and would like to get out of that system, even if it means following a Rip Bore in a Zuul Node Tunnel!
https://www.youtube.com/watch?v=2HZWjb7Iva0&t=1h24m25s
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BlueTemplar
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Re: [bSotS-2.0b] Zuul Arm Wrestling

Post by BlueTemplar » Wed Mar 09, 2016 6:29 pm

Turn 41 : First serious battle (of a loooong series) erupted around the Morrigi-held world of Diabrno :
https://www.youtube.com/watch?v=0u0jRzzwceo&t=23m23s
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It's pretty hard to kill hundreds of millions of imperials in the early game in bSotS... especially without assault shuttles! But the Zuul have a better idea...

Alpha Centauri
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Re: [bSotS-2.0b] Zuul Arm Wrestling

Post by Alpha Centauri » Thu Mar 10, 2016 1:51 am

This is great! Glad to see someone making a tar of bsots ! :)

I'm sill super-limited - but I wanted to check this out.

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