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Author Topic: Sword of the Stars II - Let's survive  (Read 9230 times)

hermes

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Re: Sword of the Stars II - Let's survive
« Reply #45 on: April 03, 2014, 11:13:46 am »

TURNS 18 to 21

Progressed from watching Persona 4 to playing, which is cool.

Quote from: Duuvian
I remembered another reason to have as much in savings you can. Have you tried boosting research yet?

I never did, so just looked into it.  Jiggled around the expenses to maximise research time, but since it's only 9 turns already, we can only save a few turns and burn a big hole in our meagre resources in the process.  But this is noted for future projects, especially if we need a new tech right away.

Quote from: JackoSpades
I see it, it's the reactor boost which should be another caravan, shouldn't need the extra energy from the boost on a ship with so few energy weapons. In fact you are only using 5 out of an available 65 energy as is, more than what you will ever need. not a big deal but you'll lose some range (endurance of 1 turn vs 2) and so will likely need an extra supply ship or two for each fleet  :-\
welp nothing for it now but it's something to fix next time they need to be redesigned (for upgraded armor or to add actual Point defense.)

same three caravan design should be used for other ships which mount ballistics as their main armament as well if only to squeeze as much endurance out of them as possible.
energy weapons grant more flexibility so plasma cannons might be something to look into for close combat rather than Mass drivers
but seriously boarding pods are Zuul's go to strategy for ship to ship combat, it's the whole Zuul philosophy of turning an enemies tech against them applied literally. (plus you get a nice bonus to capturing tech for doing so)

Thanks for the tips.  Just spent a while looking at ship designs, and finding a whole bunch of stuff I never knew existed; slave discs, planetary assault craft that leave Zuul-spawn that continue to fight even when the soldiers die, etc.  So... we'll need assault craft and carriers, but I'm thinking wait until shield tech is better.  Plasma cannons sound nice.  Is drone tech useful for the Zuul?



Right.  Back to the marsupial throne.  Current plan is to sit tight and expand away from the humans and build up economy and research.  Build a few missile boats minecart shotguns for defence, when we have some nasty stuff we go and enslave as many tens of millions as possible and start moving them places in slave discs.  Yeah.


New colonize mission for Spade's Kites.  Probably less action this time around.


New survey mission for C-SH4M4N.  It's a promising looking system with many planets.


Father USEC_OFFICER's 2nd survey fleet doesn't want to move, so we wait a turn and see if the crews feel more like it next time.

Hmm.. still reticent to move the next turn.  I have no idea what's up there.  Some new Admirals are being promoted from the ranks, alas we do not yet have the fleets with which to give them command.


Cyrodilian Imperials hate elves as much as Bay12 Imperials.  A natural name.


Tribute station superstructure has been completed in orbit around Tiber Septim.  It is christened "Woolong Casino" because they want it to appeal to as many slave trading scumbags in the vicinity as possible.

The Noelfs colony is draining money, but it is a large planet with lots of resources.


More expenditures, but in the service of accomodating the scoundrels of the sector.

Oh dear, the humans came back to Talos.  A colonization fleet with their eyes on Noelfs.  No Zuul fleets were present, and the casino is rather pathetically locked in orbit so couldn't do anything but wait as Noelfs was bombarded from space.




Hmm, a sad day indeed.

The humans, however, have overplayed their hand.  By revealing their contempt for the new colony's name, they discolsed indirectly that they are a bunch of treehuggers themselves.  And we know how to deal with elves.  Time for USEC_OFFICER to saddle up and ride shotgun... (heh, yeah is a pretty bad joke!)


This fleet contains the Minecart Shotgun, but seems to be no longer able to function as a survey fleet...??
Logged
We can only guess at the longing of the creator. Someone who would need to create one such as you. - A Computer
I've been working on this type of thing...

JackOSpades

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Re: Sword of the Stars II - Let's survive
« Reply #46 on: April 05, 2014, 11:42:44 pm »


 it depends on what the situation is with the attacked Talos system
you could us ether a guard mission or an attack mission to get the fleet there for immediate combat and to kick out invaders
or a rebase mission to that system so they won't wander off when the mission time runs out followed by a guard mission so they intercept incoming fleets...
or you know Attack-Rebase-Guard seems like the most likely order of events, you'll also want to put fleets on guard in other systems if you can figure out how the humans node lines are set-up but once you retake Talos fortify it because you know the humans can get there and they might not have other lines into your systems. human fleets are FAST so you wont get much if any warning before an attack but they have to travel down predetermined pathways that's their weakness.
I'm not sure if the ability for Zuul and humans to intercept each other in node space made it in, whether it's something that is being worked on or whether it was scrapped but they defiantly could in 1 so be warned of that.

shields are good but no replacement for Armor, all types of shield requires a ship section so you lose some firepower.
I find if your going to use them the standard shields MK I-IV are a better bet as they protect the entire ship and while can be taken down by too much damage they regenerate after a little bit. you also can't put them on anything larger than a Cruiser which puts them on only the smallest ship class in SotSII a major downgrade from SotSI.
The deflector and disruptor shields block all kinetic/missile or Energy weapons respectively but only protect the front of the ship
making them useless in close range combat. they can go on ships up to dreadnaughts...

 Pairing deflectors with our shotguns seems like it would be a smart move EXCEPT while deflectors and disruptor shields are smart enough to not block fire from the ship they are on, the same cannot be said for other ships in the fleet. but it appears the SotSII deflector/disruptor shields have a deeper cone rather than the wide disk of SotSI which might make them better at protecting the ships sides and less prone to absorbing friendly fire but might also be simply cosmetic who knows???

 Drones are well they're drones, their use in combat has always been iffy for me, they are weak to all the same things missiles are and you only get more between battles but they could provide a way to get more firepower downrange for a long range bombardment fleet like we have, assuming they fixed the bug where fighter drones wouldn't launch and simply acted as extra silly turrets.  :P  Just be sure to retreat them for something else once their drones are dead.
the drone tech Itself is potentially more useful for what is higher up the tech tree like battleriders (basically destroyers without FTL), battlecruisers, and battleships, same idea as the riders just with increasing ship sizes.
once a Tarka only tech now everyone can flood the battlefield with ships carried on other ships.

also hows your turn load time looking? that's the thing that has killed all but two LPs of this I've seen.
you have a good chance, the others who made it were also screenshot format. even if the battles really do deserve video because they are beautiful and the main draw of the game.
it's been said that had they just took the original and slapped the upgraded combat system on it then it would have been Game of the Year possibly Game of the Decade no questions asked...  :-\

also you started with a high level shipyard around one of your starting worlds, be aware that every game I've seen something comes along and destroys that specific shipyard so that particular random encounter might be less random than one would hope.
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