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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


Early spaceshark defense?
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by Citizen IonMage - 5/16/2004 8:46:27 AM

I recently came back from a almost year-long hiatus from playing this game. Seems quite a bit has changed. For one, events dont happen anywhere near as much, but no matter. The real question is this; the last TWO games I played, these wierd 'space sharks' appeared very early, destroying various defensive ships, and my starbases. I had not the techs needed to destroy him at this time. Is there any particular trigger to these sharks, or was I just unlucky?

                
#1  by Citizen Lumen Aeternus - 5/16/2004 4:39:59 PM

Green rock anomalies explored by research vessels release space sharks.

                      
#2  by Veteran Icho Tolot - 5/16/2004 5:56:59 PM

Green rock anomalies explored by research vessels release space sharks

They can! Sometimes they contain "normal" stuff

                          
#3  by Citizen IonMage - 5/16/2004 7:36:19 PM

Great... seems that when the AI opens said green rock anomalies, the sharks prefer to harass me over them. Oh well, I can power through. Its not THAT bad, just gotta focus more on station defense...

                
#4  by Citizen littlewotts_ - 5/16/2004 9:51:06 PM

I build a scout and try to get the shark to chase it. Then lead it to the AI territory. They'll take care of it from there.

                          
#5  by Citizen damoose - 5/17/2004 9:53:16 AM

I build a scout and try to get the shark to chase it. Then lead it to the AI territory. They'll take care of it from there.


a.k.a. The bait and switch.

                      
#6  by Veteran GASherbert - 5/27/2004 3:11:10 PM

a.k.a. The bait and switch.


a.k.a. lots of fun!

                      
#7  by Veteran Grand_Admiral_Thrawn - 5/28/2004 12:05:58 AM

There are a few mods in the library that will help get rid of those sharks. I think there is a new AMM missle, and a few early ships that can cause some pretty serious damage.

                      
#8  by Senator Drengin - 5/29/2004 5:34:33 AM

Or just remove the following file from your "Galciv/data" folder (remembering to make a backup first) > Expansion01Anom.ANOMALY . This will remove the spaceshark anomaly. You may still get the UP vote though.

The other option is to open "galciv/data/monster.ship" and change the hitpoints and defense to 1. Making it very easy to destroy.

No more Spaceshark problems


[Message Edited]

                        
#9  by Citizen Kittani - 8/13/2007 10:38:45 PM

Good idea on the editing of the spaceshark monster.ship file. I made mine have 20hp's and 2atk/2def. I can't tell you how many times I had to restart the game because one of those buggers wandered into my territory and just "camped" my planets destroying everything that cropped up. I don;t play for highscores so in the last one I just enabled cheats... dropped in a few battleships... went sharkin'... and then decommed them but this is a better alternative. thx.

          
#10  by Citizen Spacepundit - 8/31/2007 8:42:01 AM

The green rock (I call it a Space Cabbage) ALWAYS has a Space Shark, at least in my games.

"Bait and switch" is the best early-game strategy.

                            
#11  by Citizen Tregonsee - 9/4/2007 3:58:27 AM

I was able to put a combat transport between it and my space station. It did not move until tens of turns later when I killed it with a warhammer.

                      
#12  by Citizen Will726 - 8/10/2009 9:52:57 PM

I usually just lure it away, until my ships are strong enough to kill it.

#13  by Citizen CBRJGWRR - 8/26/2012 3:05:51 PM

Put a few of these on them.




//------------------------------------------------------------------------
SHIP NuclearMissile
//------------------------------------------------------------------------

Name "Nuclear Missile"
Model "Ship25"
Description "A hyperdrive engine, a targeting algorithm, and a nuke."

HitPoints 1
Attack 8
Defense 1
Speed 0
Cost 30
SensorRange 2
Ability "Missile"
Tech_Requirement_ID 0
Maintenance 1
Range 0
Weapon "WPhasor"

ENDSHIP



Copy everything above and paste into a ship file. (Open with notepad or similar)

It may cause issues with previous savegames like any other mod can.


The idea is an old nuclear missle bolted onto a hyperdrive engine. Doesn't really unbalance the game, the AI uses them in addition to the normal ships.

They can also be used to supply a decent baseline income in the early stages by selling them on, I usually get around 300 credits at 10 credits a month for 30 months.

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