Early spaceshark defense?

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?
4,745 views 13 replies
Reply #2 Top
Green rock anomalies explored by research vessels release space sharks
End of quote

They can! Sometimes they contain "normal" stuff
Reply #3 Top
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...
Reply #4 Top
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.
Reply #5 Top
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.
End of quote


a.k.a. The bait and switch. LOL
Reply #6 Top
a.k.a. The bait and switch.
End of quote


a.k.a. lots of fun! LOL
Reply #7 Top
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.
Reply #8 Top

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 :D


[Message Edited]
Reply #9 Top
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.
Reply #10 Top
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.
Reply #11 Top
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.
Reply #13 Top
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.