How does everyone handle sharks and pirates? Is it different in 1.05 than 1.092?
Here is my limited experience. Sharks and pirates sometimes have full hitpoints and sometimes do not? Do they start that way or have all the ones with diminished hit points already been fighting with the AI? I don't know. Maybe early in the game there are "junior sharks" and "junior pirates"? .
I know you increase the risk of sharks by taking the UP monster parks that offer bc and you increase the risk of pirates by taking the UP jail that increases production. But . . . one can also randomly get sharks and pirates even early in the game.
When they come early - yesterday 3 sharks said hello early when the AI and I only had Fortune starfighters and corvettes - they are nasty. I had to lose some ships and a starbase before I could research Interstellar Tactics and get some frigates in the field.
The same thing can happen with pirates although they drive battle cruisers and don't have an attack factor of 30 like sharks do.
How do I handle them?
While waiting for the frigates or better in the ship shop, I try to get the sharks or pirates to go after my scout or fortune drone (something with good sensors). That doesn't always work but if it does, I can lead the shark/pirate into the AI's territory and let it slobber-knock their ships and starbases. But that doesn't always work . . .
Once I get the frigates or better, then I would try to attack. But, it would take about 5 or 6 frigates to take down a shark or pirate so I thought - wow that's expensive. Darn sharks/pirates are trying to ruin my economy.
Then I accidently had my frigates grouped as a fleet and forgot to move them that turn (I think it's part of listening to music while playing Gal Civ ). The shark attacked the frigates and the shark was killed but I only lost one frigate. I went hmmmm . . . this is better than losing 5 or 6 frigates on the attack.
So now I put together a fleet of frigates or better, chase down the culprit(s) and plant my fleet next to the shark/pirate and let them attack. Usually we each lose one combatant and I win by attrition.
My questions are:
1. What do others do?
2. Is what I am describing the "fleet bug" of 1.05 and if so how you deal with sharks/pirates in the pre-dreadnought era of Gal Civ 1.092?
Thanks for your comments.
Rick
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Well, Ive only had to really deal with sharks once so far and have never messed with pirates. The one time I had a shark problem was an early game random appearance and HOLY COW, they were NAAAASSSTY! It worked in my favor eventually though because they destroyed severl of the neighboring drenins resource starbases and allowed me to grab. They also destroyed two of mine however and it took me ship after ship to destroy them. If they hadnt been weakened by the Drengin already, I would have been in serious trouble. Sorry Im not much help, I basically just blungeoned them to death. Sounds you experienced the fleet bug Ive heard about and so I wouldnt count on that for future release. I aslo think that if you see them with low hitpoints its because theyve been rampaging the AI already.
luck!
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vincible,
Once you get the XPack, you'll see plenty of sharks! The best thing to do is RUN!! Let them chase you to a neighboring AI and let them deal with it! I don't even vote for the Zoo anymore. I usually try to pawn it off on the Yor or Drengin! :SINISTERGRIN:
If you do have to deal with the sharks, try to hit them as early as possible. They seem to start really weak and "heal" themselves. If you can hit one early with a battle hammer or greater, you've got a good chance!
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In v1.05 sharks and pirates increase in hit points as the game progresses. It has been my experience that when pirates first appear they have a small percentage of their points. They always attack something until they are destroyed so that they never get to the max points.
Sharks in late game are a nuisance becuase they can have a rather large attack/defend ratio with a pile of HP. Try to lure them away with another ship. Even though they usually only move 1 space stay at least 3 away from them when your turn ends. A bug/feature of this game allows an ship to attack 1 space further than it moves if the attack is part of the initial move.
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I'd agree with the above comments generally; the sharks and pirates tend to wear themselves out by bashing themselves up against well defended planets. Annoying if they knock out one of your constructor-producing planets; you lose all those ships. If my military is a bit precarious, I tend to follow Theoden's lead - give the zoo/prison to some 'deserving' AI and let them worry about it. I actually find it useful to give the zoo/prison to, say, the weakest AI - the benefits keep them in the game a bit longer so you can use them for other purposes. Otherwise, giving the zoo/prison to the civ FURTHEST away from you is the best idea. Since the benefits only accrue for 1-2 years, giving it away is no big deal - I dont think there is much impact on your final score, and the benefits have never been make-or-break for my civ. The blasted Dread Lords are more of a problem for me - they tend to start with Rangers, produce like rabbits, and swarm all over the map; at least they wipe out everybody, not just me. I'd love a good strat against them if anyone has one! Good luck ric!
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Rick,
The sharks n pirates in 1.09 take 80% damage upon hatching for some reason. Not sure whether that's a bug or an intended feature.
By fleeting your ships and baiting a shark to kill itself, you can inadvertently using the fleet defense bug, a logical error which causes attackers to die while attacking a fleeted target. It's fixed in GCX.
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The blasted Dread Lords are more of a problem for me - they tend to start with Rangers, produce like rabbits, and swarm all over the map |
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Looks like something to look forward to in v1.10.
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ILooks like something to look forward to in v1.10 |
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Maybe
you might have noticed already, but if you want sharks, probe planetoids with your survey ship.
I think you could probably "lure" them away with a scout or something--I think they just beeline toward whatever's nearest, so you could lead them to enemy starbases or use the sharks to strip away planetary defenses and things. I've never had an opportunity to do this though--sharks hardly ever appear in my games for some reason.
It works, just gotta be careful.
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#9
by Citizen turgotZ - 9/21/2003 7:40:28 PM
mostly on topic. do you guys remeber what colour the pirate ships are? this info would assist in my modding efforts.
thanks
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Hello
In my actual (the first game )i have one shark, from exploring a planetoid, flying a straight line from one end of my empire to the other side. It passes my ships and starbases, but attacks nothing. But i can see its health recovering. I have never attacked it, because i am not strong enough. Who cares? He donīt hurt me - i donīt hurt him.
Best regards
UPUAUT_GER
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