Escape From Zombie Island 2: The Remake

Dustcam... I made the Faction Buildings and Remade the Graphics over all. They are not Uploaded. Only in the Game."

Currently I am still Game Testing, adding new things and Adjusting for the past four months.
Hope to be able to leave the Testing/Adjusting after I finish playing a current Test Game and continue making the New Units I want to add.
 
Thats cool, have to figure sumat out myself. Just like the idea of cities playing effectivity like neighbourhoods, gives alot of scope of remakes, not like yours but sumat like Stalingard with 'districts'. Anyhow, great scenario! :goodjob: Time to go finish them zombies! :hammer:
 
Dustcam... Yes, it does allow for other possibilities other than Cities and CIVs.
You are welcome to use any of the game files you like. There are "Read Me" Files concerning Credits in the Folders.

The difficult thing is changing ALL of the Text Files and the Labels and Script Files to accommodate the changes. Extremely long files.
That has been done Totally now in "EFZI2 Complete" that I am working on :)
 
Like Jurassic Park, EfZI2:R is a scenario I wanted to play from day one but I couldn't for a reason or another. Tonight, I took a couple of hours to try it.

I've played EfZI2 before and it ended up a very enjoyable game.

In this version, I tried to same strategy I applied the first time... and it didn't go so well :

Spoiler :
Day 1: 4 AM
I lose the Reverend near the Church.
Day 1: 6 AM
The Garage finishes Mike's Auto-Shop.
King Arthur, Mr Tokugawa and Hannibal finally find the Graveyard. In a previous version of the scenario, destroying the Graveyard in early game saved my ass. Now, there is a Sated Alpha Zombie in there. Oh, the irony !
Old War Vets are recruited in every location.
Day 1: 8 AM
Miss Tokugawa, exploring around the Furniture Store, kills a Zombie Worker and generates a Great Leader: Parker Diamond. She can see another Sated Alpha at the Factory.
Freddie arrives at the Furniture Store.
King Arthur, Mr Tokugawa and Hannibal courageously decide to try the Hospital instead of the Graveyard. Prom Queen promises to regroup with them there.
Day 1: 10 AM
A Nuclear Zombie almost kills King Arthur outside the Graveyard.
Day 1: 6 PM
A huge wave of zombies surrounds Mr Tokugawa's House. Unable to defend it, I put the fire on it.
Day 1: 8 PM.
It takes about every-one but the Hospital is finally captured: Hannibal, Mr Tokugawa, King Arthur, Prom Queen, Mike Rush and his car, Timmy and his dog were all needed. The Authority helped with two units. Unfortunately, Prom Queen was killed in the process by a Nuclear Zombie.
I bribe Zeb to get him declare war to the Zombies.
Day 1: 10 PM
Tommy and his dog die at the Hospital. Poor bastards.
Day 2: 2 AM
Parker Diamond begins its journey from Furniture Store to Hannibal's Apartment, in order to upgrade to Champion.
Day 2: 10 AM
A lot of Zombie Dogs are attacking The School from the South. I scout the North with the Balloon and find The Dog Pound still in the possession of The Company. According to the Pedia, Zombies can build Zombie Dogs without access to a Dog. Is that intended ?


The difficulty has definitely gone up. The inability to be able to take over/destroy the Graveyard really set me back. I had to worry a lot more about attacks coming from the very center of my territory. I don't remember the Zombies getting so early so much powerful units (Nuclear, Mutant). There are also a lot more of Heroes for the Survivors.. but I haven't be able to regroup them soon enough. Perhaps I should take Abe back to center and organize Ms Tokugawa and Freddie unto a small army.

Definitely a great mod and all the new units really add to the atmosphere.
 
Supa... First, Glad you find it a challenge but Like all Games, there is a learning curve one must go through to understand how to play it better. Yes, it was intended that the Zombies can build Dogs without a Dog Resource. That was to prevent a Human Player from being able to shoot out Roads to prevent the Zombies from having Dogs as well as to make sure the Zombies could build Zombie Dogs in all buildings.

The New Version I have been working on is better in many ways. Difficult but with far better Power and ability. Much Larger and the Zombie Dogs are not such a problem and are more controlled.
Many Units are now controlled by requiring an Improvement or "Key Location" to Auto-produce them only. It has been almost impossible to have the AI build a unit when it is desired and the desired number of them, so I have forced this control to gain better game play.

The Zombies are far Stronger at direct fighting than the Human Units in general and they have many more Units but the Humans have extreme Bombard (Shoot) Power and that is the basic method of Play to Survive and Win.

The Zombies have 30 starting buildings now and when they capture the Hospital on Turn One, unless a Human is playing as the Authorities, they have 31. This Out Numbers the Human Player 5 to 1.

The Game requires fewer turns but game play time is much longer.
Many more New Units, Key Locations, Improvements and Buildings in the Game.
New Graphics additions throughout and all Text files have been worked on totally to address all Game factors for this New Game. Everything from Advisors to Labels and the Civilopedia has "miles" of additions and Links to be as complete as possible.

So Many additions and changes that I cannot begin to list them all.
What I hoped could be tested and adjusted in a month or two has become Five Months now... so I am continuing to Game Test and Adjust for now. I have been Game Testing just the Survivors although I do make adjustments for all Factions as I adjust the Survivors. That said, I will have to Game Test each Faction later but want to have the Basic Game Play established before I continue making the remaining Unit Additions. This is to sort of help "free my mind" from Game Play Factors so I can focus only on making the Desired Units. I have been working alone on Every Aspect of the Game since the Remake Release and it has been a Huge amount of work but all is developing as I want it to and Great Fun.
My Hope is that when I Finish this New Version, people will still be interested in it. :)

Just for a simple example this is the New Splash Screen I made to keep it above the other Game boxes on screen. As you can see on the mini map, the game is larger and has more buildings.
NewSplashScreen.png
 
I understand why you've removed the necessity to have dog to build Zombie Dogs but it also removes a strategic choice: do I have to capture the Dog Pound in order to cut down Zombie power (beside sheer zombie production). You've already resolved the problem in your new version but in the actual, you could put a Dog resource under the location itself. Even if all the roads are destroyed, the dog pound will always be able to produce [Zombie] dogs. Beside, can't you just remove 'Pillage' from units ?

The new version ['Complete', that's it ?] looks great. I'll definitely be interested in and I hope to be able to play it a lot sooner than EfZI2:R. :)
 
Beside, can't you just remove 'Pillage' from units ?

The road problem is not caused by pillage only. All human fractions are able to SHOOT (!!!). So in a range of 2 ,you can blast all the road tiles away. Playing the Autorities allows you to destroy nearly every road you wish (they have a Destroyer unit)
 
If a Dog Resource had been placed inside the Building, that would only allow that building to have Dogs. As Usual, the AI does not complete Roads fast enough and many buildings would not have the Dogs Resource.

The Reason to Capture the Dog Pound is a strategic gain because you Gain Dogs Yourself as well as another building :)

This is more a simple matter of gaining more for yourself than it is taking away from the Zombies... at least concerning Dogs. You can also trade the Dogs Resource to the other Human Factions as well as build the Attack Dog Academy.

As for Pillaging, yes it can and was removed but "Bombardment" is used for Shooting and that can Blow away Roads. I got around that for Zombie Goo by placing it inside the buildings as well as outside.

Humans will always exploit what is possible so that is tough to get around.
 
Wow, this scenario really has gone further than I even though it would! And I remember when all it was was this:

attachment.php


I remember sitting at my school's computer and praying for a flash drive to download it to... 6 years ago! HaHa, oh how time flies! ;) I'm really glad that this is still going strong. Vuldacon, (and King Arthur...) you've down some amazing stuff! :)
 
Yes indeed, many changes since the beginning... this Next version has twice the files of the Remake version that I have been working on since that Release. Seriously striving to improve all that was in it as well as all new additions. This New Version is from me alone and I hope King Arthur and others will like it :)

Plotinus agreed to make a new Civilian, that I want to replace the Jaimo Unit with, to help me out with so much work I have to do on everything in the game. I have started several more new units but am still Game Testing and Adjusting. It will be Great to get back to making the Units :)
 
Spoiler :
Day 2, 2 PM
A lot of zombies are converging to the school. I rush 'Fortifications' and 2 Vets. Actually, there are 4 vets, one Handy Man, one Civilian, one Super Coupe and Parker Diamond there. I trade "Keep them Out" for "Revenge of the Nerds" and "Relief" with Company. The Garage begins to build 'Supply Drop Points'. I'm still 4 turns away from "Kickin' Zombies Ass". Meanwhile, my Mr Tokugawa's House survivor, Edward Cheng, is still scouting the south beach with 1 hp.
Day 2, 6 PM
The Company threaten me and asks for 29 Supplies. I give them. They want to cease our MPP/ROP/Alliance vs Zombies agreement. Well, does it smell bad or what ? I sign a another ROP right after. The Authorities contact me, they want a MPP/ROP/Alliance vs Zombies deal. Well, yes, let's do it.
Day 2, 8 PM.
Been fighting the all afternoon in the School. At least, there is no special zombies attacking it. Abe Peters and Vulcadon leave the Retirement Home and go to Hannibal Apartment. Mike Rush and Hannibal Smith start the Rushmobile and go there too. Miss Tokugawa and Freddie, from the Furniture Store, go to the rendez-vous point. I make a deal with Zeb: MPP/ROP and he gives me "Here boy".
Day 2, 10PM
I discover Kickin' Zombie Ass ! Yiha! Now, how can I upgrade ? Oh, the Bastion.
Day 2, 12PM
Built Supply Drop Points in The Garage. There is too much zombies between them and Hannibal's place. Miss Tokugawa and Freddie go back to the Furniture Store.
Day 3, 2 AM
An exploring Vet (yeah) kills an Alpha Zombie near Retirement Home
Day 3, 6 AM
Vulcadon upgrades to Master Vulcadon. Vulcadon, Hannibal, Mike, his car and a Super Coupe are going to The Graveyard, with Abe already there. Mr Tokugawa and King Arthur are coming as well (from The Hospital).
Day 3, 8 AM
The Farmers and the Zombies make peace. Darn!
Day 3, 10 AM
I discover "Keep the Lights on". Research now "Do It Yourself". Vulcadon begins the attack of the Graveyard... There are 3 frikkin' Sated Alpha in there ! Aaah !
Day 3, 4 PM
My army group finally arrives at The Fast Food Joint, hoping for an easier target. There are 6 frakking Sated Zombies here ? I really need those Sewer men. These Sated Alpha aren't supposed to be the very first zombies ? Why are there so much of them ?


I'm still having fun but this version is really harder than the one I've played. I know I don't have access to ammo, but I don't think one or two upgraded hero would do me better. I just don't have the firepower to take out multiple Sated Alpha in the same location. Perhaps if I build an army (20+) of Vets.
 
Supa... the Sated Alphas are immobile and in the Zombie buildings from the beginning in order to provide Defense inside the buildings for the Zombies. You know how the AI tends to take most of their Units out of the buildings. This is to prevent that. The Best way to Kill the Sated Alphas is Shoot them, otherwise you will lose your units.

Keep your Buildings blocked off to the Zombies (Lines of Units) and they will go attack another building or Faction.
The worst thing you can do is try to directly fight the Zombies inside their buildings... Shoot them and use Pyromaniacs to Burn them :)
 
I understood right away the reason why you need Sated Alpha (damned graveyard still undestroyed after turn 5 :D), but I was wondering about the numbers of them. Can the Zombies build, auto-produce or enslave them ?

None of my units can shoot atm. Looking athe Pedia, only Sniper King Arthur, Flamin' Hero Pyromaniacs and Biker Girls seem to be able to shoot. In 10 turns, I'll get "Do It Yourself" and I'll be able to build Pyros. I'll upgrade King Arthur soon. We'll see if that's enough.
 
Hi guys,

Last night I tried DL'ing the scenario from the link in the first post of this thread. I was unsuccessful and got a message from the file hosting site stating that the file owner has exceeded his maximum limit of storage space and his download will be available on July 6, 2010. In order to DL now please create a new account.

I would prefer not to have to register a new account on yet another site to keep track of. Would it be possible that there is another location I may retrieve this scenario from? (SOC? maybe) :)
 
Supa... Yes, it does become long trying to Shoot with units that have one Shot and then you get "Bombard Failed". I have changed that in the new version so most units have Powerful Shots and Blitz. Use King Arthur, Flamin' Hero and Many Pyromaniacs to focus power against one building.
The Sated Alphas cannot be built or gained in any way, If I recall correctly they enslave Crawling Brains. That has also been changed because Crawling Brains really should not appear until the Zombies gain Horrible Things.

Moff Jerjerrod... Not sure what is going on but contact King Arthur. He uploaded it because I did not have High Speed Internet.
 
The Sated Alphas cannot be built or gained in any way, If I recall correctly they enslave Crawling Brains. .

Hmm, I thought they were spawned from the Research Lab though.
 
Hmm, I thought they were spawned from the Research Lab though.
Bluemofia... "Roaming" Alpha Zombies are spawned from the Research Lab and Sated Alpha Zombies are in each Starting Zombie Building.

This means that any new building the Zombies capture, there are no Sated Alpha Zombies inside it :)
 
Wow this thread is busy :) Go Vuldacon Go! :worship:

Moff Jerjerrod - I don't have another copy uploaded anywhere else. I have a version on my PC but it's mutated somewhat from the initial remake release so I can't even upload it anywhere else - sorry I can't be more help, perhaps someone else on the thread can place a copy somewhere?

LM-nice screenie - I still have that old version tucked up nicely somewhere although I doubt Moff Jerjerrod or anyone else would want to play that now :D
 
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