Tank_Guy#3... Yes indeed, the Human AI do not possess the ability to hold on to their buildings against the Zombies as a Real Player can.
Use all Cruisers and Voyagers to Bombard and then capture Jungle Island and Adventure Island with Units you place inside the Voyagers as you "deal" with issues on the Island. Trade with the Human AI as far as Upgrading the TARDIS and Captain Spiff (Advanced Mathematics or Mega Laser). Research one of those and the AI will research the other... then After Upgrading the Annihilator, You should have a Victory.
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By the way... I have been remaking many of the Game Graphics to perfect them as well as working on the Civilopedia and improving the script.txt.
Tank_Guy#3, Your Screen Shot above with the message that used incorrect syntax has been corrected among other things.
There are many Key Locations = Wonders that do not really fit in my opinion because building a Building that is inside a building did not make sense. As examples, The Police Department and Bank Vault are represented Graphically as Buildings that are built inside the Police Station and Bank
... I have remade all of the Key Location Graphics that used Buildings to represent them that did not fit. Other than the Bank Vault and Police Department, I remade the Emergency Room, Mayor's Office, Detective's Office, Military HQ, Munitions Store and explained the Production Line and Warehouse Outlet as being connected to their respective Buildings on the Island.
I also remade the Granary to correct the shadows that are in the wrong direction and improved the image. That image was made from the original Granary in CIV III that has the incorrect shadows and the sides of the Granary are not aligned to its top as well.
I am adjusting about 30 small Unit Graphics in the Civilopedia to improve and balance them with the other unit Graphics. These are mainly Units from the Original CIV III Game that are rather "washed out" or faded so to speak that I want to adjust to fit with the other Units.
There were minor things such as the Map Frame for the Island Map that shows in the Combat and Status Advisors screens was off 1 pixel and I wanted to make the Civilopedia Screens all more balanced to go together better.
I remade all Science, Advisor and Demographics Screens as well as remade the Domestic Plusminus Buttons, used in the "Situation Advisor" screen, so they do not have a bright colored square around them.
I corrected the Terrain around the Military Base and Airport to state "Official Area" when mousing over those areas in game. They state "House" because those Graphics files use the xhills.pcx file and the hills.pcx that goes with the xhills.pcx file was used to make the Houses that are on the terrain around the Island. I found a way to separate them so I could provide the generic name for the Military Base and Airport Terrain that I call "Official Area".
Generally, just perfecting things in the game that I could not get to earlier.
I will be Updating the Game again soon as much as I do not like the hassles of Updates. The Update will be posted as an Update for those who already have the Game as well as Uploading the Entire Game again for those who do not.
Because players have saved Games that they want to replay, I kept the names and entries that were first entered in earlier versions the same in the Biq and Text files for the graphics I improved despite wanting to correct the entries in the Biq and text files that use names of Wonders from the Original CIV III Game for their entries. This is no problem and does not show in game, just me being particular and wanting to edit more directly
...The added "Official Area" terrain will not show in saved games but will not cause any replay problems.
For now, I am holding off the Update to make sure everything that I want to improve is finished because this will be the 5th Update since the Release.
If anyone knows of anything else I need to correct or improve in the Game, Please let me know now