Ah... That's an interesting tip... Thanks!
One thing tho... you still haven't really answered my question about editor programs. I dislike the standardized one that comes along on the CDs. The Firaxis editor feels clunky to me even though I understand the general ways of the menus and so forth.
I would like to use an alternative editor program that's more elegant and time-saving. Since you have done so magnificently in many Mods/Scens, I would love to know what you tend to use on your computer to work with. I had considered Gramphos' editor but after reading the thread, it scared me away with all of those bug reports not yet fixed. Steph's editor (far as I can see) is supported only on really old computers (I love XP, but I haven't touched one for maybe 7 years now..
)
-------------------------------------------------------------------------
Aaaaand because I don't wanna to hijack this thread from the epicness of this Scenario, I've attached a screenie from my current game as The Company. I think this is the farthest I can remember going... (Okay, okay, sue me... I used the 2nd easiest difficulty which is lower than my usual one lol).
Honestly, I'm surprised at the last few dozen turns.
***I noticed the Authorities kept wasted their shields in Police Station by starting their police dept Key Loc then cancel it on the next turn again and again. Which is a pity.. I really wanted those highway patrol fellows to show up for the fight. I even placed FOUR cars with a champions sitting under each car. Those four champs made up a defensive region of bombardment around the authorities' police station. The AI still have decent accesses going in and out, plus a ROP is on, so I didn't want to freak them out inadvertently. Still no dice
Idk how long I should hold out for the police dept to finally built because I can build the garage myself for cars but not the dept for the highway patrol.
***If you noticed...
there's no survivors... The irony is... they had done better, way better than the Authorities. The survivors built their Auto Shop, but lost it to me, heheh.
Leading up to that point was my push from Tonka's Home -> Fast Food -> Gentleman's Club -> Hardware. The Authorities already lost the dock to Zombies, I was considering taking it but the Farmboys beat me to the punch. So I moved up north and allowed Zombies take over the Furnish store (The Survivors held on pretty long but they collapsed their defenses in that one when Radio Tower started popping spiders, thanks a lot General Fulbright
)
I noticed how they were so paltry in the fight against the Zombies, I took their main region from Hannibal's Place to the Garage, the whole shebang after I had already reclaimed the Furnish Store and Radio Tower (Then Church right before the Garage) from Zombies.
I left only the retirement home to the Survivors, sorry Hannibal Smith lol. Zombies managed to put him out of his misery for good, nothing too important was in there so that was fine, phew.
I pushed from there to the Graveyard and then to Paradise Resort (Kinda late since I was almost finished researching DIY (I already got the Nerd Tech early by trading Keep The Lights On for it). Maybe I *AM* late with capturing buildings or I am being slightly ahead of the technology wave. I find myself leading almost two techs in comparison to the AIs. Regardless... I feel like I'm falling behind in my captures, so I left Skorel Beach alone for now (with a minor rearguard in the Resort and Coast Guard ofc). I'm ignoring that one in favor for the northern buildings right now. Cars and helicopters are helping me out in moving quickly and bombing as I go closer to Camp Paradise now.
***Dem Farmmies.... They be mightly dangerous! I haffa keep me eye open on 'em while I get a wink or 40.
They were the only AI faction that managed to grab some conquered buildings that Zombies took from others. Soon after I forced them into their third war with Zombies, they got the retirement home from Zombies. They did failed miserably in pushing back the Z wave on their Inn (thus wimping out of the second war too early for my tastes). Surprised me that they managed to push back for a bit more breathing room in this current 3rd war.
They have Elmo's trucks, Bull Barn, and Clem's Reunion, but no sheep yet. I already have the tech for Booze Imports, but I think I should focus on Camp Paradise (and maybe Weapon Range), and hopefully grab the NSI triangle (North Shore Industry, City Utilities, Sanitation Dept). The NSI *MUST MUST MUST* fall first to make the other two worthwhile holding onto, I don't feel like the City Uti and Sant.Dept is worthwhile by themselves without the prized NSI.
Choices.... choices...
The inn and the farm would serve very nicely as the link between NSI and Camp. I don't want to lose my major ally in the war against Zombies tho, but then.... Backstabbing the humanoid AIs has served me so well in this current Company game, maybe I ought keep doing that for luck?
Hmm...
Rednecks works better with an organized HR dept overseeing their work.
I'm seriously drooling and sniffing around for transports (maybe because I'm doing so well with Great Leader farming, got 27 champs now), Spawns from the City Hall & Police should be useful on the top of what I would get from the Farmers and Zombies soon.
(My personal notes on gameplay... I noticed the unbelievable usefulness of bringing four units in two trips from a building to another one on the far side of the island with the corporate chopper and not wasting the shooters' movements in the sewer tunnels. The Company feels more desperate for transportation than it seems to me playing Farmers or Survivors or even the spread-out Authorities. Just my observation. I think it's my hesitation to expand in the eastern side of the island to this point but there's SO many sated Alphas sitting there. In my Farmers game, the map feels divided North/South in terms of capturing and shooting but in this Company game, it feels so different! East/West for me this time.)