Escape From Zombie Island 2 ready for public consumption

KingArthur said:
You need a clear link to your other cities. The route was probably occupied by hostile zombies territory which prevented you from building them any place else.

Yes, that is why I was able to build them in all my cities; I took the Church very early on, and between that and friendly neutral territory (Survivors,Authorities) I could build them all over. If the Zombies territory expands from their capital/movie theatre cities I may be cut off from the dogs in my NE cities.

Spetznatz: EEEEEWWW! Those two zombies look great. ;)
 
Sasebo said:
Spetznatz: EEEEEWWW! Those two zombies look great. ;)

Well thank you Sasebo,I think they're pretty scary looking especially the first one....The second one has neat attacks,it pukes green puke and throws meat cleavers :crazyeye:
 
Ah, I make it a GW then. BTW I've been editing the label.txt file and guess what? It works a treat. Congrats on your 200th post.

JuuL said:
Actually, the problem is that the Warehouse is a Small Wonder - and Small Wonders cannot be captured, only Improvements and Great Wonders can. The Warehouse should be a great wonder.
And thanks for liking my idea - it is an honour to help with making a great mod like this one even better.

Oh, btw: This is my post #200!!! [party] [party] [party] [party] [party]
 
I may relent on this one then ;) Does anyone object?

fe3333au said:
@KingArthur

So what you mean is any 'connected' city can build dogs if they have researched kennel tech and have access to the dog resource ... yes

In that case the Company is in bad situation because the zombie HQ is b/w kennels and other strongholds ... this is why I feel that giving 1 extra movement to 3 as the zombie dog is, will enable the dogs to reinforce other cities
 
KingArthur said:
I'm grateful. I especially like the Husky and those zombies would be cool if I could get someone to convert them. Never heard of that game, is it any good?


Oh yeah it is very good ! :goodjob: Check Here for a demo... I just can't get the sounds to work....

And try to put a request somewhere.It would be so great if Aaglo would do those zombies... :)
 
Let me know if I've forgotten anything

1. Fixed labels text file to change the display of turns as "2pm Day 1". 0200 hours was a bit too long.

2. Continental Mood Effects for The Warehouse.

3. The Warehouse has been made a great wonder.

4. Keep 'Em Out and Here Boy cannot be traded. Keep The Lights On was already. These are the only shared techs in the scenario.

5. Jumpin' Zombie Goo.

6. Monster Zombies are now Wheeled.

7. Transports now have air defense (against Bats!!).

8. Security men can now "build forts" and "build barricades". Worker efficiency is set at 50%

9. Residential & Commercial Property now allows Forts and Colonies. Might be an idea barricading yourself in ;)

10. Black Ops now trigger a morale boost.

11. Black Ops now have + 1 Hit Point.

12. Attack Dogs with movement of 3
 
Not as exciting as it sounds :)
Basically the zombie goo resource disappears and appears with the same frequency as Fuel. Just now it's fixed in one spot which makes it easy for the human player to "knock out".
I will update it tomorrow, waiting to see if you guys come up with any more stuff.

Spetznaz said:
Jumpin' Zombie Goo :eek: . So when u upload the next version?
 

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Good call Lizardmen Rule ... although I'd like to see a zombie cat :eek: ... now that would be cool ...

I'm glad to see the mod is alive and active ... what about acolyte you were thinking about ...
 
Almost unforgivable that I should have missed it, thanks.
LizardmenRule! said:
King Arthur, have you considered using EmbryoDead's Flesh Hound as the Zombie Dog? i reckon it would fit in very well
 
Played about a dozen turns as the survivors.....

Have a question for you.

I sent some characters out with some old vets and managed to take the graveyard early, which i burnt to the ground asap. this resulted in me getting 2 zombie survivor units.......... wouldn't they be infected? Should i watch my back???

Also, does it ruin the game to torch stuff????

I sent 2 parties to capture the garage (after the authorities lost it turn 3 or 4), the first was forced to turn back after taking heavy losses (and losing Ms Tokugawa!) and being sealed off.... the second contained Hannibal, Mr Tokugawa and some old vets, and managed to blast a way through- with a cameo from a SWAT team that appeared from the South and blasted a mutant zombie for me..... However, the Zombs didn't like a clean Garage, and gradually killed off the vets, then Hannibal!!!! Mr Tokugawa is the last man standing, with 2 vets rushing (as best u can at 1 square per turn) to help him.
Meanwhile the Authorities lost the Hospital too....so nurses are flooding the city!

I think i will restart soon, and avoid setting out without a maximum level of planning!!!
 
I think the best strategy for survivors would be first capturing or destroying the graveyard to end the swarm storming and then if the hospital is in the zombie hands,capture that and then the garage and keep a look for bullets so you can upgrade hannibal and start building Badasses and Damsel of Distresses.When u have done that,start your run to the airport and try to capture many cities along the path.Capturing the armoury would be a good idea cause then you can get the Flaming Hero from there...After u watch(invent) the A-team episode,capture the Factory,if u haven't captured it yet.Then u can start pumping out Mean machines and it will be walk in the park for a short while... :king:


And to the first case,no u don't have to watch your back :rolleyes:
They are like captured workers....


And no it doesn't ruin your game if you torch some buildings, it only affects your troop building...
 
I took the liberty of doing a unit search ... trying to find acolyte for you ...

Well found some other thing so I will post them for you to checkout and maybe use ... some are a bit tenuous, but there you go :blush:

Flesh Hound ... that LizardmanRules mentioned
Also a Husky ... if you are doubling up on dog graphics ...

Flavour Unit ... Female Marine ... looks like Ripley in Alien (cam pants and white tee shirt)

Oriental (if you want to expand on the Asian character theme)
Shaolin Monk ... although there was a great one that moved like poetry ... orange flowing robes and a ribbon that looked sooo real ... :sad: still searching

Religious Monkish
illuminatati Cultist ...
Christian Monk ... presenting a crucifix
Fanatic ... with robes and a burning torch

Alternative Hero unit for corporation ... to replace the Mao (therefore Zombie lookalike )...
I present the unscrutible researcher/scientist ... Steven Hawking ... complete with electric wheelchair... can't you just see him wheeling away from hoard of zombies ... but has to stick to road ... :lol:

Parachute Reinforcements for Authority (and maybe Company)
Covert Ops ... and another Black Ops ... maybe for Company

And finally Lara Croft ...

Regards and hope this helps :goodjob:
 
fe3333au said:
I took the liberty of doing a unit search ... trying to find acolyte for you ...

Well found some other thing so I will post them for you to checkout and maybe use ... some are a bit tenuous, but there you go :blush:


Also a Husky ... if you are doubling up on dog graphics ...

Actually I allready recommended this unit :rolleyes:
 
fe3333au, you've just beat me a few minutes to suggesting the monk and ripley, serious!
Anyway i would also like to suggest this:
http://forums.civfanatics.com/showthread.php?t=22289&page=6&pp=20
A mortar unit for the Authorities, as support for the tanks.
Maybe Ripley could be made into a unit for the company, an elite black ops member sent to clear up the mess like in resident evil.
Come to think of it, Tokugawa could have his own Dojo to churn out martial artists... Or maybe it would be a tech for survivors? They could start learning martial arts to fight the zombies, in cheesy movies it takes only a few days of practice to do wuxia jumps...
Those guys with torches could be a unit requiring fuel, guys who would make crude torches, set them ablaze with gasoline and scare off zombies? But then again it would be out of the genre, a mob with torches is a medieval thing.
Looking trough the unit library i also noticed a guerilla with a machette and a commando with white hair, maybe they could be graphics for the hero?
AFK Hannibal Smith in A-team looked a bit like that commando...
 
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