Escape From Zombie Island 2 ready for public consumption

Are there many preplaced Squid ?!!

Could be an idea to have a couple (or many) concentrated around the mainland.

Also ... the name Squid doesn't sound very 'zombie/horror movie' ... what about Kracken ... or Mutated Cuttlefish ... or something ???
 
That is a Question for King Arthur...as far as I know, there are no Squids placed at all. As for their name...well, even in a Horror Movie, a Giant Squid is still a Giant Squid unless the Squid is infected and becomes a "Zombie Squid" :lol:

Conquest does not have a "Clear Pollution" entry for worker actions in the .biq as CIV III does. It only has Clear Damage. There are no .ini entries for Clearing Pollution or Clearing Damage regarding sounds in either case.
 
Something for those waiting eagerly for the release :D


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I love the fact that the evil Company have sent Black Ops into my territory ... I have lost many good men ... some of them were cleaning the bodies from the streets in the more secured locations ... and war is not declared as I have no proof of identity ... I have had to order the hastily erection of barricades to stop them as best I can. Most of my units cannot even see these stealthy bastards comming ... but I can swiftly reinforce the barricades with SWAT, National Guards and Marines using civilian Cars I've managed to hotwire and get running ... I found a gold mine of them when I liberated the City Carpark.



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In the North I am producing Tanks, Heavy Infantry, Transports and Trucks ... and I control the skies with F-15's ... these are fantastic, based in cities they are excellent with bombing runs to take out zombies and now Company Black Ops ... and recon missions to supply intel in areas I cannot see. Watch out for those Baa Baas, I don't know what Zeb feeds them ... but when they come runnin' ya better duck !!!



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The Firepower of a Cruiser makes mincemeat of the Black Ops that continue to attempt infiltration ... maybe its magestic presence will disuade the Company from further action ... I have a Transport positioned off shore full of Marines, Heavy Infantry and a Tank ... But I need proof first !!
 
Another question :rolleyes: ... <groooan here he goes again> ;)

The Barbarian Camps which are signified by a skull banner on a pole ... what purpose do they serve ... they appear on the coasts once the territory has been established.

Do they spawn the 'Squid' units ... if not then are they only usefull for supplies?

If this is the case ... and there are no Barbarian units spawned ... perhaps they could be retitled as an aid drop gone wrong ... or a cash of surplies ... either way (and no offence :blush: ) the graphic doesn't match with the scenario in my opinion.
 
fe3333au... I just spoke to King Arthur about those and the game places them by default. They do not spawn Barbarians or Squids. They just serve as a source of "money". Their Graphics have not been adjusted and I agree that these should be changed IF they are kept. There may be a possibility of having "Barbarians" in the game but they will be called something like Zombie Scum and could represent yet another problem for Paradise Island. Discussing this with King Arthur now.
IF the use of Barbarians is decided against, we can at least change the graphics and labels for those Barbarian markers because they cannot be removed from the game. They will appear in the areas not yet occupied or that do not fall into the borders that belong to a Faction. If nothing else, they are just easy "Money".
 
how about we put in wild animals? could be a Paradise Zoo, and once zombies attacks animal escapes so the baribic camp will produce wild animals which attacks absolutely everyone.

fe3333au, Blacks Ops attacks me too!!!! In my case I just have enough of it and declear war!!! or attacking enough blacks ops to make them very angry. I don't think the company is stupid enough to declear war. Even when it capture one of my building without declearing war!!!!


The production of zombies gets better as population grows. maybe either make in comunal or a bit more populations.


I think the CTD have to do with Mutant zombie specifically. I have yet to reach that stage. but so far no CTD.
Although I did kill a lot of hero. let's see. Mr. Tokugawa, Hannibal. Authorities we have Hank, Snakes THe two zeb brothers and Daryl Paine. XD They alway attack despite with two or one hp left!!
 
I made New Graphics for use as the Barbarians that the game places on the Map. These Barbarians will just be Extra Supplies for the human Players. Barbarians or anything placed in the Barbarian position would not fit well with this Scenario. The AI will always go after Barbarians so what ever was placed would not "live" long and if the Barbarians were given more strength, they would injure or Kill the AI Units, taking away from the intended game play.
The Reason these Extra Supplies will be for the human Player is because the AI Factions will not see them without a Barbarian. Sure they can stumble upon them and gain the Supplies but they will not go after them. These will just serve mainly as a Human Player Bonus.

After playing all day as the Zombies and gaining all Techs, I did not have any Crashes. No evidence to follow regarding crashes. Because the Game cycles through the AI Moves quickly, the Crashes that have happened while watching the AI Mutant Zombies move, could actually be the end of their move and the beginning of another AI Faction's Move when the Crash Occurs. More information is needed to discover what caused the crashes.
 
Received the update ... 2 new Unit Folders ... Pistol Princess and another, call it X :mischief: ... also text, a fixed map ... and a heap of .pcx files.

I have moved the PrincessSmall.pcx and PrincessLarge.pcx into the Pistol Princess folder

some .pcx files into Terrain

Text updates added

and replaced the .biq

:confused: Does the ninja sm.pcx and ninja.pcx go into the X folder ???
 
If there are no barbarians as such ... regarding the Squid ... could they be preplaced around the coast to give the Authorities something to worry about ... concentrate aound the Company area.

In the pedia ... could be something a rumours of large creatures have been seen for some time now and missing swimmers and fishermen ... blah blah ... they are mutated by the same chemicals that the Company have spilled into the sewers.
 
fe3333au said:
:confused: Does the ninja sm.pcx and ninja.pcx go into the X folder ???

You need to put all those unit pcx files (ninja and princess large and small) into ..\Escape From Zombie Island 2 Again\Art\Civilopedia\Icons\Units otherwise the game will crash when you try to view the civilopedia.
 
fe3333au said:
If there are no barbarians as such ... regarding the Squid ... could they be preplaced around the coast to give the Authorities something to worry about ... concentrate aound the Company area.

In the pedia ... could be something a rumours of large creatures have been seen for some time now and missing swimmers and fishermen ... blah blah ... they are mutated by the same chemicals that the Company have spilled into the sewers.
Those are Zombie Squid - you know, zombie falls into sea, zombie sinks, giant squid tries to bite zombie - zombie bites back - result=zombie squid! Quite simple really. I take your point and will place 1 barbarian squid with a large hit point bonus (let's say 10) and place it somewhere in the water. You've been warned :)
 
The Wonder Splash for the Supply Drop shows the Battlefield Medicine.pcx.

There are Two Entries for the Recycling Center in the PediaIcons.txt.
Open the PediaIcons.txt and find the following entry and DELETE IT:
#WON_SPLASH_BLDG_Recycling_Center
art\wonder splash\Battlefield Medicine.pcx

....the Other entry already in the PediaIcons.txt is Correct:
#WON_SPLASH_BLDG_Recycling_Center
art\wonder splash\SupplyDrop.pcx

There are two Sewer Guards on the Sewer Hole above Hannibal's Appartment.

One of the Huskys for the Company on the NW side of the Map is named Hannibal Smith.

Supply Parcels and Rushmobile (outta Gas) do not need GoTo or Explore Checked in the Editor.

All Gatling Gal units will upgrade to the Biker Gal so the Biker Gal might as well be buildable. Apparently you can have many Kings so there is no need in setting the Biker Gal as a King Unit. As it is now, every Gatling Gal Built will upgrade to the Biker Gal.

I noticed that the hell Fire Priest is Off Center.

I think the Motor Car should move more squares than Natasha Runs (3) lol. I think 10 squares would be Fun...Burn Rubber :)

I had about 8 Crashes while playing last night. I was playing on Banned Level as the Survivors. All but one crash happened on the AI's Turn when pieces were moving. The Other crash happened just after I built the Supply Drop and watched the Splash. This may have been due to the Double entries in the PediaIcons.txt. I hold the Shift Key down to speed up the AI Moves most of the time and this seems to cause more crashes.

King Arthur, I will E-Mail you some other notes later today.
 
Vuldacon said:
There are Two Entries for the Recycling Center in the PediaIcons.txt.
Good spot

Vuldacon said:
There are two Sewer Guards on the Sewer Hole above Hannibal's Appartment.
I felt it was too easy with just one.

Vuldacon said:
One of the Huskys for the Company on the NW side of the Map is named Hannibal Smith.
They should be named after one of the civ leaders: Caesar and something else: Shaka or Temujin, what do you think :crazyeye:

Vuldacon said:
Supply Parcels and Rushmobile (outta Gas) do not need GoTo or Explore Checked in the Editor.
That's true

Vuldacon said:
All Gatling Gal units will upgrade to the Biker Gal so the Biker Gal might as well be buildable. Apparently you can have many Kings so there is no need in setting the Biker Gal as a King Unit. As it is now, every Gatling Gal Built will upgrade to the Biker Gal.
I wanted them to be available to upgrade to but not buildable. Reason being you get Gatling Gals with the "Damsel Of Distress" advance but there's nothing later in the tech path that this links to that would be logical. The way I have it you can upgrade the Damsels to Biker Gals when you get to "Hot Wiring". If you could build them at hotwiring it would make researching "Damsel of Distress" rather pointless.

Vuldacon said:
I noticed that the hell Fire Priest is Off Center.
Yes I noticed that too. I wish it could be fixed ;)

Vuldacon said:
I think the Motor Car should move more squares than Natasha Runs (3) lol. I think 10 squares would be Fun...Burn Rubber :)
:D Ok a nice compromise would be 5.

Vuldacon said:
I had about 8 Crashes while playing last night. I was playing on Banned Level as the Survivors. All but one crash happened on the AI's Turn when pieces were moving. The Other crash happened just after I built the Supply Drop and watched the Splash. This may have been due to the Double entries in the PediaIcons.txt. I hold the Shift Key down to speed up the AI Moves most of the time and this seems to cause more crashes.
I just don't know. The one upside is that you can replay from autosave without any problems. Still it would be nice to have an answer and a fix.
Was it on the zombies turn like before?
 
King Arthur... The Huskey Belongs to the Company and is named Hannibal Smith, which is the Survivors Leader. Caesar and Hannibal Smith for the Two Dogs.

Ok, I understand your reason for the Biker Gal settings.

I may Correct the Centering for the Hell Fire Priest when time permits.

Since Natasha Runs on foot 3 squares, the Motor Car should probably travel 30 squares lol. a Good compromise would be 15 but I would settle for 9 :)


The Crashes were on different Factions turns and the one after the Wonder Splash for my turn. The only thing I have been able to gather is that it happens very abruptly when the AI (ANY) are Moving. It was interesting that I had More Crashes and I was using the Shift Key to speed up the AI's Moves.
 
Vuldacon said:
King Arthur... The Huskey Belongs to the Company and is named Hannibal Smith, which is the Survivors Leader. Caesar and Hannibal Smith for the Two Dogs.
Ok I'll name them Shaka and Caesar.

Vuldacon said:
Since Natasha Runs on foot 3 squares, the Motor Car should probably travel 30 squares lol. a Good compromise would be 15 but I would settle for 9 :)
Have you ever tried driving a car through a zombie infested city :lol:

Vuldacon said:
The Crashes were on different Factions turns and the one after the Wonder Splash for my turn. The only thing I have been able to gather is that it happens very abruptly when the AI (ANY) are Moving. It was interesting that I had More Crashes and I was using the Shift Key to speed up the AI's Moves.
Maybe (grasping at straws here) it's a unit action such the "Clear Damage" ability I gave to many units. Were you playing with the latest biq? The reason I ask is that I removed Clear Damage from all but the Scavenger and Engineer units.
 
OK, some more notes for you:

Random civ. 12-a difficulty.

"General Fullbright of the Authorities..."

I keep seeing "Zombie Our units have invaded the area"- looks...weird. Can Tomb Swarms airdrop or something?

Just got CTD- Selecting what I wanted to build in the docks.. (I selected docker)
Music playing: (Just starting) mus_hx2_template. I'd just built a SWAT in the city.
It was 6 PM day 4. Conviniently, I found that it I hadn't had a CTD, I'd have
received a Great Leader :D. (It obviously came in the reload.)

I've now also seen the "maximum hyperlinks exeded" warning when the government popup appears. I thought it took a lot of hyperlinks to get that one...

I can now view the entire map- I don't have "Keep the Lights on". Checked the editor, and I think it was just a one-time glitch...

I can't build the engineer! Just when I need it, too. Checked the editor, and I SHOULD be able to build it. I don't think I've been able to all test. Does anyone else have this trouble?

With a few well placed Cruise Missiles I took the Research Centre!

With one bad one, I destroyed the Zombies :S

Hannible's "beat-up" face is Alexander. This can't be right.
 
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