Escape From Zombie Island 2 ready for public consumption

15 game as the Survivors

-Things seem a LOT more slow for the survivors, now. The Zombies have Monster Zombies at 4 PM Day 4, whereas I
only just got my upgraded Hero. I've so far only managed to take the Graveyard!

- The Zombies need a walled city graphic. It looks a bit wierd when they capture fortifications otherwise.
 

Attachments

Oh that looks nasty for you VC ;) - at least monster zombies can't touch you in the Church.

the one change which has had a big effect is Communal corruption for the zombies - I think this is having a big impact! I either switch them back to Rampant or increase their tech cost by 20%. What say you?
 
Virote_Considon... Walls for the Zombies were not made because they cannot build them. If they capture a city that has walls, they would just be using the walls that were built by the faction who originally owned the city. IF the Zombies had their own wall graphics that changed when they captured a city with walls, this would indicate that the Zombies could build walls. I was going to use Dead Bodies as walls for the Zombies but King Arthur did not want Walls for them because this would give the Zombies another strength.
Do you think the Zombies should be able to Build Walls?
 
KingArthur said:
Oh that looks nasty for you VC ;) - at least monster zombies can't touch you in the Church.

the one change which has had a big effect is Communal corruption for the zombies - I think this is having a big impact! I either switch them back to Rampant or increase their tech cost by 20%. What say you?
Move corruption back to rampant.... The games become crazy hard for the survivors.....
 
@ Vuldacon: No, but if they DO manage to capture a city with walls, then it looks weird having the default civ3 modern walled graphics all of a sudden. What I've done is just copied the survivors walled city and given it to the Zombies, in case it happens again.

@ King Arthur: I'd say it'd probably work best if the zombies had problematic corruption (which is less than they had before), a small increase in tech costs (specifically Zombification. They learn it WAY too soon), and maybe a slightly raised Monster Zombie cost, too.
 
Virote_Considon... Good Point...I will make Walls for the Zombies so the Graphics will be there for them when they capture a city with Walls. This will correct that and the Zombies will still not be able to Build them.
 
but if corruption is back then it would be little or no zombies. How about make a ammo source near surivior but make it so that survivor can only build scavenger after researching gun gun guns. then survivor won't get it outright.

definately increase cost of monster zombie but nothing else.

maybe just increase the monster zombie tech cost.
 
Ok lets try it with some minor changes first. I will increase cost of Monster Zombies and Zombiegeddon tech by 25%. I'll send you all the biq right now.

Vuldacon - zombie walls would be great especially if you can pull off the dead bodies look!
 
King Arthur...I am working on the Zombie Walls now.

I Remade the Modern Inquisitor "Hellfire Priest"
Changes:
*Made Civ Specific ModernInquisitor_unit32.pcx
*Default flc- Moved animation 18 pixels up and 6 pixels left to center it.
*Run flc- Moved animation 17 pixels up and 9 pixels left to center it. Remade in order to Correct anomalies in the N, NE, E and SE directions and Re-Colored the borders of the unit so they do not have a bright outline during the Run animation. It was using Civ Specific colors all around the unit borders.
*Attack- Moved animation 15 pixels up and 5 pixels left to center it. Remade in order to Correct the NE Dirrection anomalies and also to have the First frame Not firing a shot.
*Fortify- Moved the animation 15 pixels up and 5 pixels left to center it.
*Death flc- Moved animation 6 pixels up and 1 pixel left to center it.
*Adjusted the ModernInquisitorAttack.wav for loudness, and animation timing.
*Set the Fidget and Victory Flcs to use the Default Flc.
*Adjusted the .ini for changes.
The .ini uses links for all original Game Inquisitor sounds so the Attack and Fortify sounds are the only sounds in the Unit Folder.
All Game Tested.
Here is the Complete Unit Zip:
http://forums.civfanatics.com/uploads/4870/RemadeModernInquisitor.zip
 
King Arthur... Just thought it would be easier to upload the file rather than you having to send it out to all the testers.

Question concerning Dead Bodies for the Zombie Walls. What Size would be best? Same size as the Dead Bodies on the Map or smaller ones such as the those on top of the Zombies "City". Something inbetween size? What would look best for the Dead Body Size...Unit Size or smaller. I was thinking small ones might look strange compared to the Dead Bodies on the Map so thought I would ask for opinions.
 
Vuldacon said:
King Arthur... Just thought it would be easier to upload the file rather than you having to send it out to all the testers.

Question concerning Dead Bodies for the Zombie Walls. What Size would be best? Same size as the Dead Bodies on the Map or smaller ones such as the those on top of the Zombies "City". Something inbetween size? What would look best for the Dead Body Size...Unit Size or smaller. I was thinking small ones might look strange compared to the Dead Bodies on the Map so thought I would ask for opinions.

I'd say make them the same size as the ones on top of the buildings or slightly larger if you need more definition.
 
I know it's perhaps a bit late to include new units but there's 2 I've been considering for a while and both will help The Survivors out. These are upgrades to Mr Tokugawa and his daughter- the former to the PTW Minamoto Samurai and the latter to Hikaro's Female Samurai. Both would come with Kicking Zombies Ass.

Stats:
Female Samurai A12 D8, Blitz, HP2
Minamoto Samurai A15 D10, Blitz, HP4
 
KingArthur said:
I know it's perhaps a bit late to include new units but there's 2 I've been considering for a while and both will help The Survivors out. These are upgrades to Mr Tokugawa and his daughter- the former to the PTW Minamoto Samurai and the latter to Hikaro's Female Samurai. Both would come with Kicking Zombies Ass.

Stats:
Female Samurai A12 D8, Blitz, HP2
Minamoto Samurai A15 D10, Blitz, HP4
I like it. More zombie-killing samurai action!:D
 
I am all for it!!!! it should buff survivor up enough then without the need of immediate ammo supply

as for the walls the zombie can't build them right? I can't think of zombies making a barricade...too strong.
 
Cloner4000 said:
as for the walls the zombie can't build them right? I can't think of zombies making a barricade...too strong.
They can't build them that's right. They just inherit them from the buildings they capture and since they don't have a wall graphic for their cities they get the default civ one which will look odd.

Vuldacon will give them some nice dead bodies as walls which is kind of appropriate - as you can imagine there's a lot of carnage around those buildings.
 
KingArthur said:
I know it's perhaps a bit late to include new units but there's 2 I've been considering for a while and both will help The Survivors out. These are upgrades to Mr Tokugawa and his daughter- the former to the PTW Minamoto Samurai and the latter to Hikaro's Female Samurai. Both would come with Kicking Zombies Ass.

Stats:
Female Samurai A12 D8, Blitz, HP2
Minamoto Samurai A15 D10, Blitz, HP4
Sweet! Samurai EFZIlikeness! :D
 
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