Escape From Zombie Island 2 ready for public consumption

fe3333au said:
Irrelivant (I think) technology for Authorities

Hot Wiring ... no Authority vehicle
Ok this one is irrelevant but I can just give them access to Motor Cars like everyone else.

fe3333au said:
Guns Guns Guns
They can upgrade Sam Hammer with this.

fe3333au said:
Do It Yourself ... Although Machine Shop does increase production ... but why are mines not available to Authorities.
As you say they get Machine Shops so this is not irrelevant. They don't get mines because those mines are supposed to unconventional hand made jobs. Why use them when you have million dollar missiles to play with ;)

fe3333au said:
I know a heap of ex-military types who are either pyro mad :D ... or just scarey crazy with their home experimental fun :eek:
Yes but those exmilitary types are all on the Survivors side now :)

fe3333au said:
Also can Mines now be transported ??? ... laying a defensive mine field would be sooo cool :lol:
Ok I'll look into that but I think unloading or loading immobile mines causes crashes.
 
Is there anyway to keep the fortification city graphic on buildings even when they increase above a population of 6 (?) ... Since it is a scenario it would look better with the barricades up.
 
fe3333au said:
Is there anyway to keep the fortification city graphic on buildings even when they increase above a population of 6 (?) ... Since it is a scenario it would look better with the barricades up.

That's a feature of the normal game. The city graphics for Walls is in a separate file and I think the game 'decides' to show these only for cities at size level 1 - we probably don't have any control over this.
 
You can just change over 6 poulation buildings to have barricaded graphics.. then i'd also change it so that barricades make it possible to get so much people in house (it's like if ye have no barricades, zombies eat people if theres too much o dem.. but when ye have barricades, population can grow more)
 
AncientOne said:
You can just change over 6 poulation buildings to have barricaded graphics.. then i'd also change it so that barricades make it possible to get so much people in house (it's like if ye have no barricades, zombies eat people if theres too much o dem.. but when ye have barricades, population can grow more)

That's a possibility but we already have Electric Generators and Fridges to limit/enable city growth. If I upped the 6 population for city level 1 there would be little point in people building those improvements. I think I will keep it as it is.
 
I'm not sure :confused: ... But I think that the 'Give em' Blue Pills' works ... which should fix a population's unhappiness factor.

Military Base population 5 went into riot.
>
After I medicated the population, the result was 1xNervous (content), 1xScared (unhappy), 1xLooter (Taxman), 1xFunnyMan (Entertainer)

If I left it that way the building would never regain control ... is this a glitch ?!!!
 
It's not broken fe3333au that would happen in a normal game of Civ too. You can either manually adjust the specialists or set governor (caretaker) to manage the happiness level.
 
fe3333au said:
Faction Colour ... are you happy with the colours chosen ???
... perhaps the Zombies could be changed to Red ... it will make the minimap look scarier :D
I was going to write that the red ties on the zombies would look ridiculous but then I remembered they currently have dayglow green ties :lol:
 
I like the green tiles.

Also, all of the "Irrelevent" techs for the Authorities are late-game ones, anyway, that can be avoided.

@Fe3333au: Change that looter into a funny man. If that doesnt work, change the nervous citizen into a funny man/looter/whatever works.
 
Virote_Considon said:
I like the green tiles.

Also, all of the "Irrelevent" techs for the Authorities are late-game ones, anyway, that can be avoided.
Yes I did too. The green was supposed to represent a sickly colour. I'm open to try red out for a while and see how it looks.

Out of the 3 supposed ones only Hot Wiring was irrelevant but I've now given Motor Cars to the Authorities - think of it as them commandeering the vehicles.
 
Fe3333au - The Champion unit shows as an AEGIS Cruiser when being transported. The faction specific Champions display ok. I think the problem is that the game expects the Leader unit (which is what the Champion) is to be in a certain spot on the Units32 pcx file. The easy fix is to swap the position of the Cruiser and The Champion in the units32 file and reindex the units in the editor.
 
Um, ya...KingArthur, I don't mean to sound like one of those annoying newbs who want their names in the credits but this scenario really interests me and may just be one of the best I've seen lately and was wondering if there was anything i could do to help speed up the process of releasing the next version. by helping test it or something. Sides it be good experience for me if I ever want to make my own scenario map.

Anyways just wondering if there's anything I could do to help? (I'll spellcheck things for ya... lol)

BTW, I like the sick green colour for the Zombies too.
 
Max that's not annoying in the slightest; it's a very nice offer.

If you have any literary talent then you could do some writing for the pedia. I will be compiling a list of missing entries quite soon.
 
I fixed the Transport bug - see attached pic.

Now the Champion can drive around the city waving his flag out of the window and beeping his horn noisily just as if his country won the World Cup.
 

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    transport fix.jpg
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OK I'm about to sound VERY VERY stupid (most likely).

How is it that you have a custom whats the word...background/layout for your scenario like in all the screenshots? When I load it up and play its the same layout as when I normally play Civ3...is it a separate mod or something as I've noticed similar things in other scenarios.

Like in this shot:
Heavy_weapons.JPG
 
Maximilian said:
OK I'm about to sound VERY VERY stupid (most likely).

How is it that you have a custom whats the word...background/layout for your scenario like in all the screenshots? When I load it up and play its the same layout as when I normally play Civ3...is it a separate mod or something as I've noticed similar things in other scenarios.

Like in this shot:
Heavy_weapons.JPG
That specific screenshot is from the new (unreleased) version which has had a lot of graphic work.

However, the version that you have should still have custom terrain - you should see roads that look like modern roads as well as buildings.
 
I know for a fact that authorities don't need hotwire and gun gun guns.Well since all tech takes ten turn to research they would probably be put back in the end to do it anyway.

As to the samurai how about make him somewhat similar to the stats of chainsaw maniac with slightly higher defense? and there is a huge spaces where the fast food and Mr. T's house is maybe make that a martial art dojo/school? capture that and you get to train ninja and samurai. that should make up for Survivor's hardship in getting ammo.

The reason wall disappear is because size 7 cities have the same defensive bonus as one with walls so that's why they disappeared.

I would think brown for zombie color would make the zombie not stand out as much, but then it might get too dark and so.the bright green works fine.
 
KingArthur said:
That specific screenshot is from the new (unreleased) version which has had a lot of graphic work.

However, the version that you have should still have custom terrain - you should see roads that look like modern roads as well as buildings.

Oh ya I have the roads and stuff I ment the Green zombieish outline on the console and the guy holding the arm on the side...that stuff.
 
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