Escape From Zombie Island 2 ready for public consumption

Spetznaz said:
I really don't think that a company like The Company would develop an anti-virus,just put them to drop a big A-Bomb on the island...
The Company is more subtle than that. Leave the A-bombing to the Authorities ;)
 
Luthor_Saxburg said:
But what troubles me is that I was never able to get any resources (like ammo), so I don't know if I can hang on until the end, specially after the loss of the retired's veteran home. Do people usually get these resources nearby the survivors starting position?
I've nearly always had ammo pop up somewhere near, south of the Fast Food joint seems to always come up with some Ammo and I just have to send a scavenger to go get it. I think you've been very unlucky. Parts also pops up quite often, fuel less so.
 
KingArthur said:
The Company is more subtle than that. Leave the A-bombing to the Authorities ;)

damn...hmm, what other doomsday endings there are...
Cause I was thinking about the sequel for the sequel :) ,the bombing would have been the best...
 
Luthor_Saxburg said:
I have decided to play the latest version. The game has really improved!!!

The roads are very neat and the smaller buildings makes it much better to understand where the units are!

Also, it seems possible the victory. Even though my situation has deteriorated recently (with the loss of the veterans resources), I believe it can be done, whilst before it was just impossible!

But what troubles me is that I was never able to get any resources (like ammo), so I don't know if I can hang on until the end, specially after the loss of the retired's veteran home. Do people usually get these resources nearby the survivors starting position?

In my game I was able to trade for Ammo with the Authorities... extended once, after that I didn't have enough Supplies for them to trade with me anymore (combination of using Supplies in trade, and rushing Badasses). The turn after our agreement expired I got ammo under the Holdout. :)

So yeah, you've been quite unlucky... but try trading to get ammo. You need it!
 
Spetznaz said:
damn...hmm, what other doomsday endings there are...
Cause I was thinking about the sequel for the sequel :) ,the bombing would have been the best...

What about just escape ... there is no evidence left to incriminate the Company ... no connections with the incident ... so the Company just regroups ... and leaves it to the Authorities to deal with ...

'Sorry Governor we were lucky to salvage what we did from this disaster ... in fact Sir, if you require any assistance in the investigation of this incident, the entire resources of the Company are at your disposal'
 
Nah, They want to test the virus and the anti-virus in the field. Then they can sell the virus to the highest bidder. And later they can sell the anti-virus to the country that becomes the victim of another outbreak! Think Profit.
 
Good point ... those evil bastards ... willing to let all their employees die when they had the antidote the whole time ... guess this whole scenario was a photo shoot for them ... a chance to document and evaluate ... and print a glossy promotional brochure ;)

EDIT

So instead of
5. Develop Anti-Virus
TECH: None
PREREQ: Research Lab (Improvement)
~TURNS: 10

5. Business as Usual ... Release Anit-Dote
TECH: None
PREREQ: Research Lab (Improvement)
 
This anti-virus thingy has just given me an idea to make life easier for Company players. How about when the "spaceship part" is built it produces an anti-viral bomb every 1 or 2 turns that works like a cruise missile and has the chance of enslaving an "anti-zombie" that can also enslave other anti-zombies?
 
Hey, I'm new to the forums and I've been following this mod and many others... just never registered, so hello! :)

Anyway, I've got an idea along these lines. How about the company was really developing this virus not only to turn a profit, but also as a means of developing a "super soldier." So they release the virus and it does just enough damage to humans to "brainwash" them (it's all about brains), and then the antidote allows them to turn these "super soldiers" back over to their side and they can give them guns, etc. But they don't feel pain and all that stuff.

So a unique unit for the company would be the "final product" or something... a perfect blend of human intelligence and remorseless killing. Then maybe zombies could become a resource...? Or maybe you would only get them through that antidote bomb if it gets implemented.

Also, is there any way to have this bomb only target the weaker zombies? This would simulate the fact that the stronger mutations are resistant to the anti-virus... which is why the company has to make it's own "good" zombie soldiers.

Anyway, just some thoughts. It's a great mod, keep it up! :thumbsup:
 
@Zaphod77
I quite like your idea but I suspect it might require a significant change in the storyline.

I was thinking of having the anti-virus infect the zombie it "kills", giving you control of an "anti-zombie", which is really just a zombie infected with a different virus (the anti-virus), and having the anti-zombie infect other zombies with the "anti-virus".

Obviously zombie stories cannot be that straightforward. A nice side effect of the enslavement ability, the anti-virus only infects 1/3 of the zombies it "kills", and the anti-zombies only infect 1/3 of the zombies it kills, etc.

Also a "super soldier" unit would place a lot of focus onto the Company whereas the Survivors are meant to be the main cast ;)
 
LouLong said:
Well, cannot believe how this thread (and scenario) has been revitalized !
It is worth it though !

This is a scenario about ZOMBIES... so, it came back to life!
What else could we expect??? :lol:
 
@Zaphod77 ... Welcome to CFC :wavey:
Great ideas ... however as has been mentioned the Survivors are the main focus ... the spaceship race will enable the Company a chance to win the game ... therefore making all factions winnable ...

However don't be discouraged ... :blush: my Dalek idea was a tad over enthusiastic and I guess crossed the film genres ... :p
 
I finished a Survivors game on Monarch around turn 157. I did not finish but had the game well in hand as Authorities around the same time/difficulty level as well, although the mop up would have taken quite a bit longer. Every other game has ended in bloody defeat; I'm like 2 for 6 on this scenario I think. Losing is rarely this fun however... :lol:
 
So if Sasebo stats are correct ... then the Company should launch 'Spaceship' at a minimum 160 turns?

What do you all think :)
 
I think that there's no way to find out unless we try. :) Except my last few goes as the company I felt like I was merely slowing down my inevitable death by attempting to fight back. :lol:
 
I think it would be extremely hard for the Company to survive intact until 160 turns. After mutant zombies start coming out the Company is pretty much forced to play defensive cause the robots are slow and Security can't really attack mutant zombies effectively. I estimate all it takes to defeat the Company at that point would be about 40 mutant zombies. Has anyone ever actually won playing the Company?
 
Keep the ideas and suggestions coming. The only stuff to appear in the update is the following:

1. New look to the turn count (following Juul's suggestion of using hours in a day)
e.g. "2pm Day 1".

2. Continental Mood Effects for The Warehouse (fixes happy faces effect).

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 (modified disappearance/appearance ratio to make the resource "jump about").

6. Monster Zombies are now Wheeled so can't enter the Residential or Commercial Property terrain (phew!!).

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. Black Ops now have Hidden Nationality and Stealth on kings to make regicide easier to achieve.

13. 1 extra king unit placed for zombies (makes regicide harder to achieve - see 12 :)

14. Attack Dogs with movement of 3 (was 2).

15. Spaceship Victory for the Company (new resources and buildings created for this which I won't go into).

16. New unit graphics for: Monster Dog, Company Director (king); Zombie kings.

17. Increased move cost of Transports by 1.
 
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