Escape From Zombie Island 2 ready for public consumption

Lord Malbeth said:
There were no champions in the old version.
It was named something different. But the same unit was there. (and by old, I assume the one that was released for beta test like a month ago.)
 
No, they were discussing the one that is downloadable to all on the first page, not the play-testable one.
 
Well they are gonna love the new one :D
... which will be released very soon after the testers have completed their tasks ... which I will be starting next week as my mate will DL and burn the latest tomorrow :woohoo:
 
I would liketo comment on the game. I have tested with Debug OFF, and I haven't had any crash. Maybe Debug is casusing the mess ups :confused:
 
I thought the rushmobile upgrade was slightly illogical - I mean a car that required a fil up at a garage. There was also the need to give the Survivors an extra unit to help them reveal the map and help them with the early part of the game. Personally, I use the rushmobile to help take the Graveyard and it puts the Armoury easily within reach too. I think overall I prefer it the way it is now but nothing is set in stone.
 
No Crashes here either but I have not been able to play long periods...even so, I use to have a few Crashes when testing units and working on the game so perhaps several file Corrections have helped. I don't want to speak too soon but Glad the Crashes have not been happening lately.

Perhaps something as simple as the Great Leader on the units_32 in the wrong place could add to a crash situation...not sure. Great Leaders Must be kept where they were on the Original units_32 because they are indexed with the Game. When Scenarios do not use Great Leaders, any unit can be placed where the Great Leader would be with no problems. Armies is probably indexed as well. Otherwise any unit can be placed anywhere on the units_32.pcx file as fara s I know.
Hope you Testers now see the Aegis Cruiser and Leader correctly in the "cities".

Is everyone testing on level 12A now?
 
I know from a fact that if you mess around with the Unit_32 it will cause some serious crashes. I experimented with it in my Battle for the Human Body, and I got a CTD everytime I zoomed into a city.
 
Lord Malbeth...Just out of Curiousity, did you use Great Leaders or Armies in your Game? I am wanting to verify what unit positions on the units_32 are indexed. I know the Leaders are and I assume the Armies are as well. IF your Game crashed from placing units on the units_32, I am assuming that you had units in the places where the Leader or Army goes...But this would be good to verify.
 
hmmmm, well, that seems as though the Settlers and Workers are also indexed. This brings up a new line of Consideration as far as Crashes. In a MOD I have worked on for the past 4 years, I use the Original units_32.pcx with added units after those. No problems. I am now not sure what units are indexed and must be kept in the same Position on the units_32.pcx.

IF a unit is set as a Worker and is not in the Worker Frame on the units_32, they still function. Perhaps it is that a Worker should be in that Frame regardless of other worker units that are added. In the case of the Aegis Cruiser and Leader, the Leader was the Problem, not the Aegis Cruiser.
Too Bad we do not have a Fact Guide to help with such things and have to discover the Hard Way.

We will get it sorted out.
 
Maybe we should just add the new units onto the end of the existing Units_32. Viola! No more problems! (I hope ;))
 
Maybe we should just add the new units onto the end of the existing Units_32. Viola! No more problems! (I hope )
...Well, it wouldn't be quite that simple. Basically, I think the units_32 is Good as it is now because the Only unit that has caused a problem was the leader and that has been corrected. As far as Workers and Settlers...we do not have settlers and I have not seen any problem with the workers.
Over all, the units_32 seems to be more of a Visual Graphics situation than anything else. (otherwise we would have crashes when the leader or Aegis Cruiser were selected and built). The units that are indexed and that we use in the game seem to be taken care of at this point.
Testing (and I hope all will test at the same level) will show otherwise. When the units and game settings are adjusted, if needed, and the Civilopedia Unit Entries are completed, we will be ready to release the game. This should be very soon and not a problem.

...We do have a Couple of Units being made that we are waiting for (Farmers Daughter and Monster Zombie). The sounds and any needed changes concerning them will need to be accomplished after the units are finished. Other than these factors...the game could be released now.
Lets test this one last time on the same level for all factions and get all units and game settings as they need to be and Finish Civilopedia Entries.
 
I have just been informed that my mate has problems getting access to the computer at work [pissed] ... I have made other arrangements and contacted KingArthur.

This is frustrating :( however hopefully I'll be on board in a week.

Speaking of testing ... why are the testers silent ?!!! ... there have been NO reports about the new version :confused:

:nono: I'd like to remind the team that you have agreed to assist in the testing process and NOT just have a 'play' every now and again in private. I understand that in RL we are all busy with schooling and work and that health also impacts on things.

HOWEVER, I think that at the very least you should each be posting what faction each of you have chosen and to supply information about how far you have gotten into the game.

Also have you won a game ??? ... and more importantly your thoughts on the difficulty you experience playing the game at 12A ... answer as Goldilocks would, is it too easy, too hard or just right ;)

Also what about these issues
... How many pedia entries are missing or require fixing due to wrong or missing information
... Are the units now working perfectly, are the sounds OK ??
... Do you think that the stats should be tweeked ???
... Are all the graphics easy to view ??
... etc.
ALL of this information is required prior to release !!!

Sorry if this is heavy, but becoming a tester does have the responsibility to keep the thread informed. So let's pull our respective fingers out and get this testing over so that everyone can enjoy the game :D

Cheers :salute:

btw ... I intend to test the Farmers when I finally get the damn files :)
 
Well, I've had a few swing arounds as the all of the human factions.

This version is a lot harder than it was a couple of months ago! I keep getting absloutley swarmed with zombies!
 
Same here.

As fe3333au stated:

Faction: Authorities
Hardness: Just right, I think that we finally caught the "Zombie" feel. ;)
Glitches: The Turk/Head of Security is waaaayyy off center.

That's all I have to say for now. :D
 
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