Escape From Zombie Island 2 ready for public consumption

fe3333au said:
Didn't notice that ... so Armoury is virtually useless to other factions as well ???
Armoury isn't useless unless you think flamethrowers are useless? You need to hook up the army gear resource first if the road is out. I'm not sure whether Farmers get Pyro Maniacs...

fe3333au said:
So I guess that a handy thinfg (excuse the pin) is that a building's population can be added to with this unit ?!!!
groan ;) Yes they have the "join city" ability so can be used in that way.

fe3333au said:
:hmm: <already ducking for this suggestion> ... why not have every 'person' unit deduct a population point, it would indicate that the a person inside a building has left ... and then they can be disbanded as well to enter the building's safety.
I think this would handicap the AI too much.

fe3333au said:
:lol: I know <ducking fruit and other thrown objects> it would be a totally different game.
it would, just as well I have a lousy aim.

fe3333au said:
The HandyMan fortification sound is a cross between a squark and a fart :lol:
:lol: Okay then he has been eating too much possum pie. You mean the Hired Hand right?
 
fe3333au said:
Didn't notice that ... so Armoury is virtually useless to other factions as well ???
The zombies also get military zombies from there so that's another good reason for getting it whatever faction you play as.
 
Furthermore, as resources "jump around" you may get some ammo close to the armoury and that will let you build some other units - maybe I should place ammo nearby the armoury at the start of the game.
 
Should mention that Zeb can attack twice ... same with any other unit that has this ability.

or is it already in plain view and I'm just blind ???
 
Sorry Hired Hand makes the wierd sound :)

Also bear in mind that I am just thinking out aloud ... alreday I think that having one HandyMan initially is more than enough :D

Regarding the idea of Ammo close to Armoury ... that may be a good idea :thumbsup: ... BUT remember this is purely from Farmers perspective ... Maybe the other testers can comment on this suggestion with regards to the faction that they are testing..

Generally, I am finding that the Farmers have got really tough units to begin with, but then again havn't been swamped by zombies yet :lol: so I might be jynxing myself by mentioning it :eek:


Question ... building a cache that is not adjacent to a road would be useless ???
 
Just took Hospital ... Damn same thing as Armoury ... NO connection to Core [pissed]

However, this may be a good thing as the Farmers may be the most difficult faction to play and would be a challenge to an experienced and jaded player :D
 
Yes take positives from the negatives Fe3333au ;) If hospital is not linked up then can you confirm that you have an unbroken road network leading from the hospital to the farm?
 
This one is difficult ... Zombies just offered Peace ... so I got Here Boy technology and 465 supplies.

I think Peace is good ... because taking Dog Pound may be the only way I can link core to rest of the world ... BUT is there anyway to restrict what can be traded???
 
KingArthur said:
Yes take positives from the negatives Fe3333au ;) If hospital is not linked up then can you confirm that you have an unbroken road network leading from the hospital to the farm?

NO there is the Dog Pound on the street link and then some repairing to do :(

An option, if it is a big problem could be to have Zeb's Farm have a road link to the Hospital


EDIT ... :blush: it must have been the Zombies territory because after the PEACE I now can build everything including Exploding Sheep in the Hospital :woohoo:
 
:rotfl: Well seems like the Zombies are collecting some cold meat cuts for a snack.

I really like the ungainly way the Zombie Worker uses a pick :thumbsup: ... the AI is clearing some pollution.
 
Research Observation

I did receive a tech from the Zombies ... BUT I have an amazing technology lead.

I am 3 techs ahead of Survivors, Authorities and 2 ahead of Company and have nothing to trade with Zombies.

It is 6am, Day 5 ... is this similar to other testers ???

Also I think having a technology that gives culture to Farmers would be good ... let them borders expand.

Perhaps the Hooch Still or maybe a Hoe Down :lol:


For a while now, Graveyard has been razed :( ... BUT strangely there has been 3 Survivor Units and an unpickedup Supply Drop just sitting there :sleep:
 
Regarding Armoury <groooan> ;)

I recall in the previous version when I was testing as Authorities ... that it was possible to upgrade Riot Police to SWAT ... as i cannot upgrade Farmhands to Armed Farmhands ... has there been a drastic change?

I assume that Leaders can still be changed to Champions ... yes???
 
fe3333au said:
Regarding Armoury <groooan> ;)

I recall in the previous version when I was testing as Authorities ... that it was possible to upgrade Riot Police to SWAT ... as i cannot upgrade Farmhands to Armed Farmhands ... has there been a drastic change?

I assume that Leaders can still be changed to Champions ... yes???

The upgrade requires ammo as well as a machine shop or bastion.

Leaders can still be changed to champs of course.
 
I was asked to leave Authority Territory and basically ignored them ... then got this Strange Message ... appropriate for Zombie interaction but not to Humans



Considering most people will not be playing as the Farmers and will therefore be in automatic conflict ... perhaps this message should be changed.

Or is it that only Farmers have this message?
 
Yes the message should be changed. It will appear for any faction. I just needs something suitably generic. I may as well change that declaration of war message at the same time.
 
I think that a Bar automatically has Culture ... so the Wilde Boar should produce it
... atm I cannot gain access to Road kill as it is just outside the borders :(

Guess I better use an Engineer to Cache it ;)

Regarding Happiness factor ... pity that an improvement couldn't be a pot of Possum Stew for the trapped rurals .... I'm sure that it would lift their spirits.
 
Playing as the survivors, I think it may be a tad too hard.

Here's an idea, revert the Zombies corruption BACK to "Rampant" <also waits for stale fruit>, BUT give the Airport and Armory the "Reduces Corruprion" Small Wonder flag, AND give a new wonder in the Fast Food resturant the same. This means that the Zombies will have lower corruption from all 4 sides, and if they took the City Hall, that'd be even more, yet at the same time, there's still hope for the humans to "cripple" the Zombies. Plus the "Fast Food Resturant" will be more than just a "convinience" now, as upon capture it'll cripple the AI.

(You could also make the FFR go obsolete with "Humanism", so that only the Zombies can use the FFR's advantage).
 
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