Escape From Zombie Island 2 ready for public consumption

LizardmenRule! said:
The list of descriptions needed in post 2986 needs to be updated.

I'll get on it tonight, promise.

LizardmenRule! said:
also, i havent played the newer versions, so most of the things on the list i dont know what they do. could you tell me what effect they have, or what they permit, please?
Is there anything specific you'd like me to explain? There have been a lot of changes but the main aim is to balance the difficulty level of the game.
 
You know, I think it IS good that the scenario wasn't released today- there would be a lot of angry/confused people if it was!

also, if you don't want everyone to become a mutant zombie, then:
1. Go to the Art\Units folder of the scenario. Rename the folder "Zombie" to "Zombie2" (or something else of your choise). Copy the name you've chosen
2. Go inside the folder, and rename the .ini file to "Zombie2"
3. Go to Text\Pediaicons.txt, and find the ANIMNAME_ entry for the Mutant Zombie. Then, replace the word "Zombie" with "Zombie2". It should look like this:

#ANIMNAME_PRTO_Mutant_Zombie
Zombie2

And that should fix the problem.
 
I thought that if we rule out Authorities and Farmer all together it would reduce the life expectancy of the game itself.

The new update serve really well. There's loads of zombie walking around and not really bunching up.

The way to airport for survivor is long and hard and without enough resources to back it up it's almost impossible to get there.

But bombardment can be lowered so make the game harder.

off the top of my head SWAT and all Authorities Hero unit have an bombardment of (2).

The game is probably easier to those who has been playing such a long time, but to newbies they wouldn't have a idea as to what to do and thus much harder for them.

Perhaps release two version...one normal and one with zombie super beef-up.

Well the question of population can relate to people flocking to the cities to escape zombies.

The whole need for high population is to gather more supply in order to support and build more units. the other version I remember where every city has a population of 1 or 2...it's near impossible to build any new units even for zombies.


I was thinking of once it was released, make some scenario by adding lots of units to all factions with most tech researched, resembling the situation on day 10 or so. then buildling isn't such a problem as to the focuse on fighting.
 
Virote_Considon...yes, that can be done to change it but it is only one day and most likely, people are either taking a break or amused by the temporary change but yes, I am sure if the release had been today, many would have been confused/Upset

Cloner4000... Not to worry, This game will be able to be played on all levels and players that are new to the game will be able to read the Civilopedia, play and learn the game for themselves. We will not make it impossible to win for any Faction and in fact it will become easier for each individual after playing and discovering what strategy work best for them. We want to have it remain Fun and Challenging so this is the reason for adjusting the game on 12A Level. If we have that level as we want it to be, the easier levels will be easier and the upper levels more difficult, so if a player masters one level he can go to the next more difficult level and not be Bored. :)

Testers...King Arthur and I are working out the minor details for units and game play factors so all Factions will be Fun to play and have the intended Possible Wins. I just finished making a list of all units and there settings in the game for all Factions as they stand now in order to evaluate all together and separately. Rather than subject all you Testers to the "pain" of many updates and new Biqs over and over due to many minor changes, we have decided to make the adjustments more complete and then provide you Testers with the game we believe is more final to test for verification. Everyone will no doubt have personal opinions and some thoughts that may differ from what is done but we hope to accommodate all as best we can with what we are doing. We are now more able to set the Units and Game Play according to the collaborative thoughts, ideas and opinions of all you Testers along with what King Arthur and I want concerning the game. This should be faster to adjust and then have the game tested without constant updates.
..This game has gone through an evolution and it has not been easy nor fast. The Help we have received from all of you testers has been Wonderful and I hope you all will stick with us and continue to be a Great Part of the Development of this Game. Your Entries, Comments and Ideas are Marvelous and Very Much appreciated. Entries are still needed so Please continue and know that King Arthur and I Greatly appreciate you all. :goodjob: We will have a more adjusted and finalized game for you to test as soon as possible. Keep those entries coming...they are Great!
 
I noticed before I freaked and totally reinstalled the damned game that a spam was moved from Garage to Hannable's House :thumbsup:

:lol: I'm getting old because I noticed this same phenomenum when playing a very early version :old: has it been that long !!!

ASIDE ... Could or should the Halloween Easter Egg be mentioned somewhere in the pedia ?!!!
Something like ... If you play the game on halloween, you will get a surprise. ... don't tell them what exactly the surprise is ;)

The spam movement is goodish ... but IMO <groan> since the HQ has NO shield corruption that my only option for Micro Management is to create additional supplies. Another reason is that the Appartment Block (giving the most shield bonus) is the only one available in the HQ radius. It may be more usefull if it were moved to Mr. Tok's or maybe another slower growing high corruption site eg. Old People's Home . I believe that thay could also appear in houses. If you don't want to move it somewhere else then remove from HQ radius.

I agree with V's statement about balance, 12A should be challenging but not too freaky.

I disagree with giving SWAT bombardment !!! ... My strategy is lure and trap, strike, retreat to heal ... In this manner I have managed in the past to get numerous well over the current naming list of Champions ... one unit had the honour of spawning 2, prior and then after an upgrade :salute:

Regarding Champions, perhaps give them a very slight anti-aircraft ability?? ... I'm impotent against those bloody bats unless I meet them in the open.

Regarding placement of Reverend Simmons (1,1,2) ... he seems to be IS killed everytime after initial move due to Bat (8,5,6) Attack !!! ... I have tried every permulation of him ending in different terrain types :(

IMPORTANT ... The Bats are way too powerfull this early, I have lost furnature store 8pm Day 1 :eek:
... I only had 2 civilians defending inside, the other was protecting worker who was roading the sofas ... Miss Tok was out gaining experience ... YES if she were inside it would have been another story but then again what's the point of just having her cowering inside !!! ... and the Bats would be attacking other cities guarded only with weak initial units.

Suggestions, in order of choice.
1. Give initial Bats lower stats or perhaps only bombard and defence ... then give them an upgrade to Viriluent Bats with Zombiegeddon technology (no new graphic needed)
2. Reduce Stats only.
3. Add more units to human factions to guard Buildings.
4. Remove them from game until Species Jump technology.


OT ... don't bother getting out the films I mentioned ... they were extremely amateurish and although experimental, were not at all cult worthy :(
 
one way to save him. move him on to the road, move rushmoblie right on to him, it can be done.

All for the anti-aircraft...need them

In the final stage of game..well I got tanks so. The bats are crazy!!!! but in a good way. killed Elvis.....I didn't think he needs any protection as he's in our safe zone...but those bloody bats.

The Tanks have bombard of 10 and range of 1, but consider there price. little over 300 supplies I say they are fine as is. The Armoury and Command and Control have too much corruption even with electric generator. Rushing is the only option.

Also, citzens at Nuclear Reaction also seem to die for no reason?

I propose to switch the building graveyard with retirement home. Also need more zombie nurse if hospital were to ever be threaten to be taken over.
 
I agree with fe3333au, I think a new entry should be made called "Halloween" and all that's is in it is: Play this on Halloween, something special will happen. :D
 
Great News and an omen that bodes well for the Mod !!! [party]

Sword_Of_Geddon , succumbing to public pressure used a random number generator to pick an additional winner in the Human Unit Making Lottery and will be creating the War II Veteran unit for the Mod :woohoo:
The description I posted is An old guy in maybe striped pyjamas and a WWII helmet armed with either a rifle or submachine gun ... this is for the Escape from Zombie Island mod.


@Cloner ... :blush: Excellent I didn't think of using the Rush Mobile as a rescue for the Preacher Man :thumbsup:

However I still believe that the Bat is way over the top strong in the initial stages of the game ... and will too overly affect Survivor development ... but I may be wrong and am interested in others comments on this.


@LordMalbeth ... I keep on typing the Bard's play that will not be named when in production ;)
Anyway Good Idea ... YES !!! Issue a challenge to players to play the game on this most sacred of dates :salute:

Cloner4000 said:
Also, citzens at Nuclear Reaction also seem to die for no reason?
Hmmm ... another reason to go Solar :mischief:

Not sure I understand your reasoning to swap position of Graveyard with Retirement Home ???
I like it positioned where it is since if you can manage a Mutual Protection with Farmers and also perhaps Authorities, having units near the Armoury may actually assist in gaining that building from the Zombies.
 
fe3333au said:
However I still believe that the Bat is way over the top strong in the initial stages of the game ... and will too overly affect Survivor development ... but I may be wrong and am interested in others comments on this.

You only have to contend with one of those bats at the start of the game. There will be no more until Species Jump. There are two types of those bats one is essentially a foot unit with a high number of moves and the other is a bomber. The one at the start is of the foot kind. What may have unbalanced the bats was connecting the church by road. The zombies are able to build a lot more bats and probably favour them over building normal zombies. Vuldacon and I will look at the balance issues.
 
2 Bat types ... excellent :thumbsup:

I'd change it to the bomber type then :)

Reason, losing the Machine Shop in the Garage is a good zombie ability early on and keeps the game balanced
 
Noticed that Framers ... ummm Farmers do not have initial communication with Zombies ... they are initially offering me 50 supplies +2 per turn

I feel that this can be exploited too easily .

WOW ... Haggled upto 50 supplies +7 per turn +ROP +MP

:evil: I took it cos of the Bat and Spam near Hannibal's House :p

Ha :woohoo: ... Rush killed Bat because it was lured by a Handyman ... who sadly had to be sacrificed :cry:
 
I'm missing a load of art:
-The new zombie leaderhead (all files)
-Plotinus' Alpha Zombie
-And, if it has been added in, ND's new police unit.

I think that's all, but atm, I can't seem to play the game without altering all of the Pediaicons.
 
Virote. I think you are missing the last big release from YouSendIt. I will upload it for you again.
 
I did one myself.

Call Centre

Brrr..... brrrr.... Brrr.... brrrr

"Thank you for calling the The Company Hotline number".

"Calls may be recorded to help us improve our service".

"If you are calling about advice on how to barricade your building please press 1".

"If the zombies have entered your building but you are not in immediate danger please press 2".

"If you, or a person close to you, have been bitten by a zombie please press 3".

"If yo..." A bloodied finger manages to press the 3 key.

"All our operators are busy at the moment but you have been placed in a queue and will be attended to soon".

Please hold the line....". Muzak of Greensleeves begins.

Several minutes later a heavily accented voice comes on the line. "Hello my name is Ranjwalluper how may I help you?"&#8230; "Hello... Hello...".

&#8220;Raaaarrgghh&#8221; comes the reply at the other end.

&#8220;Can you tell me your name sir?&#8221;

The response is an imperceptibly longer &#8220;Raaaaaaarghh&#8221;.

&#8220;Can you be spelling that for me please?&#8221;

Several minutes of &#8220;conversation&#8221; follow until the zombie has licked the final bit of blood and goo from the phone.
 
Oh, god, reminds me of all those call-centre people who phone my dads house:

"Hello, I am calling on behalf of *namesaidsoquietlyIcannothearit*. Is the homeownerin?"
"Wha?"
"The homeowner, youknow, person who owns the house?"
"Oh, no."
"OK. Are you over18yearsofage?"
"What's that you're saying?"
"Are you 18 years or older?"

Yeh. It keeps going on like that for about a quarter of an hour...
 
Virote_Considon said:
Oh, god, reminds me of all those call-centre people who phone my dads house:

"Hello, I am calling on behalf of *namesaidsoquietlyIcannothearit*. Is the homeownerin?"
"Wha?"
"The homeowner, youknow, person who owns the house?"
"Oh, no."
"OK. Are you over18yearsofage?"
"What's that you're saying?"
"Are you 18 years or older?"

Yeh. It keeps going on like that for about a quarter of an hour...
Next time they call just answer every question with "Raargh..." ;)
 
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