Escape From Zombie Island 2 ready for public consumption

fe3333au...the Balloon can move after a Bombard already but yes, because it is an Air Unit, Artillery settings will not work. As they are, they have Hidden Nationality so enemy units can Occupy the same square and this requires that the Balloons do not have attack and defense settings.
I made the Balloon able to be a land unit with attack, defense and Bombardment. The Attack is not used in this game because of the aforementioned factors.
 
Vuldacon said:
Barricades are Not "Building Improvements"...Fortifications (Walls) are. You will find barricades in "Game Concepts" in the Civilopedia.
Sorry I meant fortess which is a worker action.

Vuldacon said:
Balloon...The Game uses a frame from the animation for the image you see in the Build and Unit Windows. If a Unit is Tall and or at an elevated height, it is always Cut Off..nothing can be done about that unless I make the Balloon Fly at Ground Level. The Balloon has more than one Move is the Reason it waits for orders after a Bombing Run.
Hmmm pity about that because the balloon image leaks into the map when it has been selected for orders in the game.

I understand the movement thing but I guess having a 6 (or whatever) bombard range and a movement of 8 is too much ... what if the bombard range were dramatically reduced to symbolise a drop (perferably 1 or if more then 2 max) and that way the player would have to fly near target before 'bombs awaaaay'

Vuldacon said:
Both Building Roads and Fortresses are fast for Engineers and we might change this..although when you get this next update you might change your mind, depending on what is done :)
:nono: stop teasing :p

Vuldacon said:
There is only one Dog Resource at the Dog Pound. This is the Significance of Owning it :) Perhaps we should place two or three Dog Resources in and around the Dog Pound and allow it to be traded?
make it a total of 2 Dogs maximum in the game, that way if it is already being traded ... bad luck ... and if there are too many, the humaan player will take advantage too easily.
 
If you look in the Civilopedia under "Worker Actions", you will see Fortress.

The Balloon will be changed and probably only one of them will be able to be obtained. If you only had one in the game, would you still want what you are saying?

I have adjusted the Corruption where more shields will be available until you play level 18 at 100% Corruption as it is now. After that it is worse and before 12A it is better all the way down to 50%. This will be needed I think to offset the stronger Zombies that will be coming your way.

Yes, the Dog Resource will probably be limited to two but do believe there should be Trade there.
 
Vuldacon said:
If you look in the Civilopedia under "Worker Actions", you will see Fortress.

Yes but you will not see Barricade ... which the Fortress can be upgraded to ... just thinking from a noob's POV.
 
Actually the ballon can still move but it can only bombard once, think of it as like a naval ship.

It's usually more fun to have more units. perhaps make two kinds of bat? big bat and small bats. and big bats makes attacking bats at church while the other makes bat bombers.
 
Here is a screenie of current Worker Action (that I have anyway) ... As you can see there is NO reference to Barricade.




Can I suggest that it be changed ... (or I can do it if you want) ... to look like this.

Worker Action
Worker Actions can be carried out by Handymen, Engineers and Zombie Workers.

Repair Road (R)
Increases commercial output, links your buildings and speeds movement.

Build Fortress (Cntr-F)
Increases a square's defence value by 50%.

Build Barricades (Cntr-F)
Upgrades the Fortress to increase a square's defensive value by another 50%

Clear Damage (Cntr-C)
Removes dead bodies and craters.

Build Cache (B)
Caches are built atop tradable resource.
If connected to a building, a cache provides the resource to that building.


The following Worker Actions have been disabled
Build Mine, Build Railroad, Plant Forest, Clear Forest, Clear Jungle, Clear Wetlands.

Irrigate (I)
Increases food output. This worker action is disabled in this scenario although some irrigated fields can be found around Zeb's Farm.

I'm guess about the added defence bonus for a Barricade, so change with whatever the true value is.
 
fe3333au said:
Can I suggest that it be changed ... (or I can do it if you want) ... to look like this.
Yes I like that format much better. I'll change it no probs.
 
fe3333au...OK you are looking in Game concepts under Worker Actions. Barricade is in Worker Actions directly in the Civilopedia with the images but it is not listed in the worker actions in the Game concepts...It is not on the Hot Keys either. We will add it in those areas too.
 
No Problemo :D ... To save future confusion I will post screenies of any pedia inconsistencies (which are becoming quite rare) ;)
 
If you use Navydawg's state trooper maybe you can put this in the description:

Jeb was driving; Boone was riding shotgun. A light drizzle pelted their windshield. The interstate was dark, illuminated only by the stationary white headlights and red brake lights that extended for over six miles behind them. It was the mother of all traffic jams.

"Four-nineteen to Flemming, we're one mile from exit sixty-four," Boone said into the radio. "Any contact with the fire and rescue boys, over?"

"Negative contact," came the reply.

Jeb was taking it slow. The state police cruiser coasted down the emergency lane, its lightbar flashing against the trees that walled the highway. Illuminated by ground lights was a gigantic billboard: "Paradise City, Next Exit."

Movement among the stalled vehicles caught Boone's eye. In the red brake lights he saw figures standing, talking to one another, others weaving through the cars, all headed south, away from the accident somehwere up ahead that had caused this backlog. Not quite running, but definitely moving with haste.

"What in tarnation are these idiots doing?" Boone asked. Jeb looked over at the people between the cars. Some had left their doors open.

Jeb leaned on the horn as a figure entered their headlights. The man didn't even seem to notice them - he sprinted up into the hills on their right, and then was lost in the night.

"Dumbass," Jeb cursed.

Something was wrong. Boone felt it, the way he'd felt it a year ago before that fleeing bank robber he'd stopped for a broken tail light had tried to fill him full of three-fifty-seven holes. Boone had survived that encounter, and he intended to survive whatever tonight might offer. Suddenly, Boone was grateful for the presence of the Winchester 1300 Defender locked in the rack next to his knee.

He cracked the passenger window. There were voices. Scared voices. And something else. Boone grabbed the mike.

"Dispatch, we have civilians abandoning their vehicles here . . . this is weird."

The cruiser made it up a shallow incline where the interstate surmounted a low hill. At the bottom of the slope was the scene of the accident. Red and white strobe lights flashed in the darkness. Little could be seen among the stalled cars and trucks. The corner of an ambulance was visible behind a halted tractor trailer whose gaudily painted sides declared that it belonged to the Jimmy Dean Corporation.

"Stop here," said Boone.

"Why? We're almost there," said Jeb.

"Do it," said Boone. The urgency in his voice surprised Jeb.

Jeb and Boone got out of the cruiser. There was nobody else on the road. All around them, windshield wipers scrubbed away on empty cars. Somewhere, a radio was playing "Bad Moon Rising."

"What the Sam Hill is happening here?" said Jeb as rain started to dampen his uniform. He looked around at the stalled vehicles as if expecting them to answer him.

They walked down the hill. Boone's hand rested on the butt of his sidearm. The beam of Jeb's flashlight fell on empty, rain-slicked asphalt. An enormous visage of Jimmy Dean grinned down upon them from the side of the tractor trailer. Jeb shined his flashlight into the open cab of the eighteen-wheeler.

Nothing. Nobody.

Then, as they rounded the corner of the tractor trailer, they were no longer alone. A throng of people was milling about in the headlights of the ambulance. Something about their gait bothered Boone: a shuffling, stumbling walk, aimless and mechanical.

Walking wounded, thought Boone.

"Hey buddy, you okay?" Jeb asked of the closest figure, one wearing a turtleneck. "Hey, you!"

Turtleneck turned towards them, and both men froze. The man's face was mishapen and swollen. The front of his shirt from his chest to his collar was covered in blood. His eyes had a vacant stare.

Boone's right thumb unsnapped the holster on his hip. His fingers wrapped around the Pacmeyer grips on his black, stainless steel Springfield Armory 1911-A1.

The whole throng that had gathered in the road now turned on Jeb and Boone, and in that moment the whole, horrid truth dawned on him, that these were sick people, sick in a way that he had never seen before. One woman was missing her left arm below the elbow. She shuffled towards him in a beige sun dress. A man in a reflective, green-yellow firefighter's jacket crawled on the ground towards the two troopers. A teenager in a blue polo shirt whose nametag read "Welcome to MegaMart! I'm Greg T" emerged from behind the ambulance. Half of Greg T's face was hanging by strands of flesh. It looked fake, like some horrible halloween mask, and for a moment he told himself that's what it was.

"It's a mask," part of Boone's mind said. "This is some kind of crazy prank."

But the other part of Boone, the part that had kept him alive in that shootout one year ago, spoke also: No, not a mask. Not walking wounded. Walking DEAD.

"Jeb, get to the car," Boone said as the mob closed the distance to them. But fear had welded Boone's partner to the ground.

Boone gave his partner a shove.

"Jeb! GET TO THE CAR! NOW!"

Boone's words broke the hold that fear had taken, and Jeb broke into a sprint, back up the hill to the parked cruiser, its lights still flashing in the rain. Boone heard the patter of many feet behind them, faster now.

Jeb reached the car before Boone. Boone diving into the passenger side. Boone fumbling with his keys to unlock the 12 gauge shotgun from the rack. His fingers numbed with fear. Jeb taking too damn long.

"Buy him time," the voice in Boone's mind told him.

And in the next moment, for no reason that could be discerned, Boone was no longer afraid.

Boone spun around at the approaching mob, his hands filled with Springfield Armory, and the barrage of gunfire that he unleashed echoed up and down the river of stalled, empty cars.

I wrote that at work... slow day.
 
"drumroll".......the most intense one so far......what a productive work day..

I still haven't hear them talking about adding the statetroopers though.

I think it's should unit line should be like this

riot cop 3/4/1 state trooper 5/5/1 SWAT 7/7/2 no hp bonus and Nat'l Guards 6/8/1....well some suggestions.... The reason that SWAT has 7 attacks is that while national guards are raw recurits mostly, SWAT are experience officer and could arm with varying submachines guns and light rifles....

or

my other suggestion is make up unit autoproduces for each human civ...there should be an wonder that auto-produce some moderate strength unit say every ten turn or so..

Survivors could produce old war vet with wonders build in retirement homes.... AUthorities statetroop auto-produce from police station..

and company attack dogs from dog pounds. much like the zombies nurse or graveyard swarm...


also if hospital was ever fall early, there should be more zombie nurses...so far they have never taken hospital.

add a few more zombie dogs and nurses on the random places around the map... i guess
 
Iron Beagle - excellent piece of writing. We haven't decided yet on the inclusion of the state trooper. Vuldacon and I are busy tuning the balance one faction at a time and we've not got to the Authorities yet.
 
Iron Beagle...Yes, Dramatic writing there but far too long to fit in the Civilopedia unit Discription page.

Cloner4000... Yes, the Authorities units will be adjusted and I agree that the Riot Cops could use a little more power and or lower cost. Perhaps no support requirement but as King Arthur said, we have not gotten to the Authorities yet.
There is another Dog Resource placed at the Dog Pound so it can be traded to one other Faction and there is a Dog Resource placed at the Research Lab for the Zombies so they can build Dogs too :eek: There is another Bat Resource placed at The City Car Park. More Roads are Bombed Out around the Map and this includes the Church and City Cark Park so the Zombies cannot Build Bats in every City until they Repair the Roads. Once the Zombies Connect either the Church or Car Park, they can build Bats in any city. Good Reasons to capture those two Cities as soon as possible. There is More Pollution (Dead Bodies) all over the Map for the Workers to Clean Up as well as More Bombed Out Roads each Faction will have to deal with.

For those who desire that the Zombie Bats stay in the Game to the end, the Only way to accomplish that would be to allow all Zombie cities to build Bats and give them all Bat Resources or access. The Zombie Cities will be more difficult to capture and some of them much more difficult than others because there will be different numbers of immobile Sated Alpha Zombies in each and the Sated Alpha Zombies are stronger Defenders now as well.
...The Goal is to have all factions better able to Defend and the Zombies cities not so easily Captured. We want each Faction to be able to go for and obtain their respective different type Wins....but not easily:)
 
Handmade Tank has NO fortify sound ... maybe use a 'cluck' sound. Also Mean Machine has NO death animation.

Also found this strange visual ... it appears that the Fortess/Barricade graphics show differently when in view and when in the dark.





The later Barricade is what has been constructed.


Also, I have noticed that when the Farmers airdrop a unit that the message says something about Invading an Area ... seems a bit extreme IMO. Perhaps tone down to something less a militaristic jargon.
 
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