Escape From Zombie Island 2 ready for public consumption

Here's the link to my "Bismark and Marine Unit"

Link
 
Lord Malbeth...
I could make an Attack from the existing animations with no problems but I do not believe it has a Death animation unless the newest uploaded unit does. If I had the Model for it I could make a Death animation easier than having to manually make one...just do not have the time right now.
Check out the Unit and let me know. Very busy working on many things for the game now so if you want to check the unit out to see if it has a death, that would help.
 
I played 3 times, for Survivors. Both the 1st and the second tries were completely failures. 3d time I took over entire Island apart from several farmer, gov and corp cities. And airport. The Battle for the Airport took me about an hour and a half. Those Mean Machines proved to be completely failures. I cannot imagine how 15 att couldn't beat just 4 def of those "advanced" zombies (this time AI didn't even manage to build monster-zombies). After I realised that I was losing machines at too high rate and will never ever manage to take this airport, I started save/load thing after every unsuccessful attack. It took me another hour when I realised AI still builds zombies at a much higher rate than I kill them, because I have had like 1 successful attack to 5 fails on average. Or maybe even worse. Yes, I've saved my units but if in every five turns I kill one zombie and AI builds 3... On other hand, it was quite boring to bring injured units there and back for healing and so on. So, I proclaimed myself a winner and quit :D

It is really wonderful mod, very good idea and a very good realization. I woun't go into details but I liked pretty much everything I've seen there. Apart from that last bit... :( Maybe it was just coincidence. 4 def is that of musketman? And 15 att is almost one of the tank? Maybe you have put some kind of building at the airport which gives +315834835% deff? :D
 
CornPlanter...The Game has changed Drastically since the game settings you have played but if anyone tries to compare the "normal" CIV unit settings to try and understand the unit settings in this game, they would be comparing Apples and Oranges...it is best to play the game and gain an understanding of the units and what they can do rather than compare any unit settings to another game that has nothing to do with this one. That said, the Civilopedia will state all factors if anyone wants to read about the units in the new version of this game.
Unit settings are merely the settings necessary to adjust the unit power and game play. They are not meant to be compared to the Normal Civ Game.
Unit settings provide a way of gaining an insight into their ability and strength....they are not intended as any sort of comparison to another game or unit setting one knows.
We all know the "situation" of a Spearman killing a Tank in CIV... This game tries to get past that type situation and have the units be more as one would expect in regard to the unit strengths. There are limitations due to the game engine and nature of this game but over all unit strenghts will be evident during game play in the new version.
The New Version has been worked on constantly for the past seven months and is about finished for release.

odintheking... Yes, I could make an explosion easily for the Harvester death but that would not look as acceptable as a wheel falling off or a part of the Harvester breaking down etc... Even if the Harvester exploded, the animation should show the Harvester Death rather than an explosion by itself to mask it. If you have something in mind that you believe looks Good, I would like to see it. Many ways to accomplish something so I have an open mind...
 
Unit settings provide a way of gaining an insight into their ability and strength....they are not intended as any sort of comparison to another game or unit setting one knows.

Well then could you please reveal the secret how can you make unit's "real" statistics different from visible statistics? e.g. if I do a 12/12/1 power guy and a 1/1/1 basic loser, how could I make them "equal" in reality?

The New Version has been worked on constantly for the past seven months and is about finished for release.
What do you mean by new version? This scenario or civ3 engine itself?

P.S. don't get me wrong, I really like this scenario.
 
Hi CornPlanter,

In any Civ game the AI "cheats" and will kill your strong units with much weaker ones. So in your example, of 12/12/1 v 1/1/1, the units are balanced when the 1/1/1 unit is in the hands of the AI.

The new version (of the scenario that is) tries to even out these inequalities -the zombies have huge numbers of weak units and the other factions have a small number of uber-strong special one-off units that represent the main characters in the game.

Although, the special units will seem like overkill they really are not but the survivors and other factions will need them. In your game, you should be able to take the airport with Mean Machines if supported by one or more special units. I say "should" because you may still have to use other tactics to takes buildings such as bombardments and siege to starve down the population - these are big factors in determining success in taking a building.

The new version of the scenario that is being worked on is radically different from the one posted here - you will just have to wait for it's release (which should be soon). Trust me when I say it is 100 times better than the current one.
 
CornPlanter... Escape From Zombie Island 2 has been undergoing a complete overhaul for the past seven months. The Game Version, not the Game Engine. Units, Graphics, Map Graphics, Sounds, Interface, Game Settings, etc... have all been either remade, adjusted or given additions. Each Faction has been individually developed for their particular game play and type of Win. If you read previous pages of this thread, it may help to clarify more of what is going on.

Concerning Unit settings...there are many factors that affect units in the game. When you say "Real" statistics for a Unit, I assume you mean that one would assume that a Tank would always kill a Spearman and not the reverse if both units are "healthy". Because the game engine has built in Random Play Factors and many other variables also affect units such as the level one is playing and the players over all position in the game concerning power, situations can happen where a Spearman can kill a Tank. If we want to avoid that type thing, the unit that is desired to always be the victor in a battle against another particular unit must be given Stats that are strong enough to avoid random game factors...it is Hit points more than the Direct unit attack and defense settings that help units win a battle that should. Of course Attack and Defense settings matter greatly but we cannot simply look at those settings and know a unit will always win a battle against a lesser unit without looking at Hit points and taking the random play factors into consideration.
The Game Engine "recognizes" over all and situational power positions. Example: If we attack a building with one unit, that unit will die more often than if we Surround the building with stacks of units first, then attack. In other words, if we sent one unit at a time to attack a building, we could lose 100 units but if we took the same 100 units and placed them around the building before attacking with them all, we would only lose a few. This same power position is also "recognized" by the players over all status such as number of buildings, improvements, supplies or cash, technology, number of units. etc... More than I can say here, it is the influence of over all position and power, coupled with the particular unit stats that is in a battle against another unit that affects which unit will win the battle. That said, what we want are units that we can assume would win a battle against a lesser unit without having to look at their Stats. Within the boundaries of what is possible with the game engine and the plethora of other influencing factors, we are striving to set units in the game where they do what one would expect. This has not been an easy task because of the game play that is desired for each Faction. I believe the units in the game are set as close to "real" or what one expects as possible without ruining the game play. There will always be factors that influence and affect unit battles but we hope over all game play is both challenging and Fun when playing any of the Five Factions in the Game.
 
Thanks a lot for the explanation, Vuldacon :) Actually, by "real" I meant real in game terms. E.g. the "real" unit statistics are 24/24/1 but what a player sees in civilopedia, right click context meniu, city building pop-up etc., is 1/1/1. The player thinks a unit is 1/1/1 and he is confused how could it beat everything in his way with ease. I suppose it's near impossible unless we change hardcoded things. It's not that I feel I need it, I'm just curious. I thought maybe that's what happened at Zombie Island :)

And yes, health matters a lot, I realized it playing zombies too. Probably that's the real reason :)

Trust me when I say it is 100 times better than the current one.
Well I haven't played the current one long enough yet so I cannot judge. But from what I've seen I'd say it's very good. So if you say upcomming one is even better - I'm looking foward :)
 
CornPlanter... There must be a Glitch because all pop ups and the Civilopedia should show a units Stats as they are in the editor. I did not work on past versions but perhaps King Arthur can shed some light on that situation.
Hang in there because you are in for some big surprises with the new version we have not quite completed yet. It is far more complete than anything I have seen in Scenarios and offers different game play according to the faction one wants to play. I can tell you that even after working on it for seven months day and night, it remains Fun for me to play any Faction.

I am game testing and adjusting the Farmers now and hope to have them completed this week. King Arthur and I are also waiting on a few new units to replace some in the game. I will complete the "Crawling Brain" as soon as possible because the Zombies require it.
All is going very well and there are no crashes or game problems.
Everyone has been patient for many months for the New Release and King Arthur and I want it all completed probably more than others. I will have a Big Celebration Drink when it is released for sure :lol:
 
Well, I planned to c'n'p an explosion onto one of the animations, so you can tell it's blowing up.
odintheking...well that would just be an explosion. The Harvester would not simply explode when it "dies"..it would become disabled and show this by perhaps a small explosion or smoke and the front blades and or wheels falling off. I am not sure that it is needed enough in the game to just make a death that could be used for it to get by. We have already had to improvise enough with units as it is.
I have the Unit and thought about making the needed animations then adding it for the Farmers. All sounds would also have to be made as well as all areas of work to add it to the game. While it is certainly a Farmer type unit, the lack of a good attack and death animation and sounds preclude adding it now...IF it was a finished unit, I could add it but the work needed to get it to that point is too much to mess with considering the units that are really Needed for the Farmers and the other Factions in the game. Better Replacements for the Farmhand and Armed Farmhand are needed more than the Harvester.
...I am not saying that it is not a possibility, only that I do not have the time to make the Attack, Death and sounds to complete it and because I have to make needed units and adjust others, taking the time to work on the Harvester is not needed enough to warrant adding to the work load. Just an explosion for the Death animation would not really fit the unit. Perhaps if the Harvester stopped, had a Blast of smoke and a guy fell out and hit the ground, it would work better as the Death. Let me get some time to consider it more.

Edit: I checked into this unit more and have decided that because it was not made to be an Attacking Unit and does not have an Attack or Death, it is not worth trying to manually make those animations because without the Model to be able to do a good job, it would require too much time to create the animations then they would not do justice to the Unit. If Wyrmshadow wants to make an Attack and Death, which I seriously doubt, we could reconsider using it.
Personally, I think a Big Tractor for the Farmers to Run Over Zombies would be better:lol:
 
:bump: A little update. I just finished all rendering for the Normal Hannibal unit (with axe). I'll start working seriously on the Badass Hero tomorrow. After that, back to work on the flamethrowers, *shudder*. I'll release them all in an EFZI unit pack soon, :).
 
odintheking... Great, are you applying the same unit game sounds or something else?

I just finished the Crawling Brain Unit for the Zombies and they have a New Tech called "Horrible Things"...still need to make the sounds and I am working with la_dav for the Company Car that will also be used for the Car Park.
 
d.highland... Yes, the Scenario is progressing very well indeed. Just added another "Horrible Thing" for the Zombies...a Monster Spider that looks and works great on the map. The Crawling Brain and the Monster Spider become available with the Tech "Horrible Things" after Zombiegeddon. They are to help the Zombies later in the game because all factions now have Bombarding or Snipe units. All Great Fun and we hope to get it all uploaded as soon as we have a few more units completed and tested with game play.
...All Factions in the game have been adjusted for their specific game play.
 
I am blood thirsty even more :p

So, will the new version be put in Completed Mod Packs or in here again?
 
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