Escape From Zombie Island 2 ready for public consumption

Sounds like a pretty nice update to EFZI 2 !
Looking forward to playing it !

Damn, two weeks till I can start building VOT scenario :)
 
The Farmer's Champions don't have the bombardment flag checked, so a human player can't bombard with them.
The Omega... Yes, that was suppose to be set. Thanks for bringing that to my attention. If you want to flag Bombard for the Farmer's Champion, Also Flag Artillery as well. This is corrected in my Biq Now. Good Catch, Thanks.
 
Now playing as the Survivors. By Day 2, I control the majority of the western half of the island. I've learned one, very important thing from this game: Champions are sheer awesomeness in tiny, civ3 unit form. For some reason, the RNG gods favored me this time, and I have an ungodly amount of Champions (Over 10), and combined with Sniper King Arthur, they can kill everything in a building via bombard in about two turns. The zombies have been losing so many people to me, that they've been unable to take any of the other factions buildings. Which makes Omega very happy.:mwaha:
 
The Omega... Good, sounds like you will have an easier game this time.
I assume you built the Shinto Shrine so you would gain more Great Leaders. Yes, the Champions and all Bombarding Units are More powerful than one might first think. This is the reason why the Zombies now have much faster and stronger units later in the game as well as the ones that happen early such as the Nasty Horror. They are Scary but be Bold...they are not as difficult to fight as it probably seems at first because they do not have Blitz and can only Attack one time per turn even though they can travel long distance.

Later, The Terror unit does have Blitz so even when you are doing well, do not relax because the game will surprise you :)

I just edited and updated the Civilopedia today so it is better now and I am keeping the Biq up to date with any needed corrections such as the Farmer Champions Bombard that The Omega brought to my attention.

IF any of you testers play as the Farmers, you will need to correct the Biq for the Farmer Champions so Bombard and Artillery is flagged. IF any problems doing this, let me know and I will get the corrected Biq to you.
 
I've been having a blast testing the new version.

Survivors

I first started a game as the Survivors. Not going very well, although I plan to go back to it. I captured the Graveyard, Hospital and Radio Station, then lost the Radio Station. (And I was too impatient taking it, losing irreplaceable units.)

The crawling brains, mutant dogs and giant spiders are making things very difficult, because the skyscrapers are no longer a safe refuge. I am still trying to use my old strategy of Badasses on the rooftops for the zoc, and to impede enemy movement, but it is much less effective. (Needing a new strategy is very much a good thing, btw.)

I really love the look and feel.

Suggestions: While I love the look of the Survivor Champion, I think the bombard audio should be reconsidered. It's a good line (and I'd like it used for a different command, e.g. fortification) but I think for bombarding, which a considerable number of units are usually doing twice a turn, it's generally best to use something like a gunshot rather than spoken words. The Dalek is okay because there's only one of those.

Authorities

I interrupted this game to play as the Authorities. Things are going very well indeed. I was on the offensive from the start, using the SWAT Teams, Sam Hammer, Diego, etc. Once I had things going I detached Diego from the main force to clear out the area around the docks, to secure the manhole and ammo and help protect the ammo cache.

Once I was able to build more SWAT, I started covering the zombie 'fronts' with groups of units in bombardment position; once patrols were cleared out, I started to auto-bombard zombie buildings. This kept the zombies in check, preventing their expansion, or attacks on my buildings. My main force (and later forces) then moved from building to building, leaving garrisons behind and replacing them from the blockading forces at the next target.

By the time I got tanks, planes and cruisers, they only speeded things up. I was well on my way to victory without them.

The zombies were eliminated at 8 am, Day 7.

I really love the Troop Trucks; it's cool as well as useful being able to ferry troops around at speed.

The tanks are wonderful. They would allow the Authorities to come from behind, if they can just hang on to get them.

Suggestions:

SWAT may be over-powered. They're clearly much better than National Guard or Marines (which require more advanced tech) as well as the Highway Patrol. I think the A/D value should be lowered (10/8 perhaps?), giving the zombies a better chance at killing SWAT with counter-attacks, and preserving a role for other Authorities ground units.

Besides play-balance, I think it would make sense that police would gradually be outnumbered by military units. The relative costs (NG/SWAT) help with this, but I think the relative usefulness outweighs the difference in cost at the moment.

My cruisers were sunk very readily by Squid. It's good that the Authorities aren't unchallenged at sea, but I suggest giving cruisers at least 2 more hp. More squid could always be added to compensate; I'd feel better about losing my cruisers (esp while I'm only getting 1 per 30 turns) if they took a squid with them to the bottom, even if the change doesn't really impact my situation versus the zombies.

As I said, having a blast. I made the changes to the Farmer Champions, and might give them a try, or else go finish my Survivors game.
 
bkwrm79... Good Points.
Suggestions: While I love the look of the Survivor Champion, I think the bombard audio should be reconsidered. It's a good line (and I'd like it used for a different command, e.g. fortification) but I think for bombarding, which a considerable number of units are usually doing twice a turn, it's generally best to use something like a gunshot rather than spoken words. The Dalek is okay because there's only one of those.
I agree with this. When this unit was placed in the game, it was not going to have a Bombard but since it is the Champion Unit for the Survivors it does. I made an "AshShoot.wav" with no voice. I believe the Fortify "Lets Go" is ok and is not as annoying as if there is also a voice with each Bombard Attack.

SWAT may be over-powered. They're clearly much better than National Guard or Marines (which require more advanced tech) as well as the Highway Patrol. I think the A/D value should be lowered (10/8 perhaps?), giving the zombies a better chance at killing SWAT with counter-attacks, and preserving a role for other Authorities ground units.
This is also a valid point. The SWAT really do not need any Great Attack because they will be used to Bombard mainly. If they have a lesser Defense it would give the Zombies a better chance at them as well as make the later units more valuable and desirable for Defense at least. a 10/8 A/D setting seems about right...at that setting they will be killed much easier by all stronger Zombies from Alphas and Nuclear Zombies on up.

...The Highway Patrol cannot be built and are special units so their 10/10 A/D setting is still ok. Because the Authorities can also gain Champions who have Bombard Settings...I believe the SWAT do need to have lower A/D.

...The Cruisers that are produced at the Coastguard building from the Aegis Cruiser Facility are free. They are really only produced at all because the building needed a "Wonder" there to prevent the Zombies from Razing it so this is why they are only produced every 30 turns. The Cruisers can be Built later at the Military Base and Armory when you gain "Operation Sledgehammer". There are enough Squids in the game and they are only there to add some hassle to the Authorities early Cruisers :lol: .

Glad you are enjoying the game...Thanks for the Feedback, Good suggestions: :goodjob:

King Arthur is handling the Uploads so I do not have the addresses of the Testers or I would send you all the very small file adjustments myself. I will get the adjusted files to King Arthur. In the Mean Time, IF anyone wants the AshShoot.wav and the Biq with adjusted SWAT settings...just send me a PM with your address.
 
Perhaps you should change swat to sniper. Because pretty much any gunman could shoot. Swat don't all have snipers however.
 
King Arthur will be sending you Testers an update with in a couple of hours.


cubsfan6506... Well yes, but since the SWAT Units look more like SWAT and Bombard was added to the game after units were placed, the SWAT are being used. They do have an attack but I am quite sure any smart Human will use the Bombard when ever possible :) These particular SWAT members all love to snipe and are good at it so they tend to do that :lol:
 
Thanks for the files, Vuldacon.

One question - I don't see a folder in Units called Survivors Champion, or anything like that - where should I put the new files?

And for future reference, is there a way to figure out what unit goes with which folder in a scenario when the names are changed?
 
bkwrm79... No Champion Unit Folders. There are several Units from other CIV Games that the game uses. The Files I sent you are for the Ash Unit Folder. As far as knowing what unit folder to use for a unit, this has been a hassle for me as well. Many Unit Folder names were not named with the Game Unit name from the start. The best way is to first look in the Biq and see what Civilopedia entry was used...then open the PediaIcons.txt and look at the #ANIMNAME entry for the Unit Folder Name.
I will add that IF the Unit that thee game uses is not in the Scenario Unit Folder such as the Marine, it will be in one of the CIV Games...Civ III, PTW or Conquest.
 
Got the files, KingArthur, thanks. :)

Vuldacon, thanks for the explanation. I can't believe I missed the Ash folder... anyway, no further problems getting all the updates installed.

I decided to give the Farmers a try. So far so good - started off taking the Hospital from the Zombies, failed to take the Graveyard but got the Zombies to buy me off. Repeated with the Company (Dog Pound), Survivors (Garage) and Authorities (Military Base). Now I'm going all out against the Zombies again, just captured the Armory so I've got a strong base in the Northwest corner of the island. The zombies have Crawling Brains, Nasty Horrors etc. so it remains to be seen if I will again own Paradise Island.
 
bkwrm79... Great...I am curious to find out how players will play the Farmers...stock up on Exploding Sheep (No Support Cost for them) then use Shaggin' Waggons to carry them for an all out assault perhaps:lol: "Deadly Lawman Jed" and "Zeb" together and using the Crop Duster "Old Buzzard" should prove handy. I will warn you that IF you try Bombing the Zombie Buildings and they have the "Auto Defense System" (and Many do)...Old Buzzard will be Shot Down. Tell "Bubba" Hello and enjoy some fresh Road Kill:lol:

I hope you guys are playing on Level 12A. IF you want to play tougher, you can go to a higher level but for Testing purposes, 12A should be played.
 
Quick question...is it clear how to handle the Supplies in the Game? The Farmers have extra supplies in their Bastion at the start of the game...this is to help them out at the start. Probably most of you already knew how to deal with supplies in the game but I want to make sure that everything is explained clearly in the Civilopedia for all new players.

AND:
...also how to rescue Sam Hammer on turn two playing any Human Faction.
...as for strategies, that is a matter of personal play so some players will do better than others but over all the game is suppose to be Fun and allow all to play their way when they understand the game.

IF there is anything that is not clear concerning the game in the Civilopedia, it is important to have it corrected because there will be players that have never played the game. A great deal of time was spent on images, links and entries in the Civilopedia and all text files not only to enhance the game but to enable anyone to be able to find the answers and play. Really appreciate you guys testing the game and your feedback.
 
Stormrage...The Release is coming fast now...only two weeks remain until June 1st :D I am curious what Faction you will like to play most.

bkwrm79... I meant to ask you if the Survivors had built "Mike's Auto Shop" before you captured the Garage and if you are continuing to get the "Super Coupes". I have not had the chance to play since Cars are no longer available to directly build in any building. The Cars and Trucks produced from the various buildings in the game along with the transportation that each Faction has from the start of the game should suffice for transportation on the Island But feedback concerning this will be appreciated.
 
Stormrage...The Release is coming fast now...only two weeks remain until June 1st :D I am curious what Faction you will like to play most.

bkwrm79... I meant to ask you if the Survivors had built "Mike's Auto Shop" before you captured the Garage and if you are continuing to get the "Super Coupes". I have not had the chance to play since Cars are no longer available to directly build in any building. The Cars and Trucks produced from the various buildings in the game along with the transportation that each Faction has from the start of the game should suffice for transportation on the Island But feedback concerning this will be appreciated.

Unfortunately, the Survivors didn't build it. However, I've received one troop truck (so far) from the Military Base, which has been a godsend for moving Pyromaniacs around. (I'm also using my Mean Machines, although they're quite limited in this respect.)

Certainly as the Authorities in my previous game I never lacked for transport, and found moving troops around the island a lot of fun. I think the necessity of doing so to defend the Hospital will help new players figure that out quickly. I definitely have no recollection of any captured 'works for all human factions' wonder failing to work.

I've told Bubba hello (well, he's dead, actually) and it's too late for Old Buzzard! But Zeb, Jed, Pyromaniacs and sheep did well against the Armory, my toughest battle so far.

I will reread the Civilopedia entries regarding supplies.
 
I have a feeling that I am so going to die when I play this for the first time. I frequently have zombie dreams, and altho they are scary to the point of being nigthmares, I never die and always kick some ass (or run really really fast.), but I think this scenario will be the end of me :D
 
Ok, played 2 losing games, and a winning game with the Survivors...and be it good or bad, nothing to report...I did have a hard time holding anything for more than 4-5 turns once the game got going, the zombie hordes were just unstoppable...I did manage however to leave enough "fodder" behind at each taken building, to hold off the zombies until I took the next one...I probably kept 4-5 buildings at any given time...Conquests victory seemed out of the question to me, but Ive only played 3-5 times, and the older version was hard at first too...

Things I noticed and/or was surprised by...
The zombies seem to work better than the standard AI...attacking buildings immediately if they were cut off from others...attacking if I had less than 3-4 defenders...picking off single units instead of attacking the bigger stacks...All in all, I was impressed with the play style of the enemy...nicely done...

The farmers never seem to really get going (in 5 tests total...if you count the ones I restarted after noting my mistakes)...they always have units wandering around, but they seem to be "hiding" from the zombies, not fighting them...maybe their aggression is too low?

The Company and Authorities have obviously been upgraded, as they used to fall on the 3rd or 4th day, and they were in it till the end on all 3 games...again, well done...

Finally, the new additions, as well as revamped graphics make this my favorite scenario for Civ3 to date...Great Job guys...and thanks alot...
 
Ok, played 2 losing games, and a winning game with the Survivors...and be it good or bad, nothing to report...I did have a hard time holding anything for more than 4-5 turns once the game got going, the zombie hordes were just unstoppable...I did manage however to leave enough "fodder" behind at each taken building, to hold off the zombies until I took the next one...I probably kept 4-5 buildings at any given time...Conquests victory seemed out of the question to me, but Ive only played 3-5 times, and the older version was hard at first too...

Sounds like you are getting the hang of it. One of the things we tried to achieve in this version is to give each faction a unique way to win. If you think Conquest is out of the question for Surivivors then good that's the way it's supposed to be ;) It's not impossible but darn hard. Make for the Airport and get the Escape Victory.

Things I noticed and/or was surprised by...
The zombies seem to work better than the standard AI...attacking buildings immediately if they were cut off from others...attacking if I had less than 3-4 defenders...picking off single units instead of attacking the bigger stacks...All in all, I was impressed with the play style of the enemy...nicely done...
That's good and Vuldacon did well here to get this all balanced nicely. The zombie AI has lots of power but they need it. If the AI was not quite as bad as it is we could actually make it challenging for a human playing the Zombies.

The farmers never seem to really get going (in 5 tests total...if you count the ones I restarted after noting my mistakes)...they always have units wandering around, but they seem to be "hiding" from the zombies, not fighting them...maybe their aggression is too low?
I don't think the aggression level is too big a factor just the gap in their respective strength. Certainly unless you get a MPP with the Farmer AI they will not get into a fight with the Zombies. Eventually, though The Zombies will declare war on Zeb and take him out.

The Company and Authorities have obviously been upgraded, as they used to fall on the 3rd or 4th day, and they were in it till the end on all 3 games...again, well done...

Finally, the new additions, as well as revamped graphics make this my favorite scenario for Civ3 to date...Great Job guys...and thanks alot...

Glad you enjoy it. It's really exceeded all my expectations and that's thanks to the work done by Vuldacon.
 
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