Escape From Zombie Island 2 ready for public consumption

Maybe its just me, but I find the Crawling brains to be Uber-powerful...I just lost the Hardware store (day 6) to 4 crawling brains (after bombing by fellbats)...the occupants were: Sniper King Arthur, Rev. Simmons, Shogun Tokugowa, Freddie, 3 Champions(Max, Bruce and I forget the other)...not to mention 2 hand built tanks and the rushmobile...

I was unable to get sewer access built before it was attacked, and its distance from my other buildings made moving troops (without roads to reduce movement) impossible...

Perhaps some unit could be introduced that has a higher defense (like Ms T)...but no/low attack...or maybe the Upgrades could be more in line with the higher zombies...

I also think that the bombard of the champions could be higher..I often do 1 HP damage to units like the 5/5 zombie...
 
Spacer One... Yes, the Crawling Brains are powerful but so are all Human Units with Bombard settings.

It is very important to build Sewer Accesses as soon as possible at the beginning of the game so you will have the ability to move special units where needed fast as well as connecting your buildings for the other benefits.

Depending on what you research, you will have overkill power to deal with any Zombie unit. Try Researching Guns, Guns, Guns then Kickin' Zombie Ass. Research Keep Em Out and build the Clearance Sale. Be sure to Kill the Sewer Guard at the garage so you will have connection to the Furniture Store so you can build the Clearance Sale in your Bastion faster. Build the Shinto Shrine so you will gain more Great Leaders then upgrade them to Champions.
You Must act fast and make each turn count from the start of the game...if you fail to develop well and fast, the Zombies will have you for a snack :)

The Champions for each Human Faction are set with the same Snipe Bombard settings as SWAT. They have Blitz and move two so that is plenty of power. The Game will penalize you if you are weak just like any CIV Game. The Stronger a Faction is, the stronger their units. You may have noticed that when you are strong, your units will win in battle more often than if you are weak.
Try some different strategies from the start and you will have a better game. Give yourself time to understand the game and what you need to do to have more control.
Also remember that the Random Play factor will also add to some things that happen in the game that have nothing to do with unit settings. Really Take more time for the First several turns then do not relax even when you think you have it made. I am sure you will discover many things you can do to have a stronger game and Win.

Build the Auto Defense System in your Buildings to help fight the Bats.
Always make sure you have enough units and power to keep a building before you capture it.
 
try having some scouts with bombard ability around the building. That way most unit will have to come past you and you can bombard them as they come close. And if you hide in buildings with full health, but brains won't attack you automatically
 
I didnt mean the bombard power. Im sorry I didnt specify (since I know the difference) I meant Rate of Fire...allowing for higher damage...

I would still like to see a unit with little attack, but high defense.

but suggestions aside, I find this scenario fun to play on several levels...
 
1. I finally finished my authorities game - I won at 2pm day 11.

2. Is there anything you can put in the fast food joint to make it worth taking. I mean you kinda have to take it to keep your buildings together if you are the authorities or the survivors; but it's like the only building in the game with no benefits for taking it.

3. The civilopedia states that nuclear zombies can only be built with uranium, but i've seen some nuclear zombies in the early game before the zombies have taken the nuclear plant or the military base. (those are the only sources of uranium according to the civilopedia.

4. Is there any way to make the unrated version simpler? I know adjusting AI difficulty is very hard in civ 3, since about all you can change is starting units; but for a novice player unrated is very hard. I say this because my cousin (who can beat civ3 on prince level) couldn't even come close to beating this on unrated. I realize that if you could beat it the first time, that would be no fun; but the unrated level should be a little easier if possible.
(I was able to win on 12a only thanks to vuldacon's long posts!:) )

5. The Mike Rush unit does not seem centered.

6. In the civilopedia the icon for spare parts looks like tires (rubber), but on the map it looks like a car.

7. Should the script for pollution be changed? Instead of "pollution strikes the garage" should it be something like "dead bodies are piling up by the garage"?

8. Maybe in the next version you could add a building that autoproduces hummers in the armory to give the survivors an incentive for taking it. I mean the survivors should get something for taking an armory!

9. Started a game as the survivors. Took hardware store, gentleman's club, hospital, graveyard, fast food joint, radio station and city hall by early day 6 before the swarms of crawling brains and terrors began to arrive. I've been at a standoff trying to take the conference center for like 15 turns.
 
Nwoll... As far as the Unrated level, even that will be difficult for anyone who does not understand the game...that would be the same if your cousin never played CIV and started out trying to play the game without any understanding. The Civilopedia will help and certainly playing a game to see for yourself what is going on and how you can handle it.
...the Challenge is in finding your way to win and there are many ways.

The fast Food Joint could be set up with more benefits but it is a building that simple has been taken over by the Zombies...if you feel that it is not worth keeping, you can Raze it but as I have said, the more buildings you keep, the more strength you will have.

Concerning Spare Parts...they are spare parts from cars... the Civilopedia uses the Tires as a representative image for the parts. I had thought to change this months ago to the same image as the Spare Parts on the Map. I think this same straight way but the over all thoughts were to keep the same image as a representative image for car spare parts because it was an image that players knew and also represented Parts of the Car. Perhaps I should change this to the same image.

Mike Rush should be ok but if he is not absolutely centered, I have not really noticed. That would not be too difficult to correct...I will check into it...Edit...Mike Rush is Centered.

The Pollution Statement is as it is because Dead Bodies are pollution. This could be changed but the point is that there is Pollution..Dead Bodies or otherwise...same thing.

Depending on when you capture the Armory, you can gain more. It is just like waiting for the Military Base to build a Key Location then capturing it so you will have the Key Location. Other than that, all buildings will make you stronger.

The Conference Center is very tough...this is mainly because the Company Really Needs that Building to further their Plans. Just keep after it and you will eventually gain it.

There are three Nuclear Zombies pre-placed on the map outside the hospital...other than that, they are enslaved by Roaming Alpha Zombies when they win in battle. So you will see them even if the Zombies do not gain Uranium. same thing for Crawling Brains..they are also Enslaved by Monster Zombies so you may think the Zombies have gained that Tech when in fact they simply enslaved the unit before being able to build them.

Spacer One... In this game, a unit with high defense would not last long against Hordes of Zombie units. Even the M1 Mech will fail against the Hordes of Mutant Zombies and Regular Zombies. If I had a Choice between Strong Defensive or Strong Offensive Units for this game, I would choose the Offensive Unit. Reason. IF you try to Hold Up in this situation, you will eventually lose to the Hordes. The Only way to Win or gain a victory is to be Bold and Realize that you are Not Safe no matter how strong the Defense is for a Unit...better to Go Out Fighting than Hold Up and Die. This is Not a Stand Off fight to Hold your Ground...it is Win Or Die situation so no point to trying to Hold Out with any Defensive unit on this Island...that would simply postpone your death. Your Only Hope as any Human Faction is to gain strength with your "Smarts" and either escape or Kill the Zombies...or die trying.
 
6PMDay2.jpg

My current minimap, 6PM Day 2!!

I'm currently (as you can tell) playing as the zombies (12a difficulty).
Currently, I like:
-The feel of the zombies! They seem to start out in small clusters, in fact, pretty much orderly lines when I'm playing as them, and eventually, they all "converge" a la my previous SS!
-The additions. Not much else to stay there ;)
-The AI use of Spunky Kids. As I stated earlier, they seem to build a lot of them, but they also seem to know how to use them, slinking in and out of the shadows of the tall buildings, attacking my weaker and weakened units, rather than strait frontal building attack. Kudos on that one!

Currently, I'm confused by:
-Differentiating between workers and normal zombies. In the end, I now just have both roaming around in my hoards :crazyeye: would it be possible to change the colour of the Zombie Workers at all to help with this? Although this is only a minor problem, due to me moving a lot of units around at once ;)
-The lack of resources required for Mutant Dogs. They come with the same tech as Mutant Zombies, cost the same, have the same HP and cost, enslave to a weaker unit, but are otherwise much better. I think they should require "dogs" beforehand, or get weakened.

Another suggestion I have is to also make nuclear zombies require "The Mutation", or even better, their own (new) tech, which would be pretty cheap, but also allow building just them. This is because most of my current conquest above has been due to these things, as I'm able to pump them out every 1-2 turns in most cities, the same as Mutant Dogs and Mutant Zombies, but due to their increased attack (12!), I never need to switch from them when I research "The Mutation", and can pretty much wipe the floor with them.
 
Virote_Considon... yes, the Zombie Workers could be colored so they appear separate from normal Zombies. I will probably do that.

The Zombies were not really intended for Humans to play but we left them playable just in case anyone wanted to play them. There are many text situations that do not fit the Zombies and nothing we can adjust will change that. The Advisors etc... statements will not fit them. So the Zombies were not adjusted for Human Play as much as for the AI Zombies. This is after all, Escape From Zombie Island 2" :lol: The Zombies were set to have the ability to build Zombie Dogs and Nuclear Zombies in all buildings when they have the required techs and resources. The Dog Resource is pre-Placed in the Zombie Bastion for immediate access but the Zombie Dogs are set so they do not require a Resource. This is to allow the Zombies to build any of their Dogs in any of their Buildings. The Mutant Dogs have one less Attack point than the Mutant Zombies because the Mutant Dogs move 2 and are only slowed down by terrain with trees and are faster. So their settings are not the same.

Mutant Zombies and Mutant Dogs are Both Mutants from the Mutation so they have the same Tech naturally. The Zombie Dogs enslave lesser units because this represents infecting the unit they enslave who become Zombies.

The Only way the Zombies can Build Nuclear Zombies is IF the Zombies capture either the Military Base or the Nuclear Power Plant because those are the Only buildings that have Uranium. Once they gain Uranium, they can build them in all connected buildings.
The Roaming Alpha Zombies, Nasty Horrors and Monster Spiders enslave Nuclear Zombies.

The Zombies are set for The AI and all settings are intended specifically for them and game play factors rather than for Human Players.

Plotinus... Thanks for that Offer but really, the Zombie workers should look like the "Normal" Zombies in the game because that is what they are even though they have a specific job. I will just recolor them so they have a noticeable difference yet remain the same Zombie for the game. When possible, lets get together concerning the Monster Zombie for the Update...:)
 
That would be great Plotinus. I'm trying to get a hold of Vuldacon to check because he just told me 15 mins ago he would start recolouring the exisitng zombie worker.

edit : Cross post with Vuldacon.
I could make a Zombie Worker unit if it would be helpful (since I'm putting together a bunch of Workers right now anyway).
 
Mutant Zombies and Mutant Dogs are Both Mutants from the Mutation so they have the same Tech naturally. The Zombie Dogs enslave lesser units because this represents infecting the unit they enslave who become Zombies.
I think you may have made an in-game mistake, then, because the zombie dog has an A/D/M of 10/9/2, and the Mutant Zombie has 10/8/1! Lower defense AND Speed! Plus it cannot detect invisible units.

Anyway, I think it needs to be re-addressed, because it just puts the AI at a disadvantage, as they probably can't tell between the simple stat difference, and thus constantly produce the inferior Mutant Zombie.

Another not I think I'll add is that I think more of the streets leading upto the power plant should be damaged. This is because:
-The AI rarely (at least in my tests) ventures up these streets, anyway
-When it does, it probably won't bother repairing the roads
-The human WILL repair the roads as the zombies ASAP, and thus gain the Nuclear Zombies quicker.

Anyway, I'm having a good laugh! Especially with the corny 50's film-poster style entries for the "Nasty Horror" and other such new units :lol:

I think I'll leave tonight with this:
Whenmoreadvancedtacticsfailusearegu.jpg

I'd pretty much exhausted myself trying to take out the bastion, and I thaught that I would have to wait another turn, as I had no units within range of the bastion which could still attack. Then out of nowhere, a zombie appeared, and defeated Hannible's apartment's last Handyman! I quickly managed to fend off Zebs units which were in-range (he had declared war on me due to an MPP with the company that very turn!)

EDIT: I thaught I'd add that I was in the same situation with the Dog Pound, although there were no out-of-the-blue zombies there :(
 
Plotinus... Thanks for that Offer but really, the Zombie workers should look like the "Normal" Zombies in the game because that is what they are even though they have a specific job. I will just recolor them so they have a noticeable difference yet remain the same Zombie for the game. When possible, lets get together concerning the Monster Zombie for the Update...:)

OK, fair enough - I haven't encountered them in the game yet so I wasn't sure what their role was.
 
Finished my game as the survivors. I finally took the conference center at 2 am day 8. (I didn't really need to take it but I wanted to see Elvis and the Dalek in action.)
I took the airport soon after at 2 pm day 8. After rush building three helicopters, (whoever that money went to is gonna be really mad when they find out they're stuck on an island of zombies and i got their helicopters! :lol:
And if i was paying my workers to build faster, is that kind of incentive really necessary on an island full of zombies? :) )
I put Hannibal, Miss Tokugawa, and Mr. Tokugawa on the helicopters and took off for the mainland. (The next trip i brought king arthur, vuldacon, and Mike rush, then old man peters, elvis, and Reverend simmons)
At 8 am day 10 I won!

1. I think the sewer rats should be moved up in the tech tree. Their paradrop ability is not enough to offset their weak stats comparative to other units. I think their stats should stay the same, but if you want to see them used maybe allow them to be built sooner. (of course i could be missing some ingenious way to use them, but right now they seem useless - and they're soooo cool)

2. Great feel overall! I might try a game as the farmers next, or maybe try again with the company.
 
Finished my game as the survivors. I finally took the conference center at 2 am day 8. (I didn't really need to take it but I wanted to see Elvis and the Dalek in action.)
I took the airport soon after at 2 pm day 8. After rush building three helicopters, (whoever that money went to is gonna be really mad when they find out they're stuck on an island of zombies and i got their helicopters! :lol:
And if i was paying my workers to build faster, is that kind of incentive really necessary on an island full of zombies? :) )
I put Hannibal, Miss Tokugawa, and Mr. Tokugawa on the helicopters and took off for the mainland. (The next trip i brought king arthur, vuldacon, and Mike rush, then old man peters, elvis, and Reverend simmons)
At 8 am day 10 I won!

Congrats.

Helicopters need fuel and spare parts, so rushing represents setting aside all those scarce resources. Plus getting them ready to fly might require motivating your own workers, or at least supplying them with caffinated beverages to keep them alert. Remember, it's supplies not cash (although the Bank shows that cash can sometimes be converted into supplies).

1. I think the sewer rats should be moved up in the tech tree. Their paradrop ability is not enough to offset their weak stats comparative to other units. I think their stats should stay the same, but if you want to see them used maybe allow them to be built sooner. (of course i could be missing some ingenious way to use them, but right now they seem useless - and they're soooo cool)

2. Great feel overall! I might try a game as the farmers next, or maybe try again with the company.

Interesting. I should continue or, more likely, start a new game as the Survivors soon.

My game as the Company is going very well... Attack Helicopters yay! Although I was doing pretty well with just SMG Security, the copters are really cool.
 
Nwoll... Congraulations on your win. I will recheck the Sewer Rat Settings, Thanks.

Virote Considon... The Zombie Dogs all detect invisible and the Mutant Dog and Mutant Zombie both have 2 Hit Points. Not sure why you would have different settings there. I have adjusted several units and checked them in the editor. The Mutant Dog is 10/9/2HP and the Mutant Zombie is 11/9/2HP now.
...The Roads to the Nuclear Power Plant are damaged in the areas around the Plant and also at the other ends. The AI does not tend to Road right away but will eventually get to it. Not sure I follow you concerning adding more Bombed out Roads there...do you just want more to repair or do you want the Zombies to not be able to build Nuclear Zombies in their Other Buildings?
...Glad you are having some Laughs in the game.

bkwrm79... Yes the Attack Choppers are Cool. Just wait until you get the Manbot and Operational M1 Mech! :lol:

I Finished the Re-Colored Zombie Workers animations and it is now easy to see the difference between them and the Normal Romero Zombies.
 
Virote-Considon... Ah yes, the Fun of Road Repair on a Zombie Infested Island :lol:

Nwoll... There are already enough vehicles and the incentive to capture the Armory is to gain the Munitions Store which cuts unit upgrade costs, Reduces Corruption and also allows veteran ground units there.
...The Sewer RATs really cannot be set any earlier unless they were set weaker and it would also require setting more units with different settings. Their ability to use the Sewers to move fast to an area on the map other than buildings is their strong point. They have been set stronger to make them more worth using. I would set them with a longer distance for using the Sewers but if they were set to go any farther, they would be able to go to the Mainland from a captured Company Building and that would ruin the game play.

Testers...Here are some of the changes and additions now:
I am not sure there will be time to update you guys before the Release with the new adjustments and additions but your feedback, opinions and suggestions have been very helpful :goodjob:

The Badass Hannibal upgrade will be in the Release. The Flamin' Hero Upgrade will be made and uploaded as an Update with other Pyro units, New Monster Zombie and additions after the Release.

The Re-Colored Zombie Worker will be in the Release.

I changed Pollution to "Dead Bodies" in all text files and buttons.

The Espionage Screen was adjusted to be Clear and buttons that are not used have a label "NOT USED" after them. This Screen is now called "The Detective's Office"

Unit Setting Changes: Zombie Nurse-10/8/3HP, Mutant Zombie- 11/9/2HP, Sewer RAT- 17/15/5HP, Cruise have 2 HPs, Zombie Squid-8/6/2HP, Note that the Giant Pre-placed Squids are the same. SWAT become Obsolete with "Send In The Marines" Tech and Marines-17/15/5HP and Snipe Bombard-12/2/10, The Terror cost was reduced to 150.

...Spare Parts is now also the same image in the Civilopedia for Strategic Resources as it is on the Map.

...the units_32 and Civilopedia Images have been updated.

...Text files have been adjusted more for improvements.

...Now Considering the Fast Food Joint and having something special from capturing it. Also considering adding another Strong Creature for the Zombies last Tech, "Deadly Evolution". Skreech (Half Insect/Animal) perhaps?

Please let me know if there is something that was not addressed.
 
For the Fast Food Joint, how about:
-Doubles the Happiness of the Fridge (not only do they have fridges, but they have junk food to put INTO the fridge!)
-Pays maintenance for the Fridge (this can be done by selecting the "Pays Maintenance for Trade Installations" for the FFJ, and the "Commercial" characteristic for the fridge. You will have to take the Commercial flag away from all of the other improvements and wonders, but all this will effect is if it will give a Morale Boost, which is better preformed by units anyway, it doesn't halve the production costs like other flags do).
 
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