Escape From Zombie Island 2 ready for public consumption

I just added the Skreech for the Zombies that will come when they discover their last Tech...Deadly Evolution. I have tested it and it fits the game and looks good on the map. It's a Fast Strong Unit for the end game for the Zombies. All Spider Units were adjusted to have a little lower cost.

Currently working on the adding a new "Wonder" for the Fast Food Joint. Called "The Kitchen". It will increase the Population at the Fast Food Joint by essentially being a Granery. This will prevent the Zombies from Razing that building and provide a little benefit there. This "Wonder" will benefit all Human Factions ...unlike IF I set a Wonder that would only benefit the Survivors by producing Spunky Kids, etc...

I have spoken with King Arthur and we plan to get these last Updates to you Testers before the Release...Hope to have this in a couple of days.
 
I played a game as the company. I finished the five-step plan at 4am, day 7.

Can the spaceship movie be changed? (Though this is the first time i've ever seen the movie, I never got a spaceship victory in civ 3 before :) )

The five-step plan seems really easy. All the company has to do is take two buildings, and then hold on. Suggestions:
1. Maybe add some more techs to spread out the 5 steps.
2. Make all the steps require resources in the city radius (do all 5 require that?)
3. Make the buildings/steps cost more.
4. Add more than 5 steps, requiring more buildings (at least make the company take back their research center:evil: :mwaha: ) - hopefully this won't require more resources.

All the updates sound great, especially adding the skreech unit for the zombies.
 
Taking the research center might be a bit too hard though for company. The tech could be spread out a bit but I think 5 is the number you had to follow as that's the number of original spaceship parts and I don't think the movie can be changed.
 
I'm looking forward to the updates.

Meantime I've got some games to finish... I don't plan to finish the Five Step Plan until after I get to try out my Mech. Then there's my Farmers game, which I think is winnable, it's just that it'll take a long time to blow up all those zombies. And then once I get the new updates a Survivors game and maybe an Authorities game. :)

And then I've been thinking about an Aliens scenario. Had a few thoughts today about how to put it together, but there are not enough alien units. (As in, there's only the one.)

Hmm... and there are a few non-civ things I have to do as well, but I will try not to let them get in the way too much.
 
Nwoll... What Units and Strategy did you use when playing as the Company for your Win? Was this on 12A Level? I need more details to consider adjustments for the Company and their 5 step plan. There is more to it than the 5 Step Plan. I assume the Buildings you captured were too easy. The Company is suppose to have an easier time than the Other Factions on the Island because they started this Horror. Also 12A Level is a mid level game.

Yes Movies can be changed or added with Bink but Virote_Considon is correct about needing another movie to add.

The Fast Food Joint now has a Key Location called The Kitchen. Skreech is added for the Zombies.
 
OK, Many More adjustments have been made and the Company will have a bit tougher time. Their Research for several Techs cost more and the Security SMG units cost more. All Zombie Buildings have Elite Sated Alpha Zombies and most of them now have more of them as well.

...Because the Radio Station belongs to the Authorities and is then captured by the Zombies, the Radio Station cannot have Sated Alpha Zombies placed there to help that building. It will have the Nasty Horrors produced but the AI by default will not generally keep enough strong units in a building to guard it like a Human Player. So This leaves the Conference Center as the Tougher Building for the Company. It is a little tougher now as well.
The Main Thing that will slow the Company is increased cost for the Techs that lead to Attack Choppers and increased cost for Security SMG units. This has been adjusted now.

SWAT cost is increased a little and there is another Zombie Bat pre-placed at the Car Park. There are three more Roaming Alpha Zombies pre-placed on the map.

I have been testing by playing the Company to see how these settings are and they seem very good. The Bank is not difficult to capture with the Director and other units but it is slowed down just a little because rather than just three Sated Alpha Zombies, there are six now.

We will get you guys an Update I hope by tomorrow. I have several things to finish and then get all the files to King Arthur tonight so he can get the Update uploaded for you guys with High Speed Connection.
 
Report: Company game, difficulty default 12a

Overall, it was not too difficult. I was able to defend my buildings (including Dog Pound and Warehouse) and quickly capture the Bank. I was stalled outside the Conference Center from Day 1 until Day 4, when SMG Security began to come into action.

SMG Security is quite powerful, like SWAT, although it does require more advanced tech. I'm glad this is already being addressed.

The Manbot was cool and quite useful. So were the other special units. Natasha didn't last that long, however.

Attack Choppers are very cool, and thanks to their mobility very helpful.

The Mech is very cool, although I didn't get much use out of him before completing the 5 step program on Day 7. It could have been sooner, but I wanted to try out the Mech for a couple turns.

While the Zombies were not able to stop my main attacking force, they did consistently counter-attack, especially against smaller groups. Terrors killed quite a few SMG Security, along with some Attack Dogs, and even the occasional Chopper or Black Ops.

I noticed that the Zombies razed Mr Tokugawa's House and the Coastguard station. I don't know why; my forces were no where near that area at the time.

Timeline:

Day 1
8 am: Bank captured

Day 4
2 am: Conference Center finally captured
10 am: City Car Park
10 pm: Airport

Day 5
noon: Detective Agency
6 pm: Radio Station

Day 6
4am: Cinema
noon: Furniture Store
6 pm: Factory
8 pm: Hardware Store

Day 7
4 am: Gentlemen's Club
8 am: Fast Food Joint
4 pm: Church
6 pm: School
8 pm: 5 Step Program Completed
 
bkwrm79... The Company will be a little tougher now with the Update that will be uploaded tonight for the Testers.

Did the Survivors build the Shinto Shrine at Mr Tokugawa's ? The Zombies should not Raze the Costguard because it has a pre-placed Wonder. I have never seen them Raze any Building with a Wonder built there. This was the Main Reason for having Wonders in almost all buildings.
 
Does the AI know it doesn't get a benefit from the wonder?

To answer Vuldacon's question, the Survivors had not built the Shinto Shrine.
 
bkwrm79... That explains why the AI Razed Mr Tokugawa's House anyway. As for the AI "Knowing" that they do not benefit from a Wonder...it is simply a programed situation if there is a Wonder, Not to Raze the "City" that has it. This was done so Great Wonders are not Lost in CIV Games from the AI. A Human Player can Raze what ever they want. Same in this game. So the AI does not "Know" they do not benefit from a Wonder...they just follow code.
 
bkwrm79... That explains why the AI Razed Mr Tokugawa's House anyway. As for the AI "Knowing" that they do not benefit from a Wonder...it is simply a programed situation if there is a Wonder, Not to Raze the "City" that has it. This was done so Great Wonders are not Lost in CIV Games from the AI. A Human Player can Raze what ever they want. Same in this game. So the AI does not "Know" they do not benefit from a Wonder...they just follow code.

Thanks. That's good to know.

If only there was a proper 'cities cannot be razed' option in scenario properties. :(
 
If only there was a proper 'cities cannot be razed' option in scenario properties.
bkwrm79... Yes indeed, it would be very helpful to have a way to flag buildings cannot be Razed by the AI but we have to work with what we have since we do not have access to hard coded game files.

...This made the creation of many things in this game very tough and why We are very happy with what we have managed to "Get Around" concerning Hard Coded Factors and the things that we are not suppose to be able to accomplish.
 
Nwoll... That is not suppose to happen but apparently Razing buildings that Contain "Wonders" is also set as a random possibility or other game factor that triggers this for the AI.
That Unit is a possibility but we could go on and on with changes.

Testers... All remaining Files have been placed in the game for this last Update and King Arthur will be uploading it shortly.

We are also play testing. IF you see anything that is missing or needed in the Civilopedia or experience any game problems, please let us know.

I assume you guys all know these Tips but in case you do not, here are some things you need to know:
*Try and build all Sewer Accesses before the end of day one.

*Check Research each turn because that changes as your Faction develops and you will want to save supplies by adjusting the amount you need to spend to get a Tech.

*IF you need more supplies you can set two or three buildings producing supplies.

*Try to make your Faction Happy even if you need to set supplies for them because you will fair better in many ways.

*As the Company, Build/Buy a Sewer Access as soon as possible after you capture the Bank so you will be able to send the Director and other units where they are needed fast. Example: IF the Dog Pound or Warehouse is being attacked by many strong units, you can send the Director and other Stronger Units to those buildings fast to help out.

*IF you manage to gain a Great Leader early, you can save him until you have a Sewer Access built at the Warehouse and Rush Build another Attack Dog Academy there.

*Before the end of Tune One, negotiate with all other Human Factions and Get all of their Supplies (50) plus as much as they will pay you per turn to ally with them against the Zombies and right of passage and Mutual Protection. This will help you be able to set Research to gain Techs as fast as possible.

*It is very helpful to get the Farmers in the War against the Zombies because the Zombies that are Fighting them, will not be after you. This also provides a way for you to gain the Wild Boar Inn. Note that the Zombies can Raze the Wild Boar Inn during the early game because the Booze Imports cannot be built until there is a fridge in the building that is needed to build Booze Imports.
This Key Location will Greatly Help all Human Factions.

*Everything you do in the first few turns will make all the difference in your game.

* As you become aware of more things from playing this game, you will be better able to anticipate many things that you can prepare for from the start and with each turn in the game.

*Give some thought to what you can do with different units and your particular strategies to play the game Your Way for more Fun. Giant Squids are not a big problem for the Authorities if you use "Search and Destroy" Tactics. This type thinking is what you need to do in this game to have an easier time and Win. Another example is using your skills as to when to have the Farmers ally with you against the Zombies and what Order you Research Techs.

*Make each Turn count and you will be able to have more control and a Fun Game. When all becomes too easy later, play a higher level.
 
Vuldacon...as far as I could tell, there are no specific conditions to be met...

Like I said, its Rare, but we tried to put Wonders in every city in BfNY, and the AI still managed to raze 1 every few games...
 
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