Escape From Zombie Island 2 ready for public consumption

OK, played some today:

-Random Civ- The Survivors (12a, of course ;))
-1st Turn, the first unit I control is King Arthur, and his 1st move he attacks a Sewer Guard. I gain my first MGL!
-12PM Day 2- The Hospital is secured. It was captured the day before, but due to some circumstances, it wasn't really in "safe hands" ;)
-The same turn, Freddie produces an MGL outside the Machine shop!
-10AM Day 2- I took the Graveyard! This would not have been possible if I were to go about my normal early-game strategy of building Old War Vets instead of Spunky Kids!
-4PM Day 2- Reverend Simmons produces a Great Leader!
-10PM Day 2- I LOST the Hospital! Along with it went the Rushmobile.
-4AM Day 3, Freddie dies outside the Hardware Store. The Farmers also capture and then loose the Hospital.
-8AM Day 3- King Arthur snipes me a Great Leader! I'm currently besieging the Hardware Store.
-The same turn, I capture the Hardware Store!
-In the AI's turn (the same turn), the Authorities (re-)take the Hospital. They've been using a lot of troop trucks this game, which is always a good thing!
-8AM Day 4 (24 hours after the last report ;)) a Champion gives me a new Great Leader!
-10AM Day 4- I (finally ;)) capture the Factory. Next stop SHOULD be the Car Park, and then the Airport...
-Noon Day 4- I capture Sam Hammer roaming the streets between the Car Park and the Warehouse
-2PM Day 4- I get another Great Leader through a Champion!
-Getting a lag during AI's turn, 4PM Day 4 (only seemed to be this turn, too)
-12PM Day 5- Another leader through a Champ!
-6AM Day 5- I take the Car Park. The enemy had masses of Monster Zombies and Monster Dogs arrive on the second to last turn out of nowhere :crazyeye:
-10AM Day 5- The company start to dislike my use of Land mines. They attack with their invisible-detecting dogs
-4PM Day 5- Task Force 2 (a few units that I didn't want to move all the way over the other side of the map) take the Fast Food Joint.
-10PM Day 5- I take the Airport. Due to its size (only size 6!) I had taken it easier than the earlier buildings. The game is won. Or is it?...
-"The Big Finale" is going to now take seven long turns!
-As of 12AM Day 6, my full focus is on the Nuke Plant. Looks like the Company is using Land Mines quite well!
-6AM Day 6- I capture the Nuclear Power Plant from the Company. I'm going to use this to try and sue for peace... It works.
-The same day, Task Force 2 captures the Gentlemen's Club
-Noon Day 6- The company declare war on me again.
-4PM Day 6- I drop Rev. Simmonds off at the bottom of the Mainland... This looks like it could be it!...
-6PM Day 6- King Arthur gets mobbed by Zombies as he touches the mainland. Sam Hammer also touches down.
-Later that turn, the Authorities declare war on me! (right after we'd agreed to an RoP!)
-8PM Day 6- Rev. Simmonds reaches the TV station!
 
Plotinus... Thanks, I will check Lawman Jed sounds.

Virote_Considon... I don't believe the lag was due to anything other than that particular turn for the AI...You probably had them Calculating what they were going to do :lol:

...as for the Airport, well, the reason it was made easier to capture was to make it more reasonable for the Survivors to opt for the Escape there rather then stay and fight it out to the end. I can certainly set it stronger as well as add the Zombiegoo back so that building has access to it.
 
Stormrage... Yes, more Great Leaders can be gained if you build a Particular "wonder" as each Faction. Great Leaders can Rush build or Upgrade to a Faction Specific "Champion" that has Bombard (Shoot) and Strong Stats.

Virote_Considon... I am thinking that the Super Coupes produced at Mike's Auto Shop are being produced too fast (1 every 8 turns). This is also probably how you Could Reach the Airprot that Fast. Perhaps set them to 1 every 10 to 15 turns?
 
The Sheriff Attack sound had have a slight delay. The game will not play it the same as the animation due to several factors but regardless, this corrected sound removes the slight delay.

This was already sent to Plotinus and King Arthur and will be corrected in the Release but if you need or want it now...here you are:

http://forums.civfanatics.com/uploads/4870/SheriffAttackSound.zip
 
Virote_Considon... I am thinking that the Super Coupes produced at Mike's Auto Shop are being produced too fast (1 every 8 turns). This is also probably how you Could Reach the Airprot that Fast. Perhaps set them to 1 every 10 to 15 turns?

Nah, for most part it was because I was constantly airlifting my units to the nearest "front". That's the main reason that I lost the Hospital, and my small force that went to retrieve it (Mr. Tok., along with varying amounts of Spunky Kids and a Super Coupe that didn't last very long). wasn't really enough, and wouldn't be the sort of force sent out if I was determined (I knew the Zombies wouldn't be able to keep it for too long).

And on the Airport question, instead of giving them Zombie Goo there, I'd give them roadkill. This should raise their population, making it harder to bombard them. Maybe also allow the "Airport" wonder allow Building Size 2, so that they can physically get above size 6.
 
Virote_Considon and Spacer One... Playing as the Company, I just have the Company car and no problems but the Security SMG units move 2. The Survivors Pyromaniac units only move one so do need transportation.

I will reset the transportation units: Super Coupes from the Garage-1 every 12 turns, Motor Cars from the Car Park- 1 every 10 turns and Troop Trucks from the Military Base-1 every 15 turns.

I am adding one other Car for the Company, placed at Sales and Marketing, called the "Delivery Car".

The Airport will have an extra Road Kill (already had one) and Flesh Eating Bacteria. This will allow building size level 2 and 3 and produce Mutant Zombies but it can be Bombarded away to stop the production and building Growth.
 
I only use pyromaniacs to sit in original buildings, and pick off zombies as they pass...the Pyromaniacs(and hand built tanks) are not very useful with 1 movement...Hand built tanks, used to swing them game a bit when you got them, now they are just good to have 1 or 2 in a building to defend...

Am I wrong, or can pyromaniacs, not use sewers?...

had a great game, but I left the notes on the other computer. what I can remember...

in the first day, I produced 2 MGLs...KA almost always seems to pop one out if you attack the sewer guard, and Freddie also has a knack for getting them...

I took the Hardware store around day 4 or 5, and am seiging the Factory around day 5 or 6...have razed the Fast food and Gentlemans club...as the survivors, I find little need to keep the gentlemans club (even for the strippers)...

I have just started to see Crawling brains and Giant Spiders (forget what they are called)

one last thing...I find that I have trouble upgrading(MGLs, and KA specifically)...it would be nice if there was a way to upgrade MGLs in the field, instead of returning to the Capitol...I just dont have time to move it...
and by the time I manage to get what I need to upgrade KA, he is across the map from Hanibals apt...sewers could work, but (for example in this game) I used KA to take the Hardware store, and it took 5-6 turns for the people to calm down, and let me hurry the sewer access...

[edit] maybe the Shinto Shrine could allow upgrades, since it spawns the MGL?...and something in the furniture store that allows upgrades would somve the problem I think

[edit2] also, are Monster zombies supposed to look strangely tall?...they dont look "bigger" just taller...IMO not that good looking, but not terrible either...
 
Spacer One... Pyromaniac Units cannot use the Sewer System. Methane Gas :lol: Seriously, they cannot use the Sewers because it would make the game too easy for the Survivors. This is also why they only move one square and need to be transported to get anywhere fast.
The Pyromaniac Units are very Good...if you build many of them they can capture any building. IF I had any control over the "Bombard Failed" situation, I could adjust the game for more control but that is another Hard Coded factor. It can be Frustrating when you only have one shot and it fails but that is all part of how the game operates.

Hard Code applies to Upgrades...Just as in any CIV Game, you must Upgrade Units inside your buildings with the proper improvement built...in this case, a Machine Shop. Just Build a Machine Shop in Mr. Tokugawa's House and the Furniture Store and you will be able to upgrade in those buildings.

As for King Arthur or any Unit you plan to Upgrade... this is part of your game play strategy. Since you know when you plan to Upgrade, you play your units accordingly. Personally, I upgrade King Arthur, Vuldacon and other Units at Hannibal's Apartment or Garage before going after buildings farther away but game play and strategy is the decision of the player.

The Monster Zombies were simply made to look a little bigger and colored differently so players could see the difference. A New Monster Zombie will be made soon that will be more appropriate with a better Look. This will be an Update after the Release.
 
A word regarding Razing Buildings...

The Fast Food Joint is a Key Location that is worth keeping. The Gentleman's Club with Free Units that require No Support, have good attack and defense and Zone of Control are worth keeping. They also use the Sewers so they have very good value. I have seen the strippers and Dockers Kill Monster Zombies. They are Great for Blocking the enemy as well.
As I have said before, ALL Buildings are worth keeping because the more population, the more supplies and Power. Many may Raze buildings and that is their prerogative but personally I never Raze any. I don't lose special units or buildings to the Zombies on 12A. Keeping Buildings provide more game control.

Playing the Company now, 12A...I can tell you that you will not Win by day 7 and will have to play well to Win any time on day 8. The increased Tech and Security SMG unit Cost helps the game as wanted because it limits those units more. IF you build Research Labs in all buildings, you will still be able to gain the Expensive Techs and have supplies to spare without too much trouble but you will probably want to place several buildings producing supplies to help you through your lack of them early in the game.
By Day 5, things start getting tougher and day 6 will keep you very busy:lol:
I am currently just starting day 8 and started building Attack Choppers a few turns ago.
I am very interested to see if the Zombies will continue to build the Nasty Horror with the Skreech when they reach the Deadly Evolution Tech. I am not too concerned about The Terror because that unit is auto produced from the Research Center then, so it will be in the game unless That building is captured...and that will take some work because there are 25 Elite Sated Alpha Zombies pre-placed there and each can gain another if they win in Battle. By the Way...this is because of all the Bombard Units in the game so the Zombie Bastion has to be set extremely strong. It will still fall to Bombard Units eventually, it will just take longer unless you go after it with extreme hordes of Bombard Units.

All seems good for 12A Level...Hope your current test games are going well too. :)
 
A word regarding Razing Buildings...
I don't lose special units or buildings to the Zombies on 12A. Keeping Buildings provide more game control.

please remember that you are probably much better than the average player :) and definitely better than me...on 12A I barely manage to stay alive(so far Ive won 2 out of about 11-12)...I raze buildings when I cant afford leaving anyone to defend it...this occurs for me, because I lose 2/3-4/3 of my attacking squad in said attack...Its not until much later (unless you have good luck with MGLs) that you have enough to penetrate the huge stacks of Alpha zombies (which regen on their turns, so if you dont kill it, it gains HP)...so Often I lose 1 or more of my heroes (For example, I lost Freddie early, and Hannibal during the Warehouse siege)

I personally think there are too many of those Alpha Zombies...I also dont think that the Champions bombard is equally as powerful...they miss alot, and it takes a stack of nearly a dozen of them to get anything done...Without the upgraded KA (who is the only good bombarding unit IMO, other than Pyros, who are decent once they get there)...

[edit] IMO a free unit is only good as fodder if it cant kill anything...and toward the endgame, Im making supplies so fast, I have nothing to spend it on...

One final thing that occured to me...Why dont the Heroes trigger Moral Boost?...I seem to get it late game, from Pyros more often than not...
 
Spacer One... When I started to adjust/remake this game I thought it should be a Hugh World Map because there are too few buildings to have a worthy game against strong units such as the Bombarding units in the game for all factions. IF the settings were adjusted as you are saying, the game would be won far too early and not be much of a challenge.

By Default, the AI will not keep enough units inside their "cities" ("buildings" in this case) to withstand any Great Bombard attack. In "normal" CIV Games, you have this same thing except there are more cities in the game. In order to offset the lack of a Huge world and lack of buildings on this small Island for each Faction, it is necessary to alter the game with pre-placed immobile units so the AI cannot move them out (as they would) and they will therefore help guard their buildings.

The Sated Alpha Zombies do not gain any more Hit Points. They just "enslave" another Alpha Zombie IF they Win in a Battle...that does not have anything to do with Bombard. If they are Bombarded, they gain nothing ever.

When you attack a building, use the Bombard Units and you will not have any loss or injury. Make sure you have enough to occupy the Building before you capture it. It is a Good Idea to have as many of the "Special units" there as you can so you will be able to Simply Bombard the enemy attacking units that try to regain the building. This is a game of strategy and all Factions have plenty of power against the Zombies if used correctly. "Timing is everything"...give yourself a chance to understand the game and consider a new approach that will benefit you rather than go all out with a direct assault against a Zombie Building in Battle for example.

It is true that this game assumes that the Player knows How to Play CIV III and understands the game factors that are involved but we have tried to provide all things in the Civilopedia so players can read to gain a better understanding. Other than that, like any new game, it will require playing to understand better.

I would be happy to send you a saved Game so you can see the position and what has been done...but that would merely be my approach and there are many different and probably better strategies that can be played. 12A level is "challenging" but will not be too difficult at all when you understand this game.

Read and use the Tips I wrote on the previous pages. Think of this game in terms of "David and Goliath"...you MUST use Strategy and good planning...this requires understanding, same as when you first started playing CIV III.

This is not a matter of how good or bad a player I am...I simply understand more than you because I know everything involved from making it. Virote_Considon, for example, has managed to Win easily...in fact, too easy for 12A.

Again, give yourself a chance to understand the game and try a different approach with your game play strategies...you will Win every game on 12A once you understand all better.

"Heros" do not trigger a Morale Boost because that would force the Morale Boost too early from the many Champions that are gained in the game. The way it is set, a Morale Boost is more selective than Forced on a player...that simple. If you are playing as the Survivors or Farmers, you will get a Morale Boost when you Build and Use a Pyromaniac. That provides a little control over when you want it, rather than have it Forced on you if you ever bother to use any Champion you gain. Since the Survivors need some champions to help them, they can gain and use them without Forcing a Morale Boost early.

Use your Supplies to your advantage...buy units after they have built a turn or two. You should not have any extreme surplus of supplies...if you do, that is a sign that you have not used them for best advantage.
 
Game Report
Survivors, 12a

Things started off well. I rescued the Reverend and started taking out Sewer Guards. In early negotiations I acquired a great deal of supplies from the other factions, and got a Mutual Defense Pact that drew the Farmers into the battle against the Zombies.

Fighting was fierce near the Hospital, which quickly fell to the Zombies. Zeb was killed leading a counter-attack, and Tokugawa was slain by a Nuclear Zombie not far from there.

On Day 2 I captured the Hospital, blocking Zombie Nurses and gaining the medical supplies for myself. Fighting went well generally, and I got a couple champions.

On Day 3 I continued my attack, seizing the Graveyard. I kept it rather than razed because of its location, sheltered by my other buildings and helping to join up my territory. My forces then raced south to take the Fast Food Joint, although they were unsuccessful in taking it before the Zombies could capture the Radio Station.

On Day 4 my forces raced to the Radio Station, which I captured and garrisoned strongly. Meanwhile, the Farmers attacked a poor little kid and then declared war.

On the morning of Day 5 things still seemed to be going quite well. I resumed my push to the south, taking the Hardware Store. My first priority there was the Chainsaw Club. A massive zombie force launched a counter-attack, tying up my Main Characters outside the Hardware Store. Even if I had been willing to give up the building, the roads were completely blocked.

By 2am on Day 6 the Zombie counter-attack had been defeated. My Main Characters and Champions, along with a few Badasses, Spunky Kids and Chainsaw Maniacs, headed for the Airport. It's a good thing they did; shortly thereafter the zombie attack resumed, this time not concentrated on the Hardware Store (which was stuffed full of Pyromaniacs) but testing my defenses at the Radio Station, Garage, Furniture Store, etc.

Spider-things also intercepted my attack force en route to the Airport, killing several brave volunteers. The attack force was successful anyway, capturing the Airport at 10 pm, Day 6.

On Day 7 I struggled to hold off the Zombie hordes, while Hannibal led a small force to the mainland, to reach a TV studio and reveal the horrible truth. When I obtained motorcycles for my Chaingun babes, I was able to take the Coffee Plantation from Zeb and extract a peace treaty.

The biker babes made a huge difference in the overall situation - let me drive the zombies back from my buildings. However, the zombies were continuing to take buildings from the other factions (and to kill many of my units), so I imagine if they had reached the Skreech I'd have been in big trouble again.

Day 8, 6pm: Victory!

Edited to add: I gained a large amount of surplus supplies (about 4000). I spent it all on helicopters and biker babes on Day 7, and was very glad I had the supplies to use!
 
bkwrm79... Sounds like you played a good game and managed to Escape.
Yes, poor little Spunky Kids :) The Farmers will go to War (especially against the Survivors) more than the other Human Factions. They take advantage to try and get their land back.

After Capturing a Building, it is VERY helpful to set Luxuries as high as you can afford as well as place many units in the building so the resistors will be taken care of faster and you can then Buy improvements to help there.
Good build Order: Sewer Access, Electric Generator, Machine Shop, Auto Defense System.
Bat Bombers will bomb with boulders so try to have "Special Units" in the building that have air defense until you get the Auto Defense System built.

Strippers, Dockers and Chainsaw Maniacs all can use the Sewers and all have Blitz and Zone of Control...They are all Free and do not require any support. They are all surprisingly useful and very worth having. IF fortified on a skyscraper for example, they will Hit Zombie units as they pass and if you fortify two or three together, the Zombies do not tend to attack them as much as trying to get past them.

I assume you gained many supplies from the buildings you captured and perhaps the stray supply drops on the West side of the Island, not to mention building the Supply Drop Point.

IF you have the game saved from before you escaped, try playing on and see if the Zombies build the Nasty Horror as well as the Skreech in your game. You can also note your opinion of the Skreech settings and how the Zombies use them.
 
Survivors 12A:
Day 1
on my first attack KA creates a MGL...I take this as a good sign
Diplomacy gives 125 supplies (I can never get all of the Authorities supplies at first)
2AM: complete Auto SHop

Noon: Farmers start bombing the Fastfood joint
Shinto Shrine Complete

Day2: Noon Trades with Compant get me Here Boy and First Aid...for minimal supplies and cola

Day 4 10AM Hardware taken

Day 6 4pm Factory taken

Day 8 4PM Airport taken

Day 9 4AM Airport lost after building 4 helicopters and transporting several survivors off Mainland

Day 10 12PM Victory after 8Hours and 50 mins (108 turns)

The only people I managed to get off the island were:
Homer Simpson (Spawned as a GL on the mainland...)
George Mckinley
Jack Bauer
John Mclane
King Arthur (sniper)
Max Brooks
Mr Tokugowa (shogun)
Rev. Simmons (Hellfire)
Sam Raimi
Vuldacon (Master)

Ms T and Old Man Peters died in the airport, other heroes were trapped at the factory(Timmy, Mike rush/Rushmoble, several champions)

Land mines are fun, but tend to START more trouble than they prevent :)

the Pyros are great once they get into the thick of it (as they can hold off either Giant spider 1 on 1)...would it be nice if they had 2 movement, but I can see where that might overpower them...Also, I thnk the Biker Gals should have blitz...I mean, its a Gatling gun!(and they are harder to get to, but the Giant Spiders just run them over on the average)...

Oh, and one last thing...The zombies raze the Coast Guard, more often than not...I reloaded the auto save several times to see if it was random, but they only left it standing once out of about 10-12 reloads...I think they just dont like it...
 
@Stromrage King Arthur upgrades to "Sniper King Arthur" and is IMO the best unit the survivors have...

Vuldacon is in there too...but as he has no bombard, he tends to be a "finishing" unit (By "Finishing" I mean, after the bombarders pick the stack down to ribbons, Vuldacon and Mr Tokugowa can usually slice and dice the last 3-4)

@Vuldacon - in response to your answer on Razing the FF and GmC...I havent been able to hold them and move on...but skipping them altogether seemed to work just fine :( ...After I play for a few months, I'll try for a more complete conquest victory...
 
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