Escape From Zombie Island 2 ready for public consumption

Originally posted by genghis_khev
Good News!!!!! I have not 1 but 2 Helicopters!!!!

So... How do you use them? Dropped of a couple of people of at the volcano but no effect.

Just leave a unit on the victory point location for 2 turns and you should build up enough victory points to get an automatic win. It should work, at least it did during testing.
 
Left several units scattered over the island for min 10 turns!!

Noticed 2 other (very) minor and somewhat strange bugs:
Science rate resets every turn to min 30% if it set to less than that.
Wait at End of Turn doesn't work. It always jumps immediately to next player.

Do you think there is a chance I may have got some random download / install errors? :hmm:

I'll try downloading and re-installing I think!
 
Originally posted by genghis_khev
Left several units scattered over the island for min 10 turns!!

I don't think it'll be a download/install problem. The science reset I think is a bug in Civilization and not in the scenario itself. The Helicopter / victory point is however, a bug in the scenario, or at least it's a possible bug. It worked when I playtested it but I'll double check just in case.

EDIT: Double check and Doh! I must have unchecked the Victory Point Scoring flag which meant that victory points would not accumulate each turn. I attached a new biq file to the first post. Sorry for the inconvenience.
 
Don't worry about it. I took the oppitunity to stage a dramatic, heroic withdrawl back to the Airport and the Armoury. Unfortunately the survivors at the radio station were over-run before they coulkd be airlifted to safety (there was easily 50 + mutants within city X.
 
Hi,

I just played the scenario, and I can't seem to win. I dumped loads of people at the volcano and ran like 20 turns, and I still didn't win... did I use the wrong scenario file?

Also, where exactly should I extract the files? When I ran the scenario at first, it said it couldn't find the Combat Engineer unit, so I manually copied it over to the Units directory, but that shouldn't be it, should it? I have 3 different Conquests directories, so maybe you can explain it a little clearer in the first post where exactly we should extract to (for us Civ 3 newbies). :)

I really enjoyed the scenario though, although I can't win. Love the B-movie theme. :)

The AI and myself (as Survivors) managed to completely overrun the Zombies, but they keep respawning around the island, kinda annoying. Is that supposed to happen?
 
Heretix

There's a bug in the scenario which means you can't get victory by capturing the victory point location. :o I've posted a new biq file on the first post that fixes this - just replace the original biq file with this new one.

You don't need to copy the entire units folder across - sorry I can't give more explicit instructions at this time but I'm not at my home computer. When I get home I'll edit this post. I will make the install easier tho' for the next version - maybe I'll try creating a self extracting executable.

The respawning is intentional - it's supposed to be really hard to eliminate the zombies - all it takes is for one person to remain infected and a whole new outbreak can start again. It's supposed to be annoying too (sorry I have a sadistic streak) :D

Sounds like you kicked some zombie ass - did you find it too easy?
 
Did something change except for the victory flag condition? I noticed a few other changes in the text comments, but are there others relating to the map? The old scenario seemed easier to win, the new one seems harder. Could just be the random seed working against me of course.

What I found annoying was that we managed to destroy all the zombie cities (including the Research Center), and then lo and behold, it spawned out a new city called Zombie Nest right next to the Holdout. Eeeks. And mutant zombies at 7 shields each, they started to swarm out again. We crushed that city... then somehow some remaining zombies managed to take over one of the AI cities! DIE ZOMBIES DIE!!!!

I think the difficulty is about right.. right when the zombies start to get the Mutant Zombies, is around the time the survivors start to get the big guns out. But what's fustrating though is that the Authorities announced war against me once and I had to take two of their cities just to make them make peace with me. I never saw the Black Ops of The Company in action though, maybe make them a little bit cheaper?

Newbie question: What's the use of using the "Rescue Princess" function in The Holdout?

Again, GREAT scenario, looking forward to new graphics for the zombies to make the scenario perfect. :)
 
Nothing changed in that version expect two things. One was turning on victory point scoring and the other was to increase the cost of mutant zombies by 1 - so if anything it should be easier.

I had to leave the ability to declare war on the other civs because you may have to capture one of their buildings if it contains a critical resource eg the pilots at the airport. Of course, this also means that they can declare war on you. I think this is perfectly feasable especially if the Authorities want to eliminate the chance of the zombie virus spreading to the mainland.

Rescue Princess- I'm not sure what that is all about. It could have something to do with Supply Drops once you build the Supply Drop Point small wonder. You are supposed to get these back to your base as they will boost your supplies. I just upgraded to the latest patch of Conquests and noticed a few weird text things. For example, it now says "Build Airfield" where the Week number appeared before. It looks like I'm going to have to redo the labels.txt file and perhaps the script.txt files :cry:

A captured zombie building has a very high chance of flipping back to the zombies so that may explain how they managed to get control of an AI building - it must have happened on the same turn as you destroyed their last building.

I'd love a new unit graphic - please put pressure on your favourite unit creator for me ;)
 
Great Scenario, very funny, very enjoyable.
Keep making cool Scenarios!
 
Originally posted by runedot
Great Scenario, very funny, very enjoyable.
Keep making cool Scenarios!

Thanks runedot, I'll try, altho' my next scenario is going to be very different from this one. I still want to improve this one tho' and release an updated version, however, I encountered some probs. after installing the 1.22 patch. I had to redo the labels.txt file but even more annoying than that is that barbarian camps now appear on the map after starting a new game. This is despite having the 'No Barbarians' option checked in the editor! Has anyone else seen this behaviour with the latest patch? I'm going to try a fresh install and see what it's like afterwards.

EDIT: Fresh install didn't solve the problem so this looks like a bug introduced by the patch.
 
Perhaps make the Barbarians into 'Rogue Zombies' Zombies that don't listen to Master Zombie Kahn?
 
i downloaded all the files including the updated biq.

i've taken over the entire island as the zombies, but can't seem to win.

i'm not generating enough culture to win by culture or domination. i'd love to cross over to the mainland, but i have no boats.

i'm guessing that white object near the volcano is the victory point, but seeing as i can't sail to the mainland, getting to the volcano also gets me nowhere.

i found an airfield 2 squares east of the armoury. only the zombie unit can be airlifted, but i can't find a place to drop it.

it says "build airfield" in my status box in the lower right, but how can i do that since i have no workers?

ok, so i clicked while slowly moving the cursor and found that i can drop zombies if i'm persistent enough. not sure if this is a bug, but now i have to go kill "barbarians" to make a zillion zombies to drop on the mainland.

is this how i'm supposed to win?

any help would be appreciated.

thanks!
-tony
 
so i can drop a zombie on the mainland once per turn. they of course get slaughtered by swat and better units.

if i drop one on the volcano where the victory point is, i seem to score 100 points per turn.

when it hits 1000, it tells me that i lost to a domination victory.

another bug?

-tony
 
Originally posted by arcanus
so i can drop a zombie on the mainland once per turn. they of course get slaughtered by swat and better units.

if i drop one on the volcano where the victory point is, i seem to score 100 points per turn.

when it hits 1000, it tells me that i lost to a domination victory.

another bug?

-tony

You shouldn't be able to airlift zombies that's a mistake! The only way to win with the zombies is by domination. You shouldn't need culture to win by that route -just control a certain percentage of the total land mass and population. I may just need to lower the values slightly to make this victory more achievable. Do you know what percentages you had near the end of the game? If you got to the victory point level of 1000 and then were told you have lost then that does sound like a bug but as I said you shouldn't be able to get zombies to that island - only the survivors should be able to get there. I'm playtesting a new version at the moment so I'll take into account all your concerns.
 
Just returned from watching the new Dawn of the Dead. Awesome movie, makes you want to play this mod right after it. :)

I've also noticed that sometimes we have random strategic resources like ammo and fuel appear right under our cities as survivors. Sometimes it appears, sometimes it doesn't, is that supposed to happen?
 
I had the exact same problem as Arcanus. I took over the whole island, even the mountain one with the Monster Zombies, but couldn't win. I took over everything around turn 80-90 or so, and forwarded to turn 250 before I gave up (couldn't win with domination). I didn't try airlifting though. Even though that's a bug, still might be able to kill mainland with monster zombies eventually. Still, a great scenario--please fix so I can kill the humans :mad: Regardless, I loved it though, thanks for making this scenario :goodjob:
 
@Heretix - the "jumpy" resources are intentional - stuff like fuel, ammo and parts disappear frequently and reappear at another random location - this makes the Scavenger unit very important for the survivors. Other resources are fixed such as Pilots, Machinery so you always find them in the same locations and they never disappear.

@Balam/Arcanus - I reduced the percentage land mass and population required for victory. They now sit at 65 and 50 % respectively - only play testing will reveal if this is too easy or impossible.

@Amesjustin - Yes a good few of them are a perfect fit for my scenario -there a welcome addition, especially when you consider I was using Beaver (furs) to represent Heavy Weapons before using your ones. Sorry for not crediting you or anyone else whose art I'm using. It's really great that you put this stuff out to be shared by all of us.

@everyone - I'm uploading a new file tonight.
Changes in this version:
-Increased tech cost of Zombiegeddon by 5.
-New government "Sheer Determination" (no war weariness).
-Reduced % points required for domination victory.
-Added text (some humorous, some sick) for all techs on the science advisor screen.
-Removed airlift ability from all units except Survivor's units.
-Removed protective mountains around The Company's Human Resources building: Company can now be crushed by zombies (Mu-ha-ha-ha-ha!!)
-Removed "requires escort" flag from Transport unit.
-Removed slight chance that Authorities can reach the victory point by Transport.
-Redid labels.txt for patch 1.22 (fixed things like Rescue Princess: now reads pick up supply drop).
-barbarian camps are in the scenario now even tho' I don't want them. All the barbarian names are changed but the barbarians don't have any units -therefore you can overrun their camps (renamed nests) and receive 25 supplies for doing so: you still need to cross a city full of zombies to get at them of course. The AI just ignores them.

Uploaded the new version -get it on the first post
 
Originally posted by KingArthur
@Amesjustin - Yes a good few of them are a perfect fit for my scenario -there a welcome addition, especially when you consider I was using Beaver (furs) to represent Heavy Weapons before using your ones. Sorry for not crediting you or anyone else who's art I'm using. It's really great that you put this stuff out to be shared by all of us.

I for one don't need the credit, just happy to see them in use outside of Fallout. The real work was actually done by the now defunct Black Isle team who developed the Fallout game series. I just extracted the graphics they made and converted them to the Civ3 format.

The way I see it, these forums are for us all to contribute something to the civ gaming community. Like your mod.

Haven't downloaded it yet, but I plan to tonight and give it a whirl. Looks like you have done some pretty original work here - can't wait to play it out!
 
Originally posted by KingArthur
@Balam/Arcanus - I reduced the percentage land mass and population required for victory. They now sit at 65 and 50 % respectively - only play testing will reveal if this is too easy or impossible.

Changes in this version:
-Removed slight chance that Authorities can reach the victory point by Transport.

awesome! i tried playing the old saved game with the new biq, but the victory conditions didn't change, though the text in the lower part of the screen was correct.

guess i'll have to play the zombies again (oh darn!). :)

what was the slight chance that the Authorities could get to the vp? if i played the authorities, could i just move a guy from the transport onto the island and then onto the volcano?

and isn't airdropping survivor units onto the volcano like making a sacrifice? ;) hehe.

btw, thanks for this scenario. it's totally awesome and i hope to get the girl i'm dating hooked on civ since she's a zombie fanatic! :)

-tony
 
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