Escape From Zombie Island 2 ready for public consumption

Arcanus
It takes 10 turns to rack up enough victory points for a win so there's a slight chance that the volcano will erupt while you're waiting for the victory points to stack up. If you're a survivor your choices are lousy - be eaten alive by zombies, or incinerated by a lava flow (hmm decisions, decisions). Still there's more than just a volcano on that island - there's some nice beaches and a bit of jungle at the back - could be quite a nice holiday spot.

Yeah the authorities had the ability to unload someone from a Transport onto the island. This was only an issue after I removed the "requires escort" flag from Transports (the AI wouldn't move them with this flag on). I've reduced the moves for the transport and made it sink in sea and ocean.

Sacrifice is actually a good idea for a victory condition for the zombies - like in the Age of Discovery Conquest. They could be bringing fresh meat or warm brains back to feed the zombie master. I'll have a look at this but I would need to set some very high values to make it challenging for the zombie player.

Sounds like you've got a cool girlfriend (mines is squeamish about these things)
 
Just played the new scenario on Regent and the AI and I managed to completely wipe out the zombies from the island. Completely. Now we're all stuck on the island with nothing to do, and as the Survivors, I had to attack the Authorities to get the fuel which they were in control off so I can build the chopper (I had parts and pilot)... A few big a** missiles later, I was obliterated. :(

Strange twist in the plot of our B-grade Zombie movie eh?
 
Originally posted by KingArthur
Arcanus
If you're a survivor your choices are lousy - be eaten alive by zombies, or incinerated by a lava flow (hmm decisions, decisions).
you rule!

Originally posted by KingArthur
I've reduced the moves for the transport and made it sink in sea and ocean.
ahhh. i'm going to play the authorities last since they seem to have the best advantage.

Originally posted by KingArthur
Sacrifice is actually a good idea for a victory condition for the zombies - like in the Age of Discovery Conquest. They could be bringing fresh meat or warm brains back to feed the zombie master. I'll have a look at this but I would need to set some very high values to make it challenging for the zombie player.
maybe you could make some special units that act like a princess that must be dragged back to the zombie master?

Originally posted by KingArthur
Sounds like you've got a cool girlfriend (mines is squeamish about these things)
i have no complaints. :love:
 
Originally posted by Heretix
Just played the new scenario on Regent and the AI and I managed to completely wipe out the zombies from the island. Completely. Now we're all stuck on the island with nothing to do, and as the Survivors, I had to attack the Authorities to get the fuel which they were in control off so I can build the chopper (I had parts and pilot)... A few big a** missiles later, I was obliterated. :(

Strange twist in the plot of our B-grade Zombie movie eh?
:lol: Yeah, don't play hardball with the authorities they've got lots of hardware. Just out of interest did they nuke you or was it a cruise missile attack? Still not sure if I've got the victory conditions correct for a domination win but I'm playtesting it just now.

@ Arcanus: I like your idea of special units that act like a princess. I was thinking of adding an "Evil" Scientist for the Company that would do the job - the graphic for the Scientific Leader in the game would work quite well.
 
Great Scenario! I've just researched send in the marines. But I've checked out the whole map and can't see a marine resource. Can anyone help me with this?
 
Originally posted by Wedge
Great Scenario! I've just researched send in the marines. But I've checked out the whole map and can't see a marine resource. Can anyone help me with this?
Marine resource should be on the mainland underneath the Command & Control city. At least that's where it should be but if it's not then it's a bug that I'll fix.

ARRRRGGGGGHHHHH!!!!!!!!!
It's not where it should be I just checked in the editor. This has happened to me before - it seems that if you tinker with things in the editor you can cause preplaced units and resources to disappear off the map. I'll post a new biq soon. Thanks for identifying the error Wedge
 
Wedge said:
Great Scenario! I've just researched send in the marines. But I've checked out the whole map and can't see a marine resource. Can anyone help me with this?

If anyone's still interested I've put a link to a new biq file on the first page which fixes this problem. I also named some Zombies after you guys - as a mark of respect, honest ;)
 
Now this is my kind of scenario. :goodjob: Its funny, very funny, not to mention refreshing from the normal "more serious" scenarios out their.
 
The first weeks are very hard. You have to count on your Heros to survive. You might take a city or two, but you have low chances to hold em. This changes when I got guns, guns, guns. I send a expedition to the ammo spot north of the garage and set up a camp there. then i built badasses. With my badass hero i managed to capture the garage adn the junk food shop. Fighting against Mutant zombies is hard. But I got an army full of badasses. They are excellent fighters. With this army i captured the hospital. It was autorazed. From my first attempt i know that the hospital has a wonder which allows ur units to heal in enemy territory. Shouldn´t the city stay? it was size one, but a wonder... The graveyard was autorazed too. Btw: Ressources vanish pretty fast. I think thats cool since this simulates that the survivers have to use the ammo that they find. they cant build any ammo. I had to secure the DIV store after two of my ammo scources depleted. BTw what is a DIV store? Back to the ressources. Around week 30 the game became a bit too easy. maybe the zombies have started to conzentrate on the two other factions, but i think my army is "the unbalancer". i have no problems to capture a mutant defended city within one or two turn, with my army only! On week 40 i stormed the factory and autorazed it... On my way to the city car park i saw how the evil zombies stormed the city hall! the police are in deep trouble... then i discovered a new ammo ressource near mr tokugawas house! yipey! When i approached the City car park i saw something terrifying! stacks of mutant zombies! but i still tried to attack the size ten "city". Although Tokugawa, Hannibal and my army attacked, i had to pull back. its hard to attack such a big city! In the east i have to watch how a hoard of mutants storms the last building of the police on paradise island. well now i stand before the car park. there are some chain girls comming and i hope i will win the battle.
 
THIS IS THE BEST SCENARIO EVER!!!!

I love it! I laghed :lol:! I cryed :cry:! I wet my pants :smug:!

No scenario ever has had the "taste" and "class" of this mod! It's so simple to understand! The advisors are hilarious! The zombies say braaains...! I have never played a mod on this site so fufilling as this! I deamand a sequal.

Sorry if that sonded funny. I just really like this mod! :)
 
One little remark, I can't get the zombies to a domination victory. I wiped out the entire island, and that's it. To Be Continued died of disease.

Greetz Jurimax.
 
Lots of nice comments - the only way I can repay the compliment is to add you all as zombies into the scenario.
@Tossi. DIV is actually D I Y which stands for "Do It Your Self" - a store where you buy paint, garden gear, wood, flat pack furniture etc which you then take home and reduce the value of your house by a couple of thousand pounds/dollars/euros etc (also it's the biggest cause of fall outs in my house). Originally, I planned to have a chainsaw resource there that allowed you to build "chainsaw maniacs" but there's no unit graphic so I left it out but the DIY store remains. About the autorazing of cities -this is quite a pain which is why the wonders are there in some buildings, but as you've seen this doesn't always stop them from being razed. I'm not sure of the correct algorithm but culture and population size also affect whether this happens - still it would be nice if you were given a choice of razing or not. I never liked the armies idea myself - any suggestions for an alternative?

@Kulade - play the game while "going commando" - that way no more wet pants and at least you'll be playing "in character" (badasses don't wear pants either).

@Jurimax - I never intended anyone playing as zombies (yes, stupid to think that wasn't it) so they were never play tested thoroughly - I'll have a look at fixing this.
 
maybe you could just forbid armies and lower the mutant power to 5-5 or 6-5?
 
Wow King Arthur, this looks even better than the test version I played a couple of months ago. I look forward to trying it again. Great job!

Btw, thanks for the other zombie links. I especially liked the Xombie cartoon.
 
Ed O'War said:
Wow King Arthur, this looks even better than the test version I played a couple of months ago. I look forward to trying it again. Great job!

Btw, thanks for the other zombie links. I especially liked the Xombie cartoon.
Thanks Ed. It's just been tweaked and tweaked again (mainly changes to the text file but I think they add a lot to the 'feel' of the scenario). The 'only' tweak left is to work out the victory conditions for the other civs - I've been thinking about either introducing a regicide victory or maybe allowing the zombies to get access to the mainland (or both).
 
I listen to my public and just to prove it, I've uploaded a new version which offers a regicide win that will satisfy even the most victory hungry of zombie players. :king:

The king units are as follows:

*The Company: Dr. Stein, Director Van Allen.
*The Authorities: General Fullbright, Mayor (can't remember the daft name I gave him).
* The Zombies - have 4 'kings' in total. It's only fair they have this number because they face 3 opponents from the start.
* The Survivors: Hannibal Smith and Mr Tokugawa.

All king units have different stats, some are crap at fighting, others are good but they're all good runners (except for the zombies of course - having fast zombies just wouldn't be right. I'm a traditionalist in that respect).
 
Great work King Arthur, now I can finally make the Zombies rule Paradise City.

Greetz Jurimax
 
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