Escape From Zombie Island 2 ready for public consumption

I have this type of border that (usually) works fine, but with EFZI they (partially) dissapear! See the picture to understand my meaning.

I was wondering what kind of borders what you recommend? Plus, how to change the borders in the Scenario?

I tried copying an alternate border into:
\Escape from Zombie Island 2\Terrain\territory.pcx

But nothing happened! (the picture is actually from that attempt)

.
 
Luthor_Saxburg...there is nothing wrong with the Terrain\territory.pcx file and how you are placing it...However, this is a Scenario with added/changed Map Graphics Buildings and Roads. The Borders are not really needed because no new cities are built. It is the Map Graphics that cover the Borders.
 
Vuldacon said:
...However, this is a Scenario with added/changed Map Graphics Buildings and Roads. The Borders are not really needed because no new cities are built. It is the Map Graphics that cover the Borders.
Thanks for the explanation. That makes sense! :D

There are no new cities, but city borders ocasionally do change. This info is important to know WHERE the units can heal from the injuries, as they don't in enemy territory (unless you have the Hospital).
 
The Omega said:
Okay, I take back all the yelling I did at the guy who bumped this thread. I shall now worship him, for bringing this thread back, thus leading to updates to the game that have made it better than ever. :worship:


That would be Crash757

Good scenarios should never die. And this one is great. I just did not think it would spread that much.
 
Luthor_Saxburg said:
There are no new cities, but city borders ocasionally do change. This info is important to know WHERE the units can heal from the injuries, as they don't in enemy territory (unless you have the Hospital).
I guess this is my fault :rolleyes: My road graphics cover the whole tile. I was thinking of making some new grahpics where Roads replaces Plains instead of Roads. That would solve the problem.
 
This new unit is intended for the Survivors Only and uses the Sewer to move long distances fast. I hope that KingArthur will appy this unit and the Sewer Resource to the Game. A "Sewer RAT" is a member of a special team (Radical Attack Team or RAT) that use the Sewers for quick movement and are armed with high powered handguns with silencers.

This unit uses the "Covert Ops" unit that was originally made by Kindred72 and that I made new palettes for and altered the flcs so it would work better in game. I included all flcs, sounds and pcx files that you can use for the "Sewer RAT" or change the name and use for the Covert Ops. Also included are the CovertOpsDrop.flc I made with a Camo Green Parachute and the sound for it and the "SewerRAT_Exit.flc and sound that I just created. All pcx files and both .ini files. Read Me included.

All Game Tested.
I will post a .gif preview next post.

...here is the unit zip file: 668 KB
http://www.civfanatics.net/uploads10/sewer_rat.zip

...here is the SewerRAT that has been Reduced in size by 10% to more closely match "typical game units" 648 KB http://www.civfanatics.net/uploads10/Smaller_SewerRAT.zip
...because the game played the last footsteps of the sound at different timing and they are not really needed, I removed them. Here is the improved SewerRAT_Exit sound:
 

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Sewer RAT Preview...This animation uses the Paradrop command so rather than a parachute, this animation will be shown. The Unit "Sewer RAT" will be in the Default position after the sewer animation finishes in the game.
...the actual flc is slower in the game to look better than this .gif
 

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  • SewerRAT_Preview.gif
    SewerRAT_Preview.gif
    71.1 KB · Views: 136
Vuldacon said:
Sewer RAT Preview...This animation uses the Paradrop command so rather than a parachute, this animation will be shown. The Unit "Sewer RAT" will be in the Default position after the sewer animation finishes in the game.
...the actual flc is slower in the game to look better than this .gif

w000000000000000t! :D:D:D:D:D:D:D
This is going straight into BfNY!!!
 
Vuldacon said:
KingArthur..the National Guard and "Ed O War" sounds are not working...only the Death.
I know, there's a fix on the first post of this thread. It's a Firaxis unit which I don't include in the installation, I just link to the unit. One way to fix it is to provide a unit folder and INI file in the installation but I guess I never got around to it. Thanks for the Sewer Rat.
 
I know, there's a fix on the first post of this thread. It's a Firaxis unit which I don't include in the installation, I just link to the unit. One way to fix it is to provide a unit folder and INI file in the installation but I guess I never got around to it. Thanks for the Sewer Rat.
...ok Thanks, I can correct it just wanted to bring it to your attention.

BTW...I believe that the Zip I Uploaded has a faulty "CovertOpsDrop" that I included...Some how it was the Death.wav so I will correct the Upload but for those that have already downloaded it..here is the correct file IF wanted. This file is only for the Covert Ops not the the Sewer RAT.
 

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I found a strange bug while playing this which caused me to quit out of annoyance. I was playing as the Authorities and assembled a team to attack the Armoury made of SWAT, a couple of National Guard, and the 10/10/2 hero. In the first turn they killed several standard zombies. THe next turn the Zombie King unit Sarge was showing as the best defender, but when I went to attack my units were fighting invisible foes without health bars so I couldn't see what was was going on. Please help!
 
Sounds like Sneaky Zombies Sybot. These are invisible units which only a few unit types can see. Some people don't like them some do so I may reassess their use in the next version perhaps make them spawn from the research centre rather have them buildable
 
Sounds like Sneaky Zombies Sybot. These are invisible units which only a few unit types can see. Some people don't like them some do so I may reassess their use in the next version perhaps make them spawn from the research centre rather have them buildable
..I think the SewerRats should detect them...that would help balance that situation. BTW...Concerning the Grunt Run Sounds that use the Marine sounds. The Run only has Run Foot 1...shouldn't that use the MarineRun.amb?
 
Many all civ should be able to use sewage.
Sewage Rat for Survivor
Some kind of mutate mouse or zombie for zombie
Some kind of Black Ops or similar for Company
Navy SEALs for Authorities!!!!!!

They all should be quite late in the game and attack and def around 9-11 range. except for the zomibe
 
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