Escape From Zombie Island 2 ready for public consumption

Cloner4000 said:
1) They can't Not suppose too
that's correct. They're not supposed to.
Cloner4000 said:
2)Not in Existance, however it could have been a good idea
Yes a good idea, maybe in the north west corner - north of the Dog Pound?

Cloner4000 said:
3)Funny, I can't build that too, probably a bug
No not a bug. Transports could be used to get to the mainland and that would be too easy!

Cloner4000 said:
4) NO, they only need dog resources
that's right just dogs.

Cloner4000 said:
5) I can build it in my game, you need military hardware to do it.
You need Military Hardware + Fuel. There's no tech prerequisites and only Authorities can build them. Are you playing the Black Survivors version Bluemofia?

Cloner4000 said:
6)Probably an error.
It's for his cropduster biplane. Erm, no it's a mistake it should be the Company's private airfield.
 
JuuL said:
Wow! This mod is getting better and better!
I just finished a game as the Survivors, who won a victory point location victory after 23 days. And it was funny and challenging (almost) all the time. I really liked some of the new stuff, specially the Sewer Rats - the screenshot I've uploaded should explain why.
Just one question: Shouldn't Monster Dogs require Species Jump?
Sounds like a helluva game. I will move Monster Dogs there since it's more logical and they don't require goo as pointed out by Bluemofia.
 
Spacer One said:
I like the power plant idea, (tho not too many vacation island type places have a nuke plant) but not there...the Survivors will just snatch it on their way by (its on the path I take)...It should be closer to the military base...maybe even connected by unconnected roads(internal system of roads, unaccessable with wheeled vehicles from main roads)...

Also...why do only the survivors get a drop point?...its just a bit of an advantage?...Authorities have boats/planes, Zeb has sheep...Company has...???
Disco music! Security with SMGs! Private Detectives! - all in the forthcoming version! I've reduced the benefits from the Supply Drop Point for the next version - now 100 gold for capture. Plus it's moved to its own tech researchable by all the human civs.

Spacer One said:
I hate to say it, but I also think the survivors should lose the humvee, in exchange for a lower attack, more expensive U-haul/stepside truck of some kind...I just watched the Night/Dawn/Day of the dead series with my freind this weekend, and it spurred me to show him this scenario(he may join CFC just to check out this thread)...We both came to the same conclusion...Its one of the only "unrealistic" things in the scenario...The survivors might get their hands on some sort of vehicles, but it would be limited to medium sized trucks, and stepside/mail trucks...even an ice cream truck...but not a humvee...it never occured to me before, but toward the end of a winning game with the survivors, you have 15-30 humvees running around...what movie is that from?...I thinks that the humvee should be replaced with a truck of some type, low to no attack...just for "realism"...plus it would give the survivors a bit less of an advantage over the other civs...

An ice cream truck would be ace or some sort of combat bus but no one has made such a thing. Perhaps the Motorised Guerilla unit would be a good replacement. I know people have asked for this in the past. I intend to reduce the stats to about 12/8/3with a cost of 120.
 
KingArthur said:
No not a bug. Transports could be used to get to the mainland and that would be too easy!
They have sink in ocean and sea checked.

Also, it can be permanently fixed by checking the Ocean and/or sea as impassable, or impassable to wheeled, and mark the transport as wheeled if you still want the Cruiser to move there.

KingArthur said:
You need Military Hardware + Fuel. There's no tech prerequisites and only Authorities can build them. Are you playing the Black Survivors version Bluemofia?

Yes.
 
Bluemofia said:
They have sink in ocean and sea checked.

Also, it can be permanently fixed by checking the Ocean and/or sea as impassable, or impassable to wheeled, and mark the transport as wheeled if you still want the Cruiser to move there.



Yes.
Hmm. Don't know why you can't build them then. Do you really think Authorities need another advantage like sea transportation?
 
Well, the only reason I asked was because the unit was not deleted, and I couldn't build troop trucks (not checked, but now I checked it on my biq).

But the Authorities are almost always the first to be owned in all of my games. (they get reduced to either the Military Base, or City Hall.)

EDIT: Why would the company need an airfield? They don't have any aircraft or paratroopers, do they?
 
Bluemofia said:
Well, the only reason I asked was because the unit was not deleted, and I couldn't build troop trucks (not checked, but now I checked it on my biq).

But the Authorities are almost always the first to be owned in all of my games. (they get reduced to either the Military Base, or City Hall.)

EDIT: Why would the company need an airfield? They don't have any aircraft or paratroopers, do they?

Authorities aren't very good early game players and the computer can't play them very well.

Well Black Ops can paradrop (just don't ask how they do it ;) )
 
Well, the next best thing survivor has are Chain Gun, and trust me, they aren't good enough to hold on their own. Maybe you can scartch that and maybe even gave them to company who would be able to expalin an mass source of Humvee, but you need to find a replacement that's may hold agaisnt monster zombies and other late-game units.


Authorities are a monster in the end if only AI know how to use them, their unit in the beginning are expansive with med. stats while in the end they get all sort of goodies such as crusier, planes, TANKS, and even Marine are a good substitue for most other units, what they need is a good source of income where they could rush units or else they are just sitting duck.
well, that apply to all Civ anyway. you need supplies, lots of them.
Transportation wise, I really don't think they need one as troop truck really are good enough. Just for the heck of it, I think there should be zombie SQUID to attack authorities ships. :D
 
Could I suggest that the Hospital, Radio station and City Hall replace their Riot Squads with SWAT's again? It's just that the Riot squads seem WAY too weak in these places...

EDIT: Also, the Survivors could use Kinboat's "Jeep" unit, or something like that..
 
Ok thanks for all the ideas.

I am making lots of tweaks. Some of which I will share with you now:

1) The Detective Agency - A new city where you can build an improvement allowing espionage missions. To make it more desirable I will reduce the cost of espionage missions. There's also a Capturable unit there (0 defense) who is your archetypal pulp fiction type Private Dick. Haven't decided on his stats yet but I'll probably give him a recon ability.

2) DIY - new tech. I'll move Hand Built Tanks and Machine Shops to here.

3) Rushmobile will be getting an upgrade to a suped up vehicle I found on the forums.

4)
 
I got interrupted before... So

4) I was thinking of changing the abilities of Spunky Kids. Some of you may know that a combination of 0 defence and hidden nationality creates a unit that cannot be killed and that can share the same square as units belonging to another faction.

Furthermore, you can give these units a bombard and they will bombard any units entering the square they occupy. I will give Spunky Kids a small bombard to represent a catapult and marble attack. This way there are more of a nuisance value than anything else but good for scouting. I may give them a small attack rating relevant to a 3 foot kid with a baseball bat -say Attack of 3.

Would you build them?


[edit] it can in fact be killed. It can die if it attacks and loses or if lethally bombarded.
 
KA...if spunky kids could "not be killed" except in the ways you mentioned, Id build them...it would make sence, since a kid can hide anywhere...even in a trash can and a zombie wouldnt know where to look...I likes it...keep the bombard really low tho...kids cant hit anything they shoot at...also, maybe lower the kids movement rate(to 1)...so that he kinda "slows up" the adults...since that also seems appropriate...

[edit] if they bombard anything that enters the square, cant you just pile them?...wouldnt they bombard the crap out of anything with no chance to die?...
 
Many changes and some good ideas have taken place since this all began.

KA...if spunky kids could "not be killed" except in the ways you mentioned, Id build them...it would make sence, since a kid can hide anywhere...even in a trash can and a zombie wouldnt know where to look...I likes it...keep the bombard really low tho...kids cant hit anything they shoot at...also, maybe lower the kids movement rate(to 1)...so that he kinda "slows up" the adults...since that also seems appropriate...
Spacer One... I agree with the low bombard but the spunky kids would actually be faster than adults with more "youthful energy" so I would give them movement of at least 2 squares. Faster than Zombies...ever try to catch a Kid? :lol:
 
This new version sounds awesome! And I love the Power-Plant idea.
 
KingArthur said:
There's also a Capturable unit there (0 defense) who is your archetypal pulp fiction type Private Dick. Haven't decided on his stats yet but I'll probably give him a recon ability.

Now THIS sounds funny! Especially if the Zombies could capture him!

"Hey, how can I help you?"
"...brains..."
"So, you want brains, eh? Don't worry, I'll find you brains!"
*Zombie scratches head*
"...brains?..."
 
@ Vuldacon...you cant catch em, but they are running around in circles...ever try to walk through a mall with em? they gotta stop every ten seconds and look at stuuf, or use the bathroom, or their hungry, or their toes hurt...I guess its all in how ya look at it...tho we are supplying them with ALOT of candy...plus they are scared...Hmmm...I suppose the 2 movement is proper...

@Virote...Zombie children...Ahhhhh...cute, and hungry for brains(I dont wanna be burried in a Pet Cemetary)

Can Wonders meltdown?...the powerplant should definatly be able to go BOOMies
 
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