Escape From Zombie Island 2 ready for public consumption

Also you haven't checked the Wheeled tag for Monster Zombies and you also made warehouse unbuildable by making it need 10 Armies :eek:
 
I'm very scared now ... surrounded by zombie maos, undead nurses, virulent dogs and cleaver chopping nightmares chanting 'Brains Brains Brains' ... I tend to agree with the observation in the turn window :lol:

Zombie_Hell.JPG


Observations ...

I think that the attack dogs didn't achieve much (only to yelp when they were torn apart) ... maybe movement of 3 like the monster dogs would be good ...

I post the screenie to show how much fun I'm having as i'm being slowly defeated ...

Well done
 
My game as the Authorities is going well. Very much harder because of the Monster Zombies squeezing through the buildings, but nevertheless my military advisor has informed me that I now have a stronger military! I've used three nukes so far in beating back the zombies, lost two tanks (attacking Monster Zombies), and had three F-15s intercepted and destroyed by bats. :eek:

My game as the Company is not going so well. fe3333au, you appear to be doing much better than me!

I was wondering if Security should be able to build fortresses. My main problem has been that I couldn't close off the peninsula to Zombie activity, and a fortress on the road where the peninsula is two squares wide behind the Security HQ would have made all the difference.

I agree about boosting Attack Dogs... it's a very cool unit but they don't do well against Mutant Zombies (or else I'm having atrocious luck... judging by the stats I expected much better results).
 
Ack! I missed the new version was out! Well, I'll fix that soon enough...

Some advice with the Authorities; taking out the Armoury early is a Very Good Idea; you could use the extra barracks, and you don't want veteran mutant zombies pouring out of that hole. Plus, it is easy to defend after you clean it out.
 
@bkwrm79 - I was basically using the 'Smiths' as recon and also cleaners where one Smith would kill and with the extra movement they would get back or fortify ...

Sasebo also raises a good point which I was thinking about ... IIRC the original game each 'faction' had it's own tech to study which was also non-tradable, it was linear to give (and kudos to King Arthur) the game the thrill of racing against time as the infection spread through the island. :eek:

I miss this ... now that different techs can be researched :(

I mention this because as the Company I got side tracked with researching Dog Handling and then Barricade, etc and getting off my 'timeline' ...

I then was able to trade this with the others for big cash (virtually all their respective researves plus X per turn) ... which made it possible to rush my own Smith production ...

I think that instead of many little 'side' techs available to research (some of which are in other factions research line) ... make abilities be resource based ... every faction that controls the kennels can produce dogs according to their ability ... or the actual kennel is a small wonder which can spawn units ...

To keep the excitement of racing against the doomsday clock ...
>Have each turn 1 day NOT 1 week ... so it really becomes a b-grade flick
>Each population point and unit becomes 1 person ...
>Keep with the original linear tech (time) line ... but have more for each faction
>Ensure that all factions can get similar techs ... but maybe give it at different times. ie Authorities get Barricade later than Survivors because thats the way beurocracy works ...

Also barracks should not produce vetran zombies ... doesn't make sense ...
Just thoughts ... btw I am playing at Monarch
 
I don't think the editor will let you work in days, although I would love it. It is rather strange we are able to survive on that pristine island 2 years without anybody on the mainland caring much ;)

Surely each pop. point of a city should be considered more than just 1 person (10?), seeing units doesn't cost population.

I look forward playing to the new version of this great mod. I just DL it yesterday but got a corrupted archive :( Well, I will be trying again!
 
Is it the word 'day' that is the problem, if so change it to 'moon' or 'night', which makes sence because its at night when these things are more dangerous
 
fe3333au said:
EDIT - Just noticed that the science/tax slider seems to re-position into a default level after every turn :confused:
That's something I have no control over I'm afraid.
 
Spetznaz said:
Also you haven't checked the Wheeled tag for Monster Zombies and you also made warehouse unbuildable by making it need 10 Armies :eek:
The Warehouse is a preplaced building found in The Warehouse city, just like the Hospital, Radio Station etc are improvements which can't be built but can be taken over when you capture a city- It should be a GW so you get a pop up saying "We now control The Warehouse" when you take over the city.

Monster zombies, Hmmm, that's a mistake I wanted the foot troops to be able to hide in the buildings to get a rest from monster zombies. I'll fix that, thanks.
 
fe3333au said:
I think that the attack dogs didn't achieve much (only to yelp when they were torn apart) ... maybe movement of 3 like the monster dogs would be good ...
Maybe the random numbers are working against you ;) They have radar to spot invisible units but then again that's not much use for the Company. I was thinking of adding a "sneaky zombie" that was invisible for the barbarians
 
bkwrm79 said:
I was wondering if Security should be able to build fortresses. My main problem has been that I couldn't close off the peninsula to Zombie activity, and a fortress on the road where the peninsula is two squares wide behind the Security HQ would have made all the difference.
I dunno it was a special ability I wanted to reserve for the survivors. The security men could be given the ability but not the T800s as they're basically mindless killing machines. I'll think about it :)
 
fe3333au said:
I then was able to trade this with the others for big cash (virtually all their respective researves plus X per turn) ... which made it possible to rush my own Smith production ...

I think I'll keep the side techs. Survivors always had side techs just not everyone else. One thing I will do is make those techs non tradeable.
 
fe3333au said:
Is it the word 'day' that is the problem, if so change it to 'moon' or 'night', which makes sence because its at night when these things are more dangerous
You're right. I should be able to fiddle with the labels.txt file to get this result, thanks.
 
KingArthur said:
The Warehouse is a preplaced building found in The Warehouse city, just like the Hospital, Radio Station etc are improvements which can't be built but can be taken over when you capture a city- It should be a GW so you get a pop up saying "We now control The Warehouse" when you take over the city.

Yea,but still you forgot to mark Great Wonder tag :crazyeye:
 
@fe3333au

I too got sidetracked. Where I disagree is that this is bad. I feel it enhances the "ohmygodwhatshouldwedonow?" feeling. Monsters all around, you can get your killer robots operational, or barricade your buildings, but there isn't time to do both...

I was probably too conservative with my 'Smiths.' Still, the Company seems substantially weaker than the other factions - which might be perfectly fine, anyway.

I'm not sure what units are supposed to be. Individuals or small groups? Heroes seem to be individuals, Badasses are ambiguous, a Heavy Team must be a small group. I generally tend to view them as individuals.

@KingArthur

I agree, definitely not the T800s... but perhaps the Security. I can see wanting to reserve it to the Survivors, but the Company seems very difficult to play as. There might be other solutions to that, and of course it should be extremely challenging.
 
Sasebo said:
Ack! I missed the new version was out! Well, I'll fix that soon enough....
I was wondering why you were quiet. You helped with lots of suggestions for this update so let me know what you think.
 
This a great scenario, and I can't wait to try the new version.
About the time, a have an idea: Use months and use the labels.txt to rename them like this:
Jan. = 2am
Feb. = 4am
Mar. = 6am
etc. etc.
This would make one year the same as a 24 hours (the soldiers move around in the city for like 20 minutes, then hides to avoid being seen and to sleep and eat, thus one turn can easily be two hours). Now let the scenario start in 1 BC and use the labels.txt (again) to rename "BC" to "day" and "AD" to "days". The first turn will be "1 day", the second "2 days" etc. (maybe the first turn has to last to units of time to avoid the second day being called "0 days").
In most action movies the heroes win/die in a few days... it would be cool to have it the same way in this scenario.
 
Thants a very cool suggestion, but make it in 24 hour time ... gives it a military feel ... '0200 hours' and '1400 hours' ... :D
 
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