Escape From Zombie Island 2 ready for public consumption

KingArthur said:
Noted. What sound do you mean: comer.wav?
My mistake, it's the enslavement sound, not the victory.

I'll see about the music, I'll probably post you instructions on what has to be done (it's 5 minutes work at most).

KingArthur said:
That's sensible advice actually. I don't want anyone suing my ass.
I rarely care about conventional rules (check a society's laws, and you will learn what crimes are common), but I do care about the effect of our actions. And the point in this instance is we should use common sence out of respect to other people, not because of any laws, and thus warn any unlucky parents.

KingArthur said:
You find beautiful women offensive? They're certainly not intended to offend and they're only head shots after all (no pun intended). These are tough women able to keep calm and give you sensible advice during a zombie outbreak.
My problem is that this way they're treated like objects. Of course I understand you have no such intentions, and you can claim that's what happens in reality. Anyway, it's your mod.
 
And a little gameplay feedback. After some turns with the Survivors I feel they're too weak. On the previous version I would leave the survivor units to guard my cities, and use three kings (Tokuganua, his daughter and Hannibal) to invade the zombies - and succeed. Now this strategy doesn't work, I have to sit back for at least 10-15 turns first, while the Zombies strengthen their army. In addition this new priest king doesn't stand a chance to survive and get his promotion. Should you give him an extra movement point or radar ability at least?

I'll probably come back with more after a few days.
 
The Omega said:
The biggest problem I had was realizing that the old strategies didn't work anymore....
Mu ha ha ha ha.
The Omega said:
And, did you weaken the zombies at the beginning of the game? Because when I played as them, there didn't seem to be as many.... I actually like it this way, though, cause it kinda makes it seem more like the early stages of the outbreak, where there's only a few zombies around the city, but then the numbers go up alot.
Yes I weakened them by about a third but most other factions are similarly weakened.
 
odintheking... The Modern Worker and Badass Hero are fine. Concerning the TileInfo.pcx, the Left Zombie needs to be moved four pixels to the Left and Five pixels Up. The Right Zombie needs to moved two pixels up and two pixels to the Right. Details such as the Left Zombies back shoe tip and any other pixel improvements could be done as well.
The Bottom CoverUp would work as an added touch but it is lacking details with the color disbursement and appears "Blotchy" especially on the Beams. This could be adjusted to look better.

I would like to see the actual Files before deciding to add them. The TileInfo.pcx has particular shades used in the Tile Window for example and although some colors can be combined for the Frame in order to gain the extra needed colors for the Zombie Additions, this will change many colors so I would like to see the actual Files for changes :)

Yorgos...The Female Advisors I added were to have some Different Advisors other than the Original game Advisors. The Female Advisors are not being "treated like Objects" anymore than a male figure would be if placed as an Advisor. I spoke to King Arthur about the Advisors long ago and said I would like to make Zombie Advisors but since I have been literally through Thousands of graphics Files, time would not permit my making them now. Those Female Advisors were Originally Created by Taé Shala who is a Female and I simply adjusted them to look good with the game screens. While they may not really "fit" as the Advisors of choice for this game, they are better than the original Advisors IMO and are certainly not meant as mere sexual "objects". Just Pretty Women :)

Good Feedback Reports Guys. All is being addressed.
 
After being eaten alive by the zombies as the authorities, I think that the zombies, while they're weaker at the start of the game, have become alot more powerful. While they don't have as many units to start out with, their productions gone up, so they end up making really big amounts of zombies really fast.
 
I was just wondering how more gruesome this thing is going to get. :D

I really don't care, but if my parents caught me playing with something really, really bad, they might pop a valve. Just curious.

Odintheking, I like the new interface.
 
Oooohhh. You guys had me worried for nothing. :D

I've showed my parents thoughs anims and they thought they were hilarious.

Can't wait for the new one! :goodjob:
 
Yes, basically it is the Concept that is "Gruesome" rather than the Graphics. True, there are graphics that depict Gruesome events but they are only graphics that were made in a manner that creates the Feel and Images in the players Mind rather than being Truly Gruesome Graphics. IF the game has a Gruesome level, I think it is safe to say that it will not get any worse :) There are many "Funny" things in the game such as Elvis. Things to lighten up the Feel just as in a Horror Movie lol. We want All For Fun rather than simply a "Gruesome Game".
 
True, there are graphics that depict Gruesome events but they are are only graphics that were made in a manner that creates the Feel and Images in the players Mind rather than being Truly Gruesome Graphics.

Are you refering to stuff like the tech Icons and stuff like that?
 
I am Referring to Units, Techs, Civilopedia Images and the entire game in general. Some may find "Test Antidote" or some units such as the Zombie who loses his head, Gruesome but they are hardly what I would call Truly Hard Graphics in any stretch of the imagination. Actually mostly Funny but depending on ones imagination, I am sure some things in the game could be considered "Gruesome".
 
Especially if you play in the dead of night ( *bump* What was that. :twitch: :D )

Gotcha.
 
Virote_Considon... It Enables Conscription of Units, Enables Mobilization and has the setting to Double the work Rate of workers. King Arthur may explain more concerning this since he is busy with settings in the editor and all text file entries.
 
The Omega said:
After being eaten alive by the zombies as the authorities, I think that the zombies, while they're weaker at the start of the game, have become alot more powerful. While they don't have as many units to start out with, their productions gone up, so they end up making really big amounts of zombies really fast.

On what turn did you die? What difficulty level were you on?
 
It's definitely possible to get that priest to safety.

10-15 turns before attacking is too long you should be able to take out the Graveyard in that time depending on difficulty level. What difficulty level were you on?

Did you find that zombie numbers grew too quickly like The Omega mentioned?

Keep plugging away, you're feedback is very valuable (that goes for everyone else too). I need to hear if the other playtesters think the game is too unbalanced.

Yorgos said:
And a little gameplay feedback. After some turns with the Survivors I feel they're too weak. On the previous version I would leave the survivor units to guard my cities, and use three kings (Tokuganua, his daughter and Hannibal) to invade the zombies - and succeed. Now this strategy doesn't work, I have to sit back for at least 10-15 turns first, while the Zombies strengthen their army. In addition this new priest king doesn't stand a chance to survive and get his promotion. Should you give him an extra movement point or radar ability at least?

I'll probably come back with more after a few days.
 
As th Survivors, I made Mike Rush go out and "rescue" the preist, whilst I sent Timmy's dog to guard the Garage.

One of the little problems I've found is that the Hellfire Preist has only 1 movement. This means that he's allways about 6-7 tiles away from my "main" attacking force.
 
I also tried the same thing, but I couldn't get in time.

The problem is that only Tokuganuwa's daughter can move without leaving a defendless city (and with sneaky zombies we can't afford to do so). If I rush-build a survivor, I may release her daddy or Hannibal after a couple of turns (which I didn't tried...) but that's on the edge.

I have no way of telling how many zombies were built. But note I'm playing at Emperor level.
 
Ok, glitches:

The zombie city with walls have not been changed.

The pop up for the new government info has been deleted, and not replaced yet, so the game is permenantly stalled at that place.
 
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