Escape From Zombie Island 2 ready for public consumption

I'm more concerned about that government one. I don't fully understand the problem can you explain it more?

Bluemofia said:
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.
 
KingArthur said:
On what turn did you die? What difficulty level were you on?
Don't remember the exact turn, but I had gotten call 911 done (Which took about 25 turns) and was halfway done with keep them out (Which would have been about 15 turns), so about 40 turns in.... The zombies numbers had been pretty high for a while, the only reason it took so long for me to die was cause I got a leader who holed up in the police station, and he lasted for a while.... But the main reason for dieing so fast was because the zombies now use their kings super offensively, and riot cops and swat teams don't stand a chance against a group of them.

EDIT: I was on PG difficulty (I know, I'm a n00b....)
 
KingArthur said:
I'm more concerned about that government one. I don't fully understand the problem can you explain it more?
Ok, I research The Horrible Truth.

I go to the science screen, pick a tech, and then exit.

In normal Civ III, the gov switch popup comes up (the lady who asks you that the people want to switch government, and would you like to revolt).

But, instead of a popup with actual stuff, it's a popup with the gov icon, and then nothing listed. Just the Ok button which takes me to the civpedia entry, which when I try to exit out of that, would bring me back to the same popup. Thus the game becomes unplayable at that point.
 
Ok, I haven't actually played the game yet, but I did take a look at the files and I have to post this before I forget the meaning of my notes (they're almost literally in Newspeak... don't know why I made them that way...). Some of this might have been mentioned before:
1)"Mr. CEO, the Survivors are attacking us! Let's escape in the helicopter"
"What helicopter?"
"You know, the one on the roof..."
"That one? We can't use that!"
"Why not?"
"We just can't. We'll have to sit here waiting to be lynched by the angry mob of Survivors. It's just the way it has to be..."

A few minutes later: "This is great, Hannibal. Let's use the Company's helicopter to escape this bloody island"
"We can't"
"What!? Why not?"
"When we conqoured this building the helicopter was instantly replaced by the letters SOS written with yellow paint on the roof."
"WHAT!?"

(I just couldn't resist it)
2) I can see that there has been a lot of debate about the advisors. I really can't say if they are reducing women to objects or if that's just taking this whole thing too seriously - I mean, this whole scenario is a great joke anyway. Besides, what's really important here is that the advisors are definately not the sort of advisors you would expect to have when you're stuck on an island with a few hundred brain-eating zombies. I would expect something armed and dangerous. Advisors like these belong in scenarios about rich playboys using their armies of hot young female flesh to attack each other's mansions (that was not a suggestion for an actual scenario).
3 Some of the wonder splashes seem to be below the graphic standard of the rest of the scenario. Some of them even have obvious pixels or wrong perspective. But the nuclear plant and the detective are good.
4 The modern science advisor background is extremely pixelated or whatever it's called. The three other ones really don't make sense at all - why not replace them with peaceful pictures of the city as it used to be?
5 The airAndHarb.pcx & barracks.pcs files don't use the same style. The first is golden and the other is classic CivIII black & white. It really doesn't look good together.
6 The diploicons.pcx has not been changed, yet the scenario includes a perfect copy of the original CivIII art. Why? ... Anyways, the graphics need to be changed, specially the Map trading icon.
7 I can see that you have made all the specialists look like Zombies. I don't think Hannibal will like that. I know it would be strange for the Zombies to have human specialists, but isn't it better that one civ suffer instead of four?
8 The spaceship graphics folder contains a file called "Steve Read Me.txt". Did you, Steve? And if you did, why is it still there?
9 The Victoryscreen graphics folder contains original CivIII graphics and another "Steve Read Me.txt"
10 The player setup screen looks great, but there is one thing that could use a replacement: The random leader graphics.

I guess that was it then...
 
Ok, fixed the file. The problem was that the game was searching the script.txt for "New_Government_Available" entry. But, you changed it to "New_Attitude_Available", so it couldn't find it. (attatched is the fixed script file) You also carried over the same problem with the other things that had "government" in their name, so I assume you replaced all of the Government words with Attitude.

And asfter finishing the game as survivors (took something like 13 or so days), the mean machines are now less effective (good thing), and the zombies are a lot more powerful because of the increased amount of cities.

Also, the zombies have an annoying habit of sending spies at me. (company built the detective agency, zombies took it over, and sent spies at me) Same thing with the Brothel. I built it, the city culture flipped, and 2 turns later, I saw a stripper come out and attack a docker. I later retook the city, but it still spawned the unit.

The zombie kings also do not sit tight in their cities. They now aggressivly attack people, so they lose huge amounts of king units. (for most of the game day 3 onwards, the zombies had 5 kings. Day 10 onwards, they had 2. Their last king died on a charge, which I shot with the leader-survivor kings)
 

Attachments

The Omega said:
Don't remember the exact turn, but I had gotten call 911 done (Which took about 25 turns) and was halfway done with keep them out (Which would have been about 15 turns),
Ok I got ya! 25 turns is a long time, I'd like to get this down to about 15. Does anyone think tech progression is too slow?
The Omega said:
so about 40 turns in.... The zombies numbers had been pretty high for a while, the only reason it took so long for me to die was cause I got a leader who holed up in the police station, and he lasted for a while....
I can do many things to get the balance a bit better, for example, raising unit cost of zombies or putting a cap on the number of units they can support for free. Maybe both is needed but I need to get a better feeling for how sever the position is - did you feel that your demise was inevitable? Or do you think it could have been improved and turned around with sharper opening play?

The Omega said:
But the main reason for dieing so fast was because the zombies now use their kings super offensively, and riot cops and swat teams don't stand a chance against a group of them.
Yes I've noticed this too. I think it's because there's more starting kings than before and also less normal zombies. I can set most to have a defensive AI strategy and this will cure the problem.

The Omega said:
EDIT: I was on PG difficulty (I know, I'm a n00b....)
Not at all, that's the level I mostly play on :)
 
Bluemofia said:
Ok, fixed the file. The problem was that the game was searching the script.txt for "New_Government_Available" entry. But, you changed it to "New_Attitude_Available", so it couldn't find it. (attatched is the fixed script file) You also carried over the same problem with the other things that had "government" in their name, so I assume you replaced all of the Government words with Attitude.
Great, you fixed it. I just played a game in debug mode and saw the problem but you've saved me the bother of tracking it down. My Search and Replace was a little overzealous.

Bluemofia said:
And asfter finishing the game as survivors (took something like 13 or so days), the mean machines are now less effective (good thing), and the zombies are a lot more powerful because of the increased amount of cities.
Impressive most of the others have found it more difficult.

Bluemofia said:
Also, the zombies have an annoying habit of sending spies at me. (company built the detective agency, zombies took it over, and sent spies at me)
Now that's not right. I will want to try and prevent them doing that. I thought you couldn't use espionage when you were at war with another faction?

Bluemofia said:
Same thing with the Brothel. I built it, the city culture flipped, and 2 turns later, I saw a stripper come out and attack a docker. I later retook the city, but it still spawned the unit.
I meant to remove the spawn unit ability of the Brothel and The Dock Yard. Human factions can still build the unit if they have the resource and the wonders give other bonuses.

Bluemofia said:
The zombie kings also do not sit tight in their cities. They now aggressivly attack people, so they lose huge amounts of king units. (for most of the game day 3 onwards, the zombies had 5 kings. Day 10 onwards, they had 2. Their last king died on a charge, which I shot with the leader-survivor kings)
Yes I'm still not sure if this is a good or bad thing. The Test Lab also spawns more kings for them. On the whole I think it's good but I will set half of their kings to have defensive strategy.
 
JuuL said:
Ok, I haven't actually played the game yet, but I did take a look at the files and I have to post this before I forget the meaning of my notes (they're almost literally in Newspeak... don't know why I made them that way...). Some of this might have been mentioned before:
1)"Mr. CEO, the Survivors are attacking us! Let's escape in the helicopter"
"What helicopter?"
"You know, the one on the roof..."
"That one? We can't use that!"
"Why not?"
"We just can't. We'll have to sit here waiting to be lynched by the angry mob of Survivors. It's just the way it has to be..."

A few minutes later: "This is great, Hannibal. Let's use the Company's helicopter to escape this bloody island"
"We can't"
"What!? Why not?"
"When we conqoured this building the helicopter was instantly replaced by the letters SOS written with yellow paint on the roof."
"WHAT!?"

(I just couldn't resist it)
:lol: :goodjob:

JuuL said:
2) I can see that there has been a lot of debate about the advisors. I really can't say if they are reducing women to objects or if that's just taking this whole thing too seriously - I mean, this whole scenario is a great joke anyway. Besides, what's really important here is that the advisors are definately not the sort of advisors you would expect to have when you're stuck on an island with a few hundred brain-eating zombies. I would expect something armed and dangerous. Advisors like these belong in scenarios about rich playboys using their armies of hot young female flesh to attack each other's mansions (that was not a suggestion for an actual scenario).
Great scenario idea :) I take your point though, however, we don't have anything more appropriate at the moment and these ones are better than the original civ advisers.
JuuL said:
3 Some of the wonder splashes seem to be below the graphic standard of the rest of the scenario. Some of them even have obvious pixels or wrong perspective. But the nuclear plant and the detective are good.
Vuldacon has been working on these but he has a tremendous work load and is not able to make original graphics for everything even though he is more than capable. These graphics are still better than what I was using before which was largely inappropriate existing Civ3 graphics.

JuuL said:
4 The modern science advisor background is extremely pixelated or whatever it's called.
Yes this is one Vuldacon and I asked for some help in finding a better one but nothing appropriate has turned up. I mentioned that I'd like a helicopter trying to take off with survivors clinging to the underside of it and a zombie mob grabbing at their feet- funnily enough it's been very hard to locate that image on the internet :)

JuuL said:
The three other ones really don't make sense at all - why not replace them with peaceful pictures of the city as it used to be?
I kind of like them - quite soothing but yes peaceful city scenes with smiling citizens going about their day to day would be nice.

JuuL said:
5 The airAndHarb.pcx & barracks.pcs files don't use the same style. The first is golden and the other is classic CivIII black & white. It really doesn't look good together.
I think I have alternative ones in the same colour - I just need to include them for the next release.

JuuL said:
6 The diploicons.pcx has not been changed, yet the scenario includes a perfect copy of the original CivIII art. Why?
I'm not sure. I'll speak to Vuldacon re. this.

JuuL said:
... Anyways, the graphics need to be changed, specially the Map trading icon.
what would you suggest?

JuuL said:
7 I can see that you have made all the specialists look like Zombies. I don't think Hannibal will like that. I know it would be strange for the Zombies to have human specialists, but isn't it better that one civ suffer instead of four?
I see your point but there kind of fun and original. It would be a shame not to include them since they look so good. I can live with little discrepancies like that.

JuuL said:
8 The spaceship graphics folder contains a file called "Steve Read Me.txt". Did you, Steve? And if you did, why is it still there?
I don't think I've read it yet. :lol:

JuuL said:
9 The Victoryscreen graphics folder contains original CivIII graphics and another "Steve Read Me.txt"
They may have been adjusted to by Vuldacon. A lot of graphics have been subtly adjusted to fit the darker look of the scenario

JuuL said:
10 The player setup screen looks great, but there is one thing that could use a replacement: The random leader graphics.
Oh yes, the silhouette with the crown. I agree.

JuuL said:
I guess that was it then...
Thanks, keep the good work up.
 
Vuldacon said:
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 :)

I posted a link right under the picture, :confused:. Here it is again:

http://www.civfanatics.net/uploads12/zombiestuff.zip

The TileInfo is from an in-game shot, so I don't think there are any problems with the pallette. As for the civilopedia coverup, that's the best I could do with 254 colors (excluding green and magenta). Perhaps you could polidh it up for me? (I'm not very good with pallettes, :blush:.) I'll try and fix the Pixel problems, but I need the original TileInfo.pcx, since I overwrote it to test the new one, :wallbash:.
 
KingArthur - for the specialists, just make new specialists for everyone else, and let the zombies keep theirs, (ask PCHighway how to do it; he did like, 26 different specialists for LotM.) Also, I don't know if it's only for Zeb's Farm or not, I've only played really as them, but the techs seem too long in the coming (40 turns for each, and I had 70% science funding and was only on the second difficulty level, :eek: ). They should cost less (maybe 10-15 turns?) so the game can move quicker, :).
 
KingArthur said:
Impressive most of the others have found it more difficult.
Well, I just have good battle tactics. I only lost cities due to culture flips. ;)


KingArthur said:
Now that's not right. I will want to try and prevent them doing that. I thought you couldn't use espionage when you were at war with another faction?
You can still plant and use spies, just not use embasies. You can just make the thing obsolete with the zombification tech.

KingArthur said:
I meant to remove the spawn unit ability of the Brothel and The Dock Yard. Human factions can still build the unit if they have the resource and the wonders give other bonuses.
Nah, I'm fine with the spawn units, because it limits the amount you can get of them, and it makes sure you get them. I personally won't build any of the spawned units myself, because there are better units at the same cost, so spawning them will make me use them.


KingArthur said:
Yes I'm still not sure if this is a good or bad thing. The Test Lab also spawns more kings for them. On the whole I think it's good but I will set half of their kings to have defensive strategy.
Meh. Using them to attack is bad.
 
odintheking said:
KingArthur - for the specialists, just make new specialists for everyone else, and let the zombies keep theirs, (ask PCHighway how to do it; he did like, 26 different specialists for LotM.) Also, I don't know if it's only for Zeb's Farm or not, I've only played really as them, but the techs seem too long in the coming (40 turns for each, and I had 70% science funding and was only on the second difficulty level, :eek: ). They should cost less (maybe 10-15 turns?) so the game can move quicker, :).

I didn't know that this was possible so I'll definitely speak to PCHighway.

I agree about the techs being too long although Zeb (being the weakest faction) will take longest.
 
KingArthur said:
what would you suggest?
Well, some of the diplomacy icons are obviously wrong for an urban warfare scenario. The best example would probably be the World Map icon. I don't think the Survivors need a map that will show them the exact distance from Cairo to Tokyo but nothing about where the zombies are. Maybe it should be called City Map Trading (with an icon that would match the name). But then again, the map is visible from the beginning so it's not that important.
Other icons that could use a replacement are Communications (I think phones or radios would be better ways of communicating than letters), Resources (the mine could be replaced by one of the scenario's resources), Luxuries (same as Resources), Gold (some money or important supplies instead of the treasure) and technology (but I can't think of a proper replaement).
 
JuuL said:
Well, some of the diplomacy icons are obviously wrong for an urban warfare scenario. The best example would probably be the World Map icon. I don't think the Survivors need a map that will show them the exact distance from Cairo to Tokyo but nothing about where the zombies are. Maybe it should be called City Map Trading (with an icon that would match the name). But then again, the map is visible from the beginning so it's not that important.
Maybe an A-Z streetfinder for the icon.

JuuL said:
Other icons that could use a replacement are Communications (I think phones or radios would be better ways of communicating than letters),
I like the mobile phone idea.

JuuL said:
Resources (the mine could be replaced by one of the scenario's resources),
What does the mine represent again, production? If so perhaps the Tools resource would work as an icon.

JuuL said:
Gold (some money or important supplies instead of the treasure) and technology (but I can't think of a proper replaement).
All of the above are good ideas but without someone to do the graphics that's all that they will be. I only have Vuldacon working on graphics and I guess he could use a hand *hint, hint (to everyone).
 
Bluemofia said:
You can still plant and use spies, just not use embasies. You can just make the thing obsolete with the zombification tech.
Good idea
Bluemofia said:
Nah, I'm fine with the spawn units, because it limits the amount you can get of them, and it makes sure you get them. I personally won't build any of the spawned units myself, because there are better units at the same cost, so spawning them will make me use them.
The problem is that zombies get these spawned units too.

Bluemofia said:
Meh. Using them to attack is bad.

Maybe all starting zombie kings could be set to defensive so the early game is not too difficult. This will just leave the spawned kings to contend with every 25 turns.
 
JuuL said:
Gold (some money or important supplies instead of the treasure) and technology (but I can't think of a proper replaement).
Not gold or money, they are always worthless during crises. Inflation counts at hundreds or thousands percent in war time - a food can, like the resource, should work much better.

About the advisors, I personally like the zombies. They may not be appropriate for humans, but they do fit well with the overall feeling.

And I like kings used for offence - but not all of them, the AI is becoming vulnerable this way. Both defence and offence strategy should be sufficient (the AI chooses randomly one of them).
 
juul...Let me see if I can address your questions and observations.

Yes, as I have posted before, the Advisors are just an addition for a change... I discussed this with King Arthur when we first started this major overhaul. I would have preferred Zombie Advisors but then I am certain some would not like Zombies as Advisors for all either, hint :)

There are not many Wonder Splashes but since I have already done over two thousand images and also a great deal of other game work, there was not been enough time to spend on just a few splashes which were not going to exist at all except that I thought players might enjoy building a Wonder and then have an acknowledgment of it in the game.

As for the Tech Screens, I have posted several times that these would all be remade and that these were just there temporarily.
There are already AirandHarb.pcx files that are the same...they were just not placed. I am not sure the barracks should be the same but that can be done.

The Diplo Icons have not been changed yet..the files are there now as holders. I do agree and have spoken to King Arthur about these quite some time ago when I was working on the City Icons. Remember that for Test purposes, all of these minor files that have not been completed are not necessary but glad you are mentioning them because you have no way to know what is not completed now and Feedback catches things that we do need to know about.

Concerning the Zombie Specialist...yes all are Zombies mainly because I didn't have the time to make all different ones and felt that since this is a Zombie Scenario, it would simply add flavor so to speak. It is not suppose to be taken as seriously as you seem to see it. Consider them Captured and trained for the Job concerning the other factions :lol: Seriously, this may also have separate specialists in the future...same as the Advisors. Quire simply, when I started working on this major endeavor, I was under the impression that it was to be completed as soon as possible, if not before. I believe working on this over the past nine weeks has accomplished more than the four years since this scenario originated.

As for the "Steve Read Me" files, yes, as I completed many files and sent them to King Arthur, I included read me files to help him with easy file placement and keep things organized. I did mention that he do a search and delete all of them before the Release...guess he has been to busy but this is not a problem for the testers lol.

The Victory Screen Graphics are changed, they are certainly Not original lol. IF you believe they are, try using them in your Game. They are far Darker to stay in keeping with the other screens in this scenario. Given the Time, all screens could be radically changed but again, this will require a great deal of time to totally remake and there is far too many other areas that require attention if we are to complete this work for a Release anytime soon.

Concerning the Player SetUp and Random Leader Icon...I believe I mentioned this to King Arthur when I was working in that area. At the Time, as I remember, it was decided that it did not really matter compared to all other work that was needed but I agree and will change this.

Over all I am glad you are scrutinizing everything because this is what will provide the necessary feedback that King Arthur and I can use to add or correct anything needed. It is unfortunate that you testers do not know what we are already aware of concerning minor additions and unfinished files. That said, I do believe that Testing the Game involves playing it rather than simply going through the Folders lol. Other than the Diplo Icons there are no files that have not been altered.

I am currently trying to go through around 70 units and each of their Flcs so I can set them up in the game and make and or adjust sounds for them. This is time consuming work but needed to improve the game. With limited time, we have to make judgement calls concerning what files get attention and also how much attention.

If you have a Graphics Program..open any file you are questioning and compare it to your Original Game file. You will see the difference. ...and IF you can and want to make some Truly Great Graphics Backgrounds for the Tech Screens or make available any Good image for Diplo Icons, by all means do so...IF you are any good, I can use the Help.:)

Bluemofia, Yorgos, odintheking, Virote_Considon and The Omega... Good Feedback Help. Thanks to All Testers for submitting important game feedback information... It is Greatly Appreciated.

odintheking...I didn't notice that link at first..thanks.

Yorgos... I agree that Food such as Spam would be better than Gold.
 
KingArthur said:
The problem is that zombies get these spawned units too.
Not if the building becomes obsolete with the zombification tech.

KingArthur said:
Maybe all starting zombie kings could be set to defensive so the early game is not too difficult. This will just leave the spawned kings to contend with every 25 turns.
Ok.

Vuldacon said:
Good Feedback Help. Thanks to All Testers for submitting important game feedback information... It is Greatly Appreciated.
Just doing my job.
 
Bluemofia said:
Not if the building becomes obsolete with the zombification tech.
Ok thanks for the tip. My only remaining concern is a scenario where Authorities build Dock Yard; Zombies capture The Docks; Authorities capture it back. Does the wonder still spawn for the Authorities? If the answer is yes then we have a definite, winning idea!
 
Yes, they will still spawn for the authorities. Because the Authorities have not researched the zombification tech, thus the building did not become obsolete. The zombies on the otherhand, the building goes obsolete, and it does nothing except exist.
 
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