Escape From Zombie Island 2 ready for public consumption

I'm playing a game with the survivors and it is tough. i started by researching Keep Them Out so i could build barricades, and built heaps of survivors to keep the troops numbers up. then tonnes of zombies came crawling towards the school and after the survivors died, and then little Timmy, the sexy ms. tokawaga (sp?) held about fifteen zombies off by herself. very tough girl!
 
Wow did the samarai have a sex change in version 2 ... that's very cool ... gosh you've done an excellent job King Arthur and changed the whole civ experience with your lateral approach ;)
 
JuuL said:
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.


Pretty good thinking you got there Juul :goodjob: .

Just watched Resident Evil 2...and another cliff hanger ending :crazyeye:
 
Huh, I don't usually pay much attention to the dates, but that idea sounds fine to me. Spetznatz, thanks for reminding me, I've been meaning to see that for a while since I loved the first one. The first movie had a great depiction of a Monster Zombie. :eek:

The trading of techs for money I think should go, it makes it much too easy IMO. Does anyone else find themselves buying most of their units or is that just me?

fe3333au: I think the side techs are meant to make your choices harder. They can be real "dead ends"! :D Especially for the Survivors, since any side trip delays their change to a more WW-friendly govt. We also talked about both your options with the dog units when I was corresponding with KingAurthur about those,but I think KingAurthur prefers to handle them this way.

KingAurthur: I sent you a PM last night; I mentioned the warehouse thing there too, Is what Spetznatz mentioned the problem with that not working? It shows up as a buiding in the city as I said,but didn't look like it was functioning. Given the WW effects that you can get in this scenario, this is one of the few times something like Shakespeare's Theatre would be a GREAT Wonder!

Also, I am able to build attack dogs in every city since it is connected by roads to everything. I remember you mentioned something about possibly cutting that city off so you can only build them in the Dog Pound,did you decide against that when you finalized this version?
 
That was my feeling too. I will give Securit men the ability to build barricades but I'll reduce their worker speed so that they build them more slowly than the survivors.
bkwrm79 said:
@fe3333au
I too got sidetracked. Where I disagree is that this is bad. I feel it enhances the "ohmygodwhatshouldwedonow?"

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:
Also, I am able to build attack dogs in every city since it is connected by roads to everything.
As the company I was only able to build dogs at the kennels
 
Played as the Authorities. The city center was soon overrun 3 SWAT teams were sent to take the hospital back.There was no way to hold it so it was burned.Some SWAT teams and the major evacuated to the military base.Captued the armory and airport with the national guard. Them landed near the bank with Swat teams and National guard.The Swat teams then captured the police station back and some national guard units were rushed there to defend it from millions of zombies and mutant zombies the Swat teams 2 movment factors helped here a lot. Meanwhile the survivors are taking back the island and the company hold the dog pound just.
 
@KingArthur

That sounds good.

fe3333au said:
As the company I was only able to build dogs at the kennels

There are Zombies between the Pound and the Companies main cities. I was able to build dogs at the Pound and the Warehouse, but not at my other cities.

Some brave and unusually intelligent dogs, dodging zombies and hiding in buildings, were able to make it from the Pound to the Security HQ... alas, they were unable to turn the tide of battle.
 
I got your PM thanks. Don't know why that Warehouse isn't functioning. It's simply flagged as Happy (all cities) = 2. Maybe I need to flag "Continental Mood Effects". In fact after reading the Editor help that's exactly what I have to do.

I was swithering about the Dog units up to the last minute and decided they'd only be useful if you could build them anywhere.

Sasebo said:
KingAurthur: I sent you a PM last night; I mentioned the warehouse thing there too, Is what Spetznatz mentioned the problem with that not working? It shows up as a buiding in the city as I said,but didn't look like it was functioning. Given the WW effects that you can get in this scenario, this is one of the few times something like Shakespeare's Theatre would be a GREAT Wonder!

Also, I am able to build attack dogs in every city since it is connected by roads to everything. I remember you mentioned something about possibly cutting that city off so you can only build them in the Dog Pound,did you decide against that when you finalized this version?
 
You need a clear link to your other cities. The route was probably occupied by hostile zombies territory which prevented you from building them any place else.

fe3333au said:
As the company I was only able to build dogs at the kennels
 
KingArthur said:
I was swithering about the Dog units up to the last minute and decided they'd only be useful if you could build them anywhere.
For what its worth ... the change you are suggesting will make it beneficial to research the dog tech ... because they are a cheap unit with good attack wrt Company ... so basic Company units will be Smiths for defence and dogs attack ... both with 2 movement ... then research barricade ... better odds :goodjob:
 
Glad you enjoy it. Ed O'War should take a lot of credit for his original zombie scenario made for the plain vanilla version of Civ. I've simply built on the concept and had tremendous fun creating it. Actually wish more people would build scenarios at this level of scale you could have a superheroes scenario in a city, Gang Wars, an Alien invasion one or even something more serious like Battle of Stalingrad.

fe3333au said:
Wow did the samarai have a sex change in version 2 ... that's very cool ... gosh you've done an excellent job King Arthur and changed the whole civ experience with your lateral approach ;)
 
I wasn't going to change it. You can currently build them anywhere. Is that not what you mean?
fe3333au said:
For what its worth ... the change you are suggesting will make it beneficial to research the dog tech ... because they are a cheap unit with good attack wrt Company ... so basic Company units will be Smiths for defence and dogs attack ... both with 2 movement ... then research barricade ... better odds :goodjob:
 
KingArthur said:
Don't know why that Warehouse isn't functioning. It's simply flagged as Happy (all cities) = 2. Maybe I need to flag "Continental Mood Effects". In fact after reading the Editor help that's exactly what I have to do.

Actually, the problem is that the Warehouse is a Small Wonder - and Small Wonders cannot be captured, only Improvements and Great Wonders can. The Warehouse should be a great wonder.
And thanks for liking my idea - it is an honour to help with making a great mod like this one even better.

Oh, btw: This is my post #200!!! [party] [party] [party] [party] [party]
 
@KingArthur

So what you mean is any 'connected' city can build dogs if they have researched kennel tech and have access to the dog resource ... yes

In that case the Company is in bad situation because the zombie HQ is b/w kennels and other strongholds ... this is why I feel that giving 1 extra movement to 3 as the zombie dog is, will enable the dogs to reinforce other cities
 
King Arthur have u heard about a game called "Blood" ? Because that has a 2 good zombie model wich can be used as a reference to the basic zombie.
Here's the pictures

hmm...now all we need the artist :blush:
 

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