Escape From Zombie Island 2 ready for public consumption

Goblin Fanatic said:
fe3333au, you've just beat me a few minutes to suggesting the monk and ripley, serious!
Anyway i would also like to suggest this:
http://forums.civfanatics.com/showthread.php?t=22289&page=6&pp=20
A mortar unit for the Authorities, as support for the tanks.
Maybe Ripley could be made into a unit for the company, an elite black ops member sent to clear up the mess like in resident evil.
Come to think of it, Tokugawa could have his own Dojo to churn out martial artists... Or maybe it would be a tech for survivors? They could start learning martial arts to fight the zombies, in cheesy movies it takes only a few days of practice to do wuxia jumps...
Those guys with torches could be a unit requiring fuel, guys who would make crude torches, set them ablaze with gasoline and scare off zombies? But then again it would be out of the genre, a mob with torches is a medieval thing.
Looking trough the unit library i also noticed a guerilla with a machette and a commando with white hair, maybe they could be graphics for the hero?
AFK Hannibal Smith in A-team looked a bit like that commando...

I think that fanatic would be the best to fill the hole of the priest...
And post the link to the white haired machette wielding bastard :D
Hmm and I think there's enough buildable survivor troops allready, perhaps somekinda air unit would be nice :) ...hmm perhaps a Homemade Hot Air Balloon? :lol:
 
I just downloaded version 2 yesterday, and settled in to play. I found that the civilopedia says that the survivors start with "keep 'em out" for a starting tech. However, I don't get "keep 'em out". I have no starting techs.

Bug in the game, or in the pedia? Anybody else experience this? I'd just fix it myself with the editor, 'cept I don't know how. :/

Thanks for a cool mod, KA.
 
It's a bug in the pedia :)

Merum said:
I just downloaded version 2 yesterday, and settled in to play. I found that the civilopedia says that the survivors start with "keep 'em out" for a starting tech. However, I don't get "keep 'em out". I have no starting techs.

Bug in the game, or in the pedia? Anybody else experience this? I'd just fix it myself with the editor, 'cept I don't know how. :/

Thanks for a cool mod, KA.
 
fe3333au said:
Oriental (if you want to expand on the Asian character theme)
Shaolin Monk ... although there was a great one that moved like poetry ... orange flowing robes and a ribbon that looked sooo real ... :sad: still searching

You mean this one? http://forums.civfanatics.com/showpost.php?p=2630328&postcount=1

fe3333au said:
Alternative Hero unit for corporation ... to replace the Mao (therefore Zombie lookalike )...
I present the unscrutible researcher/scientist ... Steven Hawking ... complete with electric wheelchair... can't you just see him wheeling away from hoard of zombies ... but has to stick to road ... :lol:
Inspired. lol

Not sure about the appropriateness/quality of some of the others but good ideas none the less, thanks.
 
KingArthur said:
You mean this one?
Yep ... its very special Kinbot did a fantastic job with it :clap: ...
btw do you require assistance with the civilopedia ... matching icons with text, etc ... if so I'd be willing to give it a go ... pretty sure that there is a tutorial somewhere ...
 
woo, registered just to respond to this thread.

KingArthur: The mod is awesome. I don't generally download scenarios since i'm not much of a units sort of guy, and a lot of them are all about giving you eighty thousand troops over a front, but I really like the idea of a short and focused game with the Civ3 engine.

I just wanted to report one sort of weird thing.. it wasn't very clear what the appropriate way to win was. I got kicked around as every faction for a few games, then played the Authorities and basically concentrated on holding my buildings, especially the hospital, until my tech tree built up. Which was fine, and once I got marines and tanks I was rolling across the map just fine. Then I dropped a tac nuke or two on the zombies, which helped to capture the city (and covered the ground in bodies, which I imagine was pollution and is a really neat effect). Then I dropped another one on the research center as I was moving tanks in, and I guess I must've hit the last leader, because the zombies promptly exploded and it said they were wiped out. All well and good, except that the game didn't end and I couldn't get enough of the map for a domination victory without settlers. So I proceeded to declare war on the other two factions which fell pretty quickly, especially since ending the war bumped up my supplies to something like 300 per turn, but I'm not sure that that was what I was really 'supposed' to do. I didn't see any volcano that I saw other people talking about here either, but maybe that's only for the Survivors?

Anyways, just sharing my experience from the front lines. Still really neat work on this, hope to see more like it. With or without tasty brains.
 
Hi Oblivion
I really only designed this scenario to be playable as the Survivors but the other factions have sort of been built as time has gone on and they're now at the point that each one is interesting enough to play. The Survivors win by escaping the island i.e they build a helicopter and fly to the island in the southwest corner of the map. That island has a victory point on it that will give you an automatic win after about 3 turns. The island had a volcano at one time but because of the terrain graphic changes, volcanoes are now Residential property which I though odd having on a deserted island. As to winning by the others - it's domination or elimination and nothing else. As the authorities you can justify this by believing that the Authorities want to stop the zombie virus from reaching the mainland at all costs. The Company is the hardest to win with because they can't get to the mainland to destroy the Authorities. Some people have been asking for a spaceship type victory for them and it's something I am looking into.

Oblivion said:
woo, registered just to respond to this thread.

KingArthur: The mod is awesome. I don't generally download scenarios since i'm not much of a units sort of guy, and a lot of them are all about giving you eighty thousand troops over a front, but I really like the idea of a short and focused game with the Civ3 engine.

I just wanted to report one sort of weird thing.. it wasn't very clear what the appropriate way to win was. I got kicked around as every faction for a few games, then played the Authorities and basically concentrated on holding my buildings, especially the hospital, until my tech tree built up. Which was fine, and once I got marines and tanks I was rolling across the map just fine. Then I dropped a tac nuke or two on the zombies, which helped to capture the city (and covered the ground in bodies, which I imagine was pollution and is a really neat effect). Then I dropped another one on the research center as I was moving tanks in, and I guess I must've hit the last leader, because the zombies promptly exploded and it said they were wiped out. All well and good, except that the game didn't end and I couldn't get enough of the map for a domination victory without settlers. So I proceeded to declare war on the other two factions which fell pretty quickly, especially since ending the war bumped up my supplies to something like 300 per turn, but I'm not sure that that was what I was really 'supposed' to do. I didn't see any volcano that I saw other people talking about here either, but maybe that's only for the Survivors?

Anyways, just sharing my experience from the front lines. Still really neat work on this, hope to see more like it. With or without tasty brains.
 
Could be an alternative monster zombie. The only thing I don't like is the weapon it carries. I'd prefer weaponless.

LizardmenRule! said:
steven hawking would be cool as company leader.
just a thought, aaglo's great unclean one looks sort of zombie-like... i don't know how you would fit it in however, or even if you would want to.
 
I should be ok but thanks for the offer. You could help by spotting any errors, inconsistencies or gaps in the pedia tho'.

fe3333au said:
Yep ... its very special Kinbot did a fantastic job with it :clap: ...
btw do you require assistance with the civilopedia ... matching icons with text, etc ... if so I'd be willing to give it a go ... pretty sure that there is a tutorial somewhere ...
 
KingArthur said:
The Company is the hardest to win with because they can't get to the mainland to destroy the Authorities. Some people have been asking for a spaceship type victory for them and it's something I am looking into.

Oh alomost forgot. Anyone can win by regicide: all kings are on the island: providing the AI doesn't use a Transport to evacuate the Authorities king when things get hairy but I doubt it's that intelligent. The player is sometimes intelligent enough to do that of course ;)
 
far enough (bout the unclean one), zombies dont usually carry weapons do they :)

i like the idea about the spaceship victory. i presume it would be things like 'eliminate the scientists', 'eliminate the witnesses', 'dispose of evidence', 'issue cover story', 'bribe the authorities (or something/one else important)', and maybe 'develop antidote' or something.
 
KingArthur said:
I should be ok but thanks for the offer. You could help by spotting any errors, inconsistencies or gaps in the pedia tho'.

OK ... A Challenge for us All ... time to get Anal ;) ... you asked for it :p

Civilopedia Issues ... Quick Overview

1. Tribes
> Explain the victory conditions for the factions in their relative sections in the pedia ... ie. use the empty window under more option
2. Advances
> Not sure what ... A year, A month, A day ... before the Zombies is for ... I suspect an idea that was possibly going to be developed ...
3. Governments
> Anarchy, Sheer Determination, Survival, Zombification
... must admit that I havn't paid attention to this ... the first three are available to Survivors, I assume ... would the Company and the Authorities be restricted to Sheer Determination?
4. Units
> Nurse needs picture graphic
> Zombie king unit, does it have distinctive unit graphic in game? ... also pedia picture graphic? ... if not would it be easy to resize it or change colour of the zombie unit?...
> Our Hero ... does it have a distinctive unit graphic in game? ... also picture graphic in pedia? ...
> Resourse icons need attention ... they don't match to game ...
5. Worker Actions
> Not relevant or can fortress be built?
6. Terrain
> All graphic icons are wrong
7. Resources
>Bonus ... OK ... love the Road Kill idea :lol:
>Luxury ... OK ... except Food Parcel is pixilated
>Strategic ... Ammo, Chainsaws, Heavy Weapons ... maybe more ... different than in game ...
8. Game Concepts
> Irrelevant

Any more Guyz :evil: :D ;)



I have an ulterior motive :mischief: ... once the patch is out with the proposed unit and gaming changes ... etc ... I am thinking it might be fun to shoot a B-grade Zombie Flick ... I'd be holding auditions at a later date for 3 creative people to star as one of the factions ... see my signature if you don't have a clue what I'm hinting at
... :D
 
fe3333au
I did ask didn't I.

I suppose I should thank you...

for giving me some work to do ;)

thanks :goodjob: :D
 
A PBEM? I'd definitely follow that thread (wouldn't play of course as I'd get wasted).

fe3333au said:
I have an ulterior motive :mischief: ... once the patch is out with the proposed unit and gaming changes ... etc ... I am thinking it might be fun to shoot a B-grade Zombie Flick ... I'd be holding auditions at a later date for 3 creative people to star as one of the factions ... see my signature if you don't have a clue what I'm hinting at
... :D
 
A PBEM? I'd definitely follow that thread (wouldn't play of course as I'd get wasted).
I would see you in a producer/director role ... after all it would be a King Arthur Production ;)
 
fe3333au said:
1. Tribes
> Explain the victory conditions for the factions in their relative sections in the pedia ... ie. use the empty window under more option
Easily done but I don't think that more option is empty but it does have enough space.

fe3333au said:
2. Advances
> Not sure what ... A year, A month, A day ... before the Zombies is for ... I suspect an idea that was possibly going to be developed ...
They're just fillers for the tech tree. I wanted everyone to start in the modern era. But honestly I can't remember why I did add them.

fe3333au said:
3. Governments
> Anarchy, Sheer Determination, Survival, Zombification
... must admit that I havn't paid attention to this ... the first three are available to Survivors, I assume ... would the Company and the Authorities be restricted to Sheer Determination?
Almost correct. The Authorities and Company are restricted to Survival: a very big handicap that but I won't change it.

fe3333au said:
4. Units
> Nurse needs picture graphic
Any volunteers?

fe3333au said:
> Zombie king unit, does it have distinctive unit graphic in game? ... also pedia picture graphic? ... if not would it be easy to resize it or change colour of the zombie unit?...
I have a unit ear marked for them ;)

fe3333au said:
> Our Hero ... does it have a distinctive unit graphic in game? ... also picture graphic in pedia? ...
Intentional. He's just an average joe. It could be anyone really, even you ;) If I came across the right unit graphic I would change him but I haven't seen one yet.

fe3333au said:
> Resourse icons need attention ... they don't match to game ...
I can't do graphics. Any volunteers?

fe3333au said:
5. Worker Actions
> Not relevant or can fortress be built?
You mean you haven't been building fortresses or barricades:) The Survivors can (and Black Ops and Marines when I make the update).

fe3333au said:
6. Terrain
> All graphic icons are wrong
Yup another one I can't do.

In essence I could use someone with graphic skills to get the pedia icons and some tech chooser ones too. I also think this scenario could be enhanced with some new music and sound effects. People screaming in the background, cars crashing, gun fire, explosions, sirens etc.
 
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