Escape From Zombie Island 2 ready for public consumption

I'll proof-read it later today or tommorow, english is not my native tongue...
Did i coincidentally made some joke by naming somebody "Prescott"? I just made the name up at random...
The Miasma graphic is indeed scary.
Say, can civ3 have units that can ignore walls when attacking? Company cyborgs and tanks might be immune to 'stench' then.
 
Yea,but the floor is so oily like,that it makes cyborgs trip often and tanks get slippery and they can't drive forwards so easily :D
 
I prefer the car bomb unit and will use it for the auto-produced units. Tried it in game and it looks quite good.

@fe3333au Good catch on the Victory Status Screen.

City will be replaced by building - I've already hunted down most of the refs.

I've changed the prereq tech for the barricade/fortress action to Keep 'em Out.

I like the clean up pollution thing, the AI won't use any of these options but I think it's good to include it for the human player.

I think barricades cannot be built in "capitals" because I gave the Bastion (palace) a defensive bonus. Think of it as a free barricade.

"City" destruction (by the AI at least) will be reduced once I preplace more Great Wonders.

@JuuL - I like the clean look of your work. Paths, trees etc will make it look even better. Have you planned to do a pollution graphic the urban warfare terrain has dead bodies but I think "trash" in it's broadest sense would be better - newspapers, tin cans, car wheels, broken shopping trolleys, car wrecks - some of these might be difficult to do at civ scale.

"Secret Tunnels" could be "The City Sewer System". Now many of you may know that there's a cracked version of the Civ editor that enables a teleport ability. If someone was to do a graphic of a drain cover (nudge, nudge, wink, wink) I could include this in the scenario! Drain covers (teleport pads) would then be placed at strategic points around the city. :D

@Cloner4000 - The turn counter must have something to with the version of civ that you have. I have Conquests patched to 1.22 and can't guarantee it will work with anything other than this.

I tried giving commercial property a +1 production but it really unbalanced the game when the zombies took over downtown.

Finding evidence of the evil deed is just part of the background story for the scenario -it's not something specific that you do- just research The Horrible Truth advance and you've done it. Actually when I think about it that way it's not optional as The Horrible Truth is required to get to The Big Finale.

Connecting the church was to stop, as Juul says, the zombies building bats everywhere. Also, those trees will save you from being attacked by Monster Zombies (wheeled) in the next update!

@Goblin Fanatic- love your writing too. I may PM you with some specific requests if that's ok?
 
I'll gladly help you, you can PM me or send a mail to uruk8@tlen.pl if you prefer.
As for the finding the proof of company's evils, it might be to complicated and might not work properly, but how about giving the survivors 'capture the princess' victory condition? The princess would be a scientest that masterminded the whole zombie experiment and he would have to be brought to the island via helicopter.
That way you would need to abduct him from the company and also have a helicopter ready...
 
KingArthur said:
@JuuL - I like the clean look of your work. Paths, trees etc will make it look even better. Have you planned to do a pollution graphic the urban warfare terrain has dead bodies but I think "trash" in it's broadest sense would be better - newspapers, tin cans, car wheels, broken shopping trolleys, car wrecks - some of these might be difficult to do at civ scale.
Thanks... I'm not sure about the pollution. Like you say, it will be difficult to make in a civ scale. And even if i could, the pollution would end up in the wrong places (shopping trolleys being attached to a wall, tin cans floating in the air). Maybe it would be better to make some "symbolic" pollution graphics (like the pollution in CivII). Btw, I think that Sn00py's forests (the ones included in PtW) are closer to having the right size than the ones you're using now (the ones surrounding the Church). Also, the dark grassland etc. from European Terrain would look good in this mod.
I will continue my work on the graphics today (I've been busy reading 275 pages for my exam this morning... luckily it was worth the work).

edit: I like Goblin Fanatic's idea
 
Hmm, perhaps the Doctor Lazarus could be the Princess,but then the company would need a new hero.

Ps.Damn, look at the time I have to go to the gym!
 
I already have Supply Drops being used as "Princesses". I could just make Supply Drops disbandable units that yield shields or as a Leader unit that only rushes improvements?
 
Both ideas would work for supply drops, AFK a rushing leader would not be unbalanced because the most important thing in the game are not buildable anyway. Also, drops as leader would be used by AI while disbandable units might not. The wheelchair guy would make a sensible 'princess' as he could not defend himself, actually it's silly that he has 7/7 stats, unless he has a minigun mounted in his chair...
I got two new ideas for the city, but as there's no proper units they'll probably remain ideas.
A biker bar and units of bikers for survivors and zombie clowns(like in the Xombie cartoons) for the zombies, recruitable at the amusment park.
If somebody knows about available graphics i'll gladly write descriptions...
 
In some of my mods i've tried making a 'merchant' unit that has the hurry improvement flag. the only problem is that the merchants started appearing with leader names. i dunno if i did something wrong.

i would love to see zombie clowns!! until they tried to eat me.

@kingarthur: did you get my PM?
 
LizardmenRule! said:
@kingarthur: did you get my PM?

Last one I got was the one telling me that you fixed the resolution on the last set of icons. I've cleared out my inbox to make sure there's eno' space.
 
I got them thanks and it's all in game and looking great.
LizardmenRule! said:
yeah i've fixed the resolutions and the palettes of all my EFZI2 icons, and a new zip can be found in the same place as the original ones
 
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