Escape From Zombie Island 2 ready for public consumption

Thanks fe3333au, here's a screenshot of the BCU.
 

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@I am the future - Have you installed to C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Scenarios? The scenario uses a relative path to find the WWII scenario: ..\conquests\WWII in the Pacific.

@Commodore - I am making an update after the PBEMers have completed their games. They've already provided some feedback. I'll consider your changes for the next version, cheers.
 
Like I said, I just made those changes for my own personal use and thought I'd share them with you, so it doesn't matter if you use them or not. Either way thanks for considering them.
 
just wanted to say that I played both EFZI2 and EFZI3 and it just keeps getting better . Anyway, I have also made a few tweaks to suit my own personal tastes, so here they are just in case you guys want any new ideas for a possible EFZI4.

EFZI3? Have I missed EFZI3? The ones I know are Escape from Zombie Island 1 and Escape from Zombie Island 2
 
Sorry for the confusion :crazyeye: . What I meant by EFZI3 was the latest version because that was the name of the file when I downloaded it.
 
Let me know how it plays in case I don't get around to playing it soon myself.

I added Zeb (the farmer) as a non playable civ. He's not aligned to any one faction which makes him a bit of a wild card. The only unit he can build is exploding sheep but he has other units representing his substantial family members (mostly the result of in-breeding). Now, if only I had a tractor unit to give to him ;)
 
yeah i have the file. I cant figure out what is wrong
Also can i use some of the dog units for my scenario?
 
I am the Future said:
yeah i have the file. I cant figure out what is wrong
Also can i use some of the dog units for my scenario?

The dog units are made freely available by their creators. I didn't make a single unit - you can find them all at civfanatics (or in the download file of course).

Did you check the location you installed the scenario to is correct as per my previous post? Without looking at your computer I can't really tell you what's wrong.
 
Well, has anyone actually played it? If so, how is it?(good/bad/somewhere between)
 
I try the zombie change, I notice the a lot of units stats were changes but also the zombie get a lot stronger how some, one zombie took down two company secruity, while another took down paul Diego.. haha my just bad luck, zombie also control the hospital from the start which make it easier to get nurse. and National Guards and Marine can moved to pace, that's good.
 
KingAruther, about the update you said after we finish our game. It maight be a LONG time for us to finish the game, so you can probably still make the update but maybe a different name? so that we can have two seperate files?
 
I found the problem i forgot to move the scenario file out of the main one

Scenario
^EFZI2
^^Escape from zombie Island
 
I once played on a level 15, what it shows, and I got TOTTALY kick assed,the zombies are unstoppable...


anyway, I was looking thorugh web I found this zombie game at fileshack, just thought it's a good picture to show the powers of the zombie and also happens to be like the scene where a police was kill in front of city hall, in my PBEM team. :eek: bloody
Stubbs_SS_web_15.jpg
 
Commodore said:
Well, has anyone actually played it? If so, how is it?(good/bad/somewhere between)
I liked some of the changes especially removing the Authorities from the mainland.

Here's a list of (some) update changes
New Faction: Zeb's Farm (Zeb and his clan: Zack, Zeik, Kane, Shadrak, Mongo, Baldric, Elvis, Noah & Dolly(the first exploding sheep)).

New units: Exploding Sheep (available to Surivors, Company & Authorities); Truck (for Authorites); Heavy Infantry (for Authorities); Engineer (for Authorities) does the job the Scavenger does for the Survivors and can also build Radar Towers and Outposts.

Changes: Radar for tanks; Company now get the Scavenger unit; removed Transports and reduced airdrop range (for obvious reasons);
... I'll need to check the biq and get back to you.

Ooh just remembered, the one thing I managed to fix was diplomacy. By starting the human factions with embassies they can now agree rights of passage, MPPs and alliances (important for getting Zeb on your side). And I enabled trade again for the shared parts of the tech tree. It plays really well.
 
Now that I removed the escape island I could increase the size of Paradise Island to accomodate another building in the southwest. Maybe I'll do this, maybe not?!? It will need to be tested to ensure it doesn't unbalance the game.

@Juul - do you think you could make a landmark terrain resembling a bridge? I could use this to connect two ends of the island?
 
Maybe the building you could add would be a rescue station for the Authorities(to represent some attempt to evacuate the the remaining civilians before they steamroll the island :lol: ).
 
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