Escape From Zombie Island 2 ready for public consumption

So, we'd have Fullbright as a good-guy? I rather have him in command, muttering he'll "settle his score with those rotting corpses no matter it takes."
Your other ideas are very good, Lazar as the head of the death cult, van Allen hiring assasins and weapons for the cultists, maybe Natty too, or maybe she joined survivors indeed. She's to kick ass to be left as evil.
Maybe she would be rescued? A damsel in distress scene? "If only my hands weren't chained, you would suffer for the evil you did, doctor."?
So, the zombie cult list would be like that:
The cult
Zombie cultist, medicore fighter:
http://www.civfanatics.net/uploads9/unidades4.jpg(A-6)
Zombie wannabe, a.k.a. death chick, cheap attacker, a drugged girl biting people:
The headbutting amazon graphics
Truck, equivalent of a mean machine, when the cultists start their revolution they'll have a reason to grab a garage or something:
http://www.civfanatics.net/uploads9/unidades4.jpg(F-9)
Hired thugs or gun-armed cultists:
Some shooting unit, there's a lot to choose.
Sentinent zombies, some people can keep a small part of their brain intact when Lazar uses his experimental serum mark 2. Or maybe he lies and the serum just allows him to control the corpses but the brain is gone?
Probably a zombie graphic and similar stats, maybe better attack? Or detect hidden since they use their smell yet still comprehend who's their enemy?

Also, from CivArmy's beautiful collection i would pick D-8 for a fisherman living on the beach, ex junlge guy or whatever.
Miguel Hosa, beach guy.
Miguel had his hut at the >name< City's beach. He lead a slow life of surfing, partying and bragging about the time he lived on Jamaica.
He wasn't a soft guy thought, many times a beach hunk that didn't leave his girl-at-the-moment alone learned the hard way that Miguel won't take 'it from no one.
The grim day when the beach became quiet in the middle of the day, Miguel was sleeping after a crazy party, when he woke up, the dead were banging at the door of his cottage.
He had a machette left over from the time he travelled trough jungle, a last resort weapon...

Oh, and why not make one of the soldier heroes join the survivor faction?
'Snake' Diego or Hank might decide to help Hannibal out.

As for authority units, we would have, probably:
SWAT again, pity no police units.
Nat. Guard again, Marines again, paratrooper elite:
http://forums.civfanatics.com/showthread.php?t=104942
Heavy weapons, tanks, some mobile artillery and hard to add something new really.

The survivor units should include a farmer with a pitchfork from a farm outside a city and just maybe, a martial artist unit? Generic martial artists from a dojo maybe?
Oh, and how about a twist where mr. Tokugawa dies and his daughter decides to take up his legacy and train martial arts? She decides on it after the zombies attack, "Father, i won't let your sacrifice go to waste.", a few days of intensive training and she is a machine of death.(it is so in movies.)

Okay, i'm not sure if i want to make the map, but my idea of it is like that.
Wesernmost is the sea shore, there's the beach, a beach bar is one city, a pier/marina is the other, the road leads east, there's a farm along it that is a city of it's own, another city for a motel, another one for a hospital/psychiatric asylum(if we'll use that idea), then there's the city which has the following buildings:
Townhall, Mall, Police station, Trendy restaurant(chinesee? is the cook an ex... ah, i'm repeating myself), a bank/insurance/stock exchange/whatever, a shady slum(cultists be there), disco(here the cult recruits members), garage with a scrapyard near and rich villa district. Then, farther to the east could be some forests. The road in the forest will be blocked off by military when zombies arrive.
Oh, is there a crocodile unit? Or a crab? Know about a squid one.
A random quote that i thought up:"He's alive... He's dead... Shoot him! Aim for the head!"
"But he has no head!"
 
Anyway, so afterlooking I went aheade and use paint to draw a concept map,

I think mall should be around the center of the city and expand from there.

I also left some blank for new buildings. Would be nice if somebody can comment and correct if they want.

Zombie3DraftMap.jpg


I have an idea, maybe company, failed to control the zombie, supply the zombie cultist with moeny so they would work together to control the world. Thus merge the two civ into one, that could be an option, and of coarse having seperate would be cool too.

Maybe the area blocked off, would be Command HQ where they can call in the havy weapons tanks, jets........

I think the mortar-type units artillary should have longer range 5 maybe, becuase the it would be more realistic, as it's inside the city and stuff.


Also, is it possible to have units enslave only one kind of units?
I was thinking that there should be one civ called, civilizians, and all the other civ would attack them and enslave them to be their basic attack units (ex would be survivors talk to convince to join them, or Authorities drafting citzens and Zombie cult recuiting, thus creates a kind of events that will be more like a movies) I am not really good at describing it, but it's something having to do with enslave that civ to creat new units, is it possible to have 100% enslave????
 
After a long absence, I have been revived like the zombies of this thread... :evil:

With people discussing the sequel, there seem sto be some disagreement on whether the Company should be in there or not..... But why not have the Company, and the Zombie Cult be the same..... And the owners of the company are really Cult leaders...... And the whole Zombie attack was really some big conspiracy.....Or maybe, better yet, the owner of the company is a zombie! :crazyeye:
 
On the secenrio I am working on . I made a civ civillians control most of the city there basic unit the civillian 0A/1D Explore zombie bait. And Make the first wave of zombies the sneaky (invisible) kind. And give heros the ability to spot them.
 
I came up with this idea for the Company/Cult (if they're separate, Company only):
Autogun
Completely immobile, but can be transported via cars and trucks (a la Mike Rush). Have a very high defense. They can either take down just about anything early on but be non-upgradable (so they eventually get a very high cost/benefit ratio) or they can take down several late-game units but cannot be built; you must wisely use what you start with. The latter option would make more sense if the two factions were combined.

Other ideas: The Civilians start out with the government "Total Shock" to represent the zombies' surprise attack. They will only be able to build defending units with fast movement since they don't yet know that they must go on the offensive to survive. First tech should rectify this somewhat: Something like "Full Scope" or "Fight Back!" gives Civilians "Survival" government and a halfway-decent offensive unit (on par with the original "Survivor"). Also, if we use my Asylum idea, Smith and Ms. Tokugawa are unable to move until they are upgraded (released) with the "Full Scope" tech.

Also, I liked the idea of Mr. Tokugawa perishing on the island. Maybe we could say that, with his last breath, he gave Hannibal his blessing to marry his daughter. Or he could have just had random synapse firing and said "Moles dash into the wind!", Hannibal is the only guy who knows for sure, and he's sticking with his story.

Hm... someone should really make a separate thread for this.
 
When someone mentioned that the zombies are based in the water ... authorities could send in subs and the survivors could also get Othanac (sp?) Yellow Submarine, he has also created a second sub which could be Cultists and an ornithopter ... create a new character who has a workshop ... the excentric professor/inventor ... maybe he could live in a windmill ...
 
I don't like the idea of civilians having their own faction as that would make the AI confused when playing as the survivors.
Better to just make a few changes like the goverment representing their awarness and such.
The empty buildings, starting from the top left,progressing right first:
Warehouses,Airfield,Souvenir store,Museum(of war? pirates? occult?),Miguels shack.
Think about a possibility to get an old sailing vessel to sail trough the seas.
 
We weren't discussing having separate Survivors and Civilians: The idea was that the Survivors would be renamed "Civilians" since the initial assault takes place in-game (wouldn't make much sense to have "Survivors" when there's nothing yet to survive!).
 
I was thinking that there should be one civ called, civilizians, and all the other civ would attack them and enslave them to be their basic attack units (ex would be survivors talk to convince to join them, or Authorities drafting citzens and Zombie cult recuiting, thus creates a kind of events that will be more like a movies) I am not really good at describing it, but it's something having to do with enslave that civ to creat new units, is it possible to have 100% enslave????

I actually like this idea. Either have civilians be their own civ, so that they can control most of the buildings to be smashed by the zombie wave or simply have them be barbarians.

Civilians should essentially be 'workers' with absolutely nothing to do. Their sole function is to get creamed by the zombies (and generate into more zombies) or get 'recruited' by one of the various other factions who can then upgrade them into something actually useful. You basically want them to be clueless and do nothing -- I think the AI can manage that quite nicely :)

This will bring another very interesting element into the early game. Now instead of simply building up defenses in preperation of the zombie wave, the factions would be smart to put together a small, quick task force to 'save' as many of the civilians as possible and whisk them away from their doomed buildings before they can further bolster the already large zombie troops.

This would be so much fun!

EDIT -- And the survivors from the island should be renamed, "Refugees".
 
Hmm... I think the best way to implement the civilians would be to have them as workers, that can be easily captured by every other civ, and then each civ has a specific tech/resourse that will allow them to upgrade the civilian into one of their specific units..... (A Zombie for the zombies, a surivor style unit for the survivors, a militiaman for the authorities, etc.)
 
Yep, egroen says exactly what I want!!!!!

Maybe we can even let all the other civ start out with one building and trying to recruit and take over the building at the same time, that way it's almost a grantee that the game will be different everytime. ;)


However I am still unsure if we can enslave 100% if not then we need a lot of the civilizans then

I like the idea of military hero coming to survivors' side. Maybe there can be a special units that works as a kind of recruiter from units for OTHER civ. For example maybe Hank can be that special unit and whenever he attack an authority units, he have a chance of convince that soldier to join the survivors. And vice versa for the Authority to draft more soldiers, zombie cult recruiting and etc.... except they produce stronger units then the normal civilizan. Or does it gets too complicated?

For the above idea, would it be better to just use capture? that way it's kind of like a direct change of units but I don't know if it works for land units.(capture function) If it can it should be way easier then enslave.

So are we gona to use boats or airplane?

Maybe Survivor and Zombie cultist can use artillary in forms of wooden captapult, and of coarse it will have weaker attack range and movement etc.

and let's talk about victory conditions

zombie: Conquest, eliminate all other civ

Company/Cultist: (Looks like most people went it to be together or am I wrong)? It should be conquest??? Since they planed on controling the zombies
(Major cluless about it so people tell me how)
Authority: Victory point condition, as in kind of like survivors victory in EZI2 where they would reach a tech that alow them to invent antidote or mass chemical weapon that kills everybody, and they then get to a point in the city that allow them to spread it and after 10 turns they will either killed everybody else or the zombie depending on how evil the Authority will be

Survivors: Should have space race victory which would be some like take a picutre of the zombie and then give it to the press which would tell everybody in the world of the zombie. Of coarse it's 5 step so more detail is needed.
 
Maybe the company/zombie cultist should have a space race victory, where they unleashe their ultamite plan: Spreading the zombie virus over the entire world, making everyone their zombie slaves!
 
The Omega said:
Maybe the company/zombie cultist should have a space race victory, where they unleashe their ultamite plan: Spreading the zombie virus over the entire world, making everyone their zombie slaves!

Actually, that was exactly what I was about to post. You beat me to it :( .

For Survivors: Victory Point Victory caused by the construction of a unique wonder (all preplaced wonders are 0 shields, and this is the only constructable wonder big enough to trigger victory). Of course, it would have to be more expensive than all other constructable wonders combined, but if we continue in the vein of EFZI2, this will likely end up the only one. Prerequesite is a resource found only in the Zombie Lair (if we stick with the "invisible roads" idea, a ship should be able to found a Colony on it in case the building is Regicide-razed). The amphibious human unit (Frogman) should be placed near or at the end of the tech tree.

I really like the idea of the VP location for Authorities. I had originally thought of a VP location for the Cultists called "Mount Zombie" accessible only by helicopter (due to impassable terrain), but, now that the Cultists are part of the Company, this can be used by Authorities (and probably works better anyway). It would require a special helicopter with an extra-long range (Authorities should be able to use paratroops and choppers beforehand), or possibly give the superweapon paradrop ability exceeding all others. What's important is that nothing else can reach the Victory Location, particularly General Fullbright (if Fullbright got there, it would be impossible to kill the Authorities). Pity there's no way to alert everyone else that a Location has been secured; we'll have to settle for checking the Victory Status screen. Unless we gave everyone an air-based recon unit to spy out "Mount Zombie."
 
Why should it matter if they know if the victory point has been secured?
But the idea's still good, and we just need a reason for why the Authorities are trying to get to Mount Zombie.
Also, I've been thinking about some Zombie King units..... Zombie Mayor Reynolds..... Zombie Farmer Jeb.... Zombie Omega..... (Yes, I'm joking about that last one) Any other ideas?
 
There are the scientist, zeb, mayor, maybe even mr. Tokugawa, dramatic huh(Think about the fight between Hannibal and Mr. Tokugawa)? How about the EZI2's main boss Kuah--- thinging that makes it 5 and one from each of the original civ of EZI2.


I think the zombie liar should have the resources require for all the civ to complete, parts needed for chopper for Authority, resources for wonder for survivor and resources for company cultist's last plan. That way, Survivor won't ends up being the only one needing to take the lair.
 
A possible leader for the Cultists: the High Priestess [name]

For her leaderhead, we could use Joan in the Ancient Era. She looks pretty cult-y.
 
Female LH ... there is are much better exoticas used in WH and also the DnD one that has just been released ... I like the WH chick who is undead
 
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