Escape From Zombie Island 2 ready for public consumption

Luthor_Saxburg said:
Who is going to update the scenario? I don't think King Arthur will... at least for now... ;)
Yup not me. The only updates I will make will be after the feedback from the PBEMers. I've got other fish to fry but I give my support to anyone who wants to make a new version or even a variant with a different map.
 
Thanks KingArthur ... I think the pbem is a good way of testing ... if game 2 has stalled maybe the game could be restarted (with maybe replacement players) using the newest update.

The active pbem game I am involved in (with Luthor and Cloner) is the earlier version (as there are no exploding sheep in my Zeb's Farm :sad: ... only secret ingredients for the famous pies :lol: )

Check the link in my sig if you don't know what I'm talking about ...
 
fe3333au said:
Thanks KingArthur ... I think the pbem is a good way of testing ... if game 2 has stalled maybe the game could be restarted (with maybe replacement players) using the newest update.

The active pbem game I am involved in (with Luthor and Cloner) is the earlier version (as there are no exploding sheep in my Zeb's Farm :sad: ... only secret ingredients for the famous pies :lol: )

Check the link in my sig if you don't know what I'm talking about ...

I am enjoying reading your pbem log. The boardroom guys on the mainland are a nice touch and I like character developments too - good writing. I am giving up pies for life now ;)
 
I don't like the invisible zombies! For several reasons:

1. Zombies are slow, dum and very visible! No reason to make some invisible.
2. Zombies are strong enough without this bonus....
3. For the AI there is no such thing as invisible units, so it is an unbalacing factor in an already difficult scenario.

.
 
"Zombies are slow, noisy and smelly, and yet somehow they always manage to sneak up on people and mob them when they least expect it".

I guess the above statement was the idea I was trying to capture with "Sneaky Zombies". I think Luthor Saxburg has some fair criticism. The reason I added sneaky zombies was to develop the see invisible line of units - give them a purpose for being built. That in itself is not a good game reason to have put them in however, so I may reassess their inclusion. What would you think of a compromise if I weakened the sneaky zombie in some other respect e.g. - 1 HP or -1 D? The normal zombie would upgrade to sneaky which in turn would upgrade to the Mutant zombie. It is still a difficult scenario and this is intentional but I don't want to make it too hard that it will discourage people from playing. I like the fact that there is a large element of luck in the game - if you get ammo early on and upgrade your hero then it makes things a lot easier. I've had ammo on the second turn and it made a big diff. I have made some factions easier to play in the latest version especially the Authorities and the Company were made easier in previous versions. Let me know your thoughts everyone.
 
LUCK it is,

Although I never get item on the 2nd term but the ammo near the holdout was good, it at least encourage the use of scavenger, thought it need to be protected.

I think the sneaky zombie makes the game more challenge in a way that you never know where it could be, but lower it's stat may be a good idea.

One time I lost graveyard because it was attack by the sneakey zombie and I use survivor to defend it. I thought ok I could still win, but then as zombie nurse and Monster dog combine with mutant zombie starts to attack me, my line collapse and all is lost. IT's a SIGN!!!!!!! Although I got to say in our PBEM, it's clear to see that the zombies are dying, 3 Human against the AI sure makes a lot of difference. The Company had the Most building even more the zombie.
SO what I am trying to say is sneaky zombies are good, but then again since they all sworn the authorities, I'll never know, maybe make all the king units detect invisable, their leadership ability make them aware of a lot of stuff even the slightest movement of the sneaky zombies.
 
I like the Sneaky Zombies - the flavor text explains it quite well, I think. They are quite deadly, though, so perhaps weakening them a tad would help. (Alternatively make them spawn in limited numbers.) I don't think they should go away entirely, though.
 
Leave them in ... if you get dogs ... you can see them ... am I correct that they are using the same Moa graphic ... can I suggest that another is used?
 
They're still in the Mao phase,I tried to contact aaglo about making them,but he said that his too busy :(
 
It seems I'm the disagreeing minority.

If you leave the invisible zombies in, then you should give some kind of "detect invisibility" unit to the Authorities, as it's not very likely for the Authorities to get dogs.

My suggestion would be to make a new unit: something like "Infrared Nat Guard" with lower status, more expensive but with ability to see invisible units. OR make the worker more expensive and give him the ability.
 
How about reversing the order sneaky zombie / zombie. Maybe making them non upgradeable to keep them around and still a problem.
 
Sorry Luthor, seems like I'm keeping the sneaky zombs. but with some changes.

I like the idea of giving all the character units "see invisible".

I also like the suggestion of reversing the sneaky zombie order. It kind of makes sense that ordinary folks would be being surprised by zombies early on. I can break the upgrade chain but I'll need to test how the AI will handle this. The only thing that puts me off this idea is that it will make the early game even harder especially for the newbie. I'll counter this by removing the sneaky zombies +1 hit point bonus.
 
Escape from the Zombie Island Fans should play this scenario on October 31st!!!!

If you want to spoil the suprise you can hit the button.
Spoiler Do you wanna find out why? :
Are you sure you want to find out artificially istead of just doing it?
Spoiler Are you going to spoil the surprise? :
"If there is a unit named "Zombie", the kings/flags will be replaced with this unit on October 31 (Halloween)".
http://www.civfanatics.com/civ3/easter_eggs.php


.
 
With the reverse sneaky zombie/zombie order. Maybe you can use cloner4000 idea of unique characters detecting invisible. Its probably the reason the zombies haven’t got them yet.
 
Luther- I totally did not get your zombie joke? But I am known to not get most jokes, so I am not surprised.

Maybe, we can make invisable zombie being the unbuildable and give the zombies a fix number of those, so they can't build more and just have to do with the ones they had.
 
Luthor_Saxburg said:
Escape from the Zombie Island Fans should play this scenario on October 31st!!!!

If you want to spoil the suprise you can hit the button.
Spoiler Do you wanna find out why? :
Are you sure you want to find out artificially istead of just doing it?
Spoiler Are you going to spoil the surprise? :
"If there is a unit named "Zombie", the kings/flags will be replaced with this unit on October 31 (Halloween)".
http://www.civfanatics.com/civ3/easter_eggs.php


.
:D I didn't know about that one. I'll need to change my system clock and try it out.
 
Regarding invisible units ... can the Company, Authority and Survivors get a unit that is invisible and hidden nationality ...

I can see a use of each civ/team for such a unit :evil:
 
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