Escape From Zombie Island 2 ready for public consumption

If there's a way to fix the problem without turning Regicide off, that's fine I suppose.

It applies for groups other than The Zombies, too. Zeb's Farm went down in ruins when I attacked it, too.

I have actually turned off Regicide in my own copy of the scenario, and it hasn't really affected my gameplay. It just means I can't destroy an enemy solely by going after their kings. But, maybe that is something the scenario creator wants in the game, in which case I suppose I would have to retract my suggestion.

EDIT: Oh, I can't believe I forgot to say this. It is, otherwise, a GREAT and fun scenario. I have already played through it at least once with each of the civs (except The Zombies. I wouldn't enjoy handling so many units at once.)
 
bkwrm79 said:
The Authorities need Regicide to win. It also allows the Company to win using Black Ops teams.
Authorities don't necessarly need Regicide to win... they are the only ones with the capability of eliminating everyone else.

Ah, wait... this was the old version... in the new <I think> there isn't any city in the mainland so EVERYONE can win by elimination.

About the airport... even if destroyed, Survivors can build a colony there, getting the needed resource to win... or not? I don't really know 'cause I never got that far! :cry:

Survivors can win by "teleporting".
The Company can win by implementing the "5-step-sleazy-cover-up-thingie".
Zombies can win by... converting enough being to their... religion? :confused:
The Authorities can only win by total conquest (very hard at higher levels) or by killing the Kings. But I don't think they have any unit with Stealth ability so... they have to do it the nasty way! :nuke:
 
Oh, a colony. Shoot, why didn't I think of that?

Wait, is the Airport great wonder required to build the Helicopter or not? I can't recall at the moment what its full function was.
 
Hooray said:
Oh, a colony. Shoot, why didn't I think of that?

Wait, is the Airport great wonder required to build the Helicopter or not? I can't recall at the moment what its full function was.

A Helicopter can be built in any city that is linked up to the Pilot resource. So as Luthor_Saxburg suggests a colony will do the trick.
 
This should be incorporated in the final update ... Vuldacon has been busy :wavey:

Hawking updated flcs and now Attack. ALL flca and sounds are in the Upload that was just posted on the same Old Thread at the site on page 3.

http://forums.civfanatics.com/showthread.php?p=3008206#post3008206

He has also mentioned that he may possibly be interested in assisting with the mod ... he is excellently qualified in graphics, resources, sounds, units ... that sort of thing.

What sort of cool things are needed ???
 
fe3333au said:
What sort of cool things are needed ???
Units would be top of my wish list.

A biker; A modern Zombie unit; A Policeman etc..

Just thought of another. I would like a more appropriate graphic for barricades and fortresses - something like a couple of car wrecks; a sofa or old car tyres i.e. more urban less militaristic.
 
KingArthur said:
Units would be top of my wish list.

A biker; A modern Zombie unit; A Policeman etc..

Just thought of another. I would like a more appropriate graphic for barricades and fortresses - something like a couple of car wrecks; a sofa or old car tyres i.e. more urban less militaristic.

Could you expand with a description or maybe post a picture of the units
 
When I find the time I will work on some urban barricades and fortresses for you. Are you going to still use the same terrian set and what terrian will you be able to place a fortresses on?
 
@King Arthur ... is my assumption correct that to DL the newest version one must DL the entire zip ... in other words there are no patches?
 
To build the zombie killer (the humvee) do you have to control the garage because I cannot find any of the mechanics resource?
 
thanks Warwind. At the moment there is no restriction on the type of terrain for fortresses and barricades. I'll still use the same terrain set as appears in the latest version.


Warwind said:
When I find the time I will work on some urban barricades and fortresses for you. Are you going to still use the same terrian set and what terrian will you be able to place a fortresses on?
 
fe3333au said:
@King Arthur ... is my assumption correct that to DL the newest version one must DL the entire zip ... in other words there are no patches?
Yup that's right there are no patches. I probably should have done patches but there you go.
 
KingArthur...here is an Idea for you to consider and of course it can have many different applications of the general Idea.

Idea for the game:
1. Place a "Transporter Resource" on the Map and set it as a Resource that allows "Beam Transport" ability to the CIV that has it.
2. Place a Larger City, Building or Structure Over that "Resource Transport" so it is Hidden.
3. The City, Building or Structure covering the Transport Resource is actually a "City Unit" that has a Unit that Fights and Dies animated with it so it looks as if the Unit is coming out of the City, Building of Structure.
4. When the Fighting unit for the "City Unit" Dies the City, Building or Structure Dies as well (both animated one after the other so they look separate) and this Reveals the "Transport Resource" that is under the "City Unit".
5. A Colony can then be built at this "Transport Resource" and it can then be utilized by the Owner for Transporting a Special Unit such as a Fighting Unit or perhaps a Survivor. Example: IF the Survivor is Transported to a particular spot...you win the game or the transport could allow any unit to be transported up to 8 squares away from any city owned with a Transport that is Built from Owning the Transport Resource. Note that this actually uses the ParaDrop setting and a "special transport" could be set in place of an Airport in the Editor and require the "Transport Resource" as a Required Resource to build it. Of Course the Colony would have to be Defended to be able to build the Special Transport so you can decide the general number of turns it would require to build the Special Transport...not long I would hope :)
The "City Unit" that Guards the Transport Resource could be made very strong and difficult to kill for example. MANY WAYS to use technique and idea.

NOTE...My reasoning for having Only One special Unit be able to transport is that I could animate that Unit Materializing when the Transport is used for it. This Special Transport could be set where ONLY the Survivors could use it IF they manage to obtain the resource for it.

IF wanted, I need to know the following:
1. What is wanted for the Transport Resource (a Structure or something that represents it) or I can make one.
2. What is wanted for the City, Building or Structure that hides the Resource or I can make one.
3. What is wanted as the Defending Unit of the City, Building or Structure (a Strong Unit that is wanted for this purpose for example).
4. What Special Unit (if any) do you want animated "Materializing" when a "Beam Transport" is used.
 
Vuldacon sent me some flcs of the type of city/unit he created for another scenario ... :clap: it is trully brilliant work ... well done Vul :thumbsup:

Basically it looks like a city graphic but when you move into it a defender jumps out and fights you ...

If you kill the defender ... the city disolves and you get access to what it is protecting

I can see a use of change the graphics so it looks like a fortified bunker ...

Also I have asked Vul if he can come up with ... not teleport graphics ... but sewer ... I am thinking that a quick way to travel could be through the sewers under the city ...
 
Yes fe3333au, a "Sewer Transport" could be made for use. Here is One way it could be done:

For a sewer transportation, I would recommend a "City Unit" of a Structure or Building or City that had a Defending Unit. When the "City Unit" Dies...the Sewer Transportation Resource or actual Sewer Hole could be Revealed. A Colony would have to be Built to hold on to the Resource or in this case the Sewer :lol: to use the Sewer as a method of Moving about. As for animating a Special Unit using the Sewer, sure...after your have access to the Sewer by Building a colony at the Sewer for this "Resource Hole", a Sewer could be built in place of an Airport for example (Change in editor or add it), the Unit would use the ParaDrop command but show the Unit coming up through a Sewer Hole that I would animate with the Unit. After the Sewer animation the unit will be in its default Position there, just like if paradrop was used. Therefore a special Unit could have the ability to use the Sewer the total squares available which is 8 squares. Pop up to any Square you like within that distance from one of your Cities with a Sewer. You could also just have the Resource automatically provide the Sewer to all of your cities...and I wouldn't think that anyone would want the AI to get this :eek: so it would not have to be available to them...
 
Cloner4000...Depends on IF or what is wanted concerning this Type Idea.

KingArthur...I have the latest Version of the Scenario and in the Editor the Hand built Tank has a Bombard Range of 0?
The 1st Rushmobile is set as Immobile?
IMO the Exploding Sheep should have an Attack and Rate of Fire that will Kill a Zombie. The thing about units having Hit Points is that IF you want a one shot unit like the Exploding Sheep to be able to kill a unit with Hit Points...the Attack and Rate of Fire must be increased so that it can.
The units_32.pcx Sheet needs additions and corrections.
I am guessing that you want the Monster Zombie set as wheeled.

BTW..I have sounds for the Medival Resistor and the Gatling Amazon IF you want them. Here is a small zip of a parachute opening that I made and use for ALL units that have a parachute Drop. In this case, I named it SupplyDrop.wav. Just add it to the sound area of the .ini for the Supply Drop.
 

Attachments

Vuldacon. I had aired the Sewer System idea back in post 446 but as I didn't have suitable graphics I left it out. I envisaged using the telepad/teleport abilitiy in the cracked Editor - is this what you mean by "beam transport"?

It would have to be a unit with the telepad ability - I imagined that this unit would just look like a drain cover. If the drain cover was "attacked" you could just animate someone popping out of the drain hole as you've suggested. However, I also remember reading about a way of setting the attributes of a unit so that an enemy unit could occupy the same square without any combat being initiated I could use this to prevent the drain covers being destroyed - in this way a defender animation is not required! I can't remember the exact details of this so I'd need to hunt out the thread...

I think the telepad ability is also available to give to an improvement (building) so an alternative set of building graphics would be sweet. Let me know what you think.
 
Vuldacon said:
KingArthur...I have the latest Version of the Scenario and in the Editor the Hand built Tank has a Bombard Range of 0?
That's intentional it bombards only when attacked.
Vuldacon said:
The 1st Rushmobile is set as Immobile?
that's intentional too - it's tank is empty but when you have fuel it can be upgraded to a mobile unit.
Vuldacon said:
IMO the Exploding Sheep should have an Attack and Rate of Fire that will Kill a Zombie. The thing about units having Hit Points is that IF you want a one shot unit like the Exploding Sheep to be able to kill a unit with Hit Points...the Attack and Rate of Fire must be increased so that it can.
I didn't want them to be too powerful. They are very cheap units to build - 20 shields so you can use lots of them to destroy a unit.

Vuldacon said:
The units_32.pcx Sheet needs additions and corrections.
Which ones?

Vuldacon said:
I am guessing that you want the Monster Zombie set as wheeled.
Yes so they can't enter residential / commercial property terrain. It gives the human player a fighting chance.

Vuldacon said:
BTW..I have sounds for the Medival Resistor and the Gatling Amazon IF you want them. Here is a small zip of a parachute opening that I made and use for ALL units that have a parachute Drop. In this case, I named it SupplyDrop.wav. Just add it to the sound area of the .ini for the Supply Drop.
Thanks for the sound and yes I'll take a listen at the sounds for the others if you post them here. About the supply drop I think the animation is working properly - any chance you could take a look at it?
 
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