Escape From Zombie Island 2 ready for public consumption

KingArthur..ok, I understand your reasons for the settings of the units I mentioned. Still, the cost of an exploding Sheep should at leat Kill one Zombie because it can only be used once. It takes 2 of them to Kill a Zombie and for that number of shields, a different Unit could be built that could Kill many Zombies and used until it Died.

As for the units_32...the units are mainly out of order for me, showing a different unit then what it is. I didn't see any Gatling Amazon at all for example. Not sure if this is only me and due to something I either do not have up to date or some other problem. I just downloaded the Latest Version.

The animation seem to be working ok with the Supply Drop...but how are you using them after you get them? They cannot be sent anywhere and just build up in the City with the Supply Drop Point. It is set as Immobile. There are many things not clear to me being rather new to your Scenario.

Concerning the Sewer Transport:
I am not Familiar with the telepad/teleport abilitiy in the cracked Editor.
What I am saying is that you place the Sewer Hole (or what ever you want to represent the Resource or Wonder) on the Map. Then you place a "City Unit" over it, which hides it. The City Unit is actually a Combo Unit with the Default as a City, Building or Structure. This City Unit can be set as a Zombie Unit for example and they won't have access to the Resource or Wonder under the City Unit because the City Unit is set as Immobile so Zombies could not build a colony there. When the City Unit is attacked, the Attack animation is any Unit you want that is animated Over the City, Building or Structure so it appears to be separate and comes out to Defend and fight. When that Unit Dies, the City, Building or Structure Dies and Both have separate death animations shown in the same Death flc. This Reveals what is under that City, Building or Structure.
No need to place Sewer holes all over the map because the animation would have the unit that is wanted for this type transport coming out of a Sewer Hole ANYWHERE withing the 8 square distance that is usable with paradrop. Just like using the ParaDrop only the animation for it would be the Unit appearing from a Sewer Hole that would also be a part of the animation. I see no need in having Sewer holes all over anyway.

"City Units" work with Scenarios because they are Pre-Placed on the map. They are Combo Units and can appear as what ever you want. They can also have any Unit Defending them that Pops out during the Attack animation. Resources or special things can be Pre-Placed on the map then Covered by placing the "City Unit" over them. Because the AI sees the "City Units" as a Unit, they will attack it IF they are at war with the Owner. So even a Structure could be used...for example..a stature or land mark that just sits there looking normal. When attacked, it could just slowly lose health and then when it is Killed it would have an animated Death flc that showed it crumbling and then Reveal what is under it. In this case, no Defending Unit would need to pop out. Anyway, many possibilities.

I think Using the ParaDrop with a special unit for the Survivors only that has an animation showing that unit coming out of a Sewer Hole could be useful. If you have any units that use the ParaDrop in the Scenario, they would not be affected because the Different "ParaDrop" animation would only be for the special unit. Of course you would have to have an Airport or change settings in the Editor that will allow ParaDrop for this special Unit. If the ParaDrop is not used in the Scenario, it could be changed to a "Use Sewer" command and only available to the one special unit. Tough to explain all of this in short but I have made "City Units" many times and they work well with Scenarios where you can Pre-Place them.
You can contact me to discuss this if you want... fe3333au can help.

For a "Particle Beam Transport" type, Here is a link to one I created for bhiit's M1 Mech Walker: http://forums.civfanatics.com/showthread.php?t=126362

Medieval Resistor sounds on this page: http://forums.civfanatics.com/showthread.php?t=52344

Here is a zip for the Gatling Amazon sounds (I call her Gatling Gal). the changed .ini, Large and Small.pcx files and units_32.pcx included. change and apply as you like:
 

Attachments

Vuldacon said:
KingArthur..ok, I understand your reasons for the settings of the units I mentioned. Still, the cost of an exploding Sheep should at leat Kill one Zombie because it can only be used once. It takes 2 of them to Kill a Zombie and for that number of shields, a different Unit could be built that could Kill many Zombies and used until it Died.
I'll take another look at it.

Vuldacon said:
As for the units_32...the units are mainly out of order for me, showing a different unit then what it is. I didn't see any Gatling Amazon at all for example. Not sure if this is only me and due to something I either do not have up to date or some other problem. I just downloaded the Latest Version.
They shouldn't be out of order, the gatling gal is using the musketeer unit32 pic but that's only because there was no unit32 for her (until now anyway :goodjob: )

Vuldacon said:
The animation seem to be working ok with the Supply Drop...but how are you using them after you get them? They cannot be sent anywhere and just build up in the City with the Supply Drop Point. It is set as Immobile. There are many things not clear to me being rather new to your Scenario.
They can be picked up - there should be an icon with the text "Secure Supply Drop" or something like that. If you have a unit on the same square you can click this icon and pick up the supply parcel. The unit can then take the supply parcel back to your bastion and you'll get supplies(gold) in return.

Re. the sewer system. I understand you now. I already have airbases and paradropping units in the scenario and I don't want to mix the two up. I would prefer to have preplaced sewer holes (telepads).
 
I did some digging / googling and 0 Def / HN allows a unit to occupy the same tile with a unit from another civ. So sewer holes could be telepads if flagged 0Def/HN.

What happens when you try to teleport a normal unit to a telepad occupied by another civ is unknown to me but I'll test it. I suspect you will either (a) be told that this will start a war, are you sure? or (b) immediately start a war - as currently happens when a unit from another civ "bumps" into your invisible unit.
 
I did not see the way to use the Supplies that are dropped into the City that has the Supply Drop, they just build up...lol...I will look around.

Air Units wont affect this "City Unit" and the "Paradrop" command could be altered. The Structure built to use it could be dependant upon the Resource or Small Wonder that is Revealed after Killing the "City Unit"...but as for "telepad" ...send me the info about it. Do you Really want a "Telepad" in this Scenario? A Sewer "sounds" more plausible
IMO but again, I have not looked into the "telepad... it seems very High Tech and not something that would blend in with your Zombie Scenario but then again, Exploding Sheep aren't exactly an everyday Occurrence lol. Still, IF you use Telepads, wouldn't they be all over the Map? I am just trying to envision this.

Anyway, I have made a new Supplydrop flc and pcx files. I will upload them after I test all. I made a SupplyDefault.flc so the unit can be set to work properly. I do not understand why the Supplydrop in the .ini has it for ALL flcs?.
KingArthur, Check with fe3333au and contact me about these Scenario addition possibilities...days go by and no real communication.
 
Vuldacon what KingArthur is talking about is an option in the editor to use something called telepads which moves a unit from one telepad place to another. That would be renamed sewers in the scenario and you could teleport from any place (or just buildings?) with a sewer to any other place with a sewer. Then any unit(s) with the teleport ability can use the sewer to "teleport" from one place to another. But there is no graphic for the "teleportion".
 
ok, Thanks snarko... I had not checked that in the editor. IF "telepads" were used, would they have to be placed on the MAP or can a City just "build them" so the city has that ability? IF the Sewers or telepads do not have to be placed all over the map, then yes, they would serve the purpose as the method for "using the sewers". IF a Telepad is an actual "Pad" placed on the map, then it may cause problems and it would limit where a unit could come out of the Sewers unlike "ParaDrop" ability that can go to any square. The animation would still be the same no matter what method and it would be limited to only the unit that has the animation, naturally. Several could be done but because it would be such a strong ability, it should be limited to a "special unit" ("Sewer Rats") for the Survivors IMO. I would need to know if the Telepads were being used to Teleport as in "Materialize" a unit or if they are being used as a Sewer Outlet. Also, What Unit will use it.
I do still think a "City Unit" Guarding the needed Resource or Small Wonder (Under it) that would allow the "Sewer Movement" or telepads to be built would be a nice touch as well.
 
Here are some improved units_32.pcx files for Mike Rush (Kwanhama), Hawking, Medieval Resistor, Modern Resistor, Supply Drop, T-800, Nurce, Gatling Amazon and Separatist (Joe Rouerk). the ones that are suppose to be Civ Specific are. Just add to the units_32.pcx sheet.

Also remade the Supply Drop flc and made a simple 1 frame default so it could use that instead of only a Drop flc. The Supply Drop is Longer and the Supply Box is recolored and Shadows corrected for the parachute and added for the Supply Box.

New units-32.pcx, Large and Small Civilopedia images, Supply Drop Resource and Shadow included.

Note to KingArthur: the Supply Drop does not show the animation in the game due to the settings and way it is being used...I think. Anyway, I have not been able to see the actual Supply drop animation in the game after building the Supply Drop small wonder. As a Unit, the Supply Drop will show the animation when paradrop is used. Use as you like.

I will post a preview next post so you can see if you want it.

here are both zips:
 

Attachments

Supply Drop Preview...the Default is just a static one frame flc so I will not bother uploading a preview for it. It is the last Frame of the Supply Drop without the Parachute.

This .gif is rather slow but the flc plays faster in game.
 

Attachments

  • SupplyDrop_Preview.gif
    SupplyDrop_Preview.gif
    72.9 KB · Views: 233
Hi, I was playing the game as authority to rather late in the game, Day 4 when I realize I can't find any resource called militaryhardware? If it same as nuclear capabilities? and how could I build troop trucks?

EDIT: Nevermind, somehow I can build them again, and I did not realize that you can now only build marines in military base.
 
Thanks, it's just so weird, because all of a sudden I could build them again. But, I can't get heavy weapons, even when I took over armory. I look in the civpedia and it says that it requires gun gun guns, which is impossible for Authority to research. So now I can't build heavy infantry.

And when the zombie bombs me, I can't ever intercept any of them, is that just my bad luck?

Also, I think national guardsman is too weak, because now, you can only build marine at the military base and armory is you capture that. but for most of the time, you are stuck to national guardsman which are terrible against mass mutant zombie which is attacking me. I set the lv at restricted and zombie is literally flooding everywhere. I can see about 15 mutant zombie walking around my perimeters. But than I also have more cooperation from Company and Survivors which are quite active.

But as to Zeb, after they took the graveyard, they ceased to move at all and I have seem they attack since.

Also I dont think authorities can build exploding sheep.
 
Cloner4000 said:
Thanks, it's just so weird, because all of a sudden I could build them again.
Trucks also require fuel so perhaps you lost your fuel resource??
Cloner4000 said:
But, I can't get heavy weapons, even when I took over armory. I look in the civpedia and it says that it requires gun gun guns, which is impossible for Authority to research. So now I can't build heavy infantry.
that's a bug. I'll remove the Guns, Guns... prerequisite for the next patch.

Cloner4000 said:
And when the zombie bombs me, I can't ever intercept any of them, is that just my bad luck?
Could be. F15s have intercept ability. Are you giving them the correct orders?

Cloner4000 said:
Also, I think national guardsman is too weak, because now, you can only build marine at the military base and armory is you capture that. but for most of the time, you are stuck to national guardsman which are terrible against mass mutant zombie which is attacking me. I set the lv at restricted and zombie is literally flooding everywhere. I can see about 15 mutant zombie walking around my perimeters. But than I also have more cooperation from Company and Survivors which are quite active.
Restricted is a hard level. Have you tried playing with your momma (PG)? ;)
I will not do anything with the Nat Guard but I will reduce the cost of Marines. The intention is that Marines are being brought in from the mainland whereas National Guards can be created anywhere by giving a survivor a gun and a tin hat. Also, since the Armoury is linked to the military base by roads it should be possible to build Marines there too. Vice versa Heavy Infantry can be built at the Base (after I fix the Heavy Weapons resource bug).

Cloner4000 said:
But as to Zeb, after they took the graveyard, they ceased to move at all and I have seem they attack since.
That's ok because I really only put them in as a joke - they should never be strong enough to be a real threat to anyone.

Cloner4000 said:
Also I dont think authorities can build exploding sheep.
that's very true - the military wouldn't stoop to using such weapons when they have tanks, cruise missiles and nukes.
 
muwahahahahahahahha, I can now build marines, tanks, missles everywhere. I used about 30 engineers to hack a way south of the military base. Please don't change that. ><
Please don't change that!!! Maybe in the new version can you make the trees around the barricade south of militarybase unpassable? because zombie never attacked it.

I actually killd the zombies by bombarding them. LOL

And Zebs and Zombie sighed a peace treaty LOL

Even in restriced level, the computer aren't too smart, just that they have a lot more zombies walking around.
and did crusie missle only attack one unit? because the cost make it kind too expansive for only attacking a unit.

I think restrict level is that not that hard since the AI for other nations WILL be higher and more involved. But it's still hard.
 
Cloner4000 said:
muwahahahahahahahha, I can now build marines, tanks, missles everywhere. I used about 30 engineers to hack a way south of the military base. Please don't change that. ><
Please don't change that!!! Maybe in the new version can you make the trees around the barricade south of militarybase unpassable? because zombie never attacked it.
I won't change that, don't worry. I will reduce the cost of cruise missiles
 
Ed O'War said:
Nice to see that this scenario is still going strong. Great work KingArthur!
:blush: thanks Ed. It's built on your excellent work. I still have all your original pedia text and most of your ideas in there. It's fair to say this version wouldn't exist if it wasn't for your original version.
 
Okay, I take back all the yelling I did at the guy who bumped this thread. I shall now worship him, for bringing this thread back, thus leading to updates to the game that have made it better than ever. :worship:
 
KingArthur, here are the files for the Sewer.
included files:
1. Sewer_Resource.pcx
2. Sewer_Resource_Shadow
sewerlarge and sewersmall.pcx Civilopedia Resource Icons.
3. Folder "For Sewer as a Unit"-contains Sewer_units_32.pcx and the Large and
Small.pcx Civilopedia Unit Icons. This is IF anyone needs to have the sewer
available as a Unit in order to have it work properly in a game and needing to
set it with unit settings in the editor for any reason.

I will post a Preview next post.

here is the zip:
 

Attachments

Back
Top Bottom