Escape From Zombie Island 2 ready for public consumption

Weasol Ops, that did not sounds like anything to do w/ zombie here

But

If the badly injure sucides is accepted, maybe let it be a units that was produced by a cities improvent sort of like wheels.

Well, it maybe just me, but I don't think the road border is THAT important, I mean you can still guess the appormate locations of it.

The sewer rate might be someone who own some high tech gear.
 
I don't think gas would "kill" zombies. I like the ship idea though and they'd have to watch out for zombie bats!
 
I don't think gas would "kill" zombies. I like the ship idea though and they'd have to watch out for zombie bats!
KingArthur...maybe the Gas is full of Special Flesh Eating Bacteria that can only live with immediate contact. The special bacteria Kill the "host" fast and cannot spread after. Would be "poetic justice" for Zombies :lol:
 
Vuldacon said:
...by request of KingArthur, here is the SewerRAT Unit that has been reduced in size by 10%. This will more closely match the "typical game units".

..here is the Zip: Size 648 KB http://www.civfanatics.net/uploads10/Smaller_SewerRAT.zip
Thank you for doing that Vuldacon. Appreciate it all the more since it must have been time consuming work. I think there was a danger of the other unit being too big to fit through a sewer hole ;)
 
Cloner4000 said:
I think besides sewer rats, Spunky kid SHOULD able to go thourgh, like it said in Civilpedia and they are small enough. They could be great as defensive units.
I agree I'd send the kids down the hole first.
 
ok, I just got this mod...loved it...cant get enough...

one thing tho...is your first "rushmobile" supposed to be immoble?...if so, why? it kinda leaves Mike Rush in a pickle with no car and unable to defend the garage himself

also the units spit out by the drop zone point, are also immobile...(I moved my capitol to the drop point so it was ok, but odd)

Ok, I know Im late, but nobody told me it was this kewl...

for any of you who havent played it, or just wanna know how I did it...Im including my Time Table of events...

This MOD is (explitave deleted) Awesome
 
@Spacer One

The rushmobile is immobile until you find a Fuel resource to fill up its tank. That's how it should work, unfortunately there's a bug because I did not make the upgraded Rushmobile available to the Survivors. I'll fix this in the next release.

The supply drops work in the same way as "Princesses" / "treasure" units. What you do is place another unit over the supply drop and there should be an icon that allows you to "secure supply drop". Click the icon and your unit will have picked it up. All that you need to do after that is get your unit back to your capital and you will be rewarded with Supplies.
 
Oh so dropped supplies function like "treasure"...ty

as far as the Rushmobile...if it cant move in about 4 turns, its dusted, so I leave it and rally at either the school or the holdout...Mike gets attacked at the Garage almost immedeatly, and there is no strategic value that I know of to holding it...the "car park" is easier to get by the time you have fuel in my experiance(see txt for an example)

[edit] ok I see in the editer that there are 2 rushmobiles...is one supposed to upgrade to the other when you get fuel? (thats a great idea)
 
@Spacer One
there's no real strategic value in holding the garage - instead of leaving it you might be better gifting it to another faction.

And yes one Rushmobile upgrades to the other - if you want to fix it just make the upgraded Rushmobile available to the Survivors.
 
HA!!! Zeb takes it everytime!!! let him get bombed for the whole game by zombie dragon things....Im off to the car park for wheels...BTW, just noticed that Zombie Capital is "research Center" :clap:

anyway (other than opening the editor and looking) to know what buildings have "wonders"...is there a list? or just trial and error?
 
Spacer One said:
HA!!! Zeb takes it everytime!!! let him get bombed for the whole game by zombie dragon things....Im off to the car park for wheels...BTW, just noticed that Zombie Capital is "research Center" :clap:

anyway (other than opening the editor and looking) to know what buildings have "wonders"...is there a list? or just trial and error?

There's no list but the wonders are listed in the Civilopedia. I should have good descriptions in the pedia for everything by now (if not let me know). Most are pretty self evident such as the Bank Vault Wonder is found at the Bank etc etc.
 
Back
Top Bottom