Escape From Zombie Island 2 ready for public consumption

Spacer One said:
Isnt the Company's or Authority's goal to more or less carpet bomb the island?...

The Company has only one goal, to stop the truth getting out ... the carpet bombing strategy is not necessarily the best (or easiest) way to achieve this ...
 
Re: Luxuries

Luxury resources should, for the most part, be faction-specific (ie unlockable by faction-only techs or each faction's unique non-era tech). Some, like Civilians, can remain where they are (Humans like defending innocents, and zombies like eating them!). Also, Spin Doctors should be luxuries. Their current place in the tech tree is perfect.
 
Here's something I did when I was modding this scenario... use it if you think it's interesting.

I gave each of the human groups a special 'sniping' unit. They had high bombard, a range of 2 or 3, and had a pretty good rate of fire, which, if you're lucky, will take out a zombie (to represent a head shot that knocks off then zombie's head). To counterbalance this, they had lower attack and defense and were a bit costly, so that they don't become too powerful.

As for names, I think I called the Survivor unit a 'Hunter' (guy who enjoys hunting recreationally on the mainland, but now is hunting zombies to survive), the Company unit a 'Mercenary' (pretty self-explanatory), and the Authority unit a 'Sniper' (really self-explanatory).
 
Sieg said:
Here's something I did when I was modding this scenario... use it if you think it's interesting.

I gave each of the human groups a special 'sniping' unit. They had high bombard, a range of 2 or 3, and had a pretty good rate of fire, which, if you're lucky, will take out a zombie (to represent a head shot that knocks off then zombie's head). To counterbalance this, they had lower attack and defense and were a bit costly, so that they don't become too powerful.

As for names, I think I called the Survivor unit a 'Hunter' (guy who enjoys hunting recreationally on the mainland, but now is hunting zombies to survive), the Company unit a 'Mercenary' (pretty self-explanatory), and the Authority unit a 'Sniper' (really self-explanatory).


Sounds nice, like the idea, could have thorwn out the original cruise missle that way
 
I should have a new version ready by next week.

I've placed the City Sewer System in the tech tree with a prerequisite of Damsel of Distress. Sewer Rats have 8/8/2 stats and "paradrop/ sewer pop" ability. Do you think I should make them require Ammo? Spunky Kids can also travel in the sewers but they can't "paradrop" just "airlift" to other buildings with a Sewer Access Improvement.
 
I have an idea – to create the leader unit which could rush a building or build an army.

But the Army would be different – it would only carry one unit, but have a lot of abilities: stealth, multiple attack, detect invisible & Radar.

It would not be like a real army but more like an emerging heroe from the battle in the streets, apart from those already existing.

Off course the zombie should not have the ability to create armies.
 
Luthor_Saxburg said:
I have an idea – to create the leader unit which could rush a building or build an army.

But the Army would be different – it would only carry one unit, but have a lot of abilities: stealth, multiple attack, detect invisible & Radar.

It would not be like a real army but more like an emerging heroe from the battle in the streets, apart from those already existing.

Off course the zombie should not have the ability to create armies.

The army only has the special abilities of the unit it contains ... with one unit limit, it would be the same as that particular unit ...

With more then one ... the special abilities are cancelled if units are diffenent ...
 
fe3333au said:
The army only has the special abilities of the unit it contains ... with one unit limit, it would be the same as that particular unit ...
You can assign special abilities to the Army unit (such as detect invisible or Radar) even if the unit does not have it. I confess I have never tested this, but I assume it works.
 
A idea relating to factory, but it might be some hassal to change.
As you know, factory is a pretty important building for Survivors, but it's relatively easy to captures because it's locations, thus you should move it near the research HQ, making it harder to capture,

Also it would be nice if you could change the stat of zombie kings unit, maybe marks some that would actively attack the other factions, that shouldn't be too much troubles? becuase the other faction have hero characters to attack counter it.
 
I agree..letting he Zombie kings move would make them a little less impossible...Maybe put one in the Factory..it is too easy to get...also, why is the ammo always in the same places?even when it "runs out" it reappears in the same spot...I just wait there for it to come back(sometimes it doesnt, but if it does, its in the same spot)

also, I gave Mike Rush, The Hero, and the zombie crawler things all an extra attack point...it plays well, maybe more balanced IMO (I only play survivors)
 
I was thinking if zombies are going to have a army it could appear during there last tech and only allow foot units. Maybe calling it a zombie mob or horde.
 
Ok I've requested FTP access from Thunderfall. Expect an updated version in the next couple of days.
 
this has no bearing on the game, but you should see if someone would make the Micheal Jackson Thriller Zombie for this mod...red jacket with the V on the back...he was even featured in one of the DotD movies (the one where they steal a truck full of brains and lead the zombies to the power plant...death by electricution)...Im just thinking out loud...would be neat tho...
 
Spacer One said:
this has no bearing on the game, but you should see if someone would make the Micheal Jackson Thriller Zombie for this mod...red jacket with the V on the back...he was even featured in one of the DotD movies (the one where they steal a truck full of brains and lead the zombies to the power plant...death by electricution)...Im just thinking out loud...would be neat tho...

Ahahahahahahahahahahahahahahaha (Vincent Price)......

:lol:
 
GREAT! :banana:

You might want to update the README txt file. Here are some extracts from it:

"A Domination or Conquest victory is the only option open to The Company."

"On the mainland itself they (The Authorities) have divisions of gung-ho marines waiting to invade the island."
 
Warning...EfZI2 biq is saved in DEBUG...

the zombies swarm much faster...I was close to beating it with "R" rating before the upgrade...back to "PG" for now...good work, I didnt even get to check out the new sewers...it only took about 12-15 turns to die...poor timmy...he was the last great hope in game one...the boy stood no chance alone...
 
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