Escape From Zombie Island 2 ready for public consumption

Don't you watch horror movies? There is always one dude with a gimp leg. OK so most of time he also has a hatchet and goes on a "teens-that-just-had-sex" killin' spree but I guess that is besides the point :)

Taking the hospital is nice since you can then heal in the houses in zombie town. Taking down the Graveyard is a nice bonus but the free troop there (the swarm) is kind of weak and non upgradeable so I really don't care about it, puts a drain on zombie economy to have those looser troops about. Not to mention it being a king zombie unit in the graveyard and I would have to dispatch Mr T to take him out. Not letting the hospital fall into zombie hands is kind of vital since 10 turns later they will crank out a zombie nurse (4.3.1) every single turn.

Fast food joint might not be super important but it does allow you to build the annoying kid unit that can sense the invisible zombies and that is nice.

Abandone garage? Hell no, I think I'd rather abandon the school. You have the pre-build garage thing there that increases production. I have even contamplated moving my HQ there.

But as I noted before I think alot of it has to do with how "lucky" the AI is, if they start to fall quickly it pretty much game over.


As Company I have not gone past target 3/5. Holding onto the radio station turned out to be a real pain in the arse. I lost the warehouse, to far away from the rest. I had moved up Natasha (she kicked much zombie butt). But HQ being right next to Zombie HQ it was just a matter of time before the zombie stacks o' doom came down and I couldn't take more then 3-4 rounds of that (mutant zombies) and I figured it was pretty much game over then. Perhaps corp hq should change place with the customer services center so you put some distance between the two. Not to mention it could be a nice choke point down there on the way.

Authority. I use snake to move towards the hospital and usually re-take it when he arrives there. Use Marine guy to hit-n-run on the armory. Send the truck with some guardsmen up to help hold city hall and the police station. Unfortunatly by the time you start getting the ok troops I felt I was pretty much already run over by the mutant zombies.

So how many turns does it take you people as Zombie to achive dominate or conquest?
 
View attachment MPEscape From Zombie Island 2.zip

Some asked for the biq file that we created for our multiplayer version of this. This makes Zombies have more HP. As you know from watching horror films, just when you think you've killed the zombie, he gets back up and attacks again! Anyway, we thought that the zombies were too easy to kill and gave free promotions to the other units. Also, as a personal preference, we preferred to have the research come faster, it made for a faster more frantic game. Anyway, here it is for anyone who wants it.
 
Ok, I dont abandon the Garage cause I want to, its proximity to the Church has proven it to be nearly unholdable...and Id rather lose the building than Mike Rush... I also realized that I take the Hostpital or Graveyard to allow Badasses to be built in the Old Folks Home...

if you take it first, you only need Old War Vets to take the Graveyard...

I didnt realize the kids can see the invisi Zombies, maybe that will help as well...that and upgrading my Survivors(Doh)
 
OK I just finished a round as Zombies (12A) in about 80 turns. The big problem with zombies is actually supplies. You have lots and lots and lots of them and they cost supplies. Shouldn't Zombies really be free from upkeep?
 
Really? Then why did I make money in the beginning when I had few zombies and lost money per turn in the end when i had hoards of them? Not to mention that when a zombie died the amount per turn decreased? Looks like they require upkeep to me, or perhaps Zombies are free, sneaking zombies, monster zombies, nurses, swarms and dogs cost upkeep?

It can't be my buildings since I don't get to build any. Science is auto set to 50%, I can drop it down each turn but it bounces back so that becomes annoying to do each turn.

So why then am I loosing big bucks each turn if the units doesn't require upkeep? Really odd that the advisory screen says I'm paying 123 supplies/turn in upkeep. Wonder what that goes for if it isn't unit upkeep.
 
Why? Then non-zombie players would get owned in a few turns.
 
Zombies are already tough enuf...you ARENT supposed to play the zombies...if you make them "better" all civs suffer as a result...Dont Zombies have 3 buildings that spawn units?...
 
Spacer One said:
Zombies are already tough enuf...you ARENT supposed to play the zombies...if you make them "better" all civs suffer as a result...Dont Zombies have 3 buildings that spawn units?...

I know at least one is the Graveyard which produces Graveyard Swarm.
 
I think the best way of winning is to be aggressive, because zombie is cheap so it won't do you much good if you just hold up, if you attack quickly, secruing some cities, it makes a lot of difference as number wise against the zombies. Of coarse luck is a big issue.

as for survivors go for hardware store early, it let you build crzay chainsaw man.

I think it should require upkeep, we don't want hordes of them
 
Zombies have two freebie buildings, the graveyard (swarm) and they can build the zombie hospital thingy (zombie nurses). Each one produces 1 unit per turn.

Why did I play as Zombies? To see what it was like. To know your foe so to speak. Trying to figure out and device a better a plan of attack.

It does take quite a while to get to the mutant zombie tech and before that the zombies are not really that much of a threat if you don't do insane things like running around with solo units. It isn't until the mutants that they become a threat. MMM brains is 27 turns away (on 12A) something you can't really improve on. As I recall "the mutation" is 50 turns after that one. So it is nearly 100 turns before the mutant zombies should be out in force. So when you are defending and attacking from your locations don't hit normal zombies since you should be able to take them out when they are attacking. If you are going to attack (usually with a hero) go for the mutant zombies, mutantdogs, etc.

When you have the Badass or national guardsmen (depending on faction) you can also ignore the swarm and zombie nurses. Don't kill them. Don't attack them, cause they are what will drain the zombie economy. Forcing them to produce supplies instead of mutant zombies and mutantdogs.

The "problem" for the zombies is that in the end they are not producing new units, I would assume most of the locations they have captured are simply producing supplies to try and live with the upkeep. But that won't help after awhile they are reaching a critical mass kind of thing and it is downhill form there.

The main threat comes when zombies goes from standard zombies (and sneaking zombies) to Mutant Zombies. There is usually a gap there between you and them. Up to Mutant zombie point you shouldn't really have any problems holding of the undead hoard with a barricade and 4-6 units per location. Plus if a stack of doom approaches you quickly get your heroes there in the car.

Techwise I don't think I have ever seen the AI reach zombiegeddon. I wasn't able to do it playing zombie either. OK so I could have waited but for what.


On another note, why can't the Troop Truck the authority start with Fortify? Annoying to have to hit space for it every single turn.
 
those arent buildings per say, they are Wonders...(I think)

and ok, I tried the zombies too(way more units than I am capeable of utilizing) but only to see what they had and where...never to tweek their stats...sheesh, Im having a 4377 of a time as it is...
 
I played the new version and it looks good, I think the map for NY is a bit too big for zombie game. The sewer rats looks cool, Special Forces looking :]

esbacially loved the paratrooper zombie LOL

should have a wonder in all the building thus creating a more tactics choices
 
It can be done :)

AUTHORITIES

DAY1
2am
>Keep 'em out.
Send two swat from police station, target hospital and radio station
send one swat from police station, target City hall.
Snake moves downwards, armoury will be my first target
joe moves towards armoury.
All the conscript guardsmen take the truck (except two that have to walk)
unload near the armoury.
Fullbright (golden age trigger) remains in the base.

4am
all locations start pre building for the barricade.

6am
zombies take the airstrip and watchtower by the armoury.

8am
attack on the armoury starts, two guardsmen die. they are down to zombie king.

10am
attack continues. another guardsman fall. but hank takes the armoury.
truck defends the base against a zombie attack.

Noon
Snake has reached the police station.

2pm
swat arrives at the hospital.

4pm
hanks starts cleaning up the armoury-base area.
looks like a zombie gathering up around the hospital.
perhaps snake shouldn't have moved down.
snakes start fighting his way up from city hall towards the hospital again.

6pm
hospital falls to the zombies. the two swat units couldn't stand up to the
zombies without a barricade. Snake will move to the hospital to destroy it.

DAY2
6am
Keep 'em out done. Call 911 next.
sell keep 'em out to all factions. about 100 supplies all in all. that wasn't much, I get more when i demand supplies for peace, pact, alliance and that. Once every 20 turns that usually nets about 300 supplies from the farm and well alot less from the others, never more then 100.

8am
barricades go up in all locations. start pre-building for swat units.

noon
ok my luck sucks today. zombies take out half the guards at the radio station. my moral boost is triggered as Fullbright has to defend himself on the way to the airport.

2pm
swat sucks ass. radio station falls. they didn't even manage to kill a single zombie even with the cover of the barricade.
snake assaults the hospital.

6pm
snake has secured the hospital. not made up my mind on destruction just yet.
(end note; probably the right choice considering I spent alot of time healing in zombie land thanks to the hospital).

10pm
snake barricades himself in the hospital.

DAY3
2am
Hank, Joe, Fullbright and an elite guardsman takes the airport.

10am
Enough zombies have gathered around city hall that they dared to attack.
The attack was repelled without losses. hank and joe is sent from the airport
to clean up around city hall.

2pm
someone finally dialed 911 :) going for martial law.
rushing all the pre-builds so we will have a swat in every location (except airport) by the next turn.

4pm
extra swat shows up. 140 supplies to build one from scratch. Will wait one turn and rush them for half.

6pm
rush another wave of swats. almost out of supplies now.

10pm
rush the last wave of swats, all out of supplies after this one.
police station and hospital gets swat units. will save my last supplies for one more rush in the hospital at 2am. city hall will have to live with 5 units.

midnight
hank and joe reaches the police station, time to start shrinking the zombie stacks.

DAY4
2Am
Zeb declares war on the zombies.

6am
truck delivers two guardsmen to city hall.

4pm
the area around the police station and city hall has been cleared (for now)
joe and hank will meet up with snake to retake the radiostation.

8pm
zombies take the dog pound (first location they take that wasn't mine)

DAY5
Midnight
Snake, Joe and Hank retakes the radiostation.
moral boost (golden age) ends.

10am
truck drops of two swats and a guard at the radio station. another swat is rushed on location.

4pm
spotted my first mutant zombie (guarding the cinema)


DAY6
10pm
first time I see mutant zombies on the march (turn65).

DAY7
midnight
a small hoard of sneaky zombies managed to sneak upclose to the military base. swat managed to handle the first wave as the heroes made their way back to base to mop up.

6am
monster dog takes out guardsman at the radio station.

10pm
Zombies take the customer services location from the company.


>> nothing much happens here. i defende my locations, hank, joe and snake are trying to take the car park.


DAY9
4pm
Martial Law is declared.

DAY10
2am
spotted the first monster dog. Oh crap!

8am
company hq is run over by the zombies (i assume that means van allen and his chief of security are dead).

6pm
finally. snake, joe, hank, fullbright and 4 swat units manage to take the car park. one swat unit is killed in the final attack vs the zombie king, had to soften him up a bit :)

DAY11
6pm
The warehouse (company) falls to the zombies.

DAY12
10am
Snake, Joe and Hank takes the Warehouse.

DAY13
2am
Bastion move complete. Bastion now in armoury (biggest location).

8am
President orders in the marines to the island.

8pm
Snake, Joe and Hank starts assaulting the factory.


DAY14
2am
8 marines leave the armoury heading towards the bank.
one guardsman fall at the hospital after a monsterdog attack.

noon
the garage falls to the zombies. looks like the survivors are the weakest links now cause the zombie stacks are moving towards the school.

the marines take up position next to the bank.

2pm
first round of the bank assault, two marines die.
find out that the zombies have made the species jump as the hospital gets bat bombed three times. bats are quite useless thou, atmost the injure a unit for one damage. Here i was more worried more about the integrity of the barricade.

DAY15
2am
Snake and the boys take the factory.

6am
the marines take the bank, three more marines die in the assult. but more marine reinforcements have arrived. three more zombie kings out there (cinema, graveyard and research center)

8am
SLEDGEHAMMER!

10am
two tanks roll out of the military base/armoury.

noon
damn! the barricade can be bombed away. Bats just bombed away my new barricade at the bank!

10pm
snake and the boys take the fast food joint.

DAY16
4am
snake and the boys defend the fast food joint from a zombie stack o' doom.
6 guardsmen dispatched from the hospital take the garage without casualties.

8am
a tank is destroyed outside the hardwarestore
bat bomb away the barricade of the garage, stack of death kills three injured guardsmen inside.

6pm
the marines and a tank takes the corporate hq.


DAY17
Midnight
Snake and the boys take the church, no more building bat bombers.

2am
President authorizes the use of nukes :)
Two tanks take the hardware store.

4am
monsterdogs eat the troops truck.
i have nukes! and the first f15 begins patrolling over the island
tanks take the customer service center.
zombies takes mr.tokugawa house.

6am
bat bombers take down the barricade at the radiostation.

8am
scary! monsterdogs almost ate a tank!
mutant zombies destroy another tank.
bat bombers destroy the generator at the radiostation.

10am
snake and friends take the dogpound, no mo monsterdogs!

8pm
Tanks take mr.Tokugawas house.

DAY18
8am
Tanks take the Cinema. Zombie king kills 1 tank.

2pm
snake and the boys start assaulting the research center.

10pm
tanks and cruiser arrives at the research center to support the attack.


DAY19
8am
Tanks destroy the final zombie king at the research center. odd I thought there was supposed to be one in the graveyard. Perhaps the survivors killed him. Anyway the zombie menace have been eliminated. Now to make sure all the zombies are gone I guess I have to take out the survivors, farm and company lab.

DAY20
2am
Assault on the school.

8am
the secret lab is destroyed and the company goes down with that.

10am
Ms and Mr Tokugawa die defending the school. School is captured. Three tanks are destroyed trying to take it.

6pm
Attack on the holdout begins.

8pm
Holdout is taken. Smith is dead, 2 marines, 2 nationalguards, 3 tanks and 1 heavy infantry died in the assault.

Day21
Noon
The retirement home is destroyed and the survivors are gone. Only the farm left.

10pm
I nuke the farm, and it is rebuilt in another location. My wheels start racing towards the new location (by the old zombie research facility).

DAY22
2am
Unload guards from the wheels and take the undefended farm.

4am
conquest of the island complete.


GENERAL COMMENTS
Only attack from your locations onto stacks of units (guardsmen), swat can hit and run singles, by the time there are mutant zombies out there only attack if they are injured. Swat only attack if the zombies are in the red.

quick estimate, most zombie location creates a new one every 2-3 turns on average. The core cities put out a new one every turn in the beginning and every other turn later on in the game. So just count the number of zombie
location and figure out how many zombies you have to kill each turn for them not to grow.

Most locations have a building next to them. Attack from that one and not from the street since it grants protection on the defence the following round.


Got to see Monsterdogs so the Zombie AI did reach Zombigeddon, but never built any of the megazombies. I wonder where the zombie-goo resource was.

Is it possible to get an army? You can build the military hq that says it increases the amount of units in an army but I have never gotten any. With the amount of elite troops I had attacking zombies one would think atleast
one had been spawned.


BUG;
says the tank is supposed to be able to attack several times in a turn. it couldn't. perhaps cause the text is a clip from the german pazner.


ANNOYING THINGS;
Why can't the troop truck fortify?
Why does the spending reset to 5.5.0 every turn?


Conclusion for Authority success;
Relocate HQ to armoury.
Holdout until guardsmen (elite guardsmen usually take out mutant zombies)
When you get Sledgehammer and can build tanks you should be able to take control of the situation.
 
Nice one Flexo...teach those Zombie scum a lesson...what level was this?

you killed the Tokugowa family?...heartless...
were you at war with all the civs from the begining?...maybe thats my problem, is I make alliance with Zeb right off...I like trading for explosive sheep...also I didnt think of demanding tribute...good way to get extra $$$

@KA why does everyone but Survivors start with Mega cash?...200 vs 40??
 
I tend to play the same level all the time, in this scenario it's 12A (one step up from PG). That should be the neutral level where neither you nor the AI gets any advantages.

I had to kill 'em. They wouldn't surrender. Think the victory condition for authority is conquest. Afterall I didn't win the game when the zombies went down. Guess I had to purge the island to make sure there were no zombies hiding out.

No I was at peace with all other factions until after the fall of the zombies. Then I started a war with Company (only holding the secret lab) and Survivors (assaulted the school, three location in total at that time).

Yes hitting up the other factions for a tribute every 20t is more or less essential for my economy. Without it I wouldn't be able to rush all the barricades, swat and guardsmen. Demand for all four items (peace, pact, passage and alliance). The Farm tends to have alot of supplies while the survivors have it sometime but they are less likely to pay cause they have a few locations. Company rarely had any supplies either so you took what you could from them.

It is also essential to every turn check the supply distribution which always reset to 5.5.0 (i hate that!). Cause you can usually get the same amount of research done (in turns) for 50% as for lower values but then get spare supplies. If you are 50T away at 50% you are 50T away at 10-20-30-40% to but you get some extra supplies in your hold instead.

Getting Farm to declare war on the zombies probably helped to cause it draws away some zombies to attack the farm instead of you.

But most of all perhaps I should credit LUCK for my victory. After all what is a good strategy compared to luck.
 
flexo said:
But most of all perhaps I should credit LUCK for my victory. After all what is a good strategy compared to luck.
A little bit off topic but here goes:

"I'd rather have a lucky general than a smart one". Napolean.
 
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