Escape From Zombie Island 2 ready for public consumption

I could have a go at some pedia entries for the things that are missing, if you like (king units and the SS parts). If you let me have the final version of the pedia text before you put it up I could give it a proof-read too, if you like, as there are a few typos etc that could be eliminated.
 
Plotinus said:
I could have a go at some pedia entries for the things that are missing, if you like (king units and the SS parts). If you let me have the final version of the pedia text before you put it up I could give it a proof-read too, if you like, as there are a few typos etc that could be eliminated.
Great Plot. I didn't plan on making many changes to the pedia so you can work off the current one in the download. Much appreciated.
 
A very nice scenario. I'm already addicted to it. :)

Some "experiences" I made:

I've played with all races and it's not too hard to win with any of them. Zombies are really easy. The survivors are easy too if you rush with the king units and "free" the graveyard and the hospital and take the store qucikly (chainsaw maniacs) - there is no need for the helicopter. Authorities and the company are a little more difficult, but also easy, if you rush zombie-cities (except those 7 with king inside) and destroy them with the king units - both of them, but especially the authorities - can't defend them. (at least I wasn't able to do this)

One thing is common: The AI is extremely stupid. As Zombie it's ok - it stacks the units to a horde and take one city after another. As Survivors it doesn't use the King units properly and as the company it uses them too stupid (the director has no properties - neither offensive nor defensive, so he just runs around). I've noticed that the SWAT-Teams are made as "offensive"-units, which results that authorities don't defend their cities and lose them all, except the city hall and military base. With off 5 they are often not able even to kill one Zombie in suburbs or downtown.

Also it is often really frustrating with "luck". I don't know how often I lost Hank with def 10 (Elite) beyond barricades, fortified in a city, just to 2 or 3 Zombies - SWAT-Teams are near to useless :rolleyes:. Also it's really hard to get some ressources - as Survivors I lose my 4 food parcels (with graveyard) within 10-20 rounds. Ammo is problematic too, but the survivors have at least the chainsaw maniacs. As the Authorities it's really bad, because I got in the most games exactly 2 units: SWAT-Teams and cruisers (and cruise missiles for the armoury and the research lab).

Oh, btw. If there is some place free, all destroyed civilisation "restart" the scenario with 1 city, is this a bug?

Anyway - a really great scenario and I ennoyed it really!

Oh, befor I forget - I don't know why, but every time when I set the research-slider to 10%, next turn it's "resetted" to 60% again. It's really annoying, does anybody knows how to avoid this?
 
Oh, btw. If there is some place free, all destroyed civilisation "restart" the scenario with 1 city, is this a bug?
This isn't a bug. Respawn AI player has been checked on.
 
Wrathchild said:
A very nice scenario. I'm already addicted to it. :)

Some "experiences" I made:

I've played with all races and it's not too hard to win with any of them. Zombies are really easy. The survivors are easy too if you rush with the king units and "free" the graveyard and the hospital and take the store qucikly (chainsaw maniacs) - there is no need for the helicopter. Authorities and the company are a little more difficult, but also easy, if you rush zombie-cities (except those 7 with king inside) and destroy them with the king units - both of them, but especially the authorities - can't defend them. (at least I wasn't able to do this)

One thing is common: The AI is extremely stupid. As Zombie it's ok - it stacks the units to a horde and take one city after another. As Survivors it doesn't use the King units properly and as the company it uses them too stupid (the director has no properties - neither offensive nor defensive, so he just runs around). I've noticed that the SWAT-Teams are made as "offensive"-units, which results that authorities don't defend their cities and lose them all, except the city hall and military base. With off 5 they are often not able even to kill one Zombie in suburbs or downtown.

Also it is often really frustrating with "luck". I don't know how often I lost Hank with def 10 (Elite) beyond barricades, fortified in a city, just to 2 or 3 Zombies - SWAT-Teams are near to useless :rolleyes:. Also it's really hard to get some ressources - as Survivors I lose my 4 food parcels (with graveyard) within 10-20 rounds. Ammo is problematic too, but the survivors have at least the chainsaw maniacs. As the Authorities it's really bad, because I got in the most games exactly 2 units: SWAT-Teams and cruisers (and cruise missiles for the armoury and the research lab).

Oh, btw. If there is some place free, all destroyed civilisation "restart" the scenario with 1 city, is this a bug?

Anyway - a really great scenario and I ennoyed it really!

Oh, befor I forget - I don't know why, but every time when I set the research-slider to 10%, next turn it's "resetted" to 60% again. It's really annoying, does anybody knows how to avoid this?

I can't do anything about the A."I" but as you say it's kind of appropriate for the zombies. I plan to have a defensive unit for the authorities in the next update: Riot Cop (any ideas for stats?) which will be buildable from the start.

I think I've probably made the Survivors too strong now. I've lost that sense of barely holding on and making it out by helicopter. Survivors should really have a very small chance of winning by conquest in my opinion. I'd be happy to hear what everyone else thinks on that.

As Lord Malbeth says, the respawn AI civ option is checked on so AI gets one more chance of avoiding elimination. I thought this was appropriate for the Zombies.

The slider reset is a bug in the Civ3 game engine which I have no control over. Actually, it may be as a consequence of me setting a rate cap of 60%. I may return the caps to 100% for all governments and control research and happiness levels by more subtle means (I sound like the Company's Director). All this is up for discussion in the next update. Jeez, this scenario just will not die :D
 
It's due to the rate cap, yes.

I gave this a swift try earlier tonight, as the Survivors. A couple bad decisions and some atrocious luck (fortified full-health Elite Ms Tokugawa killed off by two attacking zombies) caused me to be overrun early on, but it was pretty fun while it lasted. :)

Surely there's a more zombiesque zombie graphic around?
 
Plotinus said:
There is, but that's being used as the Mutant Zombie!

I note that this unit might plausibly have a use here too.

I'm not happy with the Mao graphic either. Someone (I won't name them to save them undue pressure) was working on a top secret project to produce a new zombie graphic back in Jan 06. They might even still be working on it but I don't want to appear pushy by asking for an update. All good things come to those that wait.
 
I don't mind missing shadows. What's the link Stormrage? I'd prefer the zombies to look 'real' (ie Dawn of the Dead) rather than the fantasy kind with weapons like swords.
 
:sad: yeah, sorry KA bout the top secret unit taking so long. i lost most of it in the "great computer purge" early this year, and you just reminded me in your post. i've started again, tho, and it should be finished reasonably soon.

here's a preview. it is a slightly scaled version of one of the zombie units available from the infinitum site that stormy and supa were talking about
 

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