Escape From Zombie Island 2 ready for public consumption

KingArthur said:
If the public demand it ;)
I'm a very small part of the public, and I wouldn't dream of demanding anything of a first-rate scenario designer, but I do fervently wish you would update EFZINY too.:worship:
 
Wolfhart said:
I'm a very small part of the public, and I wouldn't dream of demanding anything of a first-rate scenario designer, but I do fervently wish you would update EFZINY too.:worship:
Aw, ok. Just for you then Wolfhart :)
 
lol...I have never "beaten" EFZINY...the cities are so spread out, its hard to mount any type of attack, and the zombies can paradrop...I play it to see how long I can last at this point...
 
Spacer One said:
lol...I have never "beaten" EFZINY...the cities are so spread out, its hard to mount any type of attack, and the zombies can paradrop...I play it to see how long I can last at this point...

EFZINY was kind of thrown together. I'll take more time with city and unit placement this time. Zeb doesn't really fit into NY so will be replaced with a "Street Gangs" faction.
 
Fired up lastest version as the Authorities, went pretty well with no bugs or problems seen that I could tell.

Started by sending Snake to defend the hospital, he served well for a long time until he meet his match eventually, but I was able to hold the hospital the entire game.

First target was the armoury which took a why to take as I slowly knocked away zombies until I got to the liche, as I didn't want to lose the nat guard units I went slow and rested them between attacks. While that was going on went about fortifing the other locs. Finally took the armoury and then moved toward the airport to repeat attack on it until I took it.

Things went fairly smoothly as I slowly expanded north and continued to fortify positions. That is until about halfway through when those monster zombies showed up, then it got tense. Lost an army to one in zombie zerk to retake dog pound, my fault as didn't have support for him when he took it. Then snake went down defending hospital against one but the swat guys held him off eventually. I was able to keep them at bay long enough for me to reach the time when I could start producing tanks and then things switched back to my way.

Lost armoury but was able to take it back 2 turns later with newly popped tank, and then started popping more to push back the horde of zombies in my territory and also start killing off the monster zombies. It went fairly good from then with the new tanks to help clean up the city and eventually F15s to help soften up targets for them. The last zombie city fell at turn 206 and the plague was lifted from the city. If they had continued to make monster zombies, it may have been a different tale.

Over all, pretty good game, only issue I had was after clearing zombies, I would have to wait another 100 turns to win, or turn on my neighbors and wipe them out to win. I thought there was a way to win with VP pts, but neither a transport ship or helicopter was buildable, so was unable to get to the VP loc. Enjoyable game none the less.
 
Hi Rrakkiss, thanks for the report. The authorities don't have access to transport ships or helicopters - that's for the Survivors. The Authorities job is to stop the zombies from reaching the mainland. Any of those survivors could be carrying the virus so it's best to wipe them out. All you would need to do is kill all their kings and win by regicide.
 
Yea, dropped cruise missle on Zeb and wiped the farm out in 1 shot, wouldn't take long to wipe the 2 survivor cities and 3 company ones with the forces I had built up.

I just prefer to be good, defending the citizens and purging the zombies infestation from the land. So a peaceful victory would be preferred. :)
 
you are defending the citizens...as the Authority you must assume the island is a total loss and wipe it clean...just in case...

wouldnt want little Timmy to get back to land with an infected dog now would you???
 
KingArthur said:
Aw, ok. Just for you then Wolfhart :)
I'm sure quite a few more civvers will be looking forward to this! :goodjob:
I've just finished a hot seat session of EFZI2 with me as the Company and my fiancée as the Survivors. She survived, I didn't... (I was greedy when I shouldn't) Next time I'll play the Authorities, I need the firepower! :cry:
 
I have a question. Since I am having a bad time downloading the EFZI 2 scenario I was just wondering, what are the two new cities?
 
The are the Wild Boar Inn (Zeb) and Sales and Marketing (Company). What probs are you having with the download then?
 

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I am a dial-up user:(
Thanks though.
by the way, does the Wild Boar Inn use that bartender civilopedia entry that was written earlier?
 
ok, comments:

I dont like the color changes, they were hard to adjust to...are the techs longer to learn?...as well as happiness seems harder to control...

Did you adjust the Survivors in someway?...they are now much harder to play(which is good)...As the Authorities, I lasted ALOT longer than normal, meaning to me, that I just need to work on a plan for them...Zombies seem easier to kill, but larger numbers...

All in all, some things I like(new units!!) some things I dont(color change...yuck) but all in all you've improved a "hard to improve" scenario...

@ KA Thanx for your continued work on this masterpeice
 
Lord Malbeth said:
I am a dile-up user:(
Thanks though.
by the way, does the Wild Boar Inn use that bartender civilopedia entry that was written earlier?
Sorry to here that I was a dial up user for many years before I finally went broadband.
I forgot about the bartender pedia text until you raised it. Maybe one for a future update. Thanks.
 
Spacer One said:
ok, comments:

I dont like the color changes, they were hard to adjust to...are the techs longer to learn?...as well as happiness seems harder to control...

Did you adjust the Survivors in someway?...they are now much harder to play(which is good)...As the Authorities, I lasted ALOT longer than normal, meaning to me, that I just need to work on a plan for them...Zombies seem easier to kill, but larger numbers...

All in all, some things I like(new units!!) some things I dont(color change...yuck) but all in all you've improved a "hard to improve" scenario...

@ KA Thanx for your continued work on this masterpeice
There have been lots of tweaks Spacer One and I'm glad you like most of them.

As to techs, if anything they should be quicker to research as I removed the research cap from all governments.

Happiness being harder to control is probably connected to the faster population growth which will cause overcrowding to occur faster than before.

Zombies are more numerous now than before because I bumped up their free units quota as well as making the "Sneaky Zombie" an autoproduced unit.

thanks for continuing to enjoy the scenario. It makes all the hard work worthwhile. It's also nice to hear people are still having fun with Civ3.
 
Thanks for clearing up my questions! I was wondering if you could make a small download, the biq. file, the updated text files and the UNITS_32? Thanks.
 
Hey, KA, me and the gf finally got around to trying this out! Not the newest version, though. We both had fun, she's played more than me, blood thirsty girls, eh? :)
Did the updated version include tech tree arrows and an updated resources file? Those are the things I thought was most needed when I played, the arrows from a playability viewpoint, and the resources, as those you have look like... eh, "sub par". :(
The resources have big fringe problems. If you have the original pics I could redo them for you, send a pm if that's the case.

On game play, we found that the game got quite easy (playing as the survivors) once we got home made tanks and cars; the drop packets allowed us to hurry lots of them.

But, good work on the scenario! :thumbsup:
 
Lord Malbeth said:
Thanks for clearing up my questions! I was wondering if you could make a small download, the biq. file, the updated text files and the UNITS_32? Thanks.
Ok I will try to do that LM. It might not work right away but we can work together to iron out any probs.
 
mrtn said:
Hey, KA, me and the gf finally got around to trying this out! Not the newest version, though. We both had fun, she's played more than me, blood thirsty girls, eh? :)
Did the updated version include tech tree arrows and an updated resources file? Those are the things I thought was most needed when I played, the arrows from a playability viewpoint, and the resources, as those you have look like... eh, "sub par". :(
The resources have big fringe problems. If you have the original pics I could redo them for you, send a pm if that's the case.

On game play, we found that the game got quite easy (playing as the survivors) once we got home made tanks and cars; the drop packets allowed us to hurry lots of them.

But, good work on the scenario! :thumbsup:

This scenario does seem popular with girlfriends, I wonder where I went wrong with mine :)

The resources haven't changed since the last version. I'm afraid, I don't have the originals which is a shame. Same with the tech tree icons - no change. I've always relied on others to help out with the graphics -it's definitely not my strong point so I concentrate more on the mechanics of the gameplay.

Personally, I much preferred the Survivors in the very first release of this scenario- you had to really hang on by your fingernails hoping that you could get a helicopter victory. But, I got carried away in future releases, adding more and more units for the Survivors and making them stronger and stronger.

I've tried to address some of these issues in the latest version. I haven't yet resorted to reducing unit stats yet but tinkered in other places. You should see a higher frequency and earlier appearance of Monster Zombies in the latest version so that should curb the power of Mean Machines and Tanks a bit. Maybe I'll bring down the number of supplies that supply drops give as well to cut down the rushing.

A vital feature of this new release is that you will only find strategic resources on Roads (or under cities) -this should make these resources easier to control even for the zombies who can't build colonies.
 
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