Escape From Zombie Island 2 ready for public consumption

Don't know. My dad's looking for a new internet provider though.
 
Hey BlueMofia, why not just switch to a cheaper ISP?
...Yes, even Dial Up is better than nothing at all :)

Report...All Graphics Work for the game is now completed other than the additions we are waiting on and New Tech Screens.
King Arthur is preparing the upload for the Testers and continuing on with Civilopedia Entries and Editor adjustments. I am working on unit sounds and other areas so all is going very well and we are closer to the Release:)
...We do want to add the Nuclear Zombie, Zombie Nurse and Monster Zombie when they are completed as well as interact with the testers in order to make any needed or desirable adjustments before the Release so there will not be any "bugs".

Note...If anyone has a Vicious Mutant Dog, a Large Attack Dog (like a German Shepard) or Awesome Monster Dog unit or wants to make them, they are needed to improve the game.

I am certain there will be future minor updates to add even more improved units and additions as they become available. The New Units we now have in the game are very Good improvements and they are greatly appreciated.:)
 
Vuldacon said:
...Yes, even Dial Up is better than nothing at all :)

NOOOO! Never change! Dial-up is evil! :)

Those new units sound cool. I can't wait to play this new version.
 
Chukchi made a Soviet Attack dog from RA2 before.
 
Is that the Husky unit Bluemofia? Sorry to hear you can't participate in the playtesting. And on that very subject - I'm just uploading the zip to YouSendIt right now (45% complete) so look out for an email soon.
 
DL'd. Will report back later.


EDIT: I've found a problem whilst going through the 'pedia. The Rushmobile has a couple of weird lines that look like the 'pedia dividers have been included. You may want to check it out.
 
I've just played it, and the music, units, cities and interface really make a difference, :thumbsup:. But I found a bug; "Sneaky Zombie" has no words on its entry. BTW, I'll post some more pcx's to make the mod look better in a little while, :).
 
Ok, I'm starting a list of your findings :)

It's perfectly ok to post play testing observations here.
 
King Arthur... Glad you are making a list. I am not sure if there is any good or fast way to let the testers know what entries are not completed in the civilopedia yet...such as the Sneaky Zombie. I can see that there may be many posts that we are already aware of concerning the Civilopedia.
 
Oh, as I was playing last night, I got a ctd. Whe I reloaded from the autosave, the game played normally again. Just thouight you may like to look into it.
 
I hadn’t realised this is such a major update! Overall it’s greatly improved, and the new interface sets an appropriate atmosphere.

I warned you I notice details, so here is tons of feedback, without having played a single round.

  • IMPORTANT Zombies can't build Sneaky Zombies. They also lack a civilopedia entry.
  • With Romero zombie and zombie gun a got a missing file message (gruvido01.wav) which I fixed myself. This probably has to do with the languages installed in my PC - you see Mosca used toned Latin characters which my PC doesn't support. I suggest you to rename these sounds.
  • Rushmobile's both pedia entries include these lines:
    ________________NEW
    UNITS______________
  • Is Revenge of the Nerds really needed to non-zombie civilisations?
  • Is Furniture Fort upgraded to Tire Fort? According to the Pedia it requires a Road Fort (which links to fortress).
  • In El.Genarator's Pedia Entry, what does city size 2 mean? Is it 6? In addition, the "3 production bonus" stands for 75%.
  • When asking for Old War Veteran's Pedia entry in the map/town screen, I see Abe Peter's entry.
  • The diplo music doesn't work correctly since you've changed Authorities' and Zeb's culture group (especially Zeb's oriental theme sounds silly). You need to duplicate the music files for them.
  • What does Sewer Access do? The Pedia doesn't help much.
  • Wouldn't it be nice to mention in the Pedia to who are available each units/buildings (it's not always obvious)?
  • Houses, Parkland and Coast Pedia entries are not updated.
  • Beach's Pedia entry notes it can contain civilians (the link leads to canned food).
  • The Pedia doesn't mention the zombies’ enslavement ability. In addition their victory sound must be changed.
  • What do a detective and a musician have to do with the Zombies?
  • A problem persisting from previous versions - the fact that Zeb can make peace with the Zombies. I know it can't be fixed properly, but what if he's in a locked alliance with the Survivors? Or a defencive pact at least?
  • The zombie units lack the civfanatics member names they had before.
  • I noticed that the tech tree is made in a way that we can add arrows, if we use the empty box trick (check Warhammer's tech tree)
  • I feel this scenario has become too gruesome – should you add a warning for parents in the first page? (I know kids watch a lot worse in tv, but just to be covered)
 
And another thing.

This is no bug, but what kind of advisors are these? Are they supposed to be B-movie lassies? I have to mention I find them offensive for female players (and male with a little feminist conscience like myself). On the other hand new advisors are needed. I can accept these advisors if some of them are removed for similar males, and perhaps a zombie advisor.

Oh, and where is Mosca? On holiday? He (it’s a he, eh?) also lost the unit contest, and I would vote for his zombies…
 
KingArthur said:
Is that the Husky unit Bluemofia? Sorry to hear you can't participate in the playtesting. And on that very subject - I'm just uploading the zip to YouSendIt right now (45% complete) so look out for an email soon.
Yes. (I'm not sure if he made a german shepard as well)
 
Yorgos said:
I hadn’t realised this is such a major update! Overall it’s greatly improved, and the new interface sets an appropriate atmosphere.
That's good.
Yorgos said:
I warned you I notice details, so here is tons of feedback, without having played a single round.
That's also good! :)

Yorgos said:
[*]IMPORTANT Zombies can't build Sneaky Zombies. They also lack a civilopedia entry.
Yup, that's a bug.

Yorgos said:
[*]With Romero zombie and zombie gun a got a missing file message (gruvido01.wav) which I fixed myself. This probably has to do with the languages installed in my PC - you see Mosca used toned Latin characters which my PC doesn't support. I suggest you to rename these sounds.
Ok, noted. The file is called gruñido01.wav.

Yorgos said:
[*]Rushmobile's both pedia entries include these lines:
________________NEW
UNITS______________
Ok

Yorgos said:
[*]Is Revenge of the Nerds really needed to non-zombie civilisations?
Yes, it gives you the Nerd Resource which allows Land Mines

Yorgos said:
[*]Is Furniture Fort upgraded to Tire Fort? According to the Pedia it requires a Road Fort (which links to fortress).
I'll make this clear in the pedia but Furniture Fort is equivalent of a fortress and Tire Fort is equivalent of a Barricade.

Yorgos said:
[*]In El.Genarator's Pedia Entry, what does city size 2 mean? Is it 6? In addition, the "3 production bonus" stands for 75%.
That would be 12 I think.

Yorgos said:
[*]When asking for Old War Veteran's Pedia entry in the map/town screen, I see Abe Peter's entry.
Yes that's just me being lazy. It will be fixed.

Yorgos said:
[*]The diplo music doesn't work correctly since you've changed Authorities' and Zeb's culture group (especially Zeb's oriental theme sounds silly). You need to duplicate the music files for them.
Could you fix that if you have time?

Yorgos said:
[*]What does Sewer Access do? The Pedia doesn't help much.
It's like having an airport which allows certain units (Sewer Rats) to airdrop to any tile within a 6 square range. Some units also airlift but this only allows travel between two buildings with Sewer Access.

Yorgos said:
[*]Wouldn't it be nice to mention in the Pedia to who are available each units/buildings (it's not always obvious)?
Very good point which I will implement.

Yorgos said:
[*]Houses, Parkland and Coast Pedia entries are not updated.
Noted

Yorgos said:
[*]Beach's Pedia entry notes it can contain civilians (the link leads to canned food).
It's out of date (not the canned food, the pedia entry ;)).

Yorgos said:
[*]The Pedia doesn't mention the zombies’ enslavement ability. In addition their victory sound must be changed.
Noted. What sound do you mean: comer.wav?

Yorgos said:
[*]What do a detective and a musician have to do with the Zombies?
What musician? Oh you mean Elvis LOL. He's there for some light relief. You can capture him and upgrade him if you have the Gold Record resource from the Radio Station.

You can capture (rescue) the Detective unit from the Zombies if you take the Detective Agency - he has recon, invisible, see invisible abilities.

Yorgos said:
[*]A problem persisting from previous versions - the fact that Zeb can make peace with the Zombies. I know it can't be fixed properly, but what if he's in a locked alliance with the Survivors? Or a defencive pact at least?
Zeb's a bit of a wild card. I don't have any problems with the fact he can make peace with the zombies. Originally he wasn't planned to be playable.

Yorgos said:
[*]The zombie units lack the civfanatics member names they had before.
I had to place all units on the map from scratch and haven't got around this. Anyone who wants their name or nickname in the scenario please email me again. I'd prefer your real name if you want to be a non zombie character.

Yorgos said:
[*]I noticed that the tech tree is made in a way that we can add arrows, if we use the empty box trick (check Warhammer's tech tree)
I will check that out. Currently they are layout in a logical order running left to right so there was no real need for arrows.

Yorgos said:
[*]I feel this scenario has become too gruesome – should you add a warning for parents in the first page? (I know kids watch a lot worse in tv, but just to be covered)
That's sensible advice actually. I don't want anyone suing my ass.

That was a nice little list for me Yorgos, hope you have more to come :)
 
Yorgos said:
And another thing.

This is no bug, but what kind of advisors are these? Are they supposed to be B-movie lassies? I have to mention I find them offensive for female players (and male with a little feminist conscience like myself). On the other hand new advisors are needed. I can accept these advisors if some of them are removed for similar males, and perhaps a zombie advisor.

Oh, and where is Mosca? On holiday? He (it’s a he, eh?) also lost the unit contest, and I would vote for his zombies…

You find beautiful women offensive? They're certainly not intended to offend and they're only head shots after all (no pun intended). These are tough women able to keep calm and give you sensible advice during a zombie outbreak.

I hope MoscaTnT turns up again. I'm guessing he's enjoying the summer break.
 
This.... Be.... Awesome.....

I've only played 3 turns as each civ, just to kinda see what's new, and it looks really good. The biggest problem I had was realizing that the old strategies didn't work anymore....

And, did you weaken the zombies at the beginning of the game? Because when I played as them, there didn't seem to be as many.... I actually like it this way, though, cause it kinda makes it seem more like the early stages of the outbreak, where there's only a few zombies around the city, but then the numbers go up alot.
 
Oh you got it already? I thought the beta won't be released for another week.

Internet's going down for me tomorrow, so I can do stuff while it lasts. (today) I've got time. And I can go to the library to post updates.
 
odintheking, thanks for that. I like the TileInfo.pcx best of all - nice touch.

Vuldacon is in charge of Art so we'll see if it meets with his approval.

@Bluemofia - I sent the download link to your email address.
 
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