Escape From Zombie Island 2 ready for public consumption

KingArthur said:
Ok the island is in darkness, however, I've given 'Keep The Lights On' the 'Reveal Map' flag.

Oh I like that :thumbsup:

Although if you want the map in black for a longer period, perhaps make it more expensive.
 
well, the main point of not revealing the map is to slow down zombie's attack right? And Keep the lights on are actually quite in the early-middle part of the game. As Authorities are probably going to research the early tech instead of going straight for Keeping the lights and survivors would need at least guns tech or damsel in distress in order to research keeping the lights on.
 
Hmm ... good point as I'm not sure how the tech lines have evolved ... could someone post the current tech tree and beaker cost.
 
fe3333au said:
Hmm ... good point as I'm not sure how the tech lines have evolved ... could someone post the current tech tree and beaker cost.
I plan to upload all the files again for the next round of playtesting. This will happen either Saturday or Sunday so if you can wait till then you will have all the info at hand.
 
Extremely minor thingy:
Biker Girl has two gatling attacks, A and B, but only assigned sound to the first one in the .INI-file. Since the Gatling Amazon uses the same sound for both attacks I guess the Biker Girl is supposed to do likewise.
 
Wolfhart... The Biker Girl and the Riot Police do not have sounds yet. IF you have ANY sounds set for the Biker Girl, I did not set them. These units will have sounds soon and King Arthur will forward them to you when I have them completed :)

This next Round of Testing should help verify and or clear up any last issues that need attention. Should be more fun for you testers and we will be updating you with the final additions so you will be able to test all areas of the game.
King Arthur and I are currently also working of other "Plausibility Factors". To explain the Company being able to build a SpaceShip and Win will be part of their "secret plan" that is part of their 5 step plan. IF things go wrong, the Company wants to be able to Escape the Plight of the rest of Humanity :lol:

I made a TV Station Victory Point for the mainland.

fe3333au... Hang in there just a day or two and you can get the files. I am looking foreward to your thoughts and opinions.
There will be future units and other game additions such as developing the Farmers more and possibly adding the Museum that was discussed earlier. The Advisors and other "Specialist" and more are all possibilities for future Updates after this major Release. Please keep these things in mind as this last round of Testing takes place. We want to know about anything needing correction or improvement that is currently in the game. There will be plenty of time to discuss other possibilities later, so you testers help Greatly by staying with what already exists in the game.
 
Originally Posted by KingArthur
Ok the island is in darkness, however, I've given 'Keep The Lights On' the 'Reveal Map' flag.

I have an idea. Maybe add a tech called "Turn Out the Lights" and give it to the zombies, which would revel the map too (They work better in the dark), because they can't research the 'Keep the Lights On' Tech, I believe.
 
Lord Malbeth... That would be one way to have the Zombies gain the Map and KNOW where everything is. Not a Bad Idea to provide a way for the Zombies to gain the Map as well, however, they will find everything in a short time. The Island is not so huge and they are many. The Zombies probably do not ever need a Map :) You know how the AI will go for the last available square to build a city in the normal game? well, this is because they know where that is from having a map. They also know where everything else is. IF the Zombies do not have a Map, they will be slowed down at the first of the game as far as attacking the cities they have not discovered yet. This will just allow the other factions a little more time before the Zombie Hordes lol.
This is why the Testing is important..to see exactly how the game play will be with the Zombies not having a map and all in the Dark at first. Even when the other factions gain the map, the zombies will not have one so I am curious exactly how this will affect the Zombies. My Guess is that it will only provide a little extra time but the Zombies will find everything.
 
Then again, if you play as zombies, how much more advantage do you need???

Can't wait for the playtesting, should we spilt in groups for each civ/group first? or just tried whatever one wishes?

Like maybe one person can go though the games as surviovr another focuse on civpedia ...etc. for the first few tries anyway.
 
Thats a good idea ... or at least have people report on the thread what faction they are or have tested. :thumbsup:

and perhaps post a couple of screenies so the others can get excited :lol:
 
Plotinus...Even though the AI knows the map from the start of a game, if they do not have a map from trading or discovering it all, they do not act on specifics as if they do not know because they are bound by the "rules" This is why the AI constantly asks for the Maps...because this "frees them" to act on what they already know. The only thing that the AI "knows" or actually Acts on without seeing or discovering is barbarians. They will go straight into Darkness for them as they know exactly where they are. This, by the way, is why using the setting for Hidden Nationality causes the AI to go after those units, even if they have the invisible setting. I usually use this and watch where the AI is going so I can beat them to a Barbarian to gain the Gold:)

Cloner4000 and fe3333au... It is a good idea to split the Factions being played between the Testers because all Factions should be tested. That said, each Tester will see different areas as they play, therefore, play what you want and report what Faction you are playing so the other Testers will know. If any Faction is not being played, then certainly it will be appreciated if any of the Testers will play them. fe3333au.... that is a good idea concerning Reporting what faction you are playing.

I tested the Splash Screens and the 5 Step Plan for the Company...the meeting room Splash Screen was not entered to use the Splash I made but has been corrected. The F10 Key to view the SpaceShip does not work at this point due to how the SpaceShip is being used with entries. Because we are writing in the Building of the SpaceShip as a secret part of the Company's 5 Step Plan, I would like the F10 Key and the SpaceShip screen to work. This would add to the game just in a graphics access sort of way but is not absolutely necessary. I accomplished all 5 steps as the Company, then the Rocket Blasted off and I Won the game. I want the statements that refer to "Space Race" changed to fit this game. My Opinion is that it is too much to ask of players to Pretend that the SpaceShip is not a SpaceShip and the 5 Step Plan that causes a "Space Race" Win should be written in as a Secret Part of the Company's plan. If all goes wrong, they can (and will) leave the Planet to avoid the fate and plight of the rest of humanity. Some Plausibility to explain this particular Win for the Company.
 
Here're some notes that I have from a couple of games.

18 Rated as The Zombies

-Zombie animations feel a bit too slow. I don't know what can be done about this...
-AI Disbanded Paul "Snake" Diego... that can't be good!
-Building celebrates "We Love The '' Day!"- How about having the Title "Test Subject", and the name "Alpha"?
-Zeb's Kicking my behind from here to the cinema! I wanted to watch "Snakes on a Plane", too... :p
-Nuclear Zombies have just saved my life- several times...


Some notes from Survivors game- 12a (I normaly either play this difficulty of PG)

Rev. Simons (Hellfire Preist) isn't centred
New graphics for Badass Hero are good!
Zombies kill farmers- Again.
Authorities use Docker VERY WELL!
Leaders 32 icon is an F-15...


I'd like to note that since the last time I'd said I had a CTD, I havn't had another. :D

Well, that's all so far.
 
Hey King Arthur, can I tried the playtest version for a PBEM? It'll be the old crew from the one I was playing where we decide the version we are playing right now with reduced terran are getting us nowhere.
 
Virote_Considon...Probably playing as the Zombies, some of the Zombie units speeds will seem slow...this is necessary to avoid sliding across the screen at faster rates and also because walk animations require much slower speeds to prevent sliding. True there are some Zombie units that could handle faster speeds but in order to have all within a "happy medium", the zombie units move slower. The only thing that could be done about this would be to change the speeds. This would require not only changing the sounds but also the flcs so the units feet will move as fast as the game screen moves.
Good idea concerning the "we love the "?" Day.
When do you see the F15? Is that each time you get a Victor from battle?
No it is not good that the AI is Disbanding "Snake" Diego.
Rev. Simons could be re-centered but that is an animation Remake.
Are the Farmers now also at War with the Zombies from the start...I do not know if this has changed. If so, that explains several issues to me. I have not had a chance to play any new changes so do not know. The Farmers can have some unit setting changes if needed to prevent them from easily being defeated.
 
You normaly only see the F-15 when the unit is being transported or you hit F3. Also, the Farmers arn't at war with the Zombies from the start. They just like to sign Military Alliences/MPP's with the humans. And the reason I was loosing so badly to them is 1. That was a higher difficulty than normal, and 2. I was wasting all my troops in suiside drives, mostly to try and take the Holdout, the Hospital and the City Hall.
 
Do you need any resources? I made a few in PSP with correct palettes. Her ya go. :)
 

Attachments

Here's some Riot Police sounds I found. They fit in very nice.
 

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I personally use the Ninja's sounds for the Riot police. (Attack A and B sounds switched though)
 
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