Escape From Zombie Island 2 ready for public consumption

Not really. They work fine in the Playground Mod. (kick coencides, and the wack with the stick matches up with the scythe)
 
Lord Malbeth... Thanks but I already had those sounds.
The Resources do not have correct game backgrounds that are smooth graduations of color. Go to this Thread (Post 42) and get the Background Palettes I made for use to help when making Resources. http://forums.civfanatics.com/showthread.php?t=125666&page=3
There are several ways you can keep the colors for the Resource Backgrounds as they should be. In General, IF you reduce the colors for the resource image to 169 colors, you can usually simply add them to the backgrounds I made then reduce the colors to 256 and have the two needed extra palette slots for Magenta and Green. Keep ALL Background Colors so the backgrounds do not change at all.
Start by Changing the Background to 16 million colors. Reduce the Resource colors to 169 colors. Add the Image to the background then count colors again. You want all colors to equal 254. If there are more colors then go back from the start and reduce the resource image again to the number needed to allow the total for the background and Resource to equal 254. Note that because there are so many shades of white in the backgrounds that many times you can have the Resource use more than 169 colors. When this is the case, use more colors for the resource to have a better image but keep the backgrounds Unchanged. This method is the fastest and simply uses a little math and counting colors. PSP has a Button to Count colors under "Image". Look and analyze some original Game Resource Icons to understand better.
All small images for Resources use solid background colors rather than smaller versions of the larger images that have graduated color. Use the top color from the large Resource backgrounds as the single color for the small resource backgrounds.
 
Thanks, that really helps. Do you still need the resources?
 
Actually we have too many resources as it is and had to move the screen in order to have them listed in the Civilopedia Chart...the Strategic Resources anyway. All Resources are finished for the game now.
The Resources you made look good and would be even better with corrected backgrounds. Backgrounds could all be changed or totally different if you want to change them all for a MOD but in general, most players use Resources along with the Original Resources in the Original Game. This is the reason to keep the exact same backgrounds and the only way to have this is to Keep all background colors without change. There are long and short methods for making Resources and reasons to use more then one way. If you count the colors used on the background then add two to that figure for the green and magenta, you can subtract that number from 256 and know how many colors your Image can use before pasting it on the background. This will Keep the background colors unchanged after you reduce the colors to 256 and also provide you with the two extra frames for the Magenta and Green colors. Just try it and after you past an image to the background, count colors again. If you have 250 colors for example, you can use 4 more colors so you can go back and starting with your Image from the start, reduce it to a number that has 4 more colors. Don't just reduce the image again after already reducing it...start from the first 16 million color image so you will have a better representation of the colors. IF you first reduced to 169 colors, you can reduce to 173. Note that PSP will sometimes reduce to a smaller number than you wanted because it combines like colors. IF this takes place you can reduce to a larger number until you get the exact number you want.

With 16 Million Color Images, it is usually best to first reduce to 256 colors then increase to 16 million colors again and add the Green and magenta or two colors not found in your image....then reduce to 256. Remove the two added colors, increase to 16 million colors again then immediately reduce to 256.
This is all much easier and faster to do than type or read lol. Anyway, hope it helps.
 
:twitch: O... OK.

:joke:

Well, thanks, but I do have a minor question. Would the resources work in-game with the funny palettes still?
 
I am really impressed with the looks of the game. The tech screen is awesome XD, good job on the color of the tech screen.
I played for a little more than an hour and so far no weird crashes.

I played as Authorities and there is a few times where I am close to losing King units, Snake and Hanks I think there HP bonus are scaled down.

I took Armoury, Bank and Convention Center without much trouble, I lost Bank once but took it back fairly easily. it's about 20 something turn into the game. It seems all the AI are eager to attack Sewer Guards with mixed result. Survivors lost Mike Rush to Sewer Guards while an Alpha zombies kills the guards with little problem and then attack my Snake in the building and almost killed him.

It seems that the map is working. The zombies didn't really focuse their attacks and more really random with groups of 1-4 zombies moving around.

It attacked my Military Base, Radio, Bank only no other build are attacked.

No zombies even comes close to Docks.
 
By day 5 things have gotten REALLY interesting.
Zombies now take the sidelines with only 2 buildings left. Airport and Research Lab.
The main conflict is now between Zeb and Survivors against Company and Authorities.
Company are really aggressive. They along with me took all of the zombies building.
The survivors for no reason building a whole bunch of scavengers that just run around act as zombie and cannon fodders.

It took zombies a long time to develop mutant zombie I think by the late day 4, maybe zombies needs more help?

AI tech trading a lot so basically they have almost all the shared tech right from the starts except me of coarse.

When I research Martial Law several windows come up with the message maximin hypertext exceed, I have to click them off, but there isn't any crashes so the game playes fine.

The compayn build a whole bunch of attack dogs. There is one sewer guards belonging to zombies near the airport.

I think survivors needs more starting units, I played a little as survivors and I can't mount any effective offensive since I lack units to defend my cities.

A lot of leader units, delak, sam, elvis champions can't be transported, is that intentional?

I haven't pay much attention to the resources but they look fine to me.

As for the F-15 as leader graphic, it only shows up for authorities if I look at the military adviosr screen, the leader icon is an F-15, but during gameplay it's the normal general figure.
 
Lord Malbeth...yes your resources would show in a game. It is the Backgrounds that would not look exactly like Original Backgrounds due to not having all colors they use. Open and enlarge one of your Resources and also an Original Resource of the same type...compare both and you will see the difference.

Cloner4000...Good Observations. Glad you like the Looks of the game and the Tech Screens. All pcx files should have a better look. Units inside cities, Techs, Advances and all Civilopedia images as well as all charts should be straight in the Civilopedia.

The Zombies are behaving as I thought they would without the map Revealed or having a Map to Know where everything is. They should discover all cities over a period of time. I would like to know if they fail to attack any cities for a very long time or during the entire game.

I believe the Mutant Zombie is rather costly compared to production, so they take a while to build. I am not sure that it is Research that slows their appearance but the combination of research and cost to build.

I do not get any messages concerning the Hypertext being exceeded for anything. Does this happen when you click Advances and then Martial Law?

The Zombie Sewer Guard toward the Airport is set as belonging to the Zombies in order to make the trip to the Airport more difficult.

I happen to agree that the Survivors could use a few more starting units.

I am not sure if King Arthur intentionally set the leaders where they cannot be transported but this would be a "Normal" situation in CIV games. This could be changed if desired.

The F15 being shown in the Advisor Screen as the Leader may need a Text Correction. I have not seen this problem.
 
Cloner4000 said:
A lot of leader units, delak, sam, elvis champions can't be transported, is that intentional?
Dalek is a wheeled unit and Cars and Trucks transport Foot units only. Sam, Elvis and Champions should be transportable however. I noticed one or two units were not tagged as 'Foot Units' and I've corrected those now.
 
I think I might be the only one who thinks this, but I don't really think the Survivors need extra units at the beginning. If you rush survivors at the Holdout and Mr. Tokugawa's House, then you can take the Graveyard while not leaving the building's undefended. I'm actually thinking that all the recent updates has made the game alot easier..... Even after Monster Zombies came, I never lost a single building (As the Survivors)
 
I would like to see the Zombie Units all set with an extra Attack point and 2 Hit Points except the Monster Zombie and To be continued...they should keep the same Attack/Defense settings but have hit Points set at 2 as well. Have Lower Cost for Zombie units by 20%. I would increase the movement for the Zombie Units by 1.

Also I would set a Turn Penalty of 6 for Hurrying Production.

I would increase the number of starting units for the survivors to at least 2 per city.

Would anyone else prefer that "Cities" Not be Auto Razed or is that just me? IF so, This can be arranged.
 
The Omega said:
I'm actually thinking that all the recent updates has made the game alot easier.....
I agree!

Vuldacon said:
I would like to see the Zombie Units all set with an extra Attack point and 2 Hit Points except the Monster Zombie and To be continued...they should keep the same Attack/Defense settings but have hit Points set at 2 as well. Have Lower Cost for Zombie units by 20%. I would increase the movement for the Zombie Units by 1.
That's a lot of bonuses to give them. I want zombies to be slow, numerous and easy to defeat but able to overwhelm you by sheer numbers. In that respect lowered cost is good but I'm not sure about the other attributes. What I suggest is lowering unit cost and tech cost for them to reach Mutant Zombies sooner. I think this will be challenging enough.
 
How about you lower the cost of zombies a bit, lower the cost of the techs to get to mutant zombies, and then increase the cost of the Zombiegeddon tech? (So you don't end up having to fight Monster Zombies when your most advanced unit is a survivor.;) )
 
yes, it is much stronger indeed but all a matter of how much of a challenge is wanted.
I think I might be the only one who thinks this, but I don't really think the Survivors need extra units at the beginning. If you rush survivors at the Holdout and Mr. Tokugawa's House, then you can take the Graveyard while not leaving the building's undefended. I'm actually thinking that all the recent updates has made the game alot easier..... Even after Monster Zombies came, I never lost a single building (As the Survivors)
The Omega had no problems as Survivors at all so ...IF I were setting the unit settings..he would :D eheheheee.

Seriously though....I would at least lower the cost so the zombies can build more units faster then also give them a little Boost in power. I really do not think the Tech research is as much of a factor as the costs for the Zombie units. IF Numbers is what is ultimately wanted, then lowering the costs will help create that. I would say 20% less cost. What is 50 shields will be 40 and so on. Even if there is no increase in attack or defense, lowering the cost will generate more numbers faster. Without going extreme, lets just try lowering the Cost for the Zombie unit bt 20% and test that.
 
The Omega said:
I think I might be the only one who thinks this, but I don't really think the Survivors need extra units at the beginning. If you rush survivors at the Holdout and Mr. Tokugawa's House, then you can take the Graveyard while not leaving the building's undefended. I'm actually thinking that all the recent updates has made the game alot easier..... Even after Monster Zombies came, I never lost a single building (As the Survivors)

Well, in relationship to other factions, survivors have way less unit to work with. In the game I was playing Hannibal is barely able to reach holdout before the zombies tries to attack it. And happines is alway a issue.

All I am saying is that maybe give one survivor to Mr. Tokugawa's house and holdout so that they can leave without leaving the city too exposed.


If zombie are too strong it'll get really hard to take. for example my Dalek loose 8 hp attacking two mutant zombies.

The problem I think is that in this version zombies do not bunch up as they do before. like I say before they never have more than 4 units in a stack at any one time in the game.

Omega, how about trying the game at harder level? you'll definately feel the difference. Also you can slow your initial defense and you'll see the increase in zombie numbers.


Vuldacon I think zombies have a +1 hp already and a movement of two would make them absolutely too strong. But reduction in cost would be a good way too.

Also Sewer Guard never moves or fortifies. They just stood there even if damanged they do not auto recover.
 
Cloner4000 said:
Well, in relationship to other factions, survivors have way less unit to work with. In the game I was playing Hannibal is barely able to reach holdout before the zombies tries to attack it. And happines is alway a issue.

All I am saying is that maybe give one survivor to Mr. Tokugawa's house and holdout so that they can leave without leaving the city too exposed.
The Survivors are supposed to have less to work with. They're supposed to be a handful of survivors from a zombie apocolypse, not a small army.
 
Again I agree with the Omega but I'll give them 2 extra units as I still have to add myself and Vuldacon into the game ;)
 
I've sent out another biq via email with zombie unit cost reduced by 20%. Also tech cost for zombies is reduced by 20%. It should be noticably tougher but not enough to make you despair.
 
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