Escape From Zombie Island 2 ready for public consumption

Remember to check, "Retain Culture on Capture".
 
Umm, once the culture amount reaches 10, then it won't be auto-razed.
 
I just tested a size one city with a wonder that had a 2 culture. The City was still Auto Razed but this may be due to the Culture from the Wonder had not yet taken affect in the city on the first turn. I will test setting the Culture set at 2 directly for the city without a Wonder.
..I had already tested cities with a culture of 1 set for the Wonder. IF setting the Culture to 2 will stop Auto Razing, this wll be Great. I had been under the impression that it was Great Wonders that prevented Auto Razing Cities no matter if size one. Perhaps gaining the wonder automatically increases the Culture to 2 or above and that is actually what flags NO Auto Razing for the city.
 
What do you mean by "city with a wonder that had a 2 culture"

Do you mean that it generates 2 culture per turn, or level 2 culture (10 culture points)?

Because once the culture expands (level 2 culture, or 10 points), the city will not be auto-razed. And I thought EFZI already had all of the cities at 10 culture in the beginning.
 
Yes all cities start with 10 culture at the very least and all zombie cities start with 100 culture. Also I have checked retain culture on capture.
 
Bluemofia... I was referring to setting Culture for a Wonder that is Owned by a City. This would also do the same thing as setting the Culture for the City Directly as long as the City has at least 10 Culture.
I just ran a test by adding 10 Culture to the Farmer cities Directly on the map in Properties. I killed all units and Took both cities that were set to size one. They Remained on the map and were Not Auto Razed.:D
This will Take care of All Auto Razing and leave the decision to the player.
Thanks for that information, it saved a great deal of time. :goodjob:
 
No problem. Just doing my job as a playtester.
 
I had been using the Farmers with my tests concerning Auto Razing and it just so happens that Zeb's Farm has Zero Culture. This is what was causing his Farm to Auto Raze when captured.
All will be set correctly now and King Arthur can feel free to set Cities as Size one as they were or as he wishes now. IF you testers want to set Zeb's Farm with a Culture of 10 before you get more updates from King Arthur, just open the editor and right click on Zeb's Farm on the Map and choose Properties. Click the City tab and fill in the Culture Box with the Number 10.

Thanks again for that info Bluemofia.
 
I know you're not adding any more units to the next version to come out, but beboy has released a pistol princess unit that just begs to be put in this awesome mod. Any ideas how it could be used?
Nwoll...yes, that unit is quite Novel...she could be named "Prom Queen" and be placed in the School for the Survivors. :lol:
 
Hey, I know no more units added until the deluxe version is released, but maybe, along with the prom queen, we can use one of Plotinus' Oriental mages as like "Uncle Tokugawa" or something, who just returned from studying an ancient, magical religion in Japan (seeing as how there always is an uncle with special powers in movies...)
 
odintheking said:
Hey, I know no more units added until the deluxe version is released, but maybe, along with the prom queen, we can use one of Plotinus' Oriental mages as like "Uncle Tokugawa" or something, who just returned from studying an ancient, magical religion in Japan (seeing as how there always is an uncle with special powers in movies...)
:lol: Good idea. However, that role is already filled i.e. the mystical, pseudo-orientalism by a new unit that I've added - you'll just have to wait till the final release to find out what it is.
 
Hey, I have a question; can you guys maybe release an up-to-date patch with all the stuff you guys have added since the initial beta? Because I think I may have overwritten the worng stuff, and missed a couple of attachments, :cringe:
 
I heard the bashing sounds of batton vs. rotting zombies. nice job and the cops have sounds too. Although I think sometimes zombies have a sheep sounds to it, although might be my imagination.
I have to wait for biker girl and stripper as I can't build them yet, but I will!!!

I am for all new units this makes the game much more fun and unique.


So far I am doing really well in my new game because I was able to trade ammo with authorities which means badass hero and uzi-priest!!!!
I was unable to get zeb to war with zombies as it ask for too much in return. all my gold stocks (89) 5 gold per turn and one tech. can you turn down the cost of trading a bit more or turn the attitude to more than catious.

I am certainly seeing a lot more zombies and company and authority are also very aggressive and alpha zombies roam everywhere...

also I have a question, how did you make swarm zombies appear in random places? it's cool cuz one actually appear right next to holdout and took me by surprise. Although another appear to a spot where Timmy was and disappeared XD

Timmy does die if another survivor units is escorting it and died. but if alone, he can't be killed.
 
odintheking said:
Hey, I have a question; can you guys maybe release an up-to-date patch with all the stuff you guys have added since the initial beta? Because I think I may have overwritten the worng stuff, and missed a couple of attachments, :cringe:
ooh. Check whether the initial beta link is still available. And if it is then reapply all the updates I sent via email. If that's not possible let me know. But it will be very difficult to provide an update of all the new stuff.
 
You never sent me any updates via e-mail...

And from now, I'd prefer it to be sent to my gmail account. (the other one is not quite working)
 
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