Escape From Zombie Island 2 ready for public consumption

apparently there are more terrain files that are needed. My Files are all ok and I will update the Terrain Files. This is not a problem...just some terrain files that King Arthur has that were accidentally overwritten. It will be corrected. Does anyone else have these same Faulty Files?

Leaders can be set where they can be transported but I am not sure what King Arthur wants there.
 
The irrigated lighter areas are 'beaches' ... so that road must also be a beach ... however when i right click it says 'street'
 
@Vuldacon: I can't remember any of the specifics of the CTD as the Zombies, all I remember is that it happned after a couple of hours of playing.
 
Virote_Considon... OK, if you experience another CTD, any information may help to pinpoint what is causing this.

Concerning Irrigation... The irrigation used is for Farmland and this is the Plains Irrigation Only. There is irrigation placed on other terrain around Zeb's Farm so this irrigation is using the irrigation from your normal Civ III game. This will be Corrected so all irrigation will be Farmland Only and use the intended Plains irrigation that has been changed. I did not notice this because the irrigation I use in CIV III for other terrain is almost exactly like the irrigation used for Farmland in this Scenario. Units cannot irrigate or mine so the Farmland and irrigation is preplaced.
I could change other terrain irrigation and add it to the Scenario Terrain Folder but Farmland is suppose to be Plains Terrain and this has that image in the Civilopedia. Much of the irrigated land around Zeb's farm in the distance is not used and only there for his over all Farm appearance with sheep.
 
Noticed that 'Supply Parcels' come under the title of Workers in the diplomacy/trading screen.

Can that be changed??

Maybe call it ... Stuff


Also ... Instead of celebrating 'We love the King Day', what about sending some pyros into the air to show defiance and that ... 'We are Alive !!!'
 
fe3333au... I made all sounds for the Peacekeeper Unit, which is the S.W.A.T. unit. You probably do not have those updates.

Noticed that 'Supply Parcels' come under the title of Workers in the diplomacy/trading screen.
Not sure what you mean here. Do you mean that in the Diplomacy Screen Calls Supply Parcels Workers?
 
fe3333au said:
Noticed that 'Supply Parcels' come under the title of Workers in the diplomacy/trading screen.

Can that be changed??

Maybe call it ... Stuff


Also ... Instead of celebrating 'We love the King Day', what about sending some pyros into the air to show defiance and that ... 'We are Alive !!!'

Both good ideas and both can be changed. The first is in the diplomacy.txt and the second is in script.txt.
 
Yeah, the supply parcel is treated as an worker, I actually seen it on the trading table.

Also I saw with my own eyes that Authorities disband Snake Diego. Now I have no idea why they did that.

I played as zombies and so far I received no CTD.

Also in some places it takes 8 turns to build a zombie!!! I think either the corruption must go down or the cost decreased.
 
Cloner4000... Continue playing as the Zombies...see if you have any CTD's.
I agree that the Cost should be decreased for some Zombie Units.
Depending on the level played, factor all change. I always play "Banned Level" so this factor REALLY changes what we see with editor settings. Example...the "Tomb Raider" (Natasha) Kills Monster Zombies easily on Deity Level for the AI in one turn, then Runs off. Zombie units are all slow and cannot catch faster units as this must be. Balanced Game play with a Graduated level of play has to be adjusted so all levels are as they should be.

What level are you playing? Try other levels and see what changes.
Bluemofia..is corruption a factor that should be addressed?
 
Well, Cloner was complaining about zombies costing too much, so if Communal corruption for the zombies were in place, then the corruption would be even everywhere, instead of rampant far away from the research place. (or where the bastion is at the moment)
 
Yes I agree with Bluemofia ... a Communal settling for Zombies makes perfect sense ... It's logical in a fantasy/horror sort of way ;)
 
Just a thought ... as happiness is a factor for most ... and the fact that the graphics are already made ...

What about when Martial Law is discovered by the Authorities ... an option to build Gallows is added.

A set of Gallows would be used to convert 1 unhappy (scared) to 1 content (nervous) person.

Survivor, Zeb and Company could also have a separate technology called Tough Justice which allows them build this. It allows a type of justice reserved to looters and malcontents :lol:

Else have it as a tech researchable by all ... except Zombies.


Sound Idea ... Also those units with pollution clearing ability ... maybe when they are ordered to 'Body Bag and Burn' Duty ... what if they swear or at least groan ... as surely there are better jobs to be assigned ;)
 
Bluemofia... yes, communal corruption is a Good Idea.

fe3333au... Good Ideas but probably the only Faction that would be concerned with Capital Punishment would be the Authorities. Because this Scenario takes place over Days and the Horror of the Zombie Infestation causes the basic instinct to stay alive, people on Paradise Island would not have the time to be thinking of trying court cases. Anyone with a weapon would simply take out "looters and malcontents" as they would Zombies:lol: This is a "Horror Movie" not a Civilized community of people and government who have the leisure time within the abrupt days of the Zombie outbreak to be concerned about "Civilized Justice".

...As for Pollution (Dead Bodies) Clean Up sounds...also a Good Idea, however there are far too many different units that clear pollution to add a separate sound for each to use. If Words are used, the unit voice would need to go with each unit. Perhaps a particular unit, such as the Engineer, could be given a Voice concerning clearing the Dead Bodies.

The Heavy Infantry does not yet have an Entry, so the game is using the Conquest Civilopedia Entry for this unit. This will be corrected.
 
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