Escape From Zombie Island 2 ready for public consumption

Grrrrr [pissed]




At this stage I was feeling confident :D

Turn = Day 4 - Noon
Attitude is Martial Law
Research at 20% getting Revenge of the Nurds in 3
Luxuries = Aid Parcel, Pills
Strategic Resources = Police Chief, Manhole x 4, Gold Record, Ammo, Spare Parts
Unconnected to Core
> Armoury/Military Base - Aid Parcel, Military Hardware
> Docks - Tools, Docker
... spare parts in pedia is tires, on map something else
Treasury = 721 Supplies + 60 per turn
... :hmm: Instead of calling it Treasury in the Domestic Advisor screen ... what about calling it Stores

City Hall (Bastion, Fortifications, Mayor's Office, Supply Drop Point)
Control at 130/100 +3 expansion in 290
Production = 20 shields (0 wasted), National Guard in 4
Population 6 (3xCalm, 3xNervous) ... reached Limit
Treasury at 18, Science at 5 Corruption at 0

The Radio Station (Fortifications, Broadcast Tower)
Control at 170/1000 +4 expansion in 208
Production = 16 shields (1 wasted), National Guard in 3
Population 6 (3xCalm, 2xNervous, 1xEnforcer) ... reached Limit
Treasury at 14, Science at 4, Corruption at 5

The Military Base (Missile Capacity)
Control at 10/100 +0 expansion stalled
Production = 6 shields (5 wasted), Troop Truck in 30
Population 3 (2xNervous, 1xEnforcer) ... Increase in 9
Treasury at 1, Science at 0, Corruption at 6

The Armoury (Fortifications, Munitions Store)
Control at 108/1000 +0 expansion stalled
Production = 6 shields (5 wasted), National Guard in 67
Population 2 (2xNervous) ... Increase in 1
Treasury at 1, Science at 0, Corruption at 6

The Docks (Fortifications, Dock Yard)
Control at 10/100 +0 expansion stalled
Production = 14 shields (4 wasted), SWAT Team in 5
Population 6 (1xCalm, 3xNervous, 2xEnforcer) ... reached Limit
Treasury at 7, Science at 2, Corruption at 3

The Graveyard (Fortifications)
Control at 100/1000 +0 expansion stalled
Production = 4 shields (3 wasted), National Guard in 64
Population 1 (1xCalm) ... Increase in 10
Treasury at 1, Science at 0, Corruption at 5
... maybe Graveyard could be called Eternal Peace ??? or Final Rest Cemetary

The Hospital (Fortifications, Hospital)
Control at 50/100 +1 expansion in 50
Production = 19 shields (12 wasted), SWAT Team in 2
Population 6 (3xCalm, 3xNervous) ... reached Limit
Treasury at 10, Science at 2, Corruption at 14
... maybe Hospital could be called Mercy General ???

The Conference Centre (Fortifications)
Control at 100/1000 +0 expansion stalled
Production = 17 shields (3 wasted), National Guard in 1
Population 5 (5xNervous) ... Increase in 1
Treasury at 18, Science at 3, Corruption at 3

The Police Station (Fortifications, Police Department, Military HQ)
Control at 16/100 +1 expanding in 84
Production = 23 shields (5 wasted), National Guard in 2
Population 6 (3xCalm, 3xNervous) ... reached Limit
Treasury at 14, Science at 3, Corruption at 5

Radio Station (Fortifications, Broadcast Tower)
Control at 170/1000 +4
Production = 16 shields (1 wasted), National Guard in 3
Population 6 (3xCalm, 2xNervous, 1xEnforcer) ... reached Limit
Treasury at 14, Science at 4, Corruption at 5


I decided to RETIRE and check the screens.





Apart from the Leaderheads :( ... maybe this screen could be zombied up a bit :mischief:
 
Sorry I might not be around for much a couple of days, but I've just started college. I should be back to normal within a few turns/days.
 
Vuldacon, I don't have the LMHills/House Landmark terrain in my folder, but I'm not a playtester.
 
Lord Malbeth...Thought you were a tester..I don't have the list so do not know who all is testing. Here are the House Files. LMHills were used for these but you can either rename the file or copy and paste the houses as you like. Just open the LMHills file in your Photo Editor and save the palette then apply the same palette to what ever file you want to use these houses on. You can then copy and paste the houses on the new file.
 

Attachments

Regarding the missing Mutant Dog ini file

Opened the PediaIcons.txt

Found
#ANIMNAME_PRTO_Zombie_Dog
Scout Dog
#ANIMNAME_PRTO_Mutant_Dog
Mutant Dog

Therefore have changed Mutant Dog to Scout Dog ... is that correct ???


Also the Cruiser icon is still evident to represent a Leader !!!! ... this time I noticed it in the Military Screen under Available Leaders
 
:clap: An appartment block has caught fire :eek:



Question ... are ALL appartment blocks prone to this ???
:hmm: perhaps make it more prevalent :mischief:

Also the Dalek just produced a leader :salute: ... is there a way to prevent certain units from spawning Leaders ???
 
Yes all apartment blocks can go on fire as they replace volcanoes. You may not want it to be more prevalent it can destroy cities and units!

And no there's no way of preventing certain units from spawning leaders that I know of. But since any one unit can spawn only one leader I don't see it as such a big deal.
 
No, no problem, I got onto the internet at school and I had about 2 mins., so I checked it. I just downloaded it now. Thanks.
 
fe3333au... yes, the mutant dog entry was corrected a while ago and that is correct. I just made some Victory Screens that can be used as something different. I might remake them in the future but hope they will suffice for now. King Arthur and I are working on a few issues and will get out the updates as soon as we have the files adjusted.

I do believe that all of the Factions need to Use Only Modern images rather than what they use now in the Victory and Defeat screens.
 
Resourse Error

Text is still overlapping so perhaps shorten the name, which can be extended in the pedia entry.



BUT Military Hardware shows incorrectly ... should be Aid Parcel

EDIT ... checked other Aid Parcels and they are OK :confused: ... rechecked the Armoury and still showing as Hardware !!!
 
fe3333au... yes, Army Hardware and Heavy Weapons need to have shorter resource names to fit the window.

Not sure why you are seeing the Graveyard in Mr Tokugawa's house. an update should correct that.

You are seeing Heavey Weapons with the aid parcel because it is Heavy Weapons that is placed there. I noticed some Resource images were not correct in the editor and already corrected this and sent corrections to King Arthur. I am not sure how these files are becoming out of place because there are no problems with mine. Updates should correct this for you soon.

I will look into death sound for the Security...thanks for letting me know
 
Sems strange that you cannot build Marines at the Armoury nor Military Base ... what if these places were the only location that you could?

Other buildings would only be able to produce SWAT and National Guard ... That would make it more challenging to transport them to other island locations.
 
fe3333au said:
Sems strange that you cannot build Marines at the Armoury nor Military Base ... what if these places were the only location that you could?

Other buildings would only be able to produce SWAT and National Guard ... That would make it more challenging to transport them to other island locations.
Yes that's the way it used to be. It can be changed but would you want to reduce shield cost?
 
Not sure ... if the Military buildings could only produced marines then yes they should be cheaper.

But if ALL buildings can produce Marines then keep the same.


Also here is a screenie of the diplomacy ... I think that there is a space before the zombie title because the writing is indented :confused:

 
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