Escape From Zombie Island 2 ready for public consumption

It might become too challenging if the Armoury or Military Base were the only places these units could be produced. There are two alternatives as I see it.

1. Remove resource prereq. from Marines so they can be built anywhere and raise their cost.

2. Make them require Military Hardware so they can only be built at the Military Base and Armoury. In this case they would have to be a lot cheaper than they are now.
 
In the Fridge description in mentions that it doubles the building's growth ... But then says it allows the city to grow to size 3 :(


Noticed that the military units can nolonger clear pollution (the bodies) ... it would be good if National guard units could do this as I believe that they are trained to deal with natural disasters ... so it makes sence that these 'weekend warriors' would be given the stinky jobs (wanted to use another word that rhymes with ship) :D
 
fe3333au said:
In the Fridge description in mentions that it doubles the building's growth ... But then says it allows the city to grow to size 3 :(
Good catch. I'll change that
 
Vuldacon said:
I rather like the idea of having Marines Only available from the Armory and Military Base. Low cost of course and perhaps consider adjusting settings concerning the Troop Truck so it can carry them 5 squares... :D
I'll look at that. It's not as fast as a motor car but transports more units.
 
New Contaminated beach looks a lot better :D

Day 7 and 2pm ... Authorities going good ... have a tank, a heavy infantry and cruiser and a couple F-15's



As you can see Company in big trouble having lost some buildings to the zombies (and DogPound to me :mischief: ... well they declared on me first and took Sam Hammer !!!)
Zeb still has 2 buildings ... BUT really hard to differentiate (maybe change colour to rusty orange ... symbolic to rich clay soil)
Survivors are relatively stable.


I have recently taken the Church ... thinking would humans not benefit with happiness by reclaiming a place of worship ???


Also the technology of Keep the Lights On ... it allows a Generator AND then once it is built in a building, a Fridge can be built.
:hmm: both of these allow an increase in population, I'm thinking that this is too much for one technology ... what if a generator only increases production and the fridge is the only population increasing build?


Also noticed that once I have the Brothel and Dockyard wonders built ... it automatically spawns a stripper/docker in the respective building :thumbsup:
BUT once built, EVERY connected city has the option of building these units !!!
... I would only have that option available to the Gentleman's Club and Dockyard being able to produce these units ... or if that is a game mechanic problem, make it that you cannot build them and that they are only spawned by the wonder.

Regarding the game mechanics ... another great mod (WH) has many wonders that spawn units ... however if taken by another civ, they continue to spawn ... can someone check to see if Zombies will produce cars, strippers and dockers if these buildings are captured once the wonder is built ?!!!


Military Advisor says that I can support more military ... Build more Tank ... if the plural is not possible what if the message is altered to Order an increase in XXX production. or Sir! May I suggest an increase in Tank production.


YIKES !!! Cruiser attacked ... 1 damage and promoted :salute: ... hope there are more :clap:

Question? ... is it possible for the Parchute Drop (which was once barb camp) to still spawn squid ... I know it doesn't make sense ... but it could be explained that the squid were attracted (vibration) to the off course parachute drop which landed in the water but washed ashore before the squid attacked ... just a way to add more danger randomly to the game for sea transport.

If KingArthur likes idea ... maybe have one preplaced on mainland beach to ensure many of these ship eating creatures are around ... it will stop any complacency on Authority player who would have to always be aware that the seas are now very dangerous so troop transports must be escorted. perhaps also add a rocky outcrop on the other side of the island with a misguided parachute.
 
:hmm: I saw the Secret lab (population dropped from 3 to 1) taken by the Zombies it had fortifications ... but now does not ???

Can fortifications be destroyed when the building is taken?


Also at Day 7 ... the Authorities have good research ... I think that there should be a bit more of a gap between building F-15a and Tanks ... and getting access to cruise missiles.

because at 6am Day 7 ... I have all military techs !!!
 
fe3333au... Some good observations and recommendations.
The Church would have to be set as a "wonder" to be able to have it make people happy. Just try to find happiness in the fact that you have the Church and know that your people are happy about it too :lol:

I agree with the Generator increasing production only and the Fridge increasing population and this is what they do. The Electric Generator is set to allow the 2nd level size as a way to obtain this and it provides more Production like a Factory would. The Fridge allows the next 3rd level size...other than this the fridge Doubles Growth Rate but does not increase Production.

As far as I know, if a unit can be spawned it has to be able to be built. The only way to have a unit exclusive to a "city" is to use Resources set only for the particular "city" and the "city" then must be disconnected from all others. This would be the same as the Armory building Marines because they have the Heavy Weapons resource and not connected by roads which prevents the other "cities" from having the Resource to build Marines. IF a "City" is not Connected, they cannot gain any other resources and this limits what they can build, buildings as well as units.

The advisor simply makes the statement and the game places the unit name in the "slot" at the time. IF tanks Plural is wanted the name would have to be added as Tanks for the Unit name and then you would see the name Tanks on each unit on the map. Perhaps the Advisor Text for this statement can be altered where it "fits" singular or plural better but I believe the "slot" for the unit name has to be at the end on the statement so that would be tough to work out and not probably as I see this. It would read "Order an increase in Tank" and "Sir! May I suggest an increase in Tank". same problem. .


In order to have Barbarian Squids generated from the stray Parachute Drops, Barbarians would have to be added and this means the 1st and 2nd Barbarians as land units would be made and the Squid set as the barbarian Sea unit for them so it could generate from the "Barbarian Camp". Even if a lot of time and thought was given to adding Barbarians in a way that was changed and the Units for them named and explained. All script files pertaining to Barbarians would have to be re-written. It is far easier to simply add more Giant Squids and or set the Hit Points so they last longer. They move around so they do add some Random aspect to the game. I already added another Squid to the Mainland so if you head that way it will find you :)

fe3333au...Do you have the Updates for Zombie Walls?
 
fe3333au said:
:hmm: I saw the Secret lab (population dropped from 3 to 1) taken by the Zombies it had fortifications ... but now does not ???

Can fortifications be destroyed when the building is taken?


Also at Day 7 ... the Authorities have good research ... I think that there should be a bit more of a gap between building F-15a and Tanks ... and getting access to cruise missiles.

because at 6am Day 7 ... I have all military techs !!!
IIRC, there's a 50% chance for a non-culture generating building to survive an attack. So... I think it failed the survival check.
 
Vuldacon said:
In order to have Barbarian Squids generated from the stray Parachute Drops, Barbarians would have to be added and this means the 1st and 2nd Barbarians as land units would be made and the Squid set as the barbarian Sea unit for them so it could generate from the "Barbarian Camp". Even if a lot of time and thought was given to adding Barbarians in a way that was changed and the Units for them named and explained. All script files pertaining to Barbarians would have to be re-written. It is far easier to simply add more Giant Squids and or set the Hit Points so they last longer. They move around so they do add some Random aspect to the game. I already added another Squid to the Mainland so if you head that way it will find you :)
Aside from the re-writing the script, it's just simply making the barbarians spawn only naval units. Thus, they can not spawn land units.
 
IF all "Barbarian unit" were set as Giant Squids, there would be far too many :lol: and it is not possible to set all Barbarians as sea units in any case.

Fe3333au... The reason the Zombies Walls are not seen is due to the editor setting that requires Walls to have Keep Em Out Tech and the Zombies cannot gain this tech so they cannot have Walls.This will have to be changed or the Zombies Walls will never show when they capture a city. They are not suppose to be able to Build Walls so this situation will need to be addressed. I am not sure off hand what can be done except to allow Zombies to build Walls. I suppose this would not be a bad idea but it would make their buildings stronger...what do any of you think about having Zombies be able to build walls? I believe in order for the Zombies to be able to build Walls, the Tech Prerequiste would have to be set to None because as I remember the only tech that all factions have is "Here Boy". This would make Walls "Fortifications" available from the start of the game. King Arthur and I will need to discuss this for a good solution.
 
Regarding the lack of Walls for the fortified Secret Laboratory ... I think that BlueMofia has the reason ... because in my game the Bank was retaken by the Zombies from the Company and at the moment (before I take it) looks like a carnal pit with bodies piled high around the building.

Regarding Sea Barbs issue perhaps if the Parachute Drop were to spawn only weakish immature units and you would still have a couple of the big and extremely dangerous 'mummas' swimming around.

Regarding the Wonder spawning units ... the Med Cavalry is only available by spawning from the Zeus temple ... Just seems strange that Strippers and Dockers can be built in all connected buildings (who wants to build them anyway)
Not a biggy but if it is not possible to restrict production to a specific building without disconnecting ... what if they could be only be spawned ??

Note
While checking this out in the Armoury and Military Base I noticed that the graphic used to depict Cruiser in the production cue is now a Leader :lol:


Military Advisor, to keep it singular and at the end of the sentence ... Sir! We need to take control of the situation! Can I suggest a more efficient unit and have you consider the NAME

Regarding Church ... perhaps an 'Altar' whose graphics already (in War Hammer mod I can easily send) which is dependant on the same resource that requires for the Zombie Fell Bats unit ???
The building of the 'altar' could be explained as a resanctification of the holy place after the Zombies have been removed ... and unless other wonders act similar to a Military HQ ... perhaps it could also increase the change of a leader.
 
fe3333au...concerning Walls...Hope that is correct. Do you only see the walls for the "moment" before you attack or are they always there until you take the Building. I know that the Zombies cannot Build Walls because of the settings but I was thinking that the setting may also prevent them from having any walls even after capturing a building with them.

We might be able to set the Barbarians with only sea units and none set for land units...have to test this to see if that will work ok with what we have.

you still need updated files because you are seeing too many errors :)

Sir! We need to take control of the situation! Can I suggest a more efficient unit and have you consider the NAME
If this will all fit in the text window, this would work. "We need to take control of the situation! Please Consider the ____". "Sir! May I suggest an increase in production of the Tanks".


Zombie Bats require Bats lol. I would like to see the Images you have. We wouldn't have to have a Resource or Splash if the "wonder" is preplaced but the Civilopedia large and small and the Buildings large and small would be required.

The Military HQ is set to increase the chances of gaining a leader but I suppose The Church could have a minor location that did this as well as make a a person happy...will need to discuss this with King Arthur.
 
Regarding the Barbarians...Due to the Size of this Island and the territory owned, Barbarians would not last long. King Arthur and I entertained ideas about adding Barbarians a while back. Really the Only Good place would be on the Mainland so they would survive throughout the game but the game play and work involved concerning this is not warranted because if the ultimate thing that is desired from having Barbarians is Giant Squids, they can be placed in the game to start with as they have been. IF More is wanted, that can be arranged but do you really want to see a Giant Squid sink a Cruiser? :lol: This was a concern a long while ago as I recall.
The stray parachute supplies provide some free "cash" and are necessary due to hard coded game factors. IF this map was a Hugh World Map it might be worth developing the Barbarians into street gangs or something else. This could be a future development but lets just leave the Barbs out of it for now and IF more Giant Squids are wanted and all are ok with Cruisers being sunk by them...we could add more. The Giant Squids are just there as simple game addition threats, not to sink Cruisers :lol:

IF Dockers and Strippers are only spawned from the two buildings, this would affect game play. Dockers and Strippers Live in many different buildings on the Island. IF you play on Banned Level, you will see that a Docker or stripper will kill your best unit. These are units that are available to build just like any other unit. As far as who wants to build them, that is a matter of choice so if they are limited to only the two buildings and spawned, that would prevent this choice totally and then other units would have to be available to take their position. I am sure King Arthur has an opinion concerning this.
 
Vuldacon said:
IF all "Barbarian unit" were set as Giant Squids, there would be far too many :lol: and it is not possible to set all Barbarians as sea units in any case.

Fe3333au... The reason the Zombies Walls are not seen is due to the editor setting that requires Walls to have Keep Em Out Tech and the Zombies cannot gain this tech so they cannot have Walls.This will have to be changed or the Zombies Walls will never show when they capture a city. They are not suppose to be able to Build Walls so this situation will need to be addressed. I am not sure off hand what can be done except to allow Zombies to build Walls. I suppose this would not be a bad idea but it would make their buildings stronger...what do any of you think about having Zombies be able to build walls? I believe in order for the Zombies to be able to build Walls, the Tech Prerequiste would have to be set to None because as I remember the only tech that all factions have is "Here Boy". This would make Walls "Fortifications" available from the start of the game. King Arthur and I will need to discuss this for a good solution.
1. There are 3 options to set barbarian units. A basic barbarian (must be land unit), an advanced barbarian (also must be land unit), and a naval barbarian (must be sea unit). So simply set only the sea unit to giant squid.

2. Not true. When you capture an improvement, it does not matter if you have the tech to build it to keep it. There is a 50% chance that an improvement that does not generate culture is destroyed. And I have seen barbarians capture one of my cities with walls around it, and it turned into a walled city.
 
1. There are 3 options to set barbarian units. A basic barbarian (must be land unit), an advanced barbarian (also must be land unit), and a naval barbarian (must be sea unit). So simply set only the sea unit to giant squid.

2. Not true. When you capture an improvement, it does not matter if you have the tech to build it to keep it. There is a 50% chance that an improvement that does not generate culture is destroyed. And I have seen barbarians capture one of my cities with walls around it, and it turned into a walled city.

1. I know the Barbarian settings. Have you set just a barbarian sea unit only in your game? and if so where did it appear? I have not tried this but I was under the impression that a barbarian camp was needed with a land unit in order to spawn barbarian sea units.

2. This is why we set the Tech so the Zombies could not build Walls themselves and I thought this was fine and only prevented them from building the walls but they would still show the walls I made them if they captured a building with that already had walls....until fe3333au said he was having problems and that started my thinking offbase from working too long and dealing with too many things at one time.
 
Vuldacon said:
1. I know the Barbarian settings. Have you set just a barbarian sea unit only in your game? and if so where did it appear? I have not tried this but I was under the impression that a barbarian camp was needed with a land unit in order to spawn barbarian sea units.

2. This is why we set the Tech so the Zombies could not build Walls themselves and I thought this was fine and only prevented them from building the walls but they would still show the walls I made them if they captured a building with that already had walls....until fe3333au said he was having problems and that started my thinking offbase from working too long and dealing with too many things at one time.
Haven't bothered to alter it. Yet. And it should appear next to the barbarian camp. Don't know if it needs a land unit in it though. (it's not unreasonable for Giant Squids to appear out of the supply drops. Incentive to get them ASAP)

2. I know. The zombies keep walls they capture (if it survives the capture check, or 50% chance of capture.). But they can't build any of their own. I have had zombies attack a city and capture walls, and later attack another city and not capture the walls. It's based on chance.
 
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