Escape From Zombie Island 2 ready for public consumption

Yes, the Zombie Walls work as they should...they cannot build them but they can gain them from capture as we wanted.

The Stray Supply Drops are the Barbarian "Camps" that the Game places in regardless of barbarians. This is why I changed those to the Graphics that could be explained and used easier. IF a barbarian sea unit was set for the Barbarians and they do not have to have any unit set for the land units in order for the sea barbarians to spawn, this would work from the Stray Supply Drops. The random Barbarian Camps would have to appear at the coast and stay long enough to spawn the Squids. Most camps would be destroyed early so placing a 1 square island with a Barbarian camp to the West would be able to produce the Squids without being destroyed. Even if this barbarian "set up" works, would this really be desirable? Maybe we should drop in 50 or 60 Giant Squids and see if all like it :lol: Seriously though, are Giant Squids desired to cause the Authorities problems with ships or is there some other reason? You know that eventually a Giant Squid will sink a cruiser and this will look strange indeed. Maybe we should consider having a special unit that can sink ships such as a Demolition Diver who can swim under water and place explosives that will sink ships, "Frogman" :lol: Of course, a unit such as that would have to be explained somehow along with the explosives. I think King Arthur intended that the Authorities have the Sea Power over other factions. Otherwise, many possibilities.
 
My thoughts for having baby squids (less hit points) produced by the stray supply drops that land next to water were purely to make it more difficult for the Authorities to move their units by sea ... not so much a threat to the cruiser, but a threat to the transport vessel.

It would also give an additional strategy to all players ... Authorities grab the supplies quickly not only for the supplys but also to stop the baby squids ... others may wish to see the Authorities hassled at sea and leave them.
 
Question ... can Cruiser get lethal bombardment ???



I attacked a redlined zombie and ... ummm ... let's just say that the Mayor is NOT happy with having to fix roads after order has been restored. ;)
 
Yes..that would be a decision ...take the free "Cash" of leave them so they make Squids. One point is if a smalle one square Island is set in the water to the West and a Barbarian camp placed on it, the Squids would be free to spawn and many would exist.
Still have not tried this so it may not work.

IF cruisers had Lethal Bombard, they could just set out in the water and Kill off units. How would this be a good game balance for the other Factions?
 
I have tools ... but cannot build Engineers ... I suspect that because it is Martial Law and NOT Survive as the government.

I really want to start cleaning up some of the bodies that litter the streets ... What about giving this ability to National Guard units ?!!!


Good point about Cruiser bombardment ... I guess the Mayor has other issues to deal with atm ;) ... if the crator damage was 'cleaned up' would the road graphic return ??? ... the tile info indicates that it is still a street.
 
Engineers just require Tools and Humanity.

I think each Faction could have one other unit that can Clear Polution besides the engineer. The Survivors have the Scavenger that can do it for example. I see nothing wrong with the National Guard having to do that Grunt work :lol:

I believe you should be able to gain the Road (Street) again when the damage is repaired. Streets are the name given to the terrain that was used. Roads are the actual Streets you see on the map...just repair it and you will regain the "Street".
 
CTD :( ... it was again when I had completed a build and the screen was asking what the next one would be ... :hmm: I wonder if this is a clue?
 
Vuldacon said:
I believe you should be able to gain the Road (Street) again when the damage is repaired. Streets are the name given to the terrain that was used. Roads are the actual Streets you see on the map...just repair it and you will regain the "Street".
And build the road again.

And I like the ability for cruisers to have lethal bombard... They can only kill 1 unit a turn anyways.
 
Just noticed that when I was moving views around the map ... the occasional ... ummm ... wierd shapes appear ... seen here on the water edges below the buttons.



Strange ... when checking again ... they are no longer there :confused:


EDIT .. Here is another anomoly ... easier to see.



Also disappears when I moved around a bit ...
 
I tested the graphics on the Fortress and Barricade (upgrade of Fortess)



I actually like the tires better a wonder if just for the look, the graphics were swapped.

Anyone else have thoughts on this ???
 
Car could do with an attack sound ... perhaps revving and crash sound as the vehicle rams into oponent.
... be good to check Truck as well ... and any other auto that has no gun.

EDIT ... also NO fortify sound for Car.

EDIT ... rush mobile no fortify ... probably no attack sound.
 
Almost won ... Day 10 - 6am



Checking out Wonder Screen ... Mr. T error twice. :(





I will relay thoughts later ... but think at 12A that it was too easy for Authorities.

Also thought that Machine Shop has a dramatic effect on the game as it is able to build Verteran Units and upgrade ... I liked it when you could upgrade in only specific locations and building the 4 hit point units give a big advantage. Think that it should NOT be able to be built in every building.
 
I win :woohoo:

Authorities - 12A Rating
Noon, Day 10 ... 2657 Supplies and getting +317 a turn.
I had discovered ALL techs by 6am, Day 9
Company fell first, then Zombies on 4am, Day 10 ... the rest within 3 turns.



Victory Screen still showing vanilla LH's :(



I thought that it was very easy ... maybe by luck, but the Company was the first to fall due to early Zombie incursion.

Thoughts Regarding Authorities

Perhaps make some of the later techs more expensive ... more time for President to approve of missiles.

Maybe even adding a separate Naval Support tech for the ships and/or Air Support tech for fighters.

Have Marines only produced in the 2 isolated northern military buildings.

Machine Shop should be a small wonder if it is to have both traits ... or if one is wanted in ALL buildings, remove the make veteran units.

Give National Guard a remove pollution ability ... as Scavengers and Engineers are not able to be produced if government is Martial Law ... and who would switch back to Survival until the troubles are over. So perhaps make it that Scavengers are not an Authority unit.


Strange Unit Found ... I was attacking the last building which was Retirement Home ... and there was a stripper defending ?!!! ... Seems logical :lol: but didn't think that Survivors ever had the resource and Retirement Home is cut off from that area.
 
Starting on Survivors on 12A

Strange graphic for a man. :confused:




:rotfl: I'd heard rumours about Hannibal's antics.


Just found Our Hero, he is the same graphic as all Survivors ... is this on purpose ... IMO it would be better if he had his own graphic ... perhaps he could be slightly differently coloured and tweeked to be larger ???
 
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