Escape From Zombie Island 2 ready for public consumption

Took the Hardware Store ... love them Exploding Sheep :lol: ... Found some Ammo :woohoo:

Anyway Chainsaw Maniac ... should also be available to Farmers ???
 
fe3333au...I am not sure what you had build in the Retirement Home but it seems incorrect for you to have access to some of those resources as you have stated this game situation. As far as I know, if you are at war and the connecting road to a city is in enemy territory, that city would be disconnected and not have access to a resource that must be connected. This is also true for a Resource that has an enemy on it...even if that resource is in your territory. Perhaps King Arthur knows something more about this. It may be a setting he adjusted that I am not aware of.
 
Manhole is required to build the Sewer Access Improvement which works like an airport - Sewer Rats are one of the few units able to airdrop (range of 6) so can use the sewers in this way.
 
Question ... I thought that the Garage has a machine shop already built inside ... it has disappeared from the Building View :confused:

I can no longer upgrade.


4pm Day 7 ... Gone :(
I have checked autosave and it has been missing since Noon, Day 7
 
:cry: Just took Armoury



It is 8am, Day 9 ... very tough as Survivors ... but Ammo not really a problem as it appears and disappears randomly.
 
I think the resource problem is due to there being too many resources in the wrong "slots". I'm not too sure, but Embryodead (Is that their name?) posted something on the subject a couple of years back.

@fe3333au: What was your treasury like when you lost the machine shop? Had the Garage been captured at all?
 
Yes, the Luxury Icons would all be ok since I indexed them according to "normal" game indexes for Luxuries but because we have 29 strategic resources, they and the Bonus Resource positions change the placement we will have to use for all resources IF the "work around" is Correct. This means we would have to toss out or change 12 Strategic Resources because according to the "work around", you can only have 21 total Strategic and Luxury Resources. After this reduction or change all resources will have to be moved along with shadows and then the Biq adjusted for the changed positions. IF we are going to remove or change 12 Strategic Resources, the game will need to be totally adjusted in many ways for what this will cause. We can do some selective shifting that will help. It isn't that there are too many total Resources but rather too many Strategic resources. There are 4 Luxury Resources and 29 Strategic resources = 33. IF we can only have a total of 21 Luxury and Strategic Resources, we have to remove or change 12 Strategic Resources in order to keep the 4 Luxuries. Edited for Resource Numbers.
 
@ Virote_Considon ... the Garage was never captured as it is an extremely usefull building with it's ability in producing verterans and being able to upgrade ... and with it's location near the Zombie border is is strategically important.

I don't think that it was sold due to debt ... but that is an interesting thought ... the only building I build was clearance sale which automatically gave me fortifications in all buildings ... but I would have thought that units would have been disbanded instead.

Another possibility is that it was destroyed by the Zombie Bats which have been bombing ... but this also is unlikely as I had plenty of defenders stationed at the Garage.

I'd be interested if the other testers have also had this problem ???
 
fe3333au said:
Another possibility is that it was destroyed by the Zombie Bats which have been bombing ... but this also is unlikely as I had plenty of defenders stationed at the Garage.
The zombie bats did that to me. They bombed up the machine shop, and I got mad. I didn't have a source of fuel at that time, so I couldn't build a generator, which leads to a machine shop. So I went on a rampage and started to slaughter zombies in the way of the fuel.

Then I rebuilt it, and started to hunt zombie bats.
 
Zombies have bats and squid. Zeb has the cropduster and exploding sheep. Company doesn't have anything, and neither does the survivors. (aside from importing exploding sheep)

Though I suggest the company have like a Company submarine or something, and the Survivors get something along the lines of a hand built cannon or moarter.
Bluemofia...The Company and the Survivors will each have a new unit that will help offset this.

fe3333au... The Zombie Bats have Air Bombard and Lethal Land Bombardment. They can Destroy the Machine Shop with Air Bombarment.
 
Strategic Resource Problem

This may help, I have gone through the pedia and discovered that Strategic Resources are used for a number of reasons.

For Units and Building Improvements
... and although not mentioned (and it should be !!!!) can be used up.
Ammo - (0,0,3) ... preplaced and random
... visible from Start
... Unit - all Human factions, Sam Hammer (armed)
Candy - (1,0,1) ... preplaced and random
... appears with Ain't He Cute (Survivor)
... Unit - Survivor
Gasoline - (0,1,3) ... preplaced and random
... appears with Keep the Lights On (Human)
... Building Improvement - Electric Generator (Human)
... Unit - Farmer and Survivor, Rushmobile
... maybe ALL vehicles (trucks, cars, etc) NOT prebuilt, should also require this.
Spare Parts (0,2,1) ... preplaced and random
... visible for Start
... Building Improvement - Machine Shop (Human)
... Unit - Survivor
... Worker Action
Tools (0,2,0) ... preplaced and random
... visible for Start
... Units - all Human factions
Zombie Goo (0,0,1) ... preplaced and random
... appears with Zombiegeddon (Zombie)
... Unit - Zombie
... maybe a Human tech so that we can see where they are and cut access - Revenge of the Nerds ???


Multiple Preplaced and Constant
Manhole (0,0,0)
... usable with City Sewer System (Survivors)
... Building Improvement - Sewer Access (Survivors)
Nerd - (0,1,0)
... appears with Revenge of the Nerds (Human)
... Units - Company, Survivors, Company, Zombie, Dalek
Sheep (1,1,1)
... 2 x around Zeb's Farm
... Units - Farmer


Location Specific - Single Preplaced and Constant
What if some of these can be used by other facitions to utilise the location
Bats - (0,0,0) ... The Church
... Units - Zombie
Chainsaws - (0,1,0) ... Hardware Store
... Unit - Survivor
Dogs (0,0,0) ... Dog Pound
... Unit - Human and Zombie
Army Hardware - (0,0,0) ... Military Base
... Units - Authority
Heavy Weapons (0,0,0) - The Armoury
... Units - Survivor, Authority and Zombie
Old Folks (0,0,0) - The Retirement Home
... Units - Survivor
Pilot (0,0,0) - The Airport
... appears with The Big Finale (Survivor)
... Units - Survivor
Police Chief (0,0,0) - The Police Station
... Wonder - Police Department (Authority)
Detective - (0,0,0) ... Detective Agency
... Wonder - Detective's Office (Humans)
Furniture (0,0,2) ... Furniture Store
... Wonder - Clearance Sale (Humans)
Movie Reel (0,0,1) - The Cinema
... Wonder - Movie Theate (Humans)
Uranium - (0,1,0) - Nuclear Power Plant
... Wonder - Reactor Room (Human)
... Unit - Zombie
Human Only (0,0,0) - The City Car Park
... Wonder - Car Park (Humans)
Docker - (0,1,0) ... The Docks
... Wonder - Dock Yard (Humans)
... Units - Human (Dockers)
Stripper (0,0,1) - Gentleman's Club
... Wonder - Brothel (Humans)
... Units - Human (Strippers)
Spin Doctors (0,0,0) - Customer Services
... appears with The Cover Up (Company)
... Company 5 Plan
... Building Improvement - Company
Files (0,0,0) ... Company HQ
... appears with We're Screwed (Company)
... Company 5 Plan
Transmitter (0,0,0) - The Radio Station
... appears with Contain this Mess (Company)
... Company 5 Plan
Gold Record (0,0,5) - The Radio Station
... Unit - Super Elvis

Unobtainable - to disable Civ game mechanics
... Unit - Unique (Cropduster, Elvis, Jeff Morris, Rushmobile, Sam Hammer)



Suggestions to reduce number
1. Docker and Stripper could be removed and changed to Human Only, but give it a bonus.
... these things are build at different stages in the game, therefore should stop anomolies like a Dock Yard built in the Gentleman's Club.
2. Since Gold Record and Transmitter are both in Radio Station
... get rid of the latter and just say in pedia that Company has to control the Radio Station.
3. Heavy Weapons and Army Hardware could be replaced by one resource
... called Ordinance
... this would still allow Military Zombies and also give opportunity to trade and the ability to build even if the other building it taken.
4. Just Wondering if there is a need for Spin Doctors
... since even if Customer Services is taken, the Company HQ is still there, so could easily be dependant on Files

EDIT
5. Another way to reduce these is to give each Faction a starting technology specific to each.
... and then use this to differentiate from the other factions and restrict Units, Building Improvements and Wonders which can be produced
... could get rid of Pilot (Survivors), Police Chief (Authority), maybe the Company specific resources.


@ Bluemofia ... thanks mystery solved :thumbsup:
 
Concerning the Resources and Indexes for The Resources we are using in the Game.

Here is a Chart that shows the Resource Slots on the resources.pcx file that are affected by an extra Resource "Ghost" being placed with it when the City is Not Connected in this Game. I tested ALL resources in a Disconnected "City".
The Chart is Color Coded to show the Slots that gain Both Resources when either is obtained. The Numbers in these colored Squares are the slots counted after the resource to get to the resource that is added with it. This Count goes past the bottom of the Chart to the top as needed. Example: The Stripper (Green +2) adds the Old Folks (Green +34). Two slots from the stripper to get to the Old Folks and 34 slots for the Old Folks to get to the Stripper...Both are added when either Resource is gained in a Disconnected City.

Eight Resources are affected and these are only Luxuries and Strategic. The above mentioned Stripper and Old Folks, Cola 31 and Spare Parts 5, Tools (Yellow 34) and Docker (Yellow 2) and also Gasoline 14 and Dective 22.

...We will try to gain the best solution for this situation and keep all of the Resources we can. In any event, the indexes are NOT "a magical resource out of nowhere (resource nr x+32, where x is the existing resource nr" as stated in Embryodead's "Fix".

Edit: Unless something else is discovered that will correct this, We can simply remove 4 resources and have a total of 32 which will work. Because we have so many Strategic Resources we would have to remove 12 if we try the so called "fix".
 

Attachments

  • resources Ghost Indexes.jpg
    resources Ghost Indexes.jpg
    20.9 KB · Views: 64
Now for a bit of fun ... I'm thinking about fleshing out the 'World of paradise Island'

What about the Church ... Let's give it a name ... since each church usually has a patron saint ... I've been looking around and have come up with this list of potentials.


Patrons for Desperate, Impossible or Lost Causes and Situations
St. Jude Thaddeus also hospital workers; hospitals ... he was an exorcist too. :groucho:
St. Rita of Cascia also bodily ills, difficult marriages, sick people, sickness, wounds

Patrons for Plague, Plague Epidemics, against Plague
St. Adrian of Nicomedia also arms dealers; butchers; prison guards; soldiers
St. Genevieve also disasters; fever, women's army corps
St. Roch also diseased cattle; dogs; epidemics; falsely accused people; relief from pestilence;
St. Sebastian also diseased cattle; dying people; enemies of religion; gunsmiths; police; soldiers;
St. Walburga also against famine; against storms; dog bites; hydrophobia; mad dogs; rabies;

Patrons for Possessed People; Against Demonic or Diabolic Possession
St. Denis also against frenzy, against strife, headaches, hydrophobia; possessed people, rabies
St. Dymphna she was also against insanity; loss of parents; martyrs; mental asylums; nervous disorders;

or the Geek in us all :)
St. Isidore of Seville who is the patron saint of computer technicians; computer users; computers; the Internet; schoolchildren; students
 
I'm sorry to hijack your thread, but I've been trying to fix a bug in my own personal mod for like 4 months. I had never heard of the "resource overflow bug" which is what the problem in my mod is. I just want to verify that if I only have a total of 32 strategic and luxury resources (or is it 32 total of all resources?) than the bug will go away?
Again, I'm sorry to interrupt this thread, but I've been going crazy trying to figure out why these resources are behaving this way, and now I know. Thank you.
 
Back
Top Bottom