Escape From Zombie Island 2 ready for public consumption

biq will come out with new update ... just rename the unit yourself while you test ... I assume you will be playing Survivors ... keep away from Armoury as there is an error that crashes when you take it..

Use Timmy to scout around ... he and his brat gang are a fantastic unit with a lot of unexplored potential :D
 
Nwoll... If you analyze the CIV III, PTW and Conquest Resources.pcx file, you will see that they all use (starting from the top left frame and moving left to right) 8 Strategic then 8 Luxuries then Bonus Resources of which more are given to Conquest than CIV III or PTW.
IF we use those same slots for resources all would be ok but when we add more it causes index problems for the game to show them properly.
To keep this simple...either use a Total of 32 resources and this means strategic, luxury and bonus resources or if you use more than 32 resources, you can arrange them as Embryodead worked out but the arrangement only allows for 21 Strategic and Luxury Resources combined according to the slots he indicated. You could then have more Bonus Resources for a total of 43 Resources.
Bonus Resources are not a Problem but do add to the Total number of Resources.
I recommend using the same Resource Slots for Luxuries (frame 9-16 if we call the first frame number 1 rather than 0). This is used to show those Luxuries inside the Cities when placed on the LuxuryIcons_small.pcx.
Bottom Line: follow the same index structure that is normally used for the Game Resources then do not have more than 32 Total...unless you want to use 43 Total and only 21 of them strategic and Luxury Resources with Embryodead's method.
Because we have more than 21 Strategic resources and only 4 Luxuries and 3 Bonus resources, it works better for us to use only a total of 32 Resources in order to have 25 of them Strategic.
 
To "Fix" the Armoury Crash...Go to your Conquest "WWII in the Pacific" Unit Folder and Copy the entire Combat Engineer Folder and paste it in your EFZI2 Units Folder. Because the Game uses this Unit and the WWII folder is not accessed now for other game reasons, the Combat Engineer has to be placed in EFZI2 Unit Folder in order to have access to it.
 
Thanks vuldacon done and fixed :thumbsup:

When released it would be good if ALL units are present in the DL that will ensure that the scenario is 'self sufficient'

Regarding the info box that flashes up on aerial bombardment (in fact all bombardment) is there a way to increase slightly the time that this information is present when flashed up ??? .. be also good for "We are Alive' and in fact all such information that appears briefly on the screen?
 
fe3333au..., unless I am mistaken, the timing for those information boxes is not accessible so we have to read faster lol. This is no doubt a hidden plan of the CIV Games to teach people the "Evelynn Woods Speed Reading Dynamics Course" :lol:

The Resources have all been re-indexed and work well without "Ghost resources" occurring for Disconnected Buildings. There are several entries and units that need adjustments due to the needed Resource changes so when King Arthur has my corrections added to his files and adjusted he will be able get this next Update with many corrections and additions to you Testers.
 
Thanks for all the frantic work Vuldacon :thumbsup:

I am looking at rushing a 'Heavy Team' which is apparently a flamethrower unit available only to Survivors
... just wondering, how set are we with keeping the name ... thinking it sounds too military, due to the fact that it is civilians who have managed to take the Armoury what if it is a unit was called something with the name 'pyro' in it.

eg. pyromaniac, pyroboy ... or flamer ?!!! ... Those boys just gotta love the smell of napalm in the morning ;)

@KingArthur ... I always get confused when the Military Advisor tells me to get a BFG ... but there is no Big Friendly Giant unit :confused: :lol:
 
fe3333au...Well names can easily be changed but King Arthur may want the names more Military due to the fact that they are suppose to be supplied from the Military Armory. Think of the Units for the Survivors as Military Units that join in from the Armory when the Survivors take it over.

Big Friendly Giant ... AHahahhahaaaa

BTW...Thanks for the images you sent, they were Great and I was able to use them to improve some of the Techs :goodjob: I also very much appreciate your reports from testing. Many things have been corrected for quite some time now but you do not have the updates for them yet. This next update should correct many things you have been seeing.
 
Love the flamethrower unit ... pity a similar graphic cannot be used to clear pollution.
..it could, try adding the Attack (IRRIGATE=x_americanFT attack_b.flc) for the Combat Engineer to the irrigate entry for the Flc and add the sound (IRRIGATE=AmericanFTAttackB.amb) under sound effects in the .ini. This Unit is already set to Clear Pollution in the Editor. This animation would loop so I am not sure you would want that constantly but you can try it out and see what you think. The sound would only play once when you give the Command to Clear pollution. Attack B is best for this sibnce he aims at the Ground and moves back and forth.

Here is an adjusted .ini for this all set up. Place in your Combat Engineer Unit Folder. (Back Up the Original .ini by naming it differently like place a "1" in front on the name). I tested this and all works fine...we will probably add this to the update as well.

I see that "Bond Girl" does not have a run Sound...I will get her one as soon as I can. I am currently trying to make an Attack for the two Cars and perhaps the Truck after that if possible. These have to be done one frame at a time for all directions with 15 frames for each direction. then sounds would be needed. Time consuming.

Here is the Combat Engineer Zip for Clearing Pollution with Flames and sound:
 

Attachments

Where can I find 'EuroScout' which is the Scavenger unit ... I will try to add it to this unit as I am playing the Survivors.
 
I assume this will be fixed in new update ... but at the moment, the graphic for Heavy Weapon situated next to the Armoury on the road is a a parachute.

Also if you want to get rid of a resource ... perhaps the supply drop parachute called Aid Parcel.

Reasoning ... we now that these things appearing on the map instead of barb camps and there is also a wonder that gets them ... therefore these preplaced resources called Aid Parcel which appear at the beginning of the game just confuse the whole issue.
 
Since the Church is isolated from connection with the other buildings ... why not have the 'bats' which is a resource nearby that Zombies use to produce their aerial unit ... so that humans can build an Altar

Altar graphics have already been created and is used in WH mod
Uses
... it could help with happiness and growth ... at the moment you can only reach population 4 where 1 is on an Appartment and the others are all Funny Men, growth is zero.
... perhaps defence bonus due to residence feeling that there is devine protection.


OK ... the resource name doesn't fit but that doesn't really matter.

If the name is a problem change it to a Bell ... it would symbolise the church's bell tower where bats live.


Also the colony is still called 'colony' will the name be changed to cache or something more fitting ???
 
fe3333au... The Resource situation has all been corrected and no need to brain storm what to remove now. The colony was renamed quite a while ago but you do not have the update yet. King Arthur will be uploading a Full Version again to make sure you Testers have all files.
The Alter is something King Arthur can decide if wanted.

Nwoll... You are welcome, we all have the problem with adding extra resources. Were you able to correct the Resources for your game? You can easily test your resources by adding a Disconnected city to a game in the editor then giving it a resource.

Plotinus... I am still finding units in need of sounds and other additions but finalizing this now. Just made attacks for the Cars in the game so we can Run Over Zombies lol. Making the sound now. King Arthur and I are still trying to isolate the random CTD situation. Currently, King Arthur is running some software that may provide information we can use. When a Crash occurs and the move is reloaded, there is no crash. The crashes are not due to a specific file error or we could duplicate it then be able to isolate and correct it. While the CTD's, when they happen, are not a game stopper because the game can simply be reloaded to continue playing...it is annoying and we want to correct this if possible. Other than that, we have more testing of all that is corrected and added now to make sure the game play and unit settings are appropriately set. This endeavor has evolved and required more time and effort than I can say but we are very close to the Release now. IF the CTD situation was corrected, I would say the Release would be in a couple of weeks. Especially after so much work, we want this game to be the best we can do at this time. King Arthur and I both want this Release out as soon as possible so we are doing everything we can to make that happen. We are looking forward to actually getting to play the game because we have not had any real time to do that over the past four months.
 
As Survivors ... 6pm, Day 11

I have taken the Cinema and cannot build Movie Theatre ???

Also cannot build Generator and Machine Shop ... this is also true for Conference center which I took in the same turn and Radio Station which I have taken couple turns ago.


I have now build and tested Mean Machine and Home Made Tank :thumbsup:
... both could use a fortify sound ... 'horn' for mean machine and maybe a 'gear crunch or clunk' for Tank
Suggestion about attack sounds
... Mean Machine graphic is a mounted machine gun ... the current sound is cannonish !!! .
... Home Made Tank could use a heavier calibre gun sound ... maybe artillery sound.
What about a weak bombard for Tank as well ???

Another name to replace Trade Advisor is Sales Executive.
 
Land Mines ... how do you use them ???

They cannot be picked up or transported so are basically stuck in the building where produced ... yet in the game is shows that it can move and how many turns it takes :confused:

I have a building surrounded by zombies and the mine has no range in the bombard .. perhaps change to 1 tile range and mention that they are thrown (or catapulted) off the roof?
 
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