Escape From Zombie Island 2 ready for public consumption

Lord Malbeth... Thanks for catching that, it was far off center and I did not happen to see it while working on the game, especially without having the Grid Squares on.

Testers...Here is the Recentered Turk Unit (Head Of Security)...Note that you can simple place this Folder in your EFZI2 units Folder and overwrite all. This File also includes pcx files, sounds and units_32 but those were all changed quite a while back so nothing else to do but place this New Folder in your units Folder to replace the older file.
http://forums.civfanatics.com/uploads/4870/Recentered_Turk.zip
 
Well, he looks like he will be a Good Unit but difficult to tell without animations. The Sheriff fits ok with the Farmers but do the Authorities need a Highway Patrolman on the Island? If he is added, I think he should be a special single unit and I would not replace the SWAT regardless.

Has anyone seen Supa? I am wondering how the Farmer's Daughter and Monster Zombie are coming along.
 
I think Vuldacon's right. (Maybe he can be a "Super-Trooper" :D)
 
I finally got around trying this scenario. I played as the zombies. It was pretty fun in the beginning, but it got a bit boring later on, because of the long time it took before I could get new units. Still nice work though:thumbsup:
 
fe3333au... Glad you were finally able to get he Download and as far as having to go out for a Fun Night at the Pub in payment...well, we should all have such Debt:D

Concerning the New "Trooper"...My Reasoning about making him a single unit is to keep him special like the Sheriff. "There can be Only One" type thing:) .
I do wonder when this unit will be finished since Navy Dawg just started him and we are still waiting on the Farmer's Daughter and Monster Zombie from Supa. It would be nice to know when we can have this Release Ready.

...In the mean time, testing is very important so I hope all Testers will play the same level, 12A, (all factions) and look for any needed adjustments for Units and Game Play. 12A should be a difficulty of Challenging to Difficult for someone new and rather easy, yet Fun for a seasoned player.

...Since the Farmer's Daughter and "Trooper" will probably be added as single units and they are the only New Units, the game play should not change much. This means if we get the units and Game Play settings as Desired now as well as complete the Entries in the Civilopedia...we will be ready to Release the game as soon as the Units are completed and added.
 
:clap: Excellent Guys :hatsoff:

As mentioned playing as Farmer on 12A rating.

Initial Thoughts

1. I like that resources need to be connected ... but perhaps need 1 more Handyman.
2. I like that there is no automatic trading available, this will alter initial strategy.
3. New Units are good :thumbsup: ... poor Bubba gets lost in the forest :lol:
4. As mentioned before by others, great new leaderhead for Zombie ... but you changed the labels of the advisors (liked the others before) but no biggy :salute:
5. Test Subject Zombies look great.
6. Not sure I like the Old War Vet though ... too much kit.

It does seem tough ... but will keep on playing.
 
Double Clicking on a citizen within a building opens ... Occupant Moods[/I] ... It would be good if the first line is changed.
From ... Each occupant in a building is either happy, content, or unhappy
To ... Each occupant in a building is either calm, nervous, or scared

I would also include Resisting ... Each occupant in a building is either calm, nervous, scared, or panicking


Regarding Pedia screens ... I'd alter Worker Actions
... get rid of Rail and whatever else is not appropriate eg. Planting and Chopping Trees.
It will give more room for relivant information.
You should also replace from Building stuff to Repairing stuff, since roads cannot be constructed on non-street tiles.

Faction Colours
I still have a problem with the closeness of Survivor and Farmer colours ... way too subtle, I'd change Farmers to that Rust Orange that is has been in a previous incarnation.

Terrain values ... suggestion due to the Farmers being surrounded by crops.
1. Forest should not produce food only ... it would be nice if they produce 2 or more shields instead (as well).
2. In fact reduce the 4 food for crops ... way too much.
3. Also get rid of extra food bonus for sheep and give extra shield.
REASON ... Zebs Farm is expanding too fast !!! ... 4am Day 2 and population is 6


Has the Hired Hand been eating too much Road Kill Pizza ??? ... :lol: very strange fortify sound.


Since Bessy is the only unit of that type (being a Crop Duster) .. why not officially call it that ... bit confusing with Silas, Baldric and others in the building ... or change to Good Ol' Bessy as it conveys an inanimate yet fond machine/tool.


What about giving Farmers an initial dog unit ... no self respecting rural type is without a trusty hound dog slobbering and scratching around his feet :shifty: or if he is really lucky (and lonely) the dog is doing something to his leg ;)
 
Graphics Glitch ... Engineer is cleaning up the dead bodies ... there is a wierd shadow flashing thing.

What about the Army Gear resource giving an added shield and or cash ???

Took Armoury easily ... :clap:
... and it's a pity that only HandyMan can be built due to it not being linked up to the core :(

I understand the reasoning, yet it would be good if at least a very simple Offensive unit (a default one) could be built ... at the moment the only other options are Bastion and Supplies :mad:
 
fe3333au said:
:clap: Excellent Guys :hatsoff:
thanks for busying up the thread again :)

fe3333au said:
1. I like that resources need to be connected ... but perhaps need 1 more Handyman.
How many does he start with again? You can always build more and roads can be 'repaired' pretty quickly.

fe3333au said:
4. As mentioned before by others, great new leaderhead for Zombie ... but you changed the labels of the advisors (liked the others before) but no biggy :salute:
Those other names we felt were just too confusing and too long to fit into the screens. Also there was no way I could find of changing the Science Advisor's label.

fe3333au said:
6. Not sure I like the Old War Vet though ... too much kit.
It's another unit we would replace if we could - like the spunky kid. Personally, I would like to see an old codger in his pyjamas with a WWI rifle and tin hat. The reason for changing him was to avoid doubling up the same unit animations for different units e.g. the Old War Vet was also the Armed Farmhand - this way at least there's separation between the two units.

fe3333au said:
It does seem tough ... but will keep on playing.
The Farmers will always be tough to play but at least you don't have to fight the zombies constantly.
 
fe3333au said:
Double Clicking on a citizen within a building opens ... Occupant Moods[/I] ... It would be good if the first line is changed.
From ... Each occupant in a building is either happy, content, or unhappy
To ... Each occupant in a building is either calm, nervous, or scared

I would also include Resisting ... Each occupant in a building is either calm, nervous, scared, or panicking

That's a good suggestion.

fe3333au said:
Regarding Pedia screens ... I'd alter Worker Actions
... get rid of Rail and whatever else is not appropriate eg. Planting and Chopping Trees.
It will give more room for relivant information.
It was left in so as to explain that those worker actions were absent from the game otherwise you may have people wondering "why can't I chop down forests?" I take your point though and it's something for us to review.

fe3333au said:
Faction Colours
I still have a problem with the closeness of Survivor and Farmer colours ... way too subtle, I'd change Farmers to that Rust Orange that is has been in a previous incarnation.
I just don't see it personally but I'll take another look at it with Vuldacon.

fe3333au said:
Terrain values ... suggestion due to the Farmers being surrounded by crops.
1. Forest should not produce food only ... it would be nice if they produce 2 or more shields instead (as well).
2. In fact reduce the 4 food for crops ... way too much.
3. Also get rid of extra food bonus for sheep and give extra shield.
REASON ... Zebs Farm is expanding too fast !!! ... 4am Day 2 and population is 6
It's all the in-breeding that goes on around there noon and night. Good point for forests and sheep. And crops are too much agreed.

fe3333au said:
Has the Hired Hand been eating too much Road Kill Pizza ??? ... :lol: very strange fortify sound.
What do you hear?

fe3333au said:
Since Bessy is the only unit of that type (being a Crop Duster) .. why not officially call it that ... bit confusing with Silas, Baldric and others in the building ... or change to Good Ol' Bessy as it conveys an inanimate yet fond machine/tool.
good point

fe3333au said:
What about giving Farmers an initial dog unit ... no self respecting rural type is without a trusty hound dog slobbering and scratching around his feet :shifty: or if he is really lucky (and lonely) the dog is doing something to his leg ;)
I don't see why not.
 
fe3333au said:
... and it's a pity that only HandyMan can be built due to it not being linked up to the core :(

You should be able to build handy men anywhere but they cost 1 pop point.
 
What about paying to upgrade HandyMan to Engineer ... which is what I'm doing with all those bloody units that is my only Armoury option ... pity that I cannot upgrade anything in that building :mad: :lol:
 
KingArthur said:
You should be able to build handy men anywhere but they cost 1 pop point.

Didn't notice that ... so Armoury is virtually useless to other factions as well ???

So I guess that a handy thinfg (excuse the pin) is that a building's population can be added to with this unit ?!!!


:hmm: <already ducking for this suggestion> ... why not have every 'person' unit deduct a population point, it would indicate that the a person inside a building has left ... and then they can be disbanded as well to enter the building's safety.
:lol: I know <ducking fruit and other thrown objects> it would be a totally different game.


The HandyMan fortification sound is a cross between a squark and a fart :lol:
 
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