Escape From Zombie Island 2 ready for public consumption

fe3333au said:
:confused: I cannot upgrade Dr Lazar to Manbot :(

I have Evil Genuis technology and over 300 supplies in the coffers, he is also positioned in the Company HQ.

By my calculations you need 500 supplies to upgrade to him. Maybe I should reduce that?
 
Virote_Considon said:
For all who are interested, I've requested the Farmer with Shotgun in SoG's unit lottery.
Thanks VC :goodjob:

I plumped for a Chainsaw Maniac.

To anyone else who doesn't mind using a vote we need:

a Spunky Kid armed with a baseball bat, catapult and skateboard :lol:

a Farm Hand armed with a Rake or a Scythe.

Please help out...
 
fe3333au said:
Mike Hammer could be of more use if his starting hitpoints is 4 ... 3 is a bit scrougey (is that a word ???) for a unique character.
I assume you mean Mike Rush and not Sam Hammer :crazyeye:

I probably should give both 4 bonus Hit Points anyway :)
 
Bonus Resource Coffee which is is South, South of Sales and Marketing useless as it is outside of the Building.

If these resources appear and disappear ... ignore.

BUT ... if they are static ... then it should be moved to be of benefit.
 
KingArthur said:
By my calculations you need 500 supplies to upgrade to him. Maybe I should reduce that?

Would it be possibe to add the cost information to the pedia entries for units that upgrade?


I did mean Sam Hammer (the Detective) that can be captured (or rescued) ... I am testing Company.
 
Regarding Chopper ... I am using it to airdrop Mines :D

Just run out of fuel so it cannot rebase :( (nice touch by the way ... are cars and other fuel requiring units similar ???) ... But I can still airdrop?
 
Regarding upgrade cost for Manbot ... It says it is 250 and that is what was deduced :confused:

I have Ammo, Nerds, Uranium, Pills, Parts.

AND now I can rebase the Chopper :confused:

I think it's time to :sleep:
 
WOW, a Lot of Good information and suggestions here Guys...Thanks.

BTW, fe333au...the reason the Farmers Crop Duster, "Old Buzzard", can transport one unit is for the same reason you like the Company Chopper...The Farmers need a transport unit the same as the others because as they gain territory, they can use it.

Concerning the Zombie Leader Head...You all need the animated files as well as the still image files I adjusted so they are more easily seen in the game. King Arthur will probably be sending these to you all if he has not already done so.

I agree that each faction could have fewer handyman units to start but the Zombies need more of them due to the default nature of the AI. We want the Zombies to build attacking units not work on building workers. This of course will be an advantage to any Human Player but I would rather have it that way than penalize the AI Zombies who are what this game is all about.

1. Update leaderhead info
2. Change the GCON_Strengths pedia
3. Find some way of differentiating between the Worker and normal Zombies
4. Change "Old War Vet" graphics to GI graphics, or better. (Maybe WW1 Rifleman
graphics would do better?)

Manbot Supply Cost

We are looking into all of these suggestions and others now...Thanks.
 
I think the zombies like to crowd in the middle of the city. By day 3 Authorities have only Dock, Military Base, and Hospital and the rest falled to zombies hands. Might they need a bit more starting units? or Something to offset their vulnerable position.

I suggest changing the riot cops stats to ATK2 and DEF 4 because they should be used primary as defensive and 3 is too weak when zombie have a defense of 2. I watch groups riot cops and reg. zombie battle out. Their kill riot is around 1:1 and since zombie have more number they can easily run over them.

The Survivor on the otherhand are doing really well, so I wouldn't do much change about that.
I can't build Chopper even though I have Fuel and Ammo, but Fe3333au can, maybe I didn't get the lastest biq or something... Secruity Head is still a bit off-center.

When the police station w/ wall fall, the graphic was replace with zombie's own wall, so it works for sure.

Could there be a closer source of tools for Company? They either need a vast territory to have them or trade with Survivors.

Sam Hammer keeps walking into the Research Lab and doesn't come up, can you tag explore on him?

the Jogger should have raddar otherwise they could end their turn right next to a zombie and get killed....making them not really as useful.

Regarding the supply, it seems the overall income of supply have increase by quite a few of them, and have no real conflict with moderate rushing of units...yeah I guess it's okay
 
I love them mines ... bloody essential to seed them Streets when the Monster Zombies are around :eek: ... it really added an new strategy element to the game :thumbsup:

I also had to laugh when a zombie does eliminate a mine, sometimes a Mutant Zombie is produced ... I guess that when bits are blow off, sometimes a whole new zombie is spawned through regeneration.

Added the new patch ... and start again as Company.
 
I voted for an old guy in maybe striped pyjamas and a WWII helmet armed with either a rifle or submachine gun in the Human Unit Lottery

Common team let's get some units created of us :salute:

What about some hairy biggish guy in overalls armed with shotgun for Farmers or something like that.


btw ... that Highway patrolman has been completed
 
excellent request fe3333au!

Cloner those are some good suggestions and I'll defintely look at them carefully.
 
Just noticed that the following Unit pedia pictures are very very pixilated :(

Lawman Randy
Jeff Morris
Civilian



Also suggest that Sam Hammer's name is changed to Sam Hammer P.I. or Hammer, Private Dick for his upgrade, ATM they both share the same name.
 
I'm playing as Company and it is 2pm, Day 5

I have captured Bank and Car Park ... I feel that the tweeking as resulted in an easier game, at least at 12A :)

One small thing ... I don't think that sheep should be able to trot into buildings ... if they are made that way will they still be able to explode units positioned in Skyscrapers and Appartments ???

Also viewing the general slow, stumbling theme of the zombie movement ... is it easy to slow the Graveyard Swarm down a bit ... IMO they would look better crawling at a reduced pace ?!!
 
Question regarding AI trade

An Aid Package worth only 100 gold can be traded for well over the value ... I can get Luxes, Mutual Protection plus supplies well over the 100 !!! :crazyeye:

I realise that this is a game mechanism glitch ... BUT is there a way to put a value that the AI will recognize to this ???
 
I voted...the unit creation...hope I can help...
The HighWay Patrolman would work great as the Police units we need, and since they are what they are normal on patrol, no special equipment and such it does wonders to replicate the actually police forces of the island.

Also the SAW Infantry http://forums.civfanatics.com/showthread.php?t=187753 Looks better replacement for the Marines units...with camos and such.
 
What's the difference between this version and the last? This one is comparatively easier...Well, I win by 5-step plan and with zombie's number their is no way I could have wipe them out, and the rest of AI wasn't all that strong....
 
New Version among other things ... see Changes Log

KingArthur removed hit point bonus from zombie and mutant zombie ... This is IMO the biggest factor ... I think I agree with you Cloner is has become very easy on 12A
Company ... No sweat what so ever :sleep: ... infact I am feeling a bit bored ... sorry :blush:


6am, Day 6 Report

Buildings under my control.
Company HQ
Dog Pound
Human Resources
Nuclear Power Plant
Sales and Marketing
The Airport
The Bank
The City Car Park
Conference Centre

Economy = 683 +6 supplies per turn.
Research @40% ... Revenge of the Nerds in 4

I know the following in order of aquisition
1. Keep 'Em Out
2. Aid Relief
3. Guns, Guns, Guns
4. Keep the Lights On (I think I traded)
5. Cybernetics
6. Evil Genius
7. Do It Yourself
8. Hot Wiring
9. Contain This Mess
10. We're Screwed

I have the Top Secret Lab engaged in building the 5 Steps.
Dod Pound is engaged in a rapid K-9 breeding programme.

It is only recently that the Monster Zombies have appeared ... but I have a good supply of Exploding Sheep which I received in a trade deal ... and had ALL cities except Dog Pound able to produce.

One of my initial K-9 units is runnning around SW of the island picking up misplaced and damaged parachute drops every second turn.

I also have 4 Champions and another as soon as I get him to a building where he can upgrade (which is 90% of them)

Ammedeus Zimmerman (a favourite character :lol: ) may well receive two medals by the end of the game, as he created a leader prior to an upgrade to SMG Security :salute:

Conclusion ... Game Balance has swung to totally favour Company :(

I would give the main zombie units back their hitpoint bonuses.
Also I still think that tech costs are too low.



Have the other Testers also found this ???


Also I would check the Champion list of possible names ... this is how he appears when you right-click on a building to see what is inside ... Richard from R&D as you can see the last letter is underlined :)

AND

He seems to be the last name on the list ... As I am back to Mr. Smith ... we should extend the list of Champion names !!!


I'd also add a bit more pollution around on the map ... gives my workers something to do ... ATM they are all spending too much time in the Krib Room :lol: ... also regarding the Map the unuseable Coffee is still present south of Sales and Marketing

... anyone else found any Bonus Resources that are outside of a Building's extended radius ???
 
Has anyone played a Game from start to Finish as the Survivors?
I just finished Test Playing a 30 Hour Game...Good News is NO Crashes at all.
The Game Development Order was as follows:

Start through Day 4 begins the "Build Up" of Zombies, mostly Romero Zombies.
Day 5 - Mutant Zombies and More build up.
Day 8 - Monster Zombies and much more Build up.
by Day 10- Major Massive Hordes of all types.

I gained all Techs by the end of Day 11....about 130 turns.
I Owned all Zombie Buildings and Killed them all at 10 PM, Day 13.... about 155 turns.
Game Won at The TV Station, Day 15...about 170 turns.

I did not lose any buildings or special units except Mike Rush and that was because I didn't care and sent him to his death trying to help a couple of handymen. Everyone else Survived, including Timmy's Dog and Timmy lol.

Yes the TV Station and Helicopter work as they should but since I totally Killed off all the Zombies, it was very quiet and rather peaceful there waiting out my 10 turns before I "went on the Air" and Won.

I am interested to hear if anyone has played past Day 10 or to the Finish. From Day 10 to the Finish is quite a Chore to say the least.

The Farmers are no comparison to playing as the Survivors. The Company is usually always the last AI Faction standing ( if we Humans don't take them over) because they have a nice isolated map area that the Zombies can't get to as readily as all others.
The Location of the Airport for the Survivors makes it necessary to Kill Off most of the Zombies, if not all of them, just to be able to get to and gain the Airport, then hold on to it long enough to Build the Helicopter and take a Survivor to the TV Station then hold on for 10 moreTurns to Win.

I will not be Online today but IF any of you do play the Survivors to the Finish, I would like to hear about it.
 
Day 6 is when Monster Zombies are hitting the Street for me :eek:

I am mass producing mines (after T.W.A.T production) in all but the building that need to produce improvements ... and of course Dog Pound that is cut off from main production centre.
 
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