Testers...Please add the following text entry to the PediaIcon.txt for the "Lawman" unit. King Arthur is not able to be Online now do to a Modem Problem and plans to have this corrected by tomorrow.
PediaIcon.txt
Find the Sheriff entries and under them, type the entry for the Lawman in.
Use Note Pad Only. Two separate places for these entries and I am showing the Sheriff entry so you will see where the Lawman goes.
(this is for the Upgrade for the Sheriff to Stronger Stats later)
#ICON_PRTO_Sheriff
art\civilopedia\icons\units\SheriffLarge.pcx
art\civilopedia\icons\units\SheriffSmall.pcx
#ICON_PRTO_Lawman
art\civilopedia\icons\units\SheriffLarge.pcx
art\civilopedia\icons\units\SheriffSmall.pcx
#ANIMNAME_PRTO_Sheriff
Sheriff
#ANIMNAME_PRTO_Lawman
Sheriff
_________________________________________________________________
fe3333au... The Flash you are seeing looks like one frame from the Engineer has miscolored shadows as a mix up between .pal and Alpha.pal palettes. I do not see this in the game but I will make a Storyboard and check to make sure. The Other White Trees you saw are from the grassland forests.pcx file...again, I have not seen this and when I checked the file, it does not show any problem. Those two situations are probably from your computer rather than the game files but I will check the engineer on a storyboard and let you know.
(Edit)...the Engineer Shadows are OK so the Graphics "Glitches" you have been seeing are from your Computer. I think you may need a New Graphics Card.
Regarding the Airport ... is the reason it is NOT connected by road that you only want to be able to build the chopper in that location ???
If so, why not have the helicopted spawned when a wonder that requires pilot in city radius ???
... Airport Maintenance Shed
yes, Only there and no rebase because either would allow the Survivors to be able to build a Rescue Helicopter in any building and if Closer to the mainland, they could simply airdrop directly on top of the TV Station. This Chopper is meant to be built and it is actually faster to just Buy it because it does not have a High Cost. We already have more than enough Wonders. Have you been able to gain the Needed Tech and the Airport early? I would think not. IF you think the Rescue Helicopter should be reduced in Cost, that can be adjusted but I did not have any problem buying it as soon as I captured the Airport 1st turn.
Playing as The Survivors, are you able to gain the needed techs to build Land Mines and have the ability to toss them off buildings by the time you really need this ability?
IF so, what do think about not being able to toss them off a building in all buildings?
Do you feel that the Survivors have what they need to contend with the Zombie Hordes after Day 10?
Because of the High Numbers of Zombies, Should they Heal Totally in one turn?
I have many Notes from Test playing the game start to finish that are necessary to discuss get adjusted with King Arthur. Good Luck wading through the following and there is more than listed here. Due to these needed game play and unit adjustments,
we may not make the Halloween Date for the Release. Great Day for it but I would not want to release the game without it playing as desired for all factions.
I think the Balloon should have Lethal Land Bombardment as a way to try to make a difference against the Hordes of Zombies. As it is now, they only injure them IF your Air Bombard doesn't Fail and then the Zombies are totally Healed the next turn. Therefore, to make any difference, the player has to have many Attacking Units that can Kill a Zombie after a Balloon injures them enough where they stand a chance of killing them. I am thinking Higher Cost for the Balloons and add Lethal Land Bombarment.
I would also like to make a Sewer Access buildable in any Building so the Option is there to allow Land Mines to be tossed out.
Hannibal Smith should be stronger then he is as the Leader of the Survivors like Zeb is to the Farmers.
There should be More Romero Zombies at the First of the Game and the Zombies need two or more Strong units per building that are immobile so the AI will not be able to take them out. The AI is "Stupid" in that they always take most of their units out of their Buildings, leaving them Vulnerable. It was too easy to capture Buildings in the Start of the Game.
I did not find the Church really worth keeping, even though I did keep it. As a "Haven against Monster Zombies" I do not believe this helps much because it would only serve to help you survive a little longer as you watch the Hordes Grow while you could not build anything there that could help..you would simply have a Boring slow Death lol. It would be better to have the Church Connected and have to contend with Monster Zombies than disconnected and no ability but that is just my thinking. I basically do not believe Monster Zombies should be set as wheeled. They should be able to go anywhere and same for Exploding Sheep. Those Sheep are a Novelty Bomb and not meant to be set as any "reality" of a sheep. So what if they can Bomb a Building in the City, if they can get there, Bomb em lol. Only Tanks and Units with Wheels should be set as Wheeled IMO.
Overall, I would like to have Tech research, slowed. The Zombies do not have as many techs so they will always gain all of their abilities in advance to other factions...so this needs to be addressed mainly concerning Mutant and especially Monster Zombies. If the Techs are slowed down so the Zombies cannot gain the ability to build Monster Zombies soon, it will also slow down all other Factions that have many more techs to research just to be able to try and contend with the Zombies in game play. Monster Zombies can be set with High Cost to limit them but even that will not correct the game play if the other Factions have to contend with the hordes of Zombies and Monster Zombies without having the ability to do so.
The Numbers of Zombies are ok as long as the Factions can have some way to try and manage against them and they do not because the Techs even though researched fast, are not fast enough to gain all that is needed by the time of the Major Hordes of Zombies, including Monster Zombies.
12A Level:
I built 55 Balloons and 100 Badass units to deal with the Zombie Hordes. While this was effective, it was not much Fun to play during a very long stretch of nothing but Major Hordes of Zombies that I could only injure enough to prevent them from capturing my buildings as a Survivor. I was able to slowly have the Badass units Kill them as I managed to have them in place to do so but that was slow having them where needed after Balloon Bombing. The Zombies were able to make many more units to replace any that I was able to kill and as I said before, they all Heal totally in one turn so each turn was a Real Chore to Bomb them so they were all at least injured enough that they could not capture my buildings. I never had any real time to enjoy any other units and found all basically cost too much to build for no more than they could do against the Hordes or for my buildings. The Zombies could Kill any unit and the most effective unit for the Cost and time was Balloons and Badass units. No time for anything else. I never saw a ship or any Authority Unit because the Zombies Killed all but two Buildings. I also noticed that all of the AI Factions basically stayed at size 6 and did not get anywhere in the game over all. No war against the Farmers or Company and they did not have much gain in the game. The Farmers took the Dog Pound before i could get to it and as much as I would have liked to have it, I did not also need a war with the other Factions at the same time as the Zombie Hordes. The Authorities went to War against me but they never attacked any unit or building because they could not get there and they had such a loss from the Zombies to begin with.
So......things to consider and adjust. Play as the Survivors 12A and see what you think as it all is now. It is just not enough to play part way. Play at least until Day 11 and see what you think.