Escape From Zombie Island 2 ready for public consumption

New Game:
-Random (again) The Company!
-4AM Day 1- I control the Hospital!
-2PM Day 1- The Detective Agency and Sam Hammer have been captured after a several hour siege!
-12PM Day 2- The Bank is mine! After another long siege!
-The AI Sure as hell like their Spunky Kids!
-4PM Day 2- Natasha gives me my first Leader!
-4AM Day 3- Daryl Paine gives me another leader. He's been involved in the Siege of the Cinema now for a few hours! Apparently, the tills in the cinema are safe, or something!
-4AM Day 3- The Company Car captures the Cinema! With a little help from several dogs and many turn's equivalent of Bombardment!
-10AM Day 3- The Farmers declare war on my mutually protected friends, the Survivors!
-8AM Day 4- The Zombies have Alpha Zombies. I'm currently in the stalemate-siege of the Conference Centre (even more stale-mate than the Cinema!)
 
Spacer One and Virote_Considon... The Sated Alpha Zombies are all Pre-Placed in each of the Zombie buildings from the start. IF they are attacked and they Win...they Gain another Sated Alpha Zombie in the building...same as the Sewer Guards. The "Toughness" of the Sated Alpha Zombies that Guard their buildings are especially that way because of all of the units that can "Bombard" in the game. It would be far too easy to kill all zombies and capture their buildings if they did not have very strong units to help against the "Bombardment". This same reason applies to the buildings that also have Flesh Eating Bacteria or a Machine Shop. Zombie Buildings have different numbers of Sated Alpha Zombies in them according to game play importance.

There are more Alpha Zombies at the Conference Center as well as a Machine Shop, Electric Generator, Flesh Eating Bacteria, Pile Up and Auto Defense System. The Population increases the Strength of all buildings in this game too. The Conference Center is a Major building in the game for the Company so it is suppose to be difficult. Use many units and keep Bombarding the building. You will gain it without much trouble, just takes a while that way. IF you wait and use the Manbot or the M1 Mech, they help take any building faster.

The Bombard "Snipe/Shoot" power will destroy all building improvements as well as kill units.
When I play as the Company, I usually gain the Bank by turn 4 or 6 by Using the Director. Easier to capture early and you start getting the benefit from it early as well.

The Farmers usually do declare War and many times so do the Authorities...especially against the Survivors. This usually happens right when you are trying to continue your plan against the Zombies. That is normal in all CIV Games due to how the AI Is set up. IF you are week or getting too strong, the AI goes after you. I keep all buildings and because Each Faction owns buildings that will greatly help your power, it can be a good thing to have an early war against the other Human Factions so you will be able to have those buildings sooner. That said, it does put a little more strain on play because we have to fight several directions at one time. Spread Out and weakened so to speak. IF this happens, keep enough units to deal with the Zombies in your buildings close to them but Focus the majority on the Human Faction that attacks you.
 
Well, I just lost.:cringe:
I was able to defeat the huge army on my border, and was starting to think that things might start getting a bit easier from that point on, as I'd wiped out a huge number of zombies. But right after taking the bank, literally hundreds of Monster Zombies, Spiders, and Monster Dogs attacked the bank, killing all my heroes, except for the Manbot, which I evacuated out of there before it could be destroyed. Then I tried to hold them off at Human Resources, but there were too many to stop. The only building I had that held out for a while was the Detectives Office, as it had multiple forts/barricades around it that I had built while it was still the main frontline building.
Lessons Learned: Turtling no longer works for the Company. And the games basically over if the Zombies gain the ability to build spiders, and you don't have a massive army of Doom.
 
The Omega... Well give yourself a Break...there are many things that have to be learned to be able to handle this game and I do not beleve anyone who has not played it several times or knows what to expect will fair well. Play 12A as this is the Default. Read through my long posts about what will help you greatly and You will keep good control throughout the game and win.

...It is a serious problem on Paradise Island and the game play will cause many players to feel as if they have control in the early game...only to be wiped out later because they relaxed. Make each move count from the start and be as serious as you continue each turn as anyone will be later when it becomes obviously tough.

I always play Deity Level CIV Games and wanted this game to be both challenging and Fun. Players can lose even on level 12A. This game was set as more "challenging" compared to what one might expect for an average level "12A". Players can elect to play below 12A or above but 12A is the main game play level that was set to be the basic level for play.

Regroup and Kill some Zombies...you will fair better next game. Your Revenge will be great:)
 
In my download, Mr Tokugowa's upgrade (Minamoto Samurai) has no flcs...

I also find that (Playing the survivors) I have a very hard time keeping Freddie alive(2/5)...and impossible to keep Rev. Simmons alive, he dies everytime(5/5)

Do Zombie dogs have stealth?...If so, it makes it real hard to repair the roads. I try to protect the Handy Men, but Zombie dogs seem to attack them out of a stack of 5(2 HM, 3 random guards)
 
Plotinus... I believe King Arthur has you on the list to get the game now with the Testers. Yes, the game has many new things to consider.

Spacer One... The Minamoto Samurai upgrade for Mr Tokugawa uses that unit from PTW in the extras\Medieval Japan\Art\units Folder.

You have to save Rev. Simmons at the first of the game. Hint: Civilian up there and you do have the Rushmobile. Remember that when units are fortified on Skyscrapers they are stronger and Zombies do not tend to attack them without strong units. The Rev, alone will die.

Zombie Dogs have 2 extra Hit Points; Radar; Detect Invisible units; ignore movement cost except Trees; Enslavement produces a normal Zombie. This is in the Civilopedia. All Units Stats are written in the Civilopedia.

Yes, the Zombies do love their Dogs and will send many out because they can move faster than all the "normal" Zombies.
...Like the enemy in all Civ Games, the Zombies will go after your Workers and Engineers so you have to guard them with appropriate units. This is hard coded and actually makes sense because workers are easier to kill and it reduces the ability to improve...Guard them with stronger units and Read my Long Posts concerning Guarding your Boarders with units in a line. You can then have your workers work more safely behind the lines.

Freddie is strong...keep him on Skyscrapers or Houses and use him wisely.

King Units cannot Guard units. That is one of the factors concerning King Units I would like to be able to change but that has to be the way it is in order to have pre-placed, one of a kind units that upgrade in the game. King Units will be the last to fight because they are "important" units.
 
The Minamoto Samurai upgrade for Mr Tokugawa uses that unit from PTW in the extras\Medieval Japan\Art\units Folder.

I have moved those files...others may have as well, I just moved all the relevant files into the samurai's folder....

I had forgotten that the rushmobile could zip up and save Rev. Simmons and Freddie...:wallbash:

Kings attack last...I knew that, it had just not been queried from the memory banks in so long that I temporarily forgot...that also explains the dogs killing handy men...
 
Spacer One... There is no Samurai Folder included in this game for Mr Tokugawa. The Game accesses it from Civ III and the Minamoto Samurai unit from PTW. IF you have all the Files for the CIV Game loaded, the units should all be accessed without problems. Are you saying that you have a Samurai unit folder in your EFZI2 Units Folder?

...The only files needed are the Files from the new Download. IF you had a Samurai Unit Folder in your last EFZI2 Again game, and you updated your game with the new files, you probably still have a Samurai Folder. Just remove it. Make sure your CIV III, Conquest and PTW Files are all loaded then just use the Files from the Download. IF you moved any files from those games, replace them where they should be.
 
yes...the Minamoto(SP?) Samurai folder was there, but only had an INI and 1 FLC in it (Default I think)...so I copied all the files(including the INI) from where I had the unit, into the folder in EFZI2 (which was already there) and it worked fine

I dont have an old "EFZI-Again"
 
Spacer One... The Game will first look in the Scenario folder for needed files, then if not there, look in the remaining CIV Game for them. You could simply remove the entire Minamoto Folder and it would work fine. That is how my files are.
IF a Unit Folder is in the Scenario Unit Folders, the game will use that folder rather than look for it so all files would have to be duplicated there if you want to do it that way but not necessary.

Nwoll... I have not tested Multiplayer but I assume it would be fine if everyone has and uses all the same files.
 
Note Concerning the Minamoto Samurai:

I had forgotten that I corrected the NW direction for the x_SamuraiFidget.flc a long while ago. The Original Game File has a background Flash that you can see when viewing the file in flicster or the game in the NW direction. This is the reason that file was in the Download from King Arthur.

IF you want the Correction...Just place the Corrected Fidget File in your Minamoto Samurai Folder in Program Files\Infogrames Interactive\Civilization III\Civ3PTW\extras\Medieval Japan\Art\Units.

...You can backup your Original game file if you want to keep it. There are no changes to this animation other than the correction.
 
The Samurai works for me without this change :)

I saw 28 Weeks Later today, and now I really want to play this scenario! But I'm at my friends without a disk :cry:
 
The problem with the Samurai is my problem...its only because I have deleted/moved all non essential files from my Civ3 installation...the units are all in the Conquests/Art/Units folder on my machine...

I did this so that when Im trying to find a unit, I only have 1 place to look
 
Virote_Considon...Well if the Minamoto Samurai works correctly with the added Fidget that was corrected and .ini, Great. That will correct the Fidget in the NW and keep the Original Game Unit Files where they should be.

Spacer One... OK, that explains it.
 
I have a question. can zombie build human factions? I capture armory and in it have already auto defense system, electric generator, and flesh eating bacteria.

I've also cpatured wild boer inn, but I can't build booze important.
 
I have a question. can zombie build human factions? I capture armory and in it have already auto defense system, electric generator, and flesh eating bacteria.
All of those improvements were pre-placed at the Armory. The Zombies cannot build Electric Generators because they require The Tech "Keep the Lights On" and Machine Shops Require the Tech "Do it Yourself" so the Zombies cannot build them either. The Zombies can build Flesh Eating Bacteria when they reach Zombiegeddon but several buildings have Flesh Eating Bacteria from the start of the game. The Zombies can build Auto Defense Systems IF they have a building with a Machine Shop or capture a building that has one because they also research Revenge of the Nerds and also gain Nerds and Tools. Many improvements were pre-placed in buildings.

I've also cpatured wild boer inn, but I can't build booze important.
The Wild Boar Inn Must have an Electric Generator and Fridge to be able to build "Booze Imports". This means that you must have the Tech "Keep the Lights On" and build an Electric Generator then have a population of above 6 and build a Fridge. You will be then able to build "Booze Imports".
...These requirements are to prevent "Booz Imports" from being built too Early.
 
The Minamoto Samurai folder in this Scenario only has the .ini and the Fidget Flc that I corrected. This allows the game to use the corrected Fidget Flc and will then use the other animations from the PTW Minamoto Samurai Unit. This has been tested and works fine.

Note: I add a direct entry with links to the Booze Imports Key Location so players will see that it requires an Electric Generator and a Fridge.

...there are still several location entries that could use a written Discription and all text entries concerning "Diplomacy, Diplomats and Embassies" will be changed because those are certainly not in this Game.

Badass Hannibal will be completed very soon and will be added for the Release with other updates being worked on now.

As I have said, the Monster Zombie and Pyromaniac Units will be Replaced in the Game with better specific units as Updates after the Release.
 
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