Escape From Zombie Island 2 ready for public consumption

Stormrage... Earlier when King Arthur and I started working on the game, he placed me in as the game Ninja and because he did not feel right placing himself in, I placed him in as the 1st Sniper the game had (uses the Sniper Unit by sourboy that I did some work on). He is the strongest Survivor Unit because he has 3 moves, Blitz and has powerful Snipe bombard.

...there are many units that are named for real people just for fun.

Spacer One... Congratulations on your Win.

Yes, Land Mines can cause a war if another Human Faction runs into them...usually that happens if you place them on the Streets. They are beneficial inside your buildings too. IF you want to place them on the streets, you could place another unit with them that is visible to the Other Factions will not just run into them blindly.

It is Best to use as many of your "Special Units" together as you can when attacking...they are more effective that way. Before capturing a building, make sure you have many units there that can enter the building to help guard it as well as take care of resisters. Slide Luxuries up as high as you can stand to make the resisters in a building content faster so you can start buying improvements.

Pyromaniac Units are Great if you build Hordes of them and transport them where you want to use them. IF you build enough of them, you can capture any building eventually. I would also like them to have two moves but that would ruin the Survivors game. The Survivors are suppose to just survive and try to get to the Airport to escape the Island...even though they could stay and battle it out.

Gatling Gals do already have Blitz but the Biker Gals do not because they move 6 squares and that would be far too much Bombard for one unit. They use a Laser Weapon that is built into their Bikes.

As for the Zombies Razing the Coastguard, that building has a "Wonder" the Aegis Cruiser Facility. Apparently the AI will occasionally Raze a building that contains a Wonder but this is the best we can do to try and prevent it. The Zombies probably would not Raze the Coastguard if they gained the use of the Aegis Cruiser Facility ....but then we would not want a bunch of Crazed Zombies floating the Ocean around Paradise Island, Bombarding all the Humans with Aegis Cruisers:lol:

I am re-setting the Skreech unit because the Zombies do not tend to build them. I am now playing at mid day 8 as the Company.
I will set up a "Test Biq" to test how the Zombies will play all the Final Units after adjsutments and make sure the Skreech will be used by them.
 
I don't know where my auto-saves have gotten to, but no sign of the Skreech up to when I won.

I think the Pyromaniacs work well, being much more limited than SWAT/SMG-Sec because of only having one move. Super-coupes make up for that somewhat, but not entirely. It forces the Survivors to depend more heavily on Main Characters (as I call them) and Champions, which is thematic and fun. :)

Biker babes give the Survivors the stand-off capability to clean out the area 2-3 squares from their bases... with them I switched from desperately defending everywhere to holding off the Zombies while attacking Gentlemen's Club, which I would have taken in a turn or two if I hadn't won by Victory Points. But perhaps that was possible only because the Zombies were focusing on wiping out the Company.
 
The Zombies did not build the Skreech because it was not as strong as The Terror. I have Corrected this and they will build them now...YIKES!

The Skreech do not have Blitz now because I set them to move 6 squares and they are stronger then The Terror. It will take the best Zombie buildings 3 to 5 turns to build The Terror or the Skreech.
Be sure to have Great Power by the time the Zombies discover "Deadly Evolution" because the end game is now stronger for the Zombies.

Also adjusted the "Detective Missions"...many were far to expensive to use as they were.

The Company now has an additional Car, called the "Delivery Car" placed at "Sales and Marketing". Same STATS as the "Company Car".

Monster Spiders Upgrade to Nasty Horrors.
Nasty Horrors cost was reduced to 110.
Nasty Horrors, The Terrors and Skreech do not require Support.

I increased the Shooting "Bombard" Rate for all Champions to 10 so they Shoot stronger than SWAT but not as strong as Black Ops or Marines. This sets their over all Stats more in keeping with a "Champion".

The Airport has Flesh Eating Bacteria so it can grow and also produce Mutant Zombies from the start. This also makes the building stronger. When you Bombard it, you can destroy the Improvement. This will simply make the Airport a little more difficult to capture. There is no Zombiegoo at the Airport so they cannot build the Stronger Units that require it. Nasty Horrors do not require Zombiegoo.

The Tech cost for several techs were increased for the Company to slow there game. I have played it and it works well. You will need to place some building producing Supplies in order to keep up with Research and continue to buy units.

There were several entries in the Biq that were not set as they should be such as the Company Car does not require support...just minor things but they have been corrected now.

I believe the game is set very well now and I want to thank all of you Testers for your efforts, opinions and general feedback. You have helped make this game better and more finished for the Release :hatsoff: :thanx:
...Unless a last minute adjustment is needed by tomorrow, the game is now set for the Release.

bkwrm79... Yes, the Pyromaniac Units are great as long as you can transport them. Survivors need two Pyromaniac units to one Security SMG because the "Bombard Failed" happens and the Security SMG units have Blitz and move two so if they have a "Bombard Failed", they still have one more shot. That is suppose to be the way it is. Tough when you need the one pyro attack to work ...and it doesn't...I know. That is why it is a good idea to build many of them.
Yes, the Biker "Babes" are very helpful indeed.

Spacer One... Crawling Brains are Crawling Brains. You will not see the Skreech until you have these last adjustments. Skreech is my Avatar.
 
odintheking... Yes, the New Units for "Hannibal" are Great and fit the character far better now. You should Upload those Units for others to use.

We will get "Flamin' Hero", the "Pyromaniac" Units for the Survivors and Farmers and a better "Monster Zombie" made, then Update the Game as soon as possible after the Release. "Flamin' Hero" would be best if he remained the same "Hannibal" Unit but with a Flame Thrower.
...There have been more adjustments and additions this past week as stated in the above post. You will not see the Skreech used by the Zombies with the Biq you now have but the game is still fun. Be sure to get the Release Version.

Testers... Do you guys like the Zombie Bat and Bat Bomber re-colored Reddish Brown without Civ Specific color better? The Boulder animation was also added so they "Bomb" with them rather than just fly over as they did before.

The one simple adjustment that would make this game unbelievably difficult to win would be to set Monster Zombies so they can travel on all terrain! That could be a possible future adjustment but they would have to be set with different Stats if that was ever done. As they are now, it provides players time as well as prevent the Monster Zombies from being able to attack from Skyscrapers, Trees and Houses where they would be much stronger. IF Monster Zombies were set to use all terrain, they would return to their status as the Greatly Feared Zombie Unit because the Zombies build many of them.

...In general, the Zombies strongest game position is Numbers rather than individual unit strength until they gain their later techs. The stronger, advanced units were added to offset the later end game when Human Players will have gained Greater Power and position.
 
Testers... Do you guys like the Zombie Bat and Bat Bomber re-colored Reddish Brown without Civ Specific color better? The Boulder animation was also added so they "Bomb" with them rather than just fly over as they did before.
I haven't actually noticed these changes yet :blush:

The one simple adjustment that would make this game unbelievably difficult to win would be to set Monster Zombies so they can travel on all terrain! That could be a possible future adjustment but they would have to be set with different Stats if that was ever done. As they are now, it provides players time as well as prevent the Monster Zombies from being able to attack from Skyscrapers, Trees and Houses where they would be much stronger. IF Monster Zombies were set to use all terrain, they would return to their status as the Greatly Feared Zombie Unit because the Zombies build many of them.

I still think that the Monster Zombies are greatly feared. One idea I had was making the "streets" terrain impassable to wheeled (was it like this in previous versions?) This would also remedy the problem in which cars can be seen as too useful, because it would mean that to move anywhere, the roads would have to be repaired.
 
I'm playing as Survivors, and I learned "Kicking Zombie Ass" a while ago. The thing is, I can't upgrade to Sniper King Arthur or Master Vuldacon, even though I have access to pills. What's going on?
 
Virote_Considon... Yes, the Monster Zombies were only able to use the Streets before as well as now. Units set as "wheeled" can only use the Street Terrain, this includes Cars and all wheeled vehicles. The reason you see the various vehicles and Monster Zombies move on some terrain other than the actual streets is because wheeled units can travel on those terrains even though they are not streets...same as any CIV Game. IF there was a way to keep All wheeled units ONLY on the Streets, that would have been done.

odintheking... You have to have the Supplies that are needed as well as upgrade them in a building that has a Machine Shop...Hannibal's Aparment or the Garage.
 
Virote_Considon... Yes, the Monster Zombies were only able to use the Streets before as well as now. Units set as "wheeled" can only use the Street Terrain, this includes Cars and all wheeled vehicles. The reason you see the various vehicles and Monster Zombies move on some terrain other than the actual streets is because wheeled units can travel on those terrains even though they are not streets...same as any CIV Game. IF there was a way to keep All wheeled units ONLY on the Streets, that would have been done.

What's the prob, here ? Keep the Monster Zombi and Wheeled units only on the roads ? Flag all terrains as Impassable to wheeled units and, of course, keep the MZ and WU wheeled.

I don't see where is the problem so maybe I've missed the point..
 
Virote_Considon... Well that could be done for some Vehicles I suppose but the Monster Zombies would be too limited if they were set that way.

The Idea was to have all the wheeled units be able to move across Grass, Farmland, Beaches, etc... where they need to be able to do so and simply limit them and the Monster Zombies from moving where they are not intended to be able to travel. An example would be the Troop Trucks...IF Terrain was all set to be impassible to wheeled units other than Streets, they would not ever be able to get past the Farmers terrain because the Armory and Military Base must be disconnected or all buildings would be able to build Tanks, Jets, etc... so was made impossible for a player or the AI to build a Road (Street) from the Farmers area and connect it to the other Streets.
IF cars or even Monster Zombies could only use Streets, they would not be able to reach the Armory or Military Base either.

One last point...The AI will not Road fast like a Human will and this would seriously affect the game for all AI Factions, including the Monster Zombies if they could not travel across the Bombed Out Streets.
 
IF any of you Testers would like to be in the game as any of the Pre-Placed Game units for any Faction or on the Great Leader list, Please send me a PM and let me know what Unit and or Faction along with what name you prefer to be used. Your Real name or Site ID name. I will need this now since I have already sent all files to King Arthur for the release. IF I receive your PM today, I can update the Biq.
 
From what I remember, I'm already a Company security guard in the Nuclear Power Plant :)

Also, previously, I only meant that Streets should be impassable to wheeled units until they're repaired, not Grassland and Farmland as well ;)
 
Virote_Considon... Yes, you are at the Nuclear Power Plant...inspecting and keeping the facility guarded.

IF the Streets had to be repaired, the AI would suffer with any of their Wheeled units because they will not Road fast enough. Otherwise, I totally agree. The Zombies were given many more workers yet they still do not use them as effectively as a Human Player would. I am sure you have noticed that the AI, by default, tends to build "Wonders" later...this is all due to Game Engine Related factors as well as what is needed for game play.
 
I sent you a PM, Vuldacon.

I haven't really compared the coloring on the bats, but I like the rocks animation. Well, actually, I hate it, but in a good way. ;)

As to Monster Zombies, I like that they're different from the brains and spiders... I think it adds to variety that there is a unit with higher stats, but slower and stuck on roads. It complicates anti-zombie strategies, which is a good thing.

It makes sense to me that MZs, cars, trucks etc can move on parkland, beach, etc. I haven't found them overpowered; they're useful, certainly, and fun to use, but I don't believe they disrupt game balance.
 
odintheking...Build a Sewer Access in both Hannibal's Apartment and the Retirement Home. Then make sure you have enough supplies. You will see Pills inside Hannibal's Apartment in the Resource area on the top Left. You must Kill the sewer Guard to have access to the Manhole that allows you to build the sewer Access. Then you will not have to have the Road Repaired. NOTE: Even IF you Repair the Road, you will not have access to Pills from the Retirement Home because the Street goes through Zombie Occupied Territory.

bkwrm79... I received your PM and replied with another.

The Bat was made by aaglo. It is a good unit but the Wings were Civ Specific Colored so were bright green for the Zombies. I made a new palette and re-colored the Bat and Bat Bomber so they are Reddish Brown. Only the Zombies have Bats, same for Spiders so Civ Specific Color was not needed. The Civ Specific color can actually take away from a unit in some cases.
...those Bat Bombers can be a Pain so get the Auto Defense Systems built :lol:
 
Back
Top Bottom