Escape From Zombie Island 2: The Remake

egroen Best to Trade for Revenge of the Nerds, Here Boy and Aid Relief. Research other Advances Directly.

The "order of buildings to capture" is a matter of personal opinion and will also very according to the Faction you are playing and your personal Strategy. The best way to know is to play and understand what each building provides and when Key Locations are built in them. Decide if you want to limit the Zombies by capturing a particular building or go for the buildings that will help you more... Doing Both is the way to go. Obviously the Hospital is one of the Top early Priorities :)

You Cannot Road from the Armory or Military Base or build Sewer Accesses in them. They Cannot be Connected due to having the Army Gear Resource meant ONLY for Particular Units (Tanks, Jets, Cruisers, Marines...etc...). IF they were connected, all Buildings would have the Resource and be able to Build those Units and that would be too weird.

IF the Authorities Move their Bastion to the Military Base, they cannot Trade. The Fastest way to be "Connected" with other buildings is to build Sewer Accesses. Repairing Streets, Craters and removing Pollution will increase the production from the improved terrain.

The Update has many changes that will Improve Trade for the Authorities. Because the AI will not improve streets at the beginning, I connected the Authorities from the start so they will be able to Trade early.
 
Took the graveyard and hospital and have only lost Timmy. I should have the Fast Food Chain in a turn or two and was planning on grabbing the radio station next... or should I focus on the armory?

What order of buildings do you focus on (as any faction), and what order of tech do you go for (any faction)? I'm just curious what strategies other players are going for.

For whatever reason I can trade luxuries and resources with the company, but not the authorities... even when I can see a road unobstructed leading to authority buildings. I'm also not sure what terrain I can and can not build roads on. (trying to link up the armory)

armory is important because of the bonuses you get there, but the real pain would be losing the radio station to the zombs (just check out the radio station wonder and you'll see why).

Dalek -as far as i can recall- is in fact just one, single unit, and that would be the upgraded jeff moris. So it's obvious you need jeff moris to build THE dalek :D

About the techs, there's just one unique tree for every faction out there, and you should research that one and no other. The AI will research the 3 separate techs and you can buy them afterwards from them. Anything else would be a loss of precious time.

about the roads, you can only build on previously destroyed roads (you can find them by looking at the roads and finding out where they "cut" i.e. where's an obvious space between two road pieces). Also note that you cannot trade through road networks that go through enemy territory. Your territory should be adjacent to the authorities' and should be obviously connected with a street, and furthermore all by this way connected buildings should be able to trade (ie have luxuries and/or resources themselves).
 
The Supply Drop Point imrprovement (or wonder) is confusing to me... So I built it, and I see supply drop resources (which obviously can not be picked up and brought back)... are there supposed to be supply parcels now? Do they auto-generate every _ turns from the Supply Drop Point?

I traded for Here Boy and researched Revenge of the Nerds and Aid Relief -- So a definite mistake.

Hopefully, it does not cost me too much. It is Day 3 and I have taken the Armory (great bonuses, very glad I did... plus the added benefit of limiting my fronts against the zombies) and the Fast Food Joint -- Targeting the Gentleman's Club next with the goal of an additional luxury as well as free support units. The authorities still control the Radio Station so I will let that sit. I probably need to start thinking about the church as well.

Worried my research mistakes will put a hurt on me later, but I have done a decent job of leader farming and the worst coming at me so far are mutant dogs.
 
You will get a supply drop auto-generated from the Supply Drop Point. All you need to do is use a unit to "pick it up" and then move that unit to your Bastion. If you built the supply drop point in your bastion you will have to move the unit out of the city and back in in order to get the supply bonus.

Researching Nerds and Aid Relief is not always bad if you can then sell the techs on.

Keep an eye on that Radio Station, eventually it will fall to the zombies. Medium to long term is to start getting to the airport (don't get too bogged down attacking other buildings on the way). Your best chance at victory (for the survivors) is to get the chopper from the airport and get to the mainland. Good luck.
 
When do you think the new update will be available? I thought it would have been released by Halloween, due to the halloweenness of it. And Vuldacon keeps making it seem like it's almost done...
 
Balancing it all has been harder than anticipated. Small changes seem to have big effects. I'm afraid I can't give you a definite time when it will be done but Big V is spending an enormous amount of his time playtesting it and considering every conceivable cause and effect.
 
Just a quick note about Roads and connecting your buildings... Sewer Accesses will connect your Buildings regardless of enemy positions on Roads. It is easier, faster and better to build them as soon as possible for resources. Repair Roads and clean Pollution for better production from the Tile.

Regarding the Update... It was intended to be released by now but Game Play from Unit settings and the way the AI handles them with the Game Engine are not yet playing as desired. Logic alone for settings does not work as one would believe it should with the Game Engine. Experimental settings were necessary to find what will provide the intended Game Play and end results. This requires a great deal of time to set, test and evaluate.

Game Play in general is good for the Beginning and Mid Game but was lacking the desired continuation for the End Game. This is mainly due to the many Bombard Units that a Human Player gains by that time. Other Factors such as how effective a Bombard Unit is and the ability for Both the Zombies and a Human Player to contend with many strong units in the End Game needed to be adjusted to gain the Game Play Balance that will allow the End Game to be less one sided.
...Experimental Settings and Testing are coming along well and they have provided much better information concerning how to obtain the over all game play from start to finish. There are many new Units and additions for the Update and they along with Five Factions to adjust are very complicated, especially with the branching affects of settings and the way the Game Engine tries to Balance the game in favor of the AI. Good Game Play for a Human Player who plays as any Faction as well as the AI Game Play who will not use the Bombard Units as a Human Will are big factors to contend with.
...King Arthur and I cannot set any exact Date for the Release just yet but should be soon. I too am looking forward to the Update being completed so I can play for Fun rather than play Test evaluation games for analysis and settings. :) Rest assured, the game is being worked on constantly to complete the Update as soon as possible.
 
I look forward to playing the update. I am having lots of fun with the mod, my survivor game is looking somewhat dicey. I control several buildings but zombie spiders and brains have appeared. I think I will have to rush for the airport and hope I make it hehe
 
Regarding the Update... It was intended to be released by now but Game Play from Unit settings and the way the AI handles them with the Game Engine are not yet playing as desired...
...Rest assured, the game is being worked on constantly to complete the Update as soon as possible.
Darn, I hope you have good luck with solving it. As for now, your number one EFZI2 fan will have to wait:D
 
Have you ever thought of giving the zombies armies? To represent hordes forming? The AI actually does well with one unit-filled armies... might help the AI a bit.

I hope the beginning of the game stays in the same tone as it is -- I love that initial scramble to gather everyone you can and rush to get them safe.

Mid game has been fun, trying to get organized and systematically taking as much ground as I can... and I am enjoying a sense of foreboding, thinking my success right now is just the calm before the storm (beginning of day 4). Hopefully I am prepared!

I'm not the biggest fan of huge spiders in the mod -- they do not seem to fit as well as the thing to be scared of. Will they continue to be so prominant or will something cooler and scarier replace them?

The AI not bombarding has to be one of the most annoying things of Civ 3.
 
Dr Tiny ... Hope you make it to the Airport :)

Swargey ... it is being worked out and at this point is much better...still testing to make sure.

egroen ... Here is a Lengthy reply...Well yes, Armies were considered but decided against for several reasons. It is no problem at all to provide the AI Zombies with Hordes of Units for game play. Actually the ONLY Extreme difficulty is balancing the Human Player who has Bombard Units against the Zombies and other AI Factions who will not use the Bombard Units because they are not set as only "Artillery". Bombard Units have Attack and Defense for the AI mainly and this has to be balanced against a Human Player who will use those same units for "Shooting" and Killing units without being injured themselves. The strongest power the Zombies have is numbers rather than individual unit strength from the start of the game but this changes as the game develops. The Zombies gain units that are stronger than the majority of units for Human Faction but this is only in direct attack and defense. The Human Player, can kill a much stronger unit with a lesser one who has Lethal Bombard.

Not everyone has Arachnophobia and I understand that Giant Spiders, along with Zombie Bats and other Strange Units such as Crawling Brains in the game do not exactly "Fit" directly in a Zombie Movie type Game but The Zombie Virus surprised even the Company and evolved to infect and change all living (and Dead) things :lol: Because Giant Spiders fit as units that can move great distances, they are a good choice for the Zombies, especially for the end game when the Zombies will have fewer buildings. They will need units that can travel across the Island to reach buildings faster to preserve game play. The Skreech is another unit that "evolved" for this same reason. So yes, Giant Spiders will continue to be in the game and among the strongest Zombie units but there are added Zombie Units that I you will probably enjoy more than the Giant Spiders.
"The Omega Zombie" is an Upgrade for the Very Good (New) Monster Zombie for example. The Omega Zombie is very strong and moves on all terrain as roads. Attack 26, Defense 24, Moves 3. It has lethal Bombardment "Spit" set at 10/1/10 but the Bombardment will generally not be used by the Zombies. They will directly attack from Skyscrapers or any terrain. The Human Player will face an extreme situation in the late game and especially if they have not gained enough buildings and power by then. A Human Player will have to use great skill and strategy to Win. Many things were changed, added and adjusted to provide a continuation of the struggle for the Human Player...even with many Bombardment Units and Buildings in the End Game.

...Working on everything to provide Fun new units and situations to deal with in the game. All Factions will have Powerful units that a Human Player will be able to use from the start of the game and more as the game continues...so a Human Player can play as any of the Human Factions and Have a Fun Challenging Game. Rewarded for Good Game Play... Penalized, Overwhelmed and had as a Snack if not. Yikes! :lol:
 
ok...Holy poop...I am posting to make 1 request of Vuldacon, regarding the update...

I just saw THIS....

PLEASE dont give the big man bombard...

8 Extra hit points??? believe it or not, adding this big guy to the game (Even as a capturable unit to rescue) makes me fear less for the survivors in the update...I was worried that it was going to be SO much harder...but with Mr T in the game?? I pity the Zombies who dont eat my cereal!!
 
Spacer One... The Type of Bombard MR T will have is at a 0 distance. This means that if he attacks a Zombie Building he has a chance to destroy building improvements. He will not have a "Bombard Button command". This adds to his strength and as far as his strength and Hit Points...when you see the Power of the Later Zombies, you may be wishing he was even stronger.
...Read the last post toward the end about the Omega Zombie...and he is not the strongest unit. :)
 
Wowza...well, the Omega Zombie sounds like he will be tough, but Im sure Hanibal and Mr T(Half the Ateam?) can handle it...

you should make MrT unable to get on the rescue helis tho...He Aint Gittin in no Plane(or Heli)!!
 
Spacer One... it's not that I don't follow your thinking concerning MR T. It's just that if a Survivor Player reaches the Airport and Mt T is Still Alive, he should have a chance to at least be Drugged and taken off the Island for his own good. Of course we all know he would prefer to stay and take care of all the Zombies on the island single handed, especially after what they did to him, but this type thinking could be what caused the other members of the A Team to Drug his Milk :lol:
 
I do not play many victory location games -- I have a survivor sitting on the TV station and nothing is happening -- does it have to be a King unit?
 
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