Escape From Zombie Island 2: The Remake

Strippers, Dockers and Chainsaw Maniac Units will all be able to be disbanded if they are just not wanted for any reason. Those Units do not require support and have no cost so there will be no benefit from disbanding them, other than personal preference. I understand wanting the Option to be able to disband them and players should have the ability to use their own judgement. This has been added.
 
hi guys

loved EFZI, EFZI2 looks good. however, when d/l'ing the new map, caught a mess of spyware. so, can't d/l from that site. could you please post it here?

thanks
 
hi guys

loved EFZI, EFZI2 looks good. however, when d/l'ing the new map, caught a mess of spyware. so, can't d/l from that site. could you please post it here?

thanks

Weird, it didnt happen to me which leads me to think it wasnt the DL site?

EDIT: And welcome to CFC! :D
 
BURN IT WITH FIRE! HAHA!

burnitwithfiretr6.png
 
While playing this, I keep getting some weird error and my civ gets a pop up saying

"Civilization 3 has encountered an error and needs to close"

I don't know if its this mod, but does anyone know whats going on? :(
 
Finally got a chance to play the new version properly. Fantastic fun, with enormously silly characters. I love the Dalek, and I still can't believe Mr T is in there, and I made him.

Skimming through the previous comments, I agree that it's not too hard to take Zombie buildings once you've got your main characters upgraded a bit. The awesome bombard abilities of some of them, especially King Arthur, the Dalek, and any Champions that have turned up, makes slaughtering Sated Alphas enjoyably simple. I took the Hospital first (before everyone upgraded) and then, later, took the Graveyard with difficulty; then I grabbed the Paradise Resort and the Church without any problems at all. The Zombies are not yet fielding their uber-units - no monsters, and I've seen only a couple of enormous spiders - so perhaps it will get much harder soon.

I find that the income level is too high; I'm generating a lot of money every turn even with the science slider set to 13 turns for each tech. Rather than fiddle with tech costs, it might be an idea to reduce the amount of income, either by altering the Survivors' government or by reducing the amount of trade produced by the various tiles. Also, the drop crate thingies are over-valued by the AI. You can buy pretty much anything you want by offering just one of them. I think if their shield cost is reduced, this will be less problematic.
 
This is very well made, well done! (I just wish I had the patience and skill to do anything this good) The main question is - why didn't you include a Gauss Pistol-slinger or something as a UU? :)
 
Mr_Fusty... Thanks for the kind comment and glad you like the game.
There were a few things discovered that required adjustments so working to Finalize this Version of the Game now and it will be Uploaded as soon as Testing proves the adjustments and additions.
...Have not seen a "Gauss Pistol Slinger" :lol:
There are many "special" units in the Game as well as Special Champions for each Faction and all of them have "Bombard" Shoot ability. This FUN ability has made adjusting Game Balance quite difficult to gain all that is desired.
 
Me just reconised the Highwayman and the 'Mr Nixon' doll. Found it kinda ironc that I was playing Civ III as a break from Fallout 2.

This scenario is definitly one of the most original modifications I have seen for a PC game - the only other one has to be the Napoleonic Era weaponry on Operation Flashpoint a few years back.

Thank god for bombard...don't think I'd ever win without it....:)
 
Thank god for bombard...don't think I'd ever win without it....
Yes, the Special Units and Champions do come in "Handy" for sure :)

Actually, the game had to be set more difficult due to having Bombard (Shoot) ability for units and believe me that created difficulty to gain game balance.
Even though the game now has some units that probably seem more "Sci-Fi" rather than what would be seen in a Typical Zombie Movie, the units were made to "fit" the Development of the Horrible Zombie Virus that the Company is responsible for. I hope that the strange Zombie units are at least viewed as a Fun Plausibility for the Game. There have been many problems to solve while developing this game from what is possible. Appreciate your approval and Glad you find some Fun playing it :)
We will get the Finished Update out to Finish this Version as soon as possible.
 
Can I have a direct link so that I can download it by FlashGet?
 
Cloner: forget it...start relearning...if you try to play this like the one 2 versions ago(Before the civ color change) you CAN win, but you will miss SO many things...do yourself a favor and just spend 30 mins browsing the Pedia for the new stuffs...So many things have changed that its only the same game in a nostalgic way. The Map isnt even the same anymore...

I can however say, that the Survivors "Exit Strategy" that I posted on the last thread DOES still work. You can drill a direct path to the airport and escape just like before (Except there is a hotel to take on the way, making it easier), But again, you will miss Mr. T, the Dalek, Sam Hammer etc...

@Vuldacon: would it be possible to make Strippers "Sacrificable"???the descript says use them for ANYTHING. Toward the end, I just send them to die annoying the zombies (I use strippers, kids and ChainSaw dudes to defend so I can use the handmade tanks and Pyros to scour the streets)...

I have found that zombies wont attack a stack of more than 5 units (3 HMTs and 2 kids) if it is fortified in the streets, but will attack stacks of 20+ if they are on blockades(forts or whatever they are called)...that seems a bit odd to me, has it always been like that and Im just noticing?

Also, the Dalek DOES upgrade, and yes it is pretty dern costly...any chance on a reduction to 300? 400 takes way too long to save, unless I save crates for upgrading (I usually trade them to AI for skills and Res)
 
Spacer One... Yes, Strippers, Dockers and Spunky Kids can all be Disbanded now if not wanted or needed.

Correcting many things that were not evident in the game and Civilopedia before. Players will need to learn the changes...all in the Civilopedia.

I believe the Zombies try to attack units in a fortress or barricade because if they gain the them, their units will be stronger and in a better position there against the player. Smart Zombies :lol: IF you do not want a Fortress or Barricade you will have to Shoot them (Bombard) to destroy them.

The Dalek is a very powerful unit now that will teleport as well. The cost is not difficult to gain if one conserves at all but buildings can be placed building Supplies to gain it fast. The Supply Situation concerning trading the AI in the 1st turn has been corrected. Supply Parcels will only be worth 100 and the AI will tend to give 99 supplies for them or some lesser non supply trade. So Supplies as well as the 1st turn exploit can no longer be used to advantage.

...there is much more than I can state here but many more corrections and adjustments are being made to Finalize this Game. The Update is planned to Finish this version of the game. Hope to have this completed soon. Testing and adjusting now and hope to be able to add the Flamin' Hero Replacement to this Update.
 
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