Escape From Zombie Island 2: The Remake

Playing as the company is far easier than the farmers. Once I got security smg's the zomb's were canned meat. By day 5 I had conquered every single zombie area. By day 8 I had the 5 step management plan complete.

Next I'll go for the survivors.

Holy cow. You definitely ran through the game no problem. I guess I'm too much of a turtle in terms od strategy; holding the chokepoints and preventing advancements by the zombies too much in order to make significant advances.
 
BrianL03:
Holy cow. You definitely ran through the game no problem. I guess I'm too much of a turtle in terms od strategy; holding the chokepoints and preventing advancements by the zombies too much in order to make significant advances.

Couple of tips:
-The factory, the bank and the hospital are ABSOLUTE must haves. The factory increases production, bank gives ya money and the hospital allows healing in enemy territory. Plus you rob the zombs of these benefits as well.
-Getting the gentlemen club is also good because then you'll have a fighting stripper every 2 turns and won't need to waste time on building the regular units to garrison your own cities.
-Forget about the convention center and the research place. Leave those for last.
-Try to get as quickly as possible to the advances that allow your units the sniping ability (I think all factions except the zombs have those units). Once you have those units, don't attack directly, just snipe them.
-Don't wait for the zombs to get strong, trust me, by day 6 if you haven't gone on some serious offensives, your chances of winning are zero.
-Concentrate on one city area at a time with your strongest units, garrison your cities with regular units (sufficient to hold off a mass attack). Build barricades.
-Use your elite units often as they create hero units.
-Whatever you do, don't let the zombies get the radio station. If they do and you don't capture it in 5 turns, it's the beginning of the end because the giant spiders begin spawning.
 
Leader farming is the key.

There's an article in the war academy about leader farming somewhere...
 
Playing as the Company and i'm losing, but still loving it!

Took the Bank and almost took the Detective Agency when the Authorities decided to run away from the Police Station and the Radio Station, as well as losing city hall. they are now confined to the docks and the military base.

now heaps of zombies are lumbering towards my small empire in the northeast. i lost the bank after holding it for 50 hours (6pm Day 2 > 8pm Day 4).

i have tonnes of SMG security (including eight or so Champs) holed up in Human Resources, along with the Director and his Zombie-melting forcefield :D, Dr. Lazar and his Manbot armour and Sam Hammer. for some reason, and i presume its because i have workers out in the open, the zombies are ignoring Human Resources and are moving towards the Company HQ. this makes it easy to pick them off; i'm killing at least 20 zombies of different types per turn, wiping out entire SoDs

One thing i've noticed is that the actual animation for the Monster Dog is a lot faster than any other Zombie unit. While Zombie Dogs walk and other Zombies stagger around, the Monster Dog runs, fast!

It actually frightened me (at 1:30am this morning and in the dark) to see something that quick heading towards me.
 
Couple of tips:
-The factory, the bank and the hospital are ABSOLUTE must haves. The factory increases production, bank gives ya money and the hospital allows healing in enemy territory. Plus you rob the zombs of these benefits as well.

Didn't realize the factory did that for the zombies. I guess I didn't press it as strongly as I should have. It was tough enough having the forces to take the Armory. The Bank's my next target.

-Try to get as quickly as possible to the advances that allow your units the sniping ability (I think all factions except the zombs have those units). Once you have those units, don't attack directly, just snipe them.

I've been doing that the entire game. All too rarely has a zombie actually closed to striking distance.

-Don't wait for the zombs to get strong, trust me, by day 6 if you haven't gone on some serious offensives, your chances of winning are zero.

I think my offensive is kicking up steam. Given the advice, I'm probably going to quickly secure the Bank and then move for the Factory.

-Whatever you do, don't let the zombies get the radio station. If they do and you don't capture it in 5 turns, it's the beginning of the end because the giant spiders begin spawning.

One of the few things I read about the Key Locations... trust me, they were held off just as strongly as those at the Hospital :)
 
Bluemofia... Yes, I know that the extra Food will not be given for Zombie Goo that is inside a Building but this Resource is placed inside many more buildings now for the purpose of making sure the Zombies have access to it and to prevent any Human attempt to Block the Resource. The Zombie Goo Outside buildings will provide the two Food and the Extra Shield along with the 1 commerce Zombie Goo already had will also help.

Zachar... Try playing a few levels higher for something more challenging for you. :)

LizardmenRule!... Monster Dogs are Fast and intended to be. They do seem more frightening with their speed and I think the sound also adds to this as well.

The Nasty Horror from the Radio Station and any Zombie unit can be killed with Bombard Shooting. Since players can gain Champions that have this ability, the early game should be manageable until more Bombarding units can be built in any Faction.

The Tips on Page one of this thread will help any player and from what I have read, several players are using the tips very well. There are many strategies that will work to Win. The way to discover what is best for your personal play is to play the game and apply your personal strategies. Understanding the game makes a huge difference.

A New Monster Zombie Unit will be made as a better Replacement and I am working on an Upgrade for Monster Zombies called the "Omega Zombie" that will be faster, stronger and be able to travel on all terrain. The Stronger Zombie units that come later in the game have reduced Costs. These adjustments and additions are intended to keep the Game play Fun and challenging in the late game when the Zombies will generally have fewer buildings IF a Human Player has played well and managed to gain many of them.
 
Make the Omega Zombie like the mutant zombie, but recolored so that it is really really dark. With red eyes or something. That would just simply be scary.
 
Bluemofia... I am making a totally new unit for the Omega Zombie rather than re-color any existing unit although your thought is a good idea.

I have the unit model made and I placed a skull for the Head and Muscles with no skin for the Body. Wearing a short pair of ragged pants. Huge, Muscular Monster. The Omega Zombie will represent the end result of the Mutating Virus on Humans. Omega Zombies have awareness rather than brainless and slow moving like other Zombies. They will be strong and able to move on and attack from any terrain.
 
Vuldacon:
Zachar... Try playing a few levels higher for something more challenging for you.

Man, playing on banned is costing me an ulcer. Still was able to capture a few zombie areas, playing as the authorities, but I can see it will be extremely difficult to win this one.
 
Cloner4000... Yes, the Higher Levels are much more difficult and are intended for use when the Default level 12A becomes too easy for players.

The Game was made to be Challenging Fun rather than just set up to be difficult. I am sure players will be able to play and win on higher levels but I would be surprised to hear that a player won a game playing Banned Level....especially after the Update later because there have been some slight unit adjustments and a Mean "Omega Zombie" is on the way. :D The Omega Zombies should return the Monster Zombies to their rightful position in the game as a Top Terror Unit for the Zombies.

Because Monster Zombies are slow moving, stuck traveling only on Roads and all Human Factions have "Bombarding" Shooting Units, the Monster Zombies have become easier to handle and lost the power they use to have before "Bombard" Shooting units were added. This is being slightly adjusted as well as making the Stronger Omega Zombie Upgrade for Monster Zombies.
 
Zachar... You will be the first to play Banned or at least report that you are. Let me know how it turns out.
It will be tougher after the Update with the adjustments and new units.

Vuldacon, one of my big problems playing on banned has been supplies. Once my town areas begin growing dissent is hard to control. I simply cannot keep up with science output and saving dough to be able to purchase improvements/units. While that happens, the zombies seem to be much more clever. Their medium strength units kept appearing long before I had the snipe units for the authorities. I could perhaps stave them off until the end but winning is out of the question. The company could perhaps win, having the 5 step program but all the other civs.."we are screwed", literally.
 
Zachar... Yes, the Higher levels have more "perks" for the Zombies and penalties for the Human Player. This is all the only way to provide an advantage to the AI on higer levels... Penalize the Human Player and provide Perks for the AI, same in all CIV Games. :lol:
 
Day 8 as the Authorities, and the President is on the line. The Military Base has begun to develop Missile Capacity as it and the Armory pump out tank after tank onto the island.

The remainder of my cities have switched over to completely supply building, allowing me to have 2 tanks every two turns, more or less.

The zombies have been forced into five remaining cities, two on the verge of already falling, another about to be trounced shortly, and the fifth a recent conquest from the Company. I was forced to intervene and secure the School from the Zombies after it fell, leaving me with the easy ability to quickly smash the Survivors and the Farm once the zombies are only munching on the Company.

For some reason, neither the Company nor the Survivors have been able to acquire Fuel (for either) or Ammo (for the Survivors), but true to my lovingly tender governing authority, am not going to provide either to any renegade groups that don't recognize the strong arm of their government.

Most certainly, I am going to save a Hellfire missile for The Plantation.
 
After getting to play this 3 or 4 times with the Company, the survivors are played very badly by the AI...they lose all the heroes who are not in the cities at the beginning...I was hoping that they would rally, and provide some support later in the game, but they just get slowly over run by zombies...even with me providing them resources for next to nothing...

When the Player is the survivors, they are excellent, but IMO tha AI cannot make use of their bombarding units...rarely seems to spawn armies (probably because the AI doesnt leader farm)...they just seem to sit there...sometimes they take the graveyard, but never hold it...

I dunno, I just noticed this, and thought Id mention it...
 
BrianL03... Sounds like you are having a good Game. The Company and Survivors probably failed to Road to their Fuel and Ammo. The AI does not tend to road as well as a Human Player when at War but all factions have access to all resources IF they Road to it. :)

Spacer One... Yes, the AI tends to play all factions except the Zombies badly compared to a Human player. All Factions that Human players play against are actually one AI. The Zombies have the lead position and take advantage as they are suppose to. This leaves Only the Human Player to have any chance against them. All Factions will fall to the Zombies IF not played by a Human Player.
...I believe I mentioned that the AI will not use Bombard Units as a human will. The AI tends to just use the Attack for a unit when it has a choice between Bombard or straight out attack. This is all part of the Non Human thinking AI and is the way it is until we can get some better artificial intelligence for the AI :lol: I am sure the Farmers or other factions have attacked you for example. Just remember...when you play a game, you are actually against all Factions in the end and the AI is One in reality.
 
the survivors are played very badly by the AI...they lose all the heroes who are not in the cities at the beginning...I was hoping that they would rally, and provide some support later in the game, but they just get slowly over run by zombies...even with me providing them resources for next to nothing...
I agree. I've also noticed that the Survivors for some reason seem to prefer building Spunky Kids and attacking with them instead of Badasses (I checked; they had ammo) or other more capable units. Could it be the Spunk's 3 Moves? Spunky Kids also triggered the Sub bug several times during game, starting war against all other non-zombies (but that is not necessarily a bad thing...:satan:)
 
Wolfhart... Spunky Kids are invisible and their other Stats with low cost are the reason the AI builds many of them. Because they are invisible, they start Wars Throwing Rocks at innocent Factions :rolleyes: :D
Seriously, having settings to please a Human Player as well as the AI are two different situations and do not tend to go together well where Bombardment and invisible units are concerned. Units could be adjusted so the AI will build them but that would basically mean removing the invisible and Bombard (Shooting) settings. The AI will not play any game or units as a Human and the AI are all one... they are programed to collectively "work together" in ways that are against the human Player while providing the illusion that they are against each other. Even when one AI Faction loses to another AI Faction, they don't lose, they simple change "colors" so to speak. It is the Human Player, against the AI and that means all other Factions.
 
Playing as the Authorities, and the going was slow at the start. i took the Bank, then a while after i captured the Armoury. Then, once i got the go ahead for Operation Sledgehammer (nice icon btw ;)), and i built a couple of cruisers and a couple of tanks then things became much easier. I also got on the phone to good ol' "Dubbya", and i got some nice missiles :D

i have now taken the graveyard, dog pound, furniture store, fast food store, cinema, the hardware store, the detective agency, the school, the church and the garage. the zombies are confined in the north to the research centre, and the south east, where they hold the convention centre, the factory, the warehouse, the city carpark, the airport and the nuclear plant

Fullbright upgrades to a Tank. i like this, but i was wondering whether it was intended?
 
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