Escape From Zombie Island 2: The Remake

But the Marines are supposed to be generated only at the Barracks up North . Police car/van would come in handy as a counterpart to the Survivors' Super Coupe.
Takhisis... yes, but marines do travel and so do all cars and Trucks so all units that can load in any Car or Truck will be :)
The Municipal Cars are Auto-produced at City Hall now and the Authorities have the Auto-produced Troop Trucks. The Company has Auto-produced Delivery Cars and the Farmers have Auto-produced Farm Trucks. This is besides the Road Warriors for the Survivors and City Cars for any faction who gains the buildings that Auto-produce them. Hot Wired Cars can also be directly built by the Company and Survivors. There are Pre-placed Vehicles for each Human Faction as well. There are also Hazard Trucks now in the game. No one needs to Walk around Paradise Island now, although the Corrupt and Crazy Mayor enjoys it :lol:
The truth is, there are perhaps too many vehicles now in the game :)
Maybe just a few preplaced in the city centre controlled by the Authorities, similar to the Company Car.
Bengal Tiger... Yes, My original thought was to Pre-place a couple of them at the Police Station for example and set them where they cannot be built. There would be quite a bit of work required for just a couple of Police Cars but I still would like at least a couple of them in the game too. I Will have to see how time and work goes.
 
You could mess around with the "tactical missile" flag - all current foot units switch to tactical missiles, all "transports only foot" become "transports only tactical missiles". Then you can give the "transports only foot" to the police cars, and "foot unit" to units you'd wish to be transported by the police cars.

The change from foot unit to tactical missile shouldn't have absolutely any balancing effect on the actual gameplay :)
 
On an unrelated note, the Retirement Home just built Clearance Sale in one of my games. I think that it should have the Required Resource in City radius Flag checked to make sure it's built in the furniture store...
 
You could mess around with the "tactical missile" flag
That is true Virote Considon... but all exploding Units are now set with the tactical missile flag as well as the Hazard Trucks and Shaggin' Wagons so those vehicles are the only ones that can carry exploding units... just not enough Flags :) There would also be a problem with setting Police, Riot Cops, Cops, SWAT or HWY Patrol as tactical missiles because they would then not load into any other transport and that includes the TARDIS but yes, I could limit just the HWY Patrol to Police Cars using the tactical missiles flag if it was not already used.

If I do make and add Police Cars, it will probably be limited to 2 at the Police Station. This way I could leave all transports as they are and the Police Cars would simply be a couple of different transports for the Authorities that "fit" the Faction and their location.

Bengal Tiger... yes, the Clearance Sale was set where it can be built in any building... I will probably set that where it can only be built in the Furniture Store. I have forgotten why that was changed.
 
The change from foot unit to tactical missile shouldn't have absolutely any balancing effect on the actual gameplay :)
The only effect I can think of is that land units with bombard and Tactical flag can bombard also when transported at sea.
 
How the hell are you supposed to take down sated Alphas? I sent an entire army at a building and they didn't even manage to damage it.

They were SMG Security...
 
You're playing the Company. Just as you start, pop as many Zombies (the Sneaky ones or the normal ones) with your -800, your SMG Security units and van Allen (use the Company Car) to get as many Champions as possible. The, use Champions to get more Champions. I'd get the -800 into the Dog Pound if I were you, that and the Attack Dogs should be enough to hold the line. To attack a place defended by sated Alphas, just bombard them with everything you've got, and whenever you think you can take down a defender you just do it. Remember rates of fire and bombing power.
 
The Best Answer to this Game is ....take a plane then Press Red Button :nuke: , Bye Bye Island :nuke:, You Win :) :cool: ...Actually No ;)

I will do the same what Takhisis wrote :)
 
There are many ways... but over all you must apply what you know as best you can. Naturally, the more you know the better and that comes from playing to see for yourself what to expect :)

I can hardly wait to see what people post when I finally have EFZI2 Complete Finished as there are MANY changes. Did away with as much of the time consuming and monotonous aspects as possible but added more unexpected challenges.
 
No time to provide an over all preview but here are some random Screen Shots.

Rescue Sam Hammer and Capture the TARDIS
SamHammer_TARDIS.png


Killing Giant Squids around the Snorkel Beach, Coast Guard and Paradise Resort Area. Mini Map shows SW Jungle Island and SE Adventure Island
Kill_GiantSquids.png


Airport Area with animated search light. Shows Penal Colony & White Sands Hotel
Airport_Area.png


Dog Pound Area and how to use Invisible Units like Sam Hammer

Using_Invisible_Units.png


Zeb's Farm Area
BurialGround_Preview.png


Zombies Evil Skull resource... before Search Light was added
EvilSkullPreview.png
 
If you are wondering what those units in the water are, other than the Giant Squids... they are Devil's Reefs :)
Like the "Devil's Triangle", Each Devil's Reef seems to have control of the weather and can manifest a Powerful Maelstrom that is capable of sinking any ship! Devil's Reefs enslave Evil Transports.

If a Devil's Reef injures a ship that gets too close to them, even the normal Squids can attack and sink the injured ship.

The Giant Squids have Red Eyes so you can see the difference between them and a normal Squid.

Evil Transports are Transport Ships for the Zombies. They will be Auto-Produced every 2 turns from two Key Locations called Hellbound Express and Hellbound Express 2 located on Jungle Island and Adventure Island. Those Key Locations will be activated when the Zombies reach Zombiegeddon
 
The Giant Squids have Red Eyes so you can see the difference between them and a normal Squid.
Wow, I'd have thought size would've been enough :p
 
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