Escape From Zombie Island 2: The Remake

I just won as the Authorities. Day 11, 6 AM.

The final end of the survivors and farmers were them fighting each other, and weakening themselves. I just came in to restore the status quo between them by pwning the survivors... Took 4 cities in one turn. Looked a bit odd with tanks, marines, cruisers, missiles, and hordes of SWAT teams shooting little children and old men. Ah well. :p

Then after I killed them, I nuked the farmer's 2 cities and stole one of them with an attack dog and the other with a troop truck and it's National guard after I shot the 2 land mines still alive.

Many dead farmers. :D
 
Great Work on this scenario KingArthur, Vuldacon. I played a lot of the first scenario(think I helped a bit with the dog units?). This is so much more polished a scenario I don't even know where to start. After a bit of a snafu getting all the folders in the right place, I fired this up over the weekend. Easily one of the most addictive Civ experiences ever. I stayed up all night Saturday and Sunday playing this, I need sleep.:cry: All the old favorites are back, and they've brought new friends!:lol:

I started as the Farmers, since they were a new faction, and had a lot of fun, their units are well balanced I think. I had a lot of trouble early on, until I realized you can't take out the Alpha zombies in the cities in regular combat. I know you complained a bit earlier in the thread about humans using too much bombard perhaps, but there is simply no other way to beat them; they are really too tough for regular head on bashing. So I managed to take the Church, the Hospital, and the Garage(unfortunately no Mike's Auto Shop built yet...silly AI):sad: I stopped it there, since I wanted to try a few other factions, but I think my slowness to catch on quickly cost me a lot of time. The Monster Zombies are out in force, and scaring me a bit. I know they said in this thread that they are confined to streets, but does that apply to the Monster Dogs as well? Those puppies are Nasty! I will go back and finish that sometime soon, but I don't know if The Farmer's can survive long term. Definitely possible, but you have to play very well. Zeb and the Lawman are Godly though!:worship:

I started up a game as the Authorities and played them for three or four days. I liked the puzzle of how to save the Hospital, that was neat. After taking the South Zombie cities(Factory, Hardware Store, Gentleman's Club, Fast Food) and pretty much batting down all other Zombies in my areas, I stopped that one for now too. I plan on completeing the sweep west with the Graveyard and Armory, then we'll see what to do next. I had built up a load of riot cops, and when I got Call 911 I mass upgraded them, putting most of my cities on supplies. SWAT teams are just awesome! The Factory is a critical city, but especially for the Authorities. It's close, it can produce units quickly(or make a ton of supplies to upgrade) and it has flesh eating bacteria inside; take it and you eliminate a mutant zombie hive. The half price for upgrades just makes this city Vital for any faction. Interestingly enough, I noticed as I went about cleaning out that South section, that the other Factions seemed to get stronger as a result of my success. The warehouse has been producing a steady stream of attack dogs and they are doing so well I rarely see much headed for City Hall now. They are attacking around the convention center now. I gave the Surviors some ammo after I decided it was better to not go after their cities(it was tempting, I admit), and they have beena great trading partner, and their badasses are everywhere. It is really comforting to see a whole area become zombie-free.:)

Started a third game as the Survivors; AHHHH! Yes, now I remember the fear. The initial position is just filthy. I had some handy men and civilians get mugged by fast zombie units. The Zombies took the Hospital, and the Nurses are starting to show up...:help: That's going to be my first priority, I swear. I have the balloon keeping an eye on things there. Also Timmy and his Dog. I love those two, such a good team. Actually, Timmy is going to start his own gang, and they will all hide behind Timmy's Dog when those nasty zombies come around!

In just the first few turns, I've run into all sorts of little crises. Vuldacon tried to take out the Sewer Guard by him, and had to retreat.:blush: Abe Peters and the civilian had to go and "take out the trash", civvie almost died. All sorts of pressure on the furniture shop, Ms. Tokugawa almost bought it on another Sewer Guard, and the bats tore my civilian guards on the handy men to pieces. Think they are dead though. In three run throughs, I've never seen more then two on the first couple turns; the zombies don't seem to want to build them??? Aren't they auto-produced??? I thought we had that in the Church...

Another thing with the Bats, I had a supreme Adventure with the reverend. I sent the car from the Garage to pick him up on turn one. I had to run over a zombie who refused the right of way, and took a lot of damage; think I had three hp left. I ran the Rev. over and hid beneath the car. Wouldn't you know it, a damn bat tried to fry him and killed itself taking the car down to one hp. I promoted to elite though., and was able to zip back down the road to safety on turn two. SCORE!!:lol: For those wondering where Freddy was, and why he was not helping, I had sent him to get Sam Hammer. I've managed to get him in all three games so far, and he is really worth it.

I'm wondering why the AI Survivor's never build the Shinto Shrine. I've seen them finish the Auto Shop, but they never seem to get the shrine. I guess the fact I was able to trade them some ammo show just how bad the AI is at hooking it's roads up. I do see workers out there trying though, maybe they just get hit too much. I love the way this scenario puts you into siege mentality, right from the start. I love all the wonderful toys like the balloons, and all the individual leaders. Survivor's were the position that was intended for the human to play, and they have a really tough, really fun road. You run from one crisis to the next. I was wondering how I was going to take cities as the Authorities when I first started, but the SWAT/Heroes were effective, if you can get enough of them together. Like a dozen at least. I was really upset with the Survivor's I was thinking they had NO firepower enough to beat those sated Alphas, but with the detective, the reverend, and the Shinto shrine and some heroes this is workable. I hope.:confused:

Some minor issues/things I want to mention: I'm really not sure what version I have now,OK? I had to play with the files and do a few remove/overwrites, so I don't know what I ended up with. I did all my downloads on the 23rd, or 24th though. I noticed the things previously mentioned, with the two turns produced on the strippers/cars in the pedia. I also noticed them saying something about building the Chainsaw club in the Convention centre, that can't be right, can it???

That Security man in City hall the Authorities have seems weird. Per his stats in the pedia, he doesn't seem that much, but he seems to really hit hard. Gets a lot of kills with what I would have expected to be some damage. Maybe I am just imagining things though. He kills a lot of 6-7 hp goons with one shot though.

I didn't mention it before, but I absolutely loved the exploding sheep, I got tons of use out of them,and they are always fun to watch. BaaaaaaaaBOOM! :sheep: I fell out of my chair laughing when I used them for the first time. GREAT JOB!:goodjob:

I know what the deal is with the detective, but where the heck is the Elvis guy, and the guy to make the dalek that I saw in the pedia? Every time I look at that Revenge of the Nerds tech, it torments me so! Could someone demystify them for me, or is that a game secret? Could be related to another thing I was going to mention; the convention centre is just way too hard a nut to crack. I took a serious stab at that once as the Authorities, and realized I hadn't even gotten through all the Sated Alphas yet, with the first round of bombardment. Short of a massive stack, It's just too hard a nut. That's the main reason I went west with the Authorities in my game.

The sated Alphas...just too tough? I don't mind them having ant-air at all, but the defense of 20 is just horrendous. Only way to get through them without mass bombard, is to use a horde of attack units, and who(besides the zombies) can afford that? Even if you got one victory, I'm not sure the costs would be worth it. If you dropped the defense to 15, they would still be bears, but it wouldn't be impossible for the AI's to take a zombie city if they did really well. Give it another hp if you want, to make up for a bit of the loss, they would still be beatable, instead of invincible. I will caveat that by saying I know I have not gone past day 4 or so in my games mostly, so if the units at the end of the game change things, OK, but early on nothing can take them head on. Maybe that was intended,heh. It does make playing as the Survivors or Farmer a real death match.

I like the dogs, they are excellent, especially for the price, but getting the resource can be tough; a good balance. The Company had a dog resource available once, I didn't snap it up since I didn't realize how good they were, and the Farmer's traded for it.:cry: Nearly as good as my National Guards, but available way earlier,way cheaper, and much faster to boot. Dogs Rule! I saw lots of Dog vs. Mutant Dog showdowns, that was cool to watch too.

Should the Aegis be so weak, outside of ranged combat? The squids have it all over them in a fight.

My own list of most imprtant buildings. the Factory as I already mentioned. The Hospital for the heal in enemy territory thing, plus you need to stop the Nurses. Likewise, somebody has to keep the zombies out of the radio station, that is a must. After that, they are pretty even. The cities that auto-produce units might be a notch more useful, but nearly every city has some special use.

The map has some nice quirks to it. I especially love that area around the dog pound, since you will see units from nearly every faction swirling around there.

Thanks, guys for another version of this, I am having even more fun this time then the first...and I had a LOT of fun with the first one!
 
@Bluemofia :goodjob: on your win and your judicious use of nukes. I'm sure there will be a promotion in it for you ;)

@Sasebo - That post is nearly as long as one of Vuldacons ;)

I'm sure he will give you an indepth reply. I can answer a few of your queries though. Re. the files, you should really have deleted or renamed the original Escape From Zombie Island 2 folder. If you download from the link and extract that it will give you the complete new game - it completely replaces the old scenario.

Those monster dogs are not wheeled so watch out. And you will see a lot of bats later on the game -the zombies will build them and they can be a right pain if you haven't built Auto Defense Systems. The Dalek and Elvis must be liberated from the Convention Centre - it's definitely possible to take that building with enough perseverance and bombarding units.

Glad you are enjoying the game and hope it gives you many fond memories to look back on in old age - something to tell the grandchildren about.
 
Just a few more questions/quick thoughts after playing some more. It's turn 29(forgot the date), and I have the Hospital, Graveyard, and Armory, and am going for the Fast Food place next. Going to try and stay at peace with all the human factions and just get the heck off this Island! With enough Champions I might be able to get that convention centre. The big push east begins, but I am running right into the teeth of a huge zombie surge in the south.

I noticed the Guard dogs I built(traded with the Company for them) can all move like the zombie dogs, almost all as roads, except for trees. The pedia for those needs to be fixed?

Why does Ms. Tokugawa need upkeep, and the Prom Queen doesn't? That seems backwards to me. :rolleyes:

Was the Military Base being cut off from the road/supply net deliberate? I don't see any way they can be hooked up.

About the cruiser defense issue I mentioned in that previous post. If you leave the defense as is, the AI is sure to run the ship out blindly and the squids will just eat them. If you want the AI to be able to use those ships too you might want to boost it some.

Has anyone seen the AI use leaders to make champions? I have yet to see one so far.
 
I think the farmers seriously need an extra strong unit. How about upgrading Bubba to Ueber Bubba, having an attack of 22 and bombard 35? That could balance the game a bit. Otherwise it's impossible to win (unless you build MILLIONS of wooly cruise missiles and unleash them all at once).
 
Zachar... The Farmers are suppose to have a difficult time but they are actually far better off than the Survivors. Farmers can make peace with the Zombies and "regroup" as needed. Playing each Faction has its own set of perks and difficulties...just give yourself the time to understand the Faction you are playing and all you can do with them (check out the Civilopedia and read the Tips on Page one of this thread). I am sure you will find your way of playing to be best. :)

Sasebo... Glad you like the Game and are having some fun with playing it.

I have adjusted the civilopedia to state that "Note that Dogs ALWAYS slow down around Trees" for all Dogs in the game to make it clear that all dogs move slower on terrain with trees.

Ms. Tokugawa does not require Support.

Yes, the Military Base (and the Armory) are intentionally not connected and cannot be connected by a sewer access or road due to resources.

Concerning the Cruisers...not concerned about the AI's use of them but they do use them from inside the Building ok. IF I cater to the AI rather than the Human Player, the game would suffer. Use the Helicopter to scout Squids then Blow them away with the Cruisers. The AI obviously cannot "think" or play as well as a Human Player. I would not alter this situation so the AI can Blindly take their Cruisers out and create an all too easy and even boring game for the Human Player in the process.

Yes, the AI does upgrade Great Leaders to Champions. I have them in my games and this has been tested many times.

Bats are not produced, they are built and only when the Zombies gain the Tech. The Bats you see in the start of the game are Pre-Placed and no others can be built until later.

Glad you like the "Bombard Units" such as Deadly Lawman Jed...all Factions have Bombarding Units and they are needed.

The AI will not Build a "Wonder" (Key Location or Minor Location) if they are under attack because they will revert to units until later when they have enough to allow security for their building. This is hard coded and unless a "Wonder is given to the AI, they will usually not gain it until later in the game when they can "afford to build it.

All Champions and several other "Special Units" have the ability to shoot "Bombard" so you can gain and use them to help you in your game.

There will be an update later when it is ready but in the mean time...do get the Updated Files I posted links to on page one of this thread.

Read the Civilopedia for information on Key Location such as the Chainsaw Club and who can build it and where. Same for Elvis the King and all game information.

Glad you too get a Kick out of the Exploding Sheep. All For Fun :)

You can handle any Zombie building with Bombard (Shooting) units...just give yourself time to understand the game and do read through the Civilopedia for most things you want to know.

A Word concerning the AI and the AI Zombies...The Other Factions are suppose to fall to the Zombies no matter what Faction you play. Some do better than others but they all fall to the Zombies. As I stated in an earlier Post, The AI Is actually one so you are or will be fighting all other factions in the game no matter what Faction you play. Your skill in Thinking and knowing what to do at any given time is what will help you and indeed separates you from the AI. Learn all about the Particular Faction you are playing and the game in general...then go "Kick Butt" YOUR way :lol:

Very happy you like the game and I hope you get the Update when it is ready. I am working on several new things that will embellish and enhance the late game. IF you have not played through day 7... you have not seen how the game tends to go... It will be improved with the Updates and new units but a little tougher, mainly the late game to keep the action going to the end.

Bluemofia... Congratulations on your Win...Killing innocent women and children :lol: Believe me, they are not innocent in this game. Just don't turn your back on them :D
 
And you will see a lot of bats later on the game -the zombies will build them and they can be a right pain if you haven't built Auto Defense Systems.

Actually, after about Day 2 or 3, I never saw another bat when I played as the Authorities. Either they had all died, or the AI never got around to building more. Any ideas on why this is the case?
 
Bluemofia... Congratulations on your Win...Killing innocent women and children :lol: Believe me, they are not innocent in this game. Just don't turn your back on them :D

Well, I at least didn't commit Genocide on them like I did the zombies. :p

Since I don't like dealing with the zombie resisters and sadness, after bombardment has killed all of their units, I shoot until the population is reduced to 2. Then when I take the city, it falls to 1, thus considered to be Genocide.

Very effective. But time consuming and annoying to rebuild the destroyed improvements.

Then again, nuking the farmers might be Genocide as well... :mischief:
 
Actually, after about Day 2 or 3, I never saw another bat when I played as the Authorities. Either they had all died, or the AI never got around to building more. Any ideas on why this is the case?
BrianL03... Generally, the Zombies tend to build the Zombie Bat Bombers to Bomb buildings that have recently be captured. The Bat Resource is located in the Church and City Car Park. IF those buildings are captured the Zombies cannot build Zombie Bats or Zombie Bat Bombers. The Zombies will focus on building other stronger Zombie Units if a player is winning... in this situation the Zombies would build more of their stronger units rather than Bats. The Zombies need the "Species Jump" tech to be able to build either of the Bats.
I intend to adjust both Zombie Bats with better Stats for the Update so the Zombies will build more of them later in the game among all of the Other Zombie Units.

Then again, nuking the farmers might be Genocide as well...
Bluemofia... I believe it is safe to call that "Genocide". Poor Farmers :lol: Have you been able to gain enough HellFire Missiles in your games for use? When setting them in the game, I felt that not many would really be needed. The Zombies will have anti missile defense in the Update that will guard their buildings and units but to compensate the Human Players, the HellFire Missiles will be produced faster to provide a few more of them. It will be necessary to store 4 or 5 of them in order to get one past the Missile Defense System...so players will need to use them wisely :)
 
I don't know if you still need sounds, but I found this interesting little piece in a song, and I cut it out and looped it. It's the sound of an air-raid/tornado siren. It's in .wma format just because the same file in .wav format was about 4 megabytes. :) If you want it, you can use it, but I understand if it is not needed.
 

Attachments

Lord Malbeth... That sound could possibly be used in place of one of the ambient sounds. I changed the Stero sound to a single and .wav format. I also cropped and pasted together a 14 second sound that may work better. Also adjusted the Pitch and sound level.
IF you PM me with your E-Mail Address, I will send you both the Long single .wav and the shorter version.
...I will need some time to test the sound in the game to see how the game plays it but if it plays ok, I think I would replace the "Woodlark.wav" in the Ambience Sfx sounds folder with it.

Edit: I tested the sound in the game and used all ambient sounds as the test. The Only really good ambient sound that could be used is the Cricket.wav because it is longer. After shortening the sound to 7-8 seconds it works ok if you want to replace the Thunder Sound but personally I like the Thunder like an approaching storm better. Let me know if you want the sound and I will send it to you.
 
Bluemofia... I believe it is safe to call that "Genocide". Poor Farmers :lol: Have you been able to gain enough HellFire Missiles in your games for use? When setting them in the game, I felt that not many would really be needed. The Zombies will have anti missile defense in the Update that will guard their buildings and units but to compensate the Human Players, the HellFire Missiles will be produced faster to provide a few more of them. It will be necessary to store 4 or 5 of them in order to get one past the Missile Defense System...so players will need to use them wisely :)

I got 3 of them by the time I won (and used all of them on the Farmers).
 
The Cruisers are suppose to carry four Cruise Missiles which can be fired from the Cruisers and this is stated in the Civilopedia. I found an Error in the Editor that prevents this. All was OK when I tested this in the game but somehow the settings were changed before the Release.

IF anyone wants to correct the settings just open the Editor and go to Units, select the Cruiser...Under "Special Actions", Flag "Unload" and under "AI Strategies"... below "Sea", Flag "Naval Missile Transport". Leave "Naval Power Flagged.
This is corrected for the update.
 
I recently reinstalled CivIII and thought "I could use some new scenarios to play". Low and behold, when I came to check out the civ fanatics (having remembered the good scenarios I got from here a while back) I see this gem! This scenario greatly exceeded my expectations, which were pretty high after reading the thread.

I played as the survivors first, and I didn't do too well; not too bad, just I kinda ran outta steam on my advance on the airport, when the monster zombs were joined by the spiders. My big mistake, I think, was waiting too long to really press against the hospital and its zombie nurse school; If I had realized the nurses were produced EVERY turn I woulda pressed against that sucker hard early on, those nurses put a major slowdown on my early efforts since I needed to commit troops to counter their advance while I worked elsewhere. I hadn't noticed the hospital started in Authority hands so I had assumed it would have a number of sated alphas in it. My advances towards the airport ground to a halt at the factory, with spiders, brains, and monster zombs coming at my bases. I knew the screeches would be coming soon and I'd be in serious trouble.

So I decided to play as the authorities and man, what a difference! Playing as the authorities, with their early access to the swat teams, has been MUCH easier than the survivors; I imagine that this is intentional. I've almost wiped out the zombies now, and the zombs have taken out several company and survivor bases for me. The farmers declared war on me so I took the coffee plantation then made peace; they recently declared war on me again but now I have tanks and marines coming at Zeb while my SWAT teams are pressing the attack against the zombs. They have skreeches now but I have enough swat teams that I am having little trouble, and I only have to fight in one area as the remaining zombs and farmers are cornered in the northeast and the survivors and company are still on my side.

Lastly, I've been thinking of all sorts of ideas for a follow-up scenario. I won't list my ideas in this post, as I've babbled on enough already, but if anyone is interested in hearing about them I'd be glad to post some ideas for a scenario where the zombie virus has spread to the mainland, both in terms of story and scenario details.
 
Seroth... Glad you are having Fun with the game. You can Read the Tips on page one to greatly help. The Survivors are not too difficult to play if you build the Shinto Shrine and gain Great Leaders who will upgrade to Champions. Champions have Shooting Bombard. Best to use several "Special Units" after Upgrading them to gain buildings.

Currently working on the Update for this game that will correct a few things and add some better units and additions. The Authorities will have more challenge, along with the other Factions.

IF you read the Faction Descriptions, you will see that at the end of the Company writing, there is a mention of a possible next Scenario sequel...Since the Company is the Cause of the Zombie Outbreak in this scenario and plans to Own the World, a possible Scenario named "Escape From Zombiegeddon...World Domination" could be made with a much larger World Map and the Mainland Developed. The Company would be allied with the Zombies and all Others against them. An all out Last Effort to stop the Company and Zombies by the few remaining in the world. Many Possibilities but to do a good job it would require one to two years of constant work. Because I haven't had any breaks since June 1st of last year, after the Update is completed it is time for me to play for fun :)
 
Yeah, one of my problems is it took me a while to manage to connect the necessary resources to Tokugawa's house for the Shinto shrine, zombs killed my handy men who were working on it (forgot to have escort units with them).
 
I was just reading the civilopedia, and I love the line: ...Therefore, the Zombies cannot really lose even if totally destroyed on Paradise Island...the Zombie Virus is spreading world wide. It's almost as if someone is whispering "Sequel" "Sequel". :D
 
well all horror movies end like that....even if the good guys win it always some damn evil infested egg or something left.....

Ye plus I should say that I really like this scenario....the different references and jokes are awsome and its fun part is that I discover something new every time I play :)
 
Yeah, one of my problems is it took me a while to manage to connect the necessary resources to Tokugawa's house for the Shinto shrine, zombs killed my handy men who were working on it (forgot to have escort units with them).
Seroth... Yes and because the AI also has a tough time repairing roads due to attacking zombies, the AI Survivors do not tend to build the Shinto Shrine because they fail to Road the one square to the Ammo West of Mr Tokugawa's Home and in general the AI does not tend to build any "Wonders" where the building is being attacked. This Key Location is especially intended for the Human Player so if the AI does not build it, it is not a problem.
The Only Key Location that can present a problem is "Mike's Auto Shop" that can only be built by the Survivors at the Garage. The Garage can be captured by any Human Faction after Mike's Auto Shop has been built and the Super Coupes will continue to be produced as intended. A Human Player can help the Survivors and guard the Garage until Mike's Auto Shop has been built if the Super Coupes are wanted. Troop Trucks, Motor Cars and Super Coupes are the Only land Transports available on the Island other than the starting transports that each Faction has. The Farmers are the Only Faction that does not have a starting land transport but they do have Old Buzzard to Airdrop units. They can also capture key locations to gain transportation.

I was just reading the civilopedia, and I love the line: ...Therefore, the Zombies cannot really lose even if totally destroyed on Paradise Island...the Zombie Virus is spreading world wide. It's almost as if someone is whispering "Sequel" "Sequel".
Lord Malbeth... Yes that was set up as the typical to be continued type reference of a possible sequel same as is conveyed in most Zombie Movies :)

Rm80... Very Happy you like the Scenario and Thanks for the kind words. Working now to improve this game with the Update. We had some good testers and of course played the game many times as well but there are thousands of factors involved so a few errors will always escape detection until many people play the game and the errors are discovered. There are many units and additions possible for any game but it is wise to know when to call a game finished. The Update has been planned since before the Release to replace some units with better ones and correct any possible errors. There will be some adjustments to improve game play as well.
 
Couldn't Mike's Auto Shop be a pre-placed wonder (like the Emergency Room). The human player is going to build it on turn 1 no matter what, and the AI has problems building it. Plus as it is a garage, you'd think it be already there.
 
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