Escape From Zombie Island 2: The Remake

@Dezzilisk ... You are correct.

Regarding non-destruction, I did lose it when I landed on top of a scout unit which was promptly eaten the next turn :sad:

It certainly is a much slower and scarier game :D

I have taken 2nd building the Bank and it is already 6pm on Day 3 :eek:
Noticed that Bank also has the Flesh Eating Bacteria, Machine Shop and Electric Generator. Do ALL Zombie buildings have these automatically installed ??
 
In the Military Advisor Screen ... the icons for Dr. Lazar, Sam Hammer (armed) are missing. I assume that this is due to the fact that both units were liberated from the zombies. Is there a way for icons to appear next to their name on this screen???


Also Security units cannot use the sewers to rebase as Handymen and Engineers and Daryl Paine. Is this deliberate?
 
fe3333au...welcome back :lol:
It might be easier if you E-Mail me personally with all these questions. many Changes, most of which you do not understand yet. Still more because I just finished two days adding and adjusting more this AM.

Dr. Lazar is mentioned as to where he is in his entry.

Sewer Accesses allow fast travel from Building to Building so the Various "Scouts" given to each Faction such as CEO Helicopter, Balloons and Chopper One do not transport units. They should not be killed unless you are over the Sea or Ocean with a few of them...or "land on a Scout? :lol: have not seen that one if it is even possible.

Electric Generator, Machine Shop and Flesh Eating Bacteria are all "Improvements". Icons for them show if they are not destroyed...you know this. There is no Benefit from the Flesh Eating Bacteria for Humans...but if you do not first destroy it before capturing the Building...the Icon Remains as an indication that it still exists even though it is not functional. Hint- Bombard it away before capturing the Building and spare yourself more Early Mutant Zombies. Not all but Many Zombies do have Flesh Eating Bacteria and Pile Ups.

Security cannot Use Sewer Accesses, it is Deliberate. It is beneath their Dignity :lol: ...and game reasons.

Both Dr. Lazar and Sam Hammer Icons appear on the Military Advisor Screen when you capture them. Just check again.

You need another Update.
 
egroen... The Game is complete and really saturated... especially the Authorities Units. The only units wanted are better replacements for some of the existing Farmer units but even that is not really necessary now.
 
Hello there!

I'm currently playing a game as authorities on monarch and can just say the scenario is BRILLIANT!!

So, to my comments:
At the beginning it was quite easy to control the Zombie Hordes, due to the bombard option of the SWATs. I just positioned all SWATs strategically on skyscrapers and sniped everyone out (like in "28 Weeks later"). I think the Authorities have the easiest start of all.

The problem was to capture the Buildings. Most buildings have 4 or more Static 0.20 zombies, which is quite the pain, considering that almost none of your (very limited) units has attack greater than 11. In fact, your main "weapon" are these riot guys (5.5.2). That means, you have actually no chance of capturing any building without tremendous loses and practically giving up your own bases (because all SWATs must leave the skyscrapers to bomb the sieged building). I just tried to hold my buildings and waited till i could build some better units (SWATs).

Now, in this time, i became attacked by the farmer idiots, who cost me a lot of resources and units. I defeated them and captured all north farmer buildings, but lost some units as well. This was the only conflict between humans.

The problem was, at the time I got my swats, the zombies had Monsters. That meant, I had to use the swats for defense once again. I gave up siege positions and transported every single artillery unit to the building north of the factory to siege it. It fell fairly easy, mostly because of the lack of monster units.

But then, my doom began. I transfered all my units to the factory, and started an epic siege, with at least 15 turns (and I'm still at it) of duration, and practically no effect. Right now i have about 20 Swats there, and 3 Troop trucks (still my best attackers) near there (in case the strongest guard gets finally critical), and still haven't got any results. Somewhere at this point i lost the previously captured farmer buildings plus the hospital (though the nurses aren't a problem anymore)...

The problem here are 5:
1)The monster bats. Why the heck can they bombard??? They're ruining my siege and attacking my buildings constantly. This is not realistic i think, as well as unfair. Anyway this wouldn't be much of a problem, if there wouldn't be the
2)Monster Brains and Spiders. The plain monster zombies are OK, they are being neutralized fairly easy with the snipers, but those brains and especially spiders are a pain in the a$$. They move 2-3 squares/turn, they have 20/22 attack (while my strongest unit has 14, and my main force, the swats, only 8) , 20 defense, and they are SO DAMN CHEAP to build. That means ~5 of those guys are spawned per turn in the ~10-12 zombie buildings. Now, those wouldn't be such a problem if it wouldn't be for my big hope, the:
3) Tanks, or better, the absence of them. What I mean is, you need about 50-60 Turns (i think even more) to get there, and then the only thing you get is the ability to build it at the Military base, which has practically no shields to offer, that means a single tank unit (in a well managed building) needs 15 turns. Now, that wouldn't be such a great problem, if it wouldn't be for the
4) Second-stage Monster Units, plus the bacteria building. Which means as much as a bunch of 30.28.6(!!!!!!!!!) units PER TURN VS my tank per 15 turns. 5)Whats more, i cannot build any tanks in the other buildings, because the only building with the needed resources are the armory an the mBase and there is no way to connect those two builds with the rest. (or am i missing something??)

So, I think I'm quite screwed here, no matter what I do now. And you may say this was a bad strategy, waiting till the monster zombs come out (which i don't think because i had no other option till the swat option appeared) but i think most players would play here a bit conservatively and area securing like myself. The only mistake I did, was sieging the factory. I should had given it up and take the Armory next to the milBase, to secure the northeast rather then going to the center of the map. (because of this i lost all my buildings i lost).


The authorities are supposed to be strong to the end, by if that means having those overpriced units you cannot build anywhere, and that at the very end of the game where the zombies have even better units no thanks. So one or more of the following would be appreciated. My suggestions:

-Lower the static zombies number in some building near the authorities.
-Give the authorities a better attack unit at the start, so that they can take some buildings over before the monster zombies start.
-Get the tank tech earlier
-Place one of all needed supplies in the center of the map, so you can build them even if you don't manage to get the armory and the farms till then
-lower the cost of the tanks/f15
-increase the cost of the monster zombs
-increase the tech costs for the zombs, so they gain their techs later


Besides that, does anyone have a tip for me? (save attached)
 

Attachments

Zombie Island is slightly different to a normal civ game when it comes to attacking. As the human player you should use the bombard option to attack from a distance as opposed to using the attack value of the unit and trying to move your unit onto the defenders square as you normally would in civ. Most (all?) units that bombard have lethal bombard and you can kill enemys off in one shot, several units can bombard several times a turn and several have a range of 2 squares in each direction. Units that do not have the ability to bombard should be use to finish off any damaged units using a normal civ attack.

Most buildings have a special purpose, as the authorities there is one you own that you must secure on turn 1 to make your life a lot easier.
 
Zombie Island is slightly different to a normal civ game when it comes to attacking. As the human player you should use the bombard option to attack from a distance as opposed to using the attack value of the unit and trying to move your unit onto the defenders square as you normally would in civ. Most (all?) units that bombard have lethal bombard and you can kill enemys off in one shot, several units can bombard several times a turn and several have a range of 2 squares in each direction. Units that do not have the ability to bombard should be use to finish off any damaged units using a normal civ attack.

Most buildings have a special purpose, as the authorities there is one you own that you must secure on turn 1 to make your life a lot easier.

well, thanks for the advice, but that's exactly what i described that i did. I had 20 SWATs bombarding the factory for 10 turns and there wasn't a single defender under 6 health after each turn (what means that there were about 10-12 monster zombies defending that building. I don't lose any units myself, but they spawn so fast i can't breach the defenses (even despite the fact that they have no barracks so they can't even completely heal every turn)

About the building, you obviously mean the hospital, but at that point the nurses are my least problem... So, any advice about a strategy for the Authorities?
 
ge0matrix... Read the Tips on Page One. They are applicable to all Factions. You cannot wait at all...You must play well from the first turn and once you know the game better you will go for the most important Zombie buildings. Your SWAT can start Bombarding from turn one. Not just stray Zombies but work on buildings. Read The Civilopedia for Key Locations and decide the best building to immediately go after for your strategy.

When you learn more, you will find that the game is actually a bit too easy...it is only difficult because you have just started playing. All Factions have Bombardment Units and the Strongest Zombie does not stand a chance against that. The Attack and Defense settings are lower for most of the units that have Lethal Bombardment. This had to be set as it is or a player would win the game in a very short time.

You can capture a building that has a Key Location and benefit from that...Use all your skills and take the time each turn to seriously make everything you do count toward your strategy. This game is not like a Normal CIV Game and if you fail to move well and fast, the Zombies will have your Brain for a Snack :lol:

Again, Read the Tips on page one and the Civilopedia for information you can use. There are many strategies that can win but knowing the facts and understanding the game will help you more because you will be able to play your way to win without relying on anyone else. I do appreciate your thoughts and feelings from your first experience but "regroup" and play a better game to win.

Working on the New Update and there are many new Key Locations and units as well as MANY improvements and adjustments.
 
ge0matrix... .

thanks for the tips :goodjob: :)

I wanted to start again, but then I decided to continue my game, since i wasn't really in a defensive position, just my offense wasn't working.

The results-->
-The factory fell, together with 12 monster zombies, in other words, 1/5 of the Zombie Army force :D
-My tank was built, together with the missile + nuclear wonder.
-I was broke, the zombs took over the radio station about 5 times, and every recapture from my side gave me 300 supplies--> i got 1500 supplies in 7 turns :crazyeye:
-4 other zomb buildings fell in 8 turns. Right now i'm sieging 4 other buildngs and 2 of them will fall in about 2-3 turns. Half of the map is mine :king:

-I think i even outnumber the zombs right now :p, since they pulled back and just do some sporadic counterattacks on my snipers.

-All in all, this game was over the moment the factory fell, although i see some tough battles coming up (at the conference room and research center mostly)



One comment to it, the farmers actually stopped fighting with the zombies, and that twice!! How the heck can they do diplomacy with the zombs? Or is it intended? :confused:

Also, i still recommend balancing out the zombies a little bit, if not for the scenario, then for a multiplayer map (would be lots of fun :goodjob: ). And the best way to do this is making their techs more expensive so they get the monsters later on, the main reason for their overwhelming power, and remove about one alpha sated per building.

Besides that, very good job, it is the most enjoyable mod till now (and i tried out all the "big" mods ;) )! Can't wait for the update ^^

Oh yeah one last thing: Why are all my specialized citizens zombies? And isn't it a bit weird having a zombie infested building with zombie citizens working for you? :confused:
 
One of the top 10 tips in this game: Leader farm! Always leader farm! Leaders save your life.

The specialist citizens are zombies because of the limitations in the game coding and graphics.
 
Oh yeah one last thing: Why are all my specialized citizens zombies? And isn't it a bit weird having a zombie infested building with zombie citizens working for you?
...ge0matrix

The specialists have to be zombies? Seriously though, why not have them as humans.
...Miles Teg

The answer for this question is because back when I made the popheads I wanted the Specialists to be Zombies :lol: The Game can ONLY use one set of Specialist for all Factions...the Same for Advisors. It was suppose to be just a fun novelty as if the Player enslaved zombies for this purpose. They also stand out and are easier to see.
...Are you guys trying to apply "Reality" to this Game? :lol: The Specialists could be made Human but that is a lot more additional work to perfect and the current Zombie Specialists would be out of a job. Besides, I rather like the Zombie Specialists :p

...ge0matrix ...Looks like you managed your game after all.

Yes, the Farmers are suppose to be able to communicate with the Zombies. They are the only Faction who are not at War with the Zombies and who can make Peace. This came about due to limitations in the Editor. IF the farmers could have been set the same as the Other Human Factions, they would have been. The Farmers were not even really playable when they were added initially and basically this game was ONLY intended for players to play as the Survivors against the Zombies. Since that time, many changes have developed and here we are. Now players can play any Faction including the Zombies, although that especially is only available because it could be made available. This Game is "Escape From Zombie Island" and that name came from the Original Game Concept. Because players can play all Factions now, the game had to have many changes and additions to accommodate all the Factions and Compensate the Zombies for Game Play Balance.

Many of your comments have already been addressed for the update. There is a Minimum of 12 turns for Advances and Tech Costs have been adjusted along with many other additions and changes.
The Sated Alpha Zombies have the role of Guarding the Zombie Buildings, IF they were limited, a player with Bombardment units would be able to capture all Zombie Buildings fast and win without any trouble. In the Update, the Sated Alpha Zombies do not enslave more Sated Alpha Zombies, they enslave Crawling Brains that can leave the Building.

By Default, the AI will not keep enough Units inside their Buildings to prevent a Human player (especially with Bombarding Unit) from capturing the Building. The ONLY way to force the Zombies to keep enough Strong units inside their starting buildings was to place Immobile Sated Alpha Zombies in them.
This was extremely necessary when I added all of the Units that a Human Player can Lethal Shoot (Bombard) with. These Units add Fun for a Human Player even though the AI does not tend to use the Bombard capabilities of these units. All quite complicated to work out any sort of game balance and keep such powerful units in the hands of a Human Player.

As for a Mulitplayer Game...The game would need many adjustments especially for the Zombies. Many Units would have to be adjusted or removed as well as Bombardment type units for the Human Factions.
The quickest way I can explain this game concerning the Zombie Units and their Power is to say that it all basically comes from the Fact that I wanted to include Units that can Lethal Shoot. That simple. This is such Great Power in the hands of a Human that the AI Zombies need all the "Game Help" they can get.
...The Zombie Faction depends on lower unit costs and settings that allow them to make many units so the only way they can win is to overwhelm a player that is not prepared for such Hordes. As the game continues, the Zombies gain stronger Units to offset what a Human Player will have by then.

No Matter How strong a Unit is, if it is Shot (Bombarded) it will either Die or lose so much strength that it will not attack. The AI Depends on Direct Attack and Defense...but not a Human. A Good Group of Units that can Bombard will effectively Kill any unit and capture any Building...this just takes time to Kill the Sated Alpha Zombies and other units inside a Zombie Building. Champions and many other Units that have Bombardment now are very Powerful compensation for all Human Factions.

Players who understand how to play a Normal CIV Game have to adjust their thinking and strategies with this game because it is a "Different Animal".

One of the Best Tips I will tell you is to Block off access to your Buildings from the Zombies...even a single Building surrounded by your Units will deter the Zombies from going after it. Even a much stronger unit will opt for an easier Target than choose to fight through units to get to a building. Start Blocking Roads and all Terrain where Zombies can easily get to your Buildings as soon as possible..Be Bold, get out and make your "Front Lines". Expand them as you gain more units and double the Units on squares where needed.
...Also generally, playing as any Human Player, you can research all of the Directly Linked Advances and Trade for the Single Advances shown on the Top of the Tech Screen. Trade for those or gain them through negotiation later.
...also set many of your Buildings that you can spare to produce Supplies and check your Domestic Advisor screen every turn and adjust the supplies that are being applied to gain the Advance you are researching. Keep your Citizens as happy as you can afford and adjust supplies so all are at least content...no Blue Pop Head Mood Badges. Help the other Human Factions that can Build a Key Location to survive the Zombies and build it..then you can capture it for the Benefits later. For example, you might want Cruise Missiles and HellFire Missiles so build up Hordes of Strong Bombard Type Units and after the Military Base Builds those Key Locations, Assault it and gain it in one turn...you will then have those Key Locations producing units for you. If you want Super Coupes, help the Survivors long enough for them to build Mike's Garage. Many different strategies and all are a decision for the Player.

Still Testing and adding Improvements for the Update and the game is Far more developed and finished in every way now. Because I am doing the work, I have not been able to play test as much as I would like but all is going well. As soon as the Testing is completed and all things are verified to work as intended, the Update will be Released.
 
One of the top 10 tips in this game: Leader farm! Always leader farm! Leaders save your life.

The specialist citizens are zombies because of the limitations in the game coding and graphics.

yeh i had about 10 leaders in the game ^^ I upgraded every single one to a champion though, i didn't create any armys (thats not even possible, rite?) or buildings.

Oh, and i got the best tip for the game here. Place about 10 snipers on a building next to a street, right next to a highly productive zombie building (like the factory or research center, but anyone will do fine) and then send out two or three of any weak units you can afford to lose, each carrying a packet. Then let them stand in front of the building till they get killed. From now on, this will be a hot spot. You can expect about 5-20 of the strongest zombs standing there every turn, trying to protect these packets. A sniper feast! They will never attack, and the whole production of the zombies will go to these packets.

That happened accidentally to me, when two skreeches took over the radio station and left with the packets, leaving the building unguarded. That would bring me to my second great tip, if you have a building thats surely going to fall to the enemy next turn, leave some packets there and place all building units next to the building. That way, the zombs will get in, get the packets, and leave in the same turn (if they can move that fast) or next turn, leaving your building unguarded.
The only problem here is the worst case, where you got, say, 5 packets, and there are 5 skreeches with 6 movement each, and a lot of slow zombies. Then the skreeches will get in, each one will take one and leave towards their base, and the rest will fortify in your building. This means you cannot kill a screech with your units to create a hot spot, so the rest of the zombie units will not leave the town.

But thats really the worst case, and quite unlikely. In any case, thats a really good tactic.

Or else, you can create a hot spot somewhere next to your building, sacrificing some of your guards to create a hot spot in front of your building and distract the whole zombie corp there. The prob here is, again, that the zombs will transfer the packets next turn away and maybe some will stay there to continue the siege. Although i don't know exactly how the zombs actually react to such a situation, it's worth a try in a desperate situation

:goodjob:

A few comments at the bottom line:
1)shouldn't be the zombs attacking *anything* that moves, instead of thinking strategically (about weaker units vs stronger units)? (i don't know if thats possible in civ3). And I don't mean that they should leave the base at any cost, that would ruin the gameplay, but just attack anything that is in their way (when at full health, at least)
2)Why don't ALL zombs enslave? That should the main power of them. And why do they create due to enslavement *different* units? Shouldn't a monster zomb create another monster zomb instead of a crawling brain?
3) Lower that screeches movement! Its incredibly fast!! I mean, 6 movement, and with no terrain penalty!! They can blitz attack anything, and with those stats they are unstoppable! Lower the stats or increase the cost or decrease the movement (to 3 or 4), they are just plain unfair, even against a horde of snipers.
 
1)shouldn't be the zombs attacking *anything* that moves, instead of thinking strategically (about weaker units vs stronger units)? (i don't know if thats possible in civ3). And I don't mean that they should leave the base at any cost, that would ruin the gameplay, but just attack anything that is in their way (when at full health, at least)
2)Why don't ALL zombs enslave? That should the main power of them. And why do they create due to enslavement *different* units? Shouldn't a monster zomb create another monster zomb instead of a crawling brain?
3) Lower that screeches movement! Its incredibly fast!! I mean, 6 movement, and with no terrain penalty!! They can blitz attack anything, and with those stats they are unstoppable! Lower the stats or increase the cost or decrease the movement (to 3 or 4), they are just plain unfair, even against a horde of snipers.

ge0matrix... Well seems you are having some good learning experiences.
Keep in mind that Most New Players have similar experiences as you have had and think many of the same thoughts as you have stated...Read and play more so you understand how to handle the game better.

Not sure what you mean concerning the Zombies attacking anything that moves or weaker units vs stronger units. The AI Units will attack what ever they have the power to attack.

Most Zombies do enslave units and the reason they enslave different units is for game play reasons. An example is the Monster Zombie enslaving a Crawling Brain...this represents him pulling his victims head and spine out of their body and Crawling Brains require no support. IF all Zombies enslaved the same unit, it would not be good for the Zombies and the game would suffer as well because there would be no variety other than what could be built at any given time.

Skreech are not "unstoppable" and fine as they are and in fact their Cost is reduced for the Zombies in the Update. The Zombies have the Strongest Attack and Defense concerning later game units but the Player Has and will use Lethal Shooting Units and Strategies to gain what ever they want.
IF you play correctly, you will have most of the Zombie Buildings by the time they are able to build the Skreech and Other Stronger, Faster Units. They were given the power and speed to offset strong Human Play toward the end game so that part of the game would remain fun and challenging. Otherwise, it becomes a Bore.
I have played many games and never have any problems with any Zombie Units against Good Strategy and many Lethal Shooting Units. ANY Human Faction can win a Conquest Victory but the Survivors and Company have their Escapes for a faster and easier Victory.

Once you experience the Faster, Stronger Zombie Units, you will plan your Game to gain as much Power and as many Buildings as you can before the Zombies can start Building those units. IF anyone fails to be prepared at any stage of this game, the Zombies will Wipe them out ...as it is intended to be. There is Overkill Power available for all Human Factions. Gain and use it well to Win. :)
Your first impressions when learning this game will change as you understand the game better. IF you only try what you know about CIV Tactics and strategies with this game, you will not fair well. Try playing a Lower Level until you understand more.
 
ge0matrix...


actually i do reconsider some things i said at the start, for example the overpowered zombies. It just seemed like i was doomed, with my main force being ineffective while i was being attacked from all sides with totally overpowered units, but after the strongest building (factory) fell, the game was suddenly over.

Well, it isn't that hard as a game, but only if you already know the scenario.

So, my tip: Bring in some tips *inside the game*, like some pop up events with the info "hurry and capture as much building as you can" etc, and something to make the players note that they're doomed once the monsters come up (i didnt know that the zombs would get those monsters, that's why i waited), and not to rely on the upcoming tanks (never quite used them) but use more the swats and dogs.

Knowledge is power! :D

Oh yeah, and what i meant with attacking everything, i just meant that zombs are stupid and bloodthirsty, meaning that they don't care if the human unit next to them is stronger, they just brainlessly attack. In the game they behave very smart (well, as far as the civ3 AI could be considered "smart"). If that can't be changed, what about a mad professor (king unit in the overpowered capitol) that became a zomb but kept his intelligence and now coordinates telepathically the hordes, while he is making some experiments on new species (therefore the research and new mutant zombs)? That would explain the whole concept, like making the tech upgrades of the zombs more reasonable, explain the reason of the virus coming out of the research center, as well as the whole AI behavior. Also it would give the human players another way of victory, by concentrating their whole remaining force to the zomb capital if its not going that well.



And here's a whole new concept which i think is more realistic (concerning most zombie films):

Zombs are supposed to be slow or fast and come in huge masses. Their main power is the sheer mass, not overpowered units. I know this comes to a conflict with the bombard units, but if you base your scenario on zombie films, there should be only very few super zombies, which would be crazily overpowered (also marked as king units so they don't defend when attacked, but only if the AI uses them to attack as well), and a seemingly infinite mass of lesser zombs with two points of movement (like in 28, dawn of the dead etc), that comes in "waves". At the same time, the authorities would be very few, and just trying to stay alive, with no ability to create new units but only upgrade their older ones after some time (like fighting experience). Also, there would be some turns where a mass of reinforcements from the mainland comes to their aid, just a little bit after the (few) super zombs and a double or triple zombie wave appear and raze some buildings you cannot save, making your game seemingly lost. That way, there would be some more suspense in the game and epic battles in the streets coming up between authorities and zombs.

Of course that's a huge change of concept and needs to be planed from the start, but it would be an idea for a possible sequel based on this scenario (even on the same island). If you're interested in something like that, ive got some nice ideas about such a scenario, concerning the other fractions ;)
 
ge0matrix... Many Good Ideas but Doing the work and bringing your ideas to Reality takes more than you probably know. That and the Limitations of the Game we are using to make our Scenarios and MODs seriously require more time than most would want to mess with.

I personally have many different ideas but if the Civ Game is used, they cannot be added. Many Hard coded factors limit what can be done. There is no lack of Good Ideas, just a lack of being able to implement them and people willing and able to do the work.

The Civ Game Editor was really intended to allow players the ability to Adjust or Alter the CIV Game within the realm of the CIV Game itself. Many people have tried to deviate further to make totally different games only to find the "Road Blocks" that are "built in" to the CIV Game Engine and Hard Coded. The Best that can be done is to learn what The Hard Coded Factors are and then try to "Fool" the Engine into doing what we want. That is Limited but does allow the Different Games we have already seen from the CIV Game.

Obviously, the Creators of the CIV Game did not concern themselves, nor should they, with people being able to alter their Game to make new ones so much as they geared it toward their Game. That is a "No Brainer" with any game and we are lucky that they did include enough ability for change to allow the creation of the new games that have been made from the CIV Game itself.

You have some Good Ideas but most are not possible with the CIV Game Engine.

I have spent Thousands of hours working on just this EFZI2 Game and I can tell you that there is not much that I don't already know concerning what can and cannot be done with the Civ Game Engine...
We don't lack Ideas...just a game engine that will allow us the ability to add them...but hey...Free is something to appreciate and I personally appreciate the CIV Game and what the creators added that allows us to alter their Great Game into other games we can manage to create from it :)

There are several people attempting some new variations of this game. IF you have the knowledge, ability and time to make a game that impliments your Ideas...I say GO For IT...I would like to play it :)
 
Of course that's a huge change of concept and needs to be planed from the start, but it would be an idea for a possible sequel based on this scenario (even on the same island). If you're interested in something like that, ive got some nice ideas about such a scenario, concerning the other fractions ;)

or even as a PREQUEL

I wouldnt think that anyone would object to you starting your own thing, but as for reworking EFZI2...I desperately hope not (Tho I do keep old versions in back up in case...) because this is with out a doubt my favorite scenario.

What you need to do, is play a few test games...determine what the units are capable of...This is an easily winnable scenario (4 hours, maybe 5 if I try to take the WHOLE island)...what you have to do is set a goal, and work toward that goal...eventually you will even be able to play for flavor :) (Like the Survivors occupying the whole Island, forging land deeds, and restarting the whole Island as a Horror Amusement park!!...now THERES a sequel)...

tho I do admit, I have never beaten the game with the company...I think they are the weakest of the groups, so if thats your problem, try starting with the survivors....the 1st time it is overwhelming (especially if youve played EFZI BEFORE the remake 0_0) the 2nd time, you will do much better, maybe even a slim victory...the 3rd time, you will slaughter the zombie hordes on your way to glorious victory!! just remember your mistakes and learn what certain steps are crucial...

Vuldacon: not only is this scenario awesome, but you provide constant support for it...Kudos to you
 
Spacer One... Thanks for the "Pat on the Back". I have worked hard on this game and I seriously believe you will enjoy the Update even more. There are too many things to list here but many Improvements to enhance the game have been made and added.

I Just finished re-making the Advisors Screens and editing so the Domestic Advisor Screen shows all Improvements and "Key and Minor Locations" Status figures as well as all Advisor screens are easier to read the light Colored Numbers. I also just finished remaking/adjusting the Airport and Military Base so they look better. Civilopedia Entries have more links and have been adjusted. Great New Units, New Key Locations, Improvements for what was already in the game, more development, etc...

So Much work I have not had enough time to Play Test as I need but doing that now. I am very particular and I can tell you that this game is again that much better than when it was released last June 1st. :)
 
well, some idea can be implemented fairly easy. For example the zombie professor king unit. It's actually just a single king unit, and I do think that there are some ready unit graphics out there for it (could be a huge brain or just a slightly modified modern scientific leader). The only adjustment would be some more power to the capital (research center) and maybe a special defense wonder for that building.

The story background change: Just that the prof injected the serum to himself and became that zombie prof, and all other zombs are his creation (mostly by bitting).

That would explain the whole story, behavior and evolution, and add a little flavor to the concept by giving you another chance for victory.

One little thing that remains not logical in both cases, is the fact that you have to kill everyone and everything to succeed a conquest victory, even after defeating the zombs. That could be explained for example with the people getting crazy after so many fights that they can't trust anyone anymore and just kill everything that moves in the end.
 
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