Escape From Zombie Island 2: The Remake

A Big Thanks goes to Plotinus, aaglo and odintheking for personally working with me to create some Fantastic New Units for the game.

...before the Zombies have you for a snack, read the Civilopedia and Game Concepts to gain a better understanding.

The beginning Zombie Buildings with the number of Sated Alpha Zombies, Flesh Eating Bacteria and Machine Shops are all on the "Sated Alpha Zombie List" in Game Concepts with Links to it in the Alpha Zombie unit entries. This will help your Strategies as to what Zombie Buildings to capture and what to expect when you attempt to capture them.

You can Expect the Zombies to be more aggressive. They are more powerful when they reach the Tech Advances after Zombiegeddon.
...The Zombie Nurses and Graveyard Swarms use the Sewer Accesses very well and you will discover that the Zombies use the "Custom Sailboats" at the Yacht Association very effectively.

The Zombies start with 21 Buildings that have various numbers of Sated Alpha Zombies, totaling 233.

...The Game is more challenging but you will see that you will gain many Great Leaders that you can Upgrade to Champions to Help you.
IF you start to feel overwhelmed, keep your Head and adjust your play. Remember to negotiate with the Other Human Factions to gain supplies and other Tech Advances. All Bastions start with a Sewer Access to allow Trade with all other Human Factions from the Beginning of the Game. The Sewer Accesses do not require support so the AI will not disband them.

Each Faction has been given many new additions and all can win with good play.

...Good Luck and have some Fun in your Games. :)
 
is this a Late birthday present, or early Christmas present?? Thanks alot guys, for continuing to make my favorite scenario on CFC better...EFZI2 is the only reason I have Civ3 on my puter at all(except for "In-game testing")...

Great work guys...I hope to get hours of enjoyment out of this :)
 
Spacer One... Both a late Birthday present and Christmas Present of course :D

You will have Longer Games to enjoy since I adjusted the Minimum Tech Research time to 13 turns. The Zombies gain their Last Tech on turn 117 for example.

Generally, if you play without speeding the play in any way, a game will require 3 or 4 days but this can be accomplished faster if several things are turned off in preferences. Personally I like to play and see all as it is suppose to be for more Fun...IF It becomes boring to watch Hordes of Zombies move slowly on the Zombies Turn, I just Hold the Shift Key Down as wanted.

Make sure to take EVERY Turn seriously no matter how well you "think" you are doing because the Zombies gain Great Power and you will need your Human Strategy to Defeat them. Don't waste any time or play casually because the Zombies are Coming for YOU :lol:

The Game will appear perhaps Overwhelming and indeed it is in many ways but a Human that understands this game and the Current additions and adjustments will prevail.
It is a TEST of a players "self Talk"...Remember, "whether you think you can or think you can't...either way, you are Right".

You will have plenty of Zombies to Kill and Champions to do it with...along with many added special units to use as you see fit to accomplish your Mission.
The Zombies have gained access to Sewer Accesses and all of their starting buildings have them. Graveyard Swarms and Zombie Nurses have discovered the Sewer Accesses and use them well.:eek:
...IT is YOU against them so learn what has been added, changed and adjusted in the Update List and Please Read the Written entries in the Civilopedia to find answers to what you want to know. Game Concepts as well as all Civilopedia Entries have been addressed to convey all Game Factors for players.

... Very Happy You enjoy EFZI2 "the Remake" and I hope you will find this Major Update to be an improvement and an Exciting, Fun Challenge.
 
wohoo!

New version came out just in time for my Christmas holidays :).

btw, King Arthur did you got my message what I sent you on october ?
 
Special Thanks to King Arthur and Sasebo for countless hours of Testing and feedback. "Scraps" and "Little Johnny" were Sasebo's idea and these unit additions promoted my adding the "Infected Dogs" as well as the "Pre-Zombie Dogs" to the game.

King Arthur managed and kept all of the continuous files I sent over a seven month period for all aspects of this Game Update straight. That wasn't easy due to my having to send many smaller files almost daily. The difference in Time Zones, Family Affairs, Work and General Life certainly added to the difficulties. His managing the Uploads for this Game and Update to make them available for players is an appreciated relief because without a High Speed Internet Connection, I would not be able to Upload huge files such as this Game and Update all at one time. Hope to have some form of High Speed Internet connection available where I live in the near furture. :)
 
Yayness. :D

Just as I decided to return from inactivity due to college apps. Nice early Christmas gift. :)
 
Bluemofia... Yes, we do not want Boredom over the Holidays :)
Just a note to List the Zombie Tech Advances.
Players may find it helpful to note the turns where the Zombies gain another Tech Advance and what they are to help with Strategies...and when to Panic :lol:

Perhaps I should have included this in Game Concepts for fast access but in case anyone does want the List here you go:

Zombification-0
Mmmm Brains-13
Damned Dogs-26
The Mutation-39
Species Jump-52
Zombiegeddon-65
Horrible Things-78
The Dreaded-91
The Omega-104
Deadly Evolution-117
 
All I have to say is :woohoo:

;)
 
About half way done with my second survivor game. (the first one, I gave up after the zombies took the radio station, and I was nowhere near being able to take it)

Took the hospital soon after the authorities lost it, and then pretty much had a stalemate while I sieged the graveyard for like a day and a half. Then chucked a bunch of badasses to go defend the Furniture store, and then take the radio station after the authorities lost it. Got a bunch of champions, then began to initiate a 2 front war.

Finally took the graveyard, then moved down to the paradise resort and up from Mike's Auto Shop to take the church. Now I'm working on taking the Fast Food place, and going to sweep through and take the southern cities. Though zombie bats are showing up, so I might just take the fast food and Gentlemen's club and then charge the airport.

I've also noticed a national guard and a highway patrol team from the authorities actually running around and bombarding things. :)
 
Blue, that Xmas avvie is so awesome! :p
 
Hehe... And I posted it one minute before Christmas too (Central time). :)
 
Another great version of a great scenario. I think the greatest compliment I can give is that I'm in doubt if I will play Zombie Island or Crysis.
I'm playing as the Company at the moment and I managed to capture the Excecutive club and the bank. Just as I captured the bank the authourities managed to lose the radio station so I had to capture that one as well. At the moment all my leaders and special characters are holed up in there and surrounded by hordes of zombies and pre-zombie dogs.
 
Vuldacon: I finally got a chance to give this a run...Wow...

I really like how the "Lesser" heroes (Bruce, Miss Tokugowa, Sam Hammer, Abe Peters) have good bombard(shooting) but bad range (Cause they cant aim?)...Im glad Mike Rush got bombard...Champions/Leaders seem to spawn like crazy now...and production in the 4 main starting buildings is great...by the time I learn Keep the Lights on, Im cranking out badasses in 1 turn, in most buildings...

the adjustment to the Spunky Kids and Hand built tanks, makes them worth building alot more than before...the kids actually seem to be able to kill stuff if you have 4-5 of em...and the school is like trying to attack a whole 3rd grade....kids just pile up there, and there is no where to put em...but anything that attacks the school gets pelted with rocks before they get to the fence...

I miss having to build stuff...I built the Shinto Shrine,Mike's Garage, Supply Drop Point, and the Clearance sale...I only had to build Sewer access in 2 buildings, and didnt have to build fortifications at all...

The worker rate for "Build Fortress" seems too long to me...I have 3 engineers out there with 5 badasses, they should be able to slap out a pile of tires...

Does Mike's garage spawn slower now? I dont recall how long it was, but it seems they dont "Spew forth" like they used to...I miss my ever present supply of super coupes

Making the bats land instead of Air, pleases me greatly...plus its easier for me to picture a zombified bat, flying down and trying to eat my brain. Than it is to explain why this annoying bat keeps dropping rocks on me...

the altered civilian next to the Reverend is also a welcome addition...I have been running him and Abe around in the Rushmobile(until I blew it up)...sniping and running away...

other than that...all good...it does seem to be moving faster for the zombies, and noticably slower for me. But not inn a way that is bad...and my standard preplanned "Path" (As I have explained, it is the most direct way off the Island) for escape worked like a charm...My first game was a success, and now Im on to rescue Mr T :)...

P.S. I dunno if youve tested the Sam Hammer rescue since the update, but it doesnt work quite the same...I started 4 times, and his initial path is not constant, but he is always capturable. I only mention this, because in one of those games, it took an extra turn to reach him, and I almost lost him to the company
 
Spacer One...
Yes, there are many more Special Units that have Bombard and the Hand Built Tank moves 2 with better Defense. Spunky Kids Help in many ways...Great Little "Lookout Units" as well as Effectively Softening Zombie Units. They can also be Disbanded if you find that you have more than wanted. Badasses use the Sewers as well as Upgrade to Sewer Rats later.

There is still plenty to Build... Sewer Accesses still need to be built in building that do not have them for Fast Connection. For those who want them, Fortifications are more helpful later in the game when faced with the Stronger Zombies.

Worker/Engineer Work Rate is Doubled when you reach Do It Yourself.

Mike's Garage produces Super Coupes every 10 turns since those Units are more Powerful and Hot Wired Cars are meant to Fill in the Need for More Transportation. Mike's Garage can be Built by ANY Human Faction Now rather than Depend on the Survivors to Build it. This is to Prevent having to "Guard and Help the Survivors when playing as another Human Faction in order to be able to Gain Mike's Garage and Super Coupes. As the Survivors, if you Build Mike's Garage as soon as Possible, you will have enough Super Coupes to place around in various Buildings as the Game Continues.

Zombie Bat Bombers come in with Zombiegeddon. The Zombie Bats come in with Species Jump. This prevents the Zombie Bat Bombers from being able to Bomb players Before they Discover Do It Yourself and have the ability to Build Auto Defense Systems. So Bat Bombers are still in the game but IF you Build many Defense Systems and place various Bombard Units with air defense in buildings, the Zombies do not tend to Build as many Bat Bombers.

Yes, I added "Charlie" (Special Old War Vet) in place of the Civilian to help players save Reverend Simmons as well as help the Survivors with Abe Peters. Those Units have Bombard and Blitz.

Glad your Escape Plan worked well for you as the Survivors. The Zombies will tend to be more aggressive due to the added units and strengths placed for all factions but Good Strategy will Defeat the Zombies regardless.

Yes, Sam Hammer has been tested many times and still can be Rescued generally on turn two. He will tend to be on the Skyscraper toward Sales and Marketing on turn two...IF you do not chase him away by revealing territory in that area. There can be a rare occasion where the Zombies send him another direction but there are plenty of units that detect invisible to help you see and rescue him later if not found turn two.

Over All, the Default Level 12A was adjusted to be a little more exciting and at the same time offer a little easier play using good strategy with more Bombard Units...and Yes, players will gain Many More Great Leaders that can be Upgraded to Champions to help with All Factions. All Human Factions have the ability to opt for a Conquest Victory if desired and the late game adjusted for the Zombies to have much stronger units to help the game play stay challenging.

Each Faction has many additions specific to each of them that I hope players will find beneficial and Fun to use with their strategies in the game.

Good Luck Rescuing Mr T "Sucka" :lol:
...and IF you opt for a Conquest Victory, Good Luck gaining Adventure Island and the Makou Cannon.
 
I have only once ever achieved a Conquest victory...I generally pick a path...snag a few key buildings(Depending on how many champions I have, and who is alive still)...then I take as many survivors as possible to the Airport, an shove em in helis...during the remaining turns, I use all the "expendable" units I have left, for a "last ditch" assault...I usually get another 2-3 buildings in the few turns before the game ends, but not enough to matter...

once I get the hang of this version, I will go for some of the other nifty elements you guys have hidden around the island...

and I dont see the Bats bombing at all...maybe cause I build the Air Defense ASAP...?...either way, I like it :)
 
Back
Top Bottom