Escape From Zombie Island 2: The Remake

Spacer One... Yes, I placed many New Things in this Update and as for the Zombie Bat Bombers...they will Bomb you IF you do not have Defense. Remember that the Zombies do not gain the Zombie Bat Bombers until Zombiegeddon. IF you capture a Building and do not have Defense, they will Bomb You. You might notice the Zombie Bat Bombers Bombing the Other Human Factions such as the Authorities at the Police Station. In any event, the Zombies do Build and Use the Zombie Bat Bombers...just not as many due to the factions having more Defense against them :)
 
I've also noticed that the AI actually uses bombard sometimes. The authorities are sitting outside the hospital with a couple of national guard and a swat team, each turn they shoot at me or passing zombies. It's very annnoying as I can't spare any troops to clear them out.
 
I have used up all my allowance for my broadband this month so ill have to wait until the 7th next month to get this update:mad:
 
Ok... took around three 1st day re-starts to figure out what best to do with the Company, but I have now progressed to about Day 5 or so with them.

I love the spawned detectives out of the Detective Agency and I appreciate you making Elvis a bit easier to get. I am playing on 12A and the zombies do seem stronger this version, which is great. At first I thought I was really struggling as I had only taken 3 or 4 zombie buildings in the first 4 days, but then I finally realized research rates had been increased so my expansion does not have to be *as* hectic as they were in the past. I like that... I think the longer research times make the game much better in many ways.

Abe Peters and Charlie are sitting outside of the Hospital and bombarding every single turn. Not doing much good, but great to see (how did you accomplish this?). Love the touch with the zombie dogs (awww, look at the cute pooch, come here boy.... ahhhh, ahhhhh!!!!). Zombie boats are keeping me on my toes as well as well as the creeping horrors popping up everywhere.... these were nice added touches.

I am targeting Mr. T right next and he is guarded by about ten sated zombies, so we'll see how that goes :)

Great job! No criticism whatsoever so far.
 
egroen... Glad you are gaining understanding of the Game and I appreciate the Feedback. :)
This game is Loaded for such a small map and due to the number of buildings and short distances, it has been tough to adjust to have the desired Game Play with all Factions. The Civilopedia with Game Concepts will help and I have to refer to it myself occasionally :lol:

...I wanted the AI to use Bombard and after a great deal of experimenting, found that the AI will use some of the Units with Bombard if they are pre-placed on the map and set as Random for the AI. The Reason the AI does not tend to use the Bombard for units with this ability is because Attack and Defense have to be Flagged as well as Artillery in order to be able to use the Units as intended as well as the Bombard ability. The AI by default uses the Attack for the Units because it cannot understand the Combo Unit ability. Setting the Units with the Random setting for the AI use allows the AI to use the units as Artillery where they will Bombard with some of them as "Artillery". IF the Units are set as Artillery in the first place, the AI will not use the Bombard as desired... they tend to only take a quick artillery shot at units mainly from inside buildings rather than Run around on the Map using Bombard.

...The AI uses Bombard for the Omega Zombie as well but you will mainly see this when you have many units surrounding a Zombie Building as you are trying to Capture it. They will use their Bombard (Spit) to soften and Kill some of your Units :lol:

This is the Best I could do to have the AI at least use some of the Units with Bombard ability. You will see that the AI tends to use two or three units together like a "squad" when they use Bombard outside buildings on the map.
 
I love the super coupes. And how I leader farm.

I am currently taking the Gentleman's club, but I've sent the SMG reverend, Sniper King Arthur, and 2 champions to the city hall to kill the zombies nearby. The super coupes make transporting them around so easy. And combined with the balloon, I can use up all of their MP on bombarding every turn. And I've sent some of the minor heroes to guard the Police station. I'd like the Authorities to be able to defend themselves against the monster zombies when they arrive. :)

Anyways, am I the only one who practices zombie starvation genocide? I've done this to every building I've captured so far. If I can't spare extra shooting units to kill the population before I take it, I starve the population down by turning all of them into specialists and build buildings and/or give me money while they starve. Then I replace the citizens with regular people after all the zombie citizens are gone.

Though this one time I did build handymen instead of starving them because I needed them... Quite amusing in the military advisor's screen. :)
 
Bluemofia... Going for more of a "protection" Plan I see... That should prove interesting in the late game.
As for "zombie starvation genocide", That works but I find it even better to do this Before capturing the Zombie Building. Place Units on all Tiles surrounding the Building and when Bombarding, Kill them down to size 4 so when you capture it, it will be size 3 and very fast and easy to make the Population happy and or content by sliding the Luxuries up two or three turns.
 
Bluemofia... Going for more of a "protection" Plan I see... That should prove interesting in the late game.
As for "zombie starvation genocide", That works but I find it even better to do this Before capturing the Zombie Building. Place Units on all Tiles surrounding the Building and when Bombarding, Kill them down to size 4 so when you capture it, it will be size 3 and very fast and easy to make the Population happy and or content by sliding the Luxuries up two or three turns.

Whatever helps keep the AI allies alive... And their cruisers are nice defending my western flank from their pesky sail boats.

I don't have time to starve them down before capturing them unfortunately (I would normally). I spend like 4 turns taking a city, and that's not enough time to starve it down significantly. Also, regrouping my forces would take an additional 2 turns to reach the next building, which it already takes around 2 to 4 as it is. I can deal with the zombies citizens later, just that I need to rush towards the airport before the Monster zombies start showing up. I still have like 4 cities to go.
 
Wow -- protect those buildings.

Buildings I thought were fine with a mere two defenders (and auto defense which I had read will keep the bats away -- just not when they are on land!)were being lost to bats right around day 6. In the course of two turns I lost 3 or 4 buildings -- was able to get them back pretty quickly, but that is going to hurt my expansion efforts substancially.
 
Ha Ha...went for a conquest, lie I said I would...
I had half the island(Monster Zombies are now everywhere)...then I started losing buildings slowly...

now Im in fear of losing...I dont see how you can defend the whole Island...I had taken the Cemetary, and Hospital (couldnt get the church...Mr T will have to wait...but I have a dalek)...as well as the Western edge of the island...
notes: (Ive not looked at the editor)
Mike Rush's attack seems low...maybe I expect too much from heroes...
Vuldacon ends up useless at the end...Im cleaning up streets with him...trying for leaders(maybe a 1 bombard...is there a ninja star animation?)
the Techs are too "locked"...I cant speed up research if I want to/can...I miss that...
alot of what I have mentioned regarding the older version is fixed...its SO FUN!!!

Kudos guys...if there was another Civ 3 expansion, this would deserve inclusion...
 
Spacer One... Thanks for the Good Words and Glad you enjoy this Updated Version.
Mike Rush and Pre-placed "Special Units" have strong Bombard for the beginning and although they could use more fire power in the late game, that would make them far too powerful when the game starts.
Yes, Vuldacon as well as Mr T are strong Units but best used with care especially in the late game against very strong Zombie units. The Pre-Placed "Special Units" must be used with care not only to get the most from them but to help them survive. :)

I had to set The Tech Advances with Minimum Research of 13 turns in order to prevent Premature Advanced Power for a Player...and the Zombies. The main Reason for 13 turns is because players wanted the game to last longer and felt that Techs were coming too fast and I agree that they were. The Mandatory 13 turns Minimum for Research may seem frustrating but it is necessary for game play balance. Many Things you can do with different strategies...especially once you understand all in this Latest Update Version. It Greatly Helps to know what to expect in the late game for early strategies and being better prepared for all the "Mean Things" the Zombies have later.

...There is no "Ninja Star" animation but I agree that would be nice to have.
 
So here is Jeff Morris sitting all alone -- yet every time I move a unit into the city he dies? Is the city size too high for me to capture him some how? Not sure how I can get him...

Morris.jpg
 
egroen... The Company Cannot Capture Jeff Morris...This is Listed for Jeff in the Civilopedia Under Units.
The Reason is Jeff Use to Work for the Company. He had a Falling Out with the Company, left and was relaxing at the Paradise Resort when the Zombie Outbreak occurred. :)
 
It seems too hard to defend against Zombie Bat Bombers. My Roboforces are having no success at all shooting them down. They just decimate any units i leave outside of a city.
 
It seems too hard to defend against Zombie Bat Bombers. My Roboforces are having no success at all shooting them down. They just decimate any units i leave outside of a city.

I have no problem with them at all...tho since I posted the comment that :I never see them" they have decided to make themselves much more annoying...but with proper defence they are easily shot down...maybe 2 of 5 will get through...

Vuldacon: on a side note, my plan to attempt conquest has been thoroughly destroyed...I am now trying to consolidate forces and take the Airport and get the heck out...once the monster zombies infest the island, its all but over...
 
Loki1232...Build the Auto Defense System in all your Buildings...this along with capturing more Buildings will deter the Zombies from Building so many Bat Bombers. IF they "sense" weakness, they will build what is effective.

The Omega... Atlantic Ocean eh? Hope your Computer is Water Proof :lol: Just so you know, the Zombies have been asking for you :D

Spacer One... Yes, indeed...the Late Game is Tough and will surprise most players. Generally, Players will gain toward 30 Champions by the Late Game and IF the Special Units are added with them in a Good strategy, you can stay safer as well as keep advancing. IF you want to Go for Conquest as the Survivors it is possible but you will have to play tough and stay Mentally strong without giving up even when it appears you will lose. Remember that like most CIV Games, the AI Goes All Out at certain times...IF you keep your Head and continue, you can gain the needed edge. Use all your Skills and Stay with it. As I said before, this game will test a players Mental Status... Whether you think you can or think you can't...either way YOU are right :) Find the way...but do not judge yourself until you know the game and what to expect. You probably noticed that it is easy to get the feeling that you are doing better earlier than what you find out later. This game is adjusted so it will not be a simple "Zombie Target Practice" to win easily despite the Champions and Special Units. Like a Chess Game...when you are winning early...keep playing strong.
 
well, I think my mistake was a failed, all out assault on the church...

there is a 100% victory I can see, and Im not sure its possible...I want to rescue as many NPCs as I can, and turn them into PCs...taking the resort was easy, but the Church?? I lost Mike Rush, and 3 champions...

30 champions at end game?? I have 15 tops...bad game?? Im still doing ok...took the Airport(did I mention that Ive gone up a level from 12A?)...and I should beat this one by the skin of my teeth...

can anyone give me an opinion on whether I should try the Company or the Authorities for a game or two? I think I have again mastered the Survivors exit strategy...

[edit] mental status?? Im not gonna delude myself into thinking that I can still take the island...I lost the Garage, school, and old folks home in 1 turn...Im getting on the Heli
 
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