Escape From Zombie Island 2: The Remake

From the sound of it... the company have an easier go than the survivors. I am having plenty of fun though. Am playing on 12A and it was challenging, but not taxing. Conquest victory is definitely obtainable with the company - as you can see from my earlier screen shot. I think key was a nice security -> security smg sling shot.
 
Right now my Grand Army of the survivors is in front of the Conference Center. Stupid bat bombers are picking off units in my stack of pyros and spunky kids. Upkeep is killing me right now, as I have 214 units out of the allowed 69. I'm on turn 75, and own most of the island. Total hero casualties: 1 (Abe Peters due to a random Monster zombie attack)

What I really need to watch out for, are the monster zombies from the armory. They did threaten to take the Retirement home, but they turned back for some reason. So I need to be careful there. And the Authorities are supremely incompetent with their cruisers, and have lost quite a few of them to the giant squid.

I've got 20 champions ATM, and 14 of them are in the Grand Army. 5 of them are defending the Church/Radio station, and one of them (plus Charlie and Miss Tokugawa) is defending the Police station from minor attacks. I've also got Mike Rush, the Reverend, the Prom Queen, King Arthur, the Dalek, Sam Hammer, and Mr. Tokugawa in the Grand Army. And like 18 Spunky kids, and some amount of Pyros.

attacktheccjx0.jpg


Oh yeah. The Mega Laser tech description in the advisor box is incorrect. Currently it's set for medicine.
 
Eh, I downloaded this mod and was about to play it, when I got an error that said:

TECH_Year_Before_Zombies
could not be found in file
text\PediaIcons

I checked in the text file and it was there. Any help/ ideas as to what could be the problem?
 
Bluemofia... Looks like you are doing well. I do Not see any problem with the Mega Laser Tech or description...what exactly are you seeing and where?

Goblin_Fury... IF you have the Original Game from June 1st 2006 as well as this latest Update and have placed all files correctly, you should not have any problems. The Entire Game will be Uploaded with the current Update soon for those who have not downloaded it before.
 
I'm thinking cruise mines should be a little stronger, or cheaper. Right now I have two whole units that can make the paradrop to Adventure Island (Elvis and the T-800), so I have been trying to get some rental boats over to the Airport. So I take a gargantuan amount of time to build a ton of cruise mines to protect them.... I make the launch and plop about 20+ mines along with the boats -- they are immediately swarmed and every single one is destroyed by squid. Kind of annoying.
 
30 champions at end game??
That seems high to me as well. I have had trouble generating leaders this game (could be isolated)... I have all but three zombie buildings now in Day 9 and have only a dozen champions.
 
egroen... Each Game will play differently and the number of Great Leaders gained will depend on what a player does with the game play. Champions also gain Great Leaders and because Champions generally are used to Bombard without getting Hurt in Battle, each will tend to eventually gain a Great Leader. Players should gain MANY Great Leaders that they can upgrade to Champions...toward 30 by the end of the game. I tend to gain around 24 by the time the Zombies reach The Dreaded for example.

...Cruise Mines can Kill Giant Squids but you will need at least two or even three per Giant Squid if you directly attack them with only Cruise Mines. One thing you can do is use a Unit that detects Invisible to spot where a Giant Squid is, then use a unit with Bombard to almost Kill the Giant Squid (units with Bombard can shoot Ocean Units and injury them even though they do not have Lethal Sea Bombardment)...then use a Cruise Mine to Run out of a Building to Kill the Giant Squid and then return back to the Building for safety.
There are methods that will allow players to get to Adventure Island early but not easily. It is Not intended that a player reach Adventure Island in the Early Game. All Human Factions will gain Units that can Airdrop or Beam to Adventure Island in the late Game. Read the Makou Cannon Operational in the Civilopedia to see the Buildings where units can Airdrop or Beam to Adventure Island. The List states the Distances from each Building.

Note: IF a player focuses too much on trying to get to Adventure Island early, their development on Paradise Island will fall behind and they will Pay for the early attempt. It is possible to gain the Makou Cannon on Adventure Island early but it will come with a "price" :) Use Good Strategy and timing to Win.

I will be gone for a couple of Days and will check back here then.
 
I have two cities on the Island left to conquer and wanted to try and get the cannon's use while I still had something to conquer left.

The other thing you can do is drop a cruise mine in the water on the opposite side of the island you want to traverse. The squids will all head towards it, freeing up a small window of opportunity for you to actualy use those rental boats.
 
Bluemofia... Looks like you are doing well. I do Not see any problem with the Mega Laser Tech or description...what exactly are you seeing and where?

If I hover over the tech, it reads something to do with medicine curing the zombie plague. (That's what I mean by description) The script.txt file needs to be fixed.

And I'm really annoyed on how the zombie/giant squid can enslave... Not reasonable to turn a boat or a mine into a squid IMO. And because the AI are so horrible at these things, they just give them too many squid to play with.
 
Made another attempt to get units to Adventure Island to get the cannon before I had everything conquered. Landed about 40 cruise mines on the rental boats -- I was absolutely owned by the squid. Now there must be hundreds of them :(

Seems I will have to wait until I get the helicopters, and then the cannon will have no use.
 
Found another minor bug: Detectives do not have all terrain as roads (the civpedia says it does)
 
Bluemofia... The Zombie Squid are the only unit that can enslave more Zombie Squid...I do not know what you are thinking concerning Boats or Mines becoming Giant Squids? That is Not what is happening.

The Detectives not having all terrain as roads is an Error...This should be flagged in the editor and I see that it is not.

The makou Cannon on Adventure Island is not absolutely necesary but IF you can find the way to gain it, Great. For Conquest, you will have to capture Adventure Island Ultimately in the end.

What I am "hearing" is that the Game is basically too easy (I agree but I tried to ease up on making it too difficult for general Players). I understand that the Giant Squid are not appreciated...
IF you want to Flag Detectives for All Terrain as Roads in the Editor, that is what was intended. There were not enough Testers to help catch some things as well as provide more feedback to help with general Game Play "feelings" and personal Opinions on all matters.
IF the Game is set as difficult as I believe it should be...the Makou Cannon on Adventure Island would be needed more in the late game especially ...and players would not be able to win long before they were able to gain the Cannon for Good Use.

...I will address the Detectives having all terrain as Roads...possibly adjust the game more so it will be much more difficult and provide more of a need to gain Adventure Island and the Makou cannon in the late game ...with no easy way to Win long before that time.
 
Well, same concept. I meant that I'm annoyed at the squid enslaving other squid, and although I understand a zombie biting a person and turning it into another zombie, I don't get the logic of a squid destroying a boat/mine and turning it into a squid.
 
anyone who thinks its too easy should go up just 1 level...the change between difficulties should be enough...

I dont think its "easier" but not enough changed to alter my original strategy (that hasnt changed since the oldest version I played)...it allows for many more replays, which makes it fun for a long time...I wouldnt recommend making it MORE challenging...We arent all CIV masters...some of us just "play"...
 
Bluemofia... Enslavement for units is really more of a "reward" than a Reality of Practicality. We see a Unit Die but then see a unit appear after. Look at Great Leaders. The Elite Unit that Created the Great Leader remains but where does the Great Leader Come From? ...The Dead unit? :)

The Bottom Line to the Squids enslaving more of their Kind is due to the fact that they cannot be built and because players are not suppose to be able to reach and capture Adventure Island any time in the Early Game.

I could for example make the Game far more Challenging to prevent a player from capturing almost all Zombie Buildings before reaching the last Techs and having the ability to go to Adventure Island to capture the Makou Cannon.

I understand that having some possibility of gaining Adventure Island early is good but if that were easily accomplished the game would be far too easy and none challenging.

The Survivors and the Company are meant to go for their "Escape" Wins but I wanted to also set the game where a player could opt for a Conquest Win if wanted.

IF there were not many Giant Squids, the Authorities for example could gain Adventure Island easily.

What I see is that the Game is a Bit too easy because players should not
basically gain almost all Zombie buildings before reaching their last techs... of course the Makou Cannon would then not be of much value. The Key is to have the game difficult enough so the Zombies have many buildings remaining by the time a player reaches the Techs that allow them to Airdrop or Beam Units to Adventure Island to gain it and the Makou Cannon.

The Detectives are suppose to have all terrain as roads and this will be corrected. Even though this is a minor thing, it is important. This is the Only error I have seen in the thousands of details concerning the game. Having to Upload the Game again for this is a Bummer at best.

odintheking has started working on "Flamin' Hero" again and this can also be added to the Update when it is completed.

...as for the Giant Squids...they can be set where they do not enslave and the game adjusted again where it will be more difficult to gain almost all zombie buildings before reaching the last tech advances...this was the intention but because many players do not play as well as others, a "happy medium" was attempted. Personally, I find the game very easy on 12A but I cannot use my play as judgement for all players in general...so I thought I had the game adjusted about right for 12A level where it would be challenging for the general player and at least fun for most.
I gather that the game is a bit too easy because players in general should not easily capture almost all Zombie buildings before reaching the late Techs and the ability to gain Adventure Island and the Makou cannon when it will be worth gaining. There would be no point to the Makou cannon and its abilities if the Game is already Won before gaining it.

Sure we would all like to have the cannon early but in the end if we did gain it too soon the game would be won too early and not much fun. Thus the Giant Squids as a Major Deterrent.

It would be very easy to adjust the Zombies with a little more strength for the early game to offset a player being able to gain most of the Zombie buildings before reaching the last techs. This would then make Capturing Adventure Island and the Makou Cannon more desirable and needed.

I will have to "regroup" and consider everything. I now feel that the Update should be removed until it is completed and final.
 
this will just be a BIQ update right?? can you name it beta 2 or something, so that I can have both??...

Im quite happy with it as is, and suspect that difficulty levels are in need of adjustment by the players. Not by the game itself...I find it perfectly challenging in the manner I expect...

I mean C'mon...things have changed ALOT...but we are still on the same island we have been for years,,,we are familiar with the terrain, and the basic mechanics...Not only that, we have the advantage of predictable AI...its no wonder that people(myself included) are already beating this scenario...the question should be 1 of 2 things...

Have they beaten it on the highest difficulty level?

Is the scenario still fun?

get over it...the scenario is awesome...:hatsoff:
 
Oh, the scenario is a ton of fun and I'm sorry if my comments indicated otherwise. I think relatively minor adjustments are worth considering, but it is obvious a ton of work went into this and it would still be more than great if no further tweaks were added.

... so I thought I had the game adjusted about right for 12A level where it would be challenging for the general player and at least fun for most.
I should not have been playing at 12A (which is Monarch and I play mostly at emperor & demi-god)-- I just was intimidated at how much it sounded like the zombies were beefed up from the earlier version. And they are -- but civ is still civ, for the most part.

I still have to think 12A is hard as hell for someone who normally plays around monarch or below (most people) and especially for the first time playing this scenario.

I am fine with zombie squids enslaving -- I think of it more of as if they are simply spawning/reproducing a new champion unit to break off on it's own upon a victory -- not that they are actually turning a boat or mine into a squid.

That said --
Research cost should be upped (or minimum turn rate lowered) -- I can't think of a single time when I was not at maximum research rate. This should help 'time' the conquest of the island more with the late techs. Bluemofia and I were at least 39 or so turns ahead (3 techs) of where we should have been in relation to techs and conquest of the island. Increased difficulty level is the best solution - but a little tweak to research would help. The other easy option would be to disallow the trading of techs. Right there would add the 39 turn differential, as I am sure most trade for Here Boy; Aid Relief and Revenge of the Nerds. It would also force more strategy into your research desicions.

Simply increase the defense of cruise mines. I should be able to protect a rental boat for at least one turn with cruise mines. This would make getting to Adventure Island a bit earlier still very difficult, but not impossible. If the cannon is in the game, by golly, I want to be able to use it while there are still zombies left! Another suggestion would be to increase the champions, and only the champions, paradrop range so they could reach the island. It should at least be 'possible' to get there when the tech for the cannon becomes available.

If the cannon is that much of a game breaking unit, make it only one attack per turn - so that you can kill one strong unit with it, which would still make it incredibly useful, but not a game breaker. Or is it already only one attack per round? (I am not at home at the moment)

Consider either A) increasing the attack value of all non-starting zombie units or B) lowering the defense value of all non-hero human units. The zombies are still a bit reluctant to attack, and I feel way too "safe" leaving full health units out alone and unguarded.

Added note --
I could be wrong, but I thought I recalled reading somewhere in one of the pedia entries that mines could be paradropped onto Adventure Island (from the main island). Wish I could remember where, but obviously this is in error.... if that was indeed what I read.

Finally --
I think 90% of my suggestions will be addressed simply by going up difficulty levels, so do not put much time into it if you do not want to :) This is a great game as is.
 
Land mines CAN be airdropped by the survivors, tho all they tend to do is draw the enemy away from the cities (I drop them in streets outside cities, to clog roads)..

As far as the difficulty, Most players do probably play on 12A or below. and the AI doesnt know its in a Zombie scenario. It uses the units the same way it normally would. As such, you have an advantage just being the player.

I do agree about the Techs tho...make them untradeable, and lower the cost a bit...I would really like to be able to use the slider for more than Happiness/Supplies...as it stands, even with research at bare minimum or maximum the turns dont change...
 
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