Bluemofia
F=ma
Yeah, I guess I was just being whiny because I can't get a navy without it being utterly destroyed by squid in 2 turns.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?![]()
Unless if they captured the Yacht club, they can't get to it period early game. (except for the Company's T-800. But that's not enough to take the island)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.
Well, if you take egroen's idea about allowing champions to do so, that would work. You still need a decent amount to take the island, so the option is still viable, but more difficult.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.
My brother is not bothering to use transports to get marines over. He's opting to use a paratrooper swarm.IF there were not many Giant Squids, the Authorities for example could gain Adventure Island easily.
I play as 12A as well. And I think (personally) it is a bit easier than some of the earlier levels simply because the other AI don't give the zombies cities as easily. This is critical in the beginning, for the human player can't launch an effective attack anywhere. So if the other civs don't lose as many cities, the zombies don't get stronger faster.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.
...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 personally haven't tried the harder difficulty levels, so I can't be sure that my guess is right. It's just that my brother (who is horrible at civ) plays on Universal, and gets killed every time in the previous version. Then suddenly he plays on 12A in this version as the Authorities, and is dominating. (the first game was as the company didn't really count. He didn't know how a lot of stuff worked yet)
That is true. But for the survivors, it isn't really feasible to take the Makou cannon until sewer rats. And that's also the same time where they get an effective way to take the research lab. In my screenshot a few posts up, I have finished bombarding with both of my armies of units. (the northern army which took the Armory, the Military base, the Boot camp, and the hotel, and the southern army, which took everything in the south and close to the research center) It's a fairly large horde, and yet the zombies are hardly hurt.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.
Either I will have to spend quite a long time starving down a 31 pop city, or I would have to go get the Makou cannon and brute force kill the units there.
Either way, it'll still take a long time to take the research lab. Thus still preserving an incentive to get the Makou cannon. Abiet the Authorities probably won't have such as large of an incentive, because of their sheer number of bombardment units.
That's what I feel also. The hardest part of the game right now is the beginning. Everything is scattered about and disorganized. After you manage to organize your forces, bring your good bombardment heroes together and get a good team of attack units, the game just falls together.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.
For my survivor game, it was basically reaching a "critical mass" of heroes that are able to take a building, and then it kind of snowballs down from there. They can generate more heroes by taking buildings (via killing zombies in there), and thus reduces the time it takes for taking a new building.
For my brother's Authority game, it was the same thing, but made faster with being able to get SWATS that can supplement the heroes bombardment.
I play on Monarch and win regularly. I'm trying to move up in difficulty level, but Emperor is still fairly difficult. But I find 12A to be fairly easy.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.
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.
Currently it's set at 5 attacks.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)
I felt the same way too, especially in building terrain. (except for the civilian, workers, and Spunky kid) Until the bat bombers came in. Then I was forced to hide them in cities.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.
No, they only have 2 squares of paradrop.Added note --
I could be wrong, but I thought I recalled reading somewhere in one of the pedia entries that mines could be paradropped on Adventure Island. Wish I could remember where, but obviously this is in error.... if that was indeed what I read.

It appears you are in for a Horrible Time soon because the Zombies will reach The Dreaded then The Omega and then Deadly Evolution.
) Freddie always dies, because I cant tell him from other maniacs...Vuldacon died in the heroic last stand of the furniture store, as well as nearly 25 Badasses, and a dozen Pyros, little Timmy, Timmy's dog, scraps, lil johnney, and about 25 spunky kids...(BTW, after the first 5 or so, I find it creepy to think about zombies mauling through a school full of children...is it possible to have it spawn teachers, who upgrade to pyros later?? That way in the later game, when kids spawn so fast I dunno what to do with em(So all buildings end up with 10-15 kids running around...I fell it kinda screws up the mental image) I would be getting "Civilians" named "Teacher" instead....