Escape From Zombie Island 2: The Remake

I know that I should've learned this by now, but are those hordes of zombies that arise at midnight part of a wonder or just a building that all the zombie buildings have?

For some insane reason, I kept having the idea that the pollution (piled up corpses) everywhere had something to do with it :lol:
 
Tank_Guy#3... The Zombies started from the Company "Accidentally" :rolleyes: releasing the Zombie Virus and it all evolved quickly. Imagination and Fun has directed the game additions :)

Russian Soviet... Yes, I placed that Mainland Sequal indication as what would be the next Obvious Continuation and also because we all know that Zombies Movies never totally End without this possibility :lol:
... My Main Drive now is to Complete this Game... "EFZI2 Complete" or something to that effect. I am glad that players can at least enjoy playing this game as it is for now but completing it with improvements and additions where I can say it is Finished is my goal.
 
Tank_Guy#3... The Zombies started from the Company "Accidentally" :rolleyes: releasing the Zombie Virus and it all evolved quickly. Imagination and Fun has directed the game additions :)

I meant like how they come in massive waves. You fight off the first one at the start, and then some time later another wave with huge stacks comes marching through. Are they just that inexpensive to build or am I just imagining things and these massive hordes were there to begin with merely fighting other factions?

I was kind of thinking more were spawned at a certain time because of the quote below:
*Try and build all Sewer Accesses before the end of day one.
 
Exactly i beat the game as the Authorities i won but i forgot to take screenies
:cry: but my f-15s Where the IOnes who Took out the Reasearch Center (I am Estmateing they had about like 250 Units Their took me bout 2 hours just to take them out, but the Survivors where Destroyed :devil:
 
Tank Guy #3... No you are not imagining things... The Zombies are many and become many more and yes, they do not cost as much as Human Units. This is to Offset the Desirable but "Unfair: Human Bombardment capabilities... "Poor little Zombies" :lol:
As A Human, you must use your "Smarts" to Outwit the AI by learning the Game and what you can do to change what may seem to be an imbalance. Humans Rule :D
 
This is BEST scenario ever, Like I once said before. Also outsmarting AI and choosing units to fight with is the point of the scenario. But you will always be afraid when new creatures roam out of the FoW to attack you. other computer Ai players are just a distraction to you and to zombies.

Can't wait for other similar scenario(u)s
 
Northen Wolf... Thank You for such a great compliment :blush: Glad you like the game and have had some Fun playing it :)

The Game will be Released as the Complete Version when I manage to finish it as intended. I realize I have said this many times in the past but it still stands true.

I will probably Upload the Complete Version on a New Thread since it will be greatly changed. I have sent King Arthur the New Files as I have added them so he might upload them on this thread as an Update for those who already have the game.

The Momentum I had when working on this game the first two years has had to slow down over this past Summer due to Life situations but I have not stopped working on it and plan to devote as much time as I can over the Winter months to Finally get it all Finished..at least to a point where I can call it Finished :)

It is important to me that it is not only "bug Free" but Complete and working well in all areas. I want the Game Play Fun yet challenging with many new units and additions. It will be the same Game but Changed by the new additions and game play settings.

The Release that you are currently playing has many unfinished areas as well as minor incorrect Civilopedia entries. Many Improvements and corrections have been accomplished as well as new additions and Units now.

... Just a matter of completing the Units I feel need to be replaced and or added, then Game Testing all Factions and adjusting for Game Play.

Although the Farmers could use many new Units, I will probably only make or add a few more rather than remaking Many More for them. They now have "The Drunk" as their "Pyromaniac Unit" for example.

...currently working on a Killer Hornet for the Zombies when I have time. The Wing "Buzz" flap is a chore to work out so it will look ok in the game. The game animation playback causes the wings to Flap rather than "Buzz" so I have to do a more elaborate work around with the unit animations to accomplish what I want.

It can require a great deal of work to make something for Fun :lol:

I hope my fellow Zombie Fans will bear with me as I finish the Complete Version.
 
I don't know Vuldacon, the Farmers seem to have enough units to me. It takes a while to get them all going, but the Exploding Sheep and other units do come in time. They can run into trouble in the end game if they are not winning, but that seems to be true for all of the human factions to some extent. You'll know if you are going to make it if you can keep expanding once the Monsters come out. If you can't you are probably toast!:eek:
 
Vuldacon, do you plan to add NavyDawg's Law and Order pack for the Authorities? The regular cop that he made would be a great "Beat Cop" that could be scattered across the island, and quickly overrun in the first few hours. And I don't know how his Squad Car looks as far as scale goes, but it would be a nice step before the tank that the authorities get...and so on for the patrol boat and SWAT unit...
I don't know if you really need to replace the current SWAT with NavyDawg's, but flavour units never hurt anybody!
 
Deth McBones... I added the "Cop" for the Authorities a long while ago as an Upgrade for the Riot Cops. The Police Car and Boat are just too large to add.

Some of the additions since the EFZI2 the Remake was released:
*Note that there are far too many adjustments and changes to list here but I will list some basics to provide some information. I have kept a list of additions and adjustments that will be included with the Release...but it is really too long to read unless you are stranded on an Island with nothing better to do :lol:

The SWAT can only be built when the Authorities gain the Tech "Lethal Force". I replaced Hot Wiring for the Authorities with Lethal Force because Hot Wiring is not a Tech that the Authorities need at all.

I added "Camp Paradise" and added a Key Location called "Marine Recruit Depot" that Only the Authorities can build at Camp Paradise after they manage to capture the Building and gain "Send in the Marines" tech. It will produce a Marine every 4 turns. I added a new Required Resource called "Marines" and placed it at Camp Paradise. Any Human Faction can then gain that Key Location after the Authorities Build it.

I restructured the Map to connect Camp Paradise, the Armory, the Military Base and the Paratrooper Base on that side of the Island for the Authorities so all of those buildings can build Military Units.
"Army Gear" was renamed "Military Gear" because there are different "Military" units in the game.
Added the Paratrooper Base and the "Paratrooper Academy" Key Location there that produces a Paratrooper every 5 turns. Can be captured by any Faction to gain the produced Paratroopers but Only the Authorities can Build Paratroopers when they gain "Operation Sledgehammer" Tech. Paratroopers airdrop 10 tiles :)

Added Adventure Island and Makou Cannon to Capture East of Paradise Island.

Added Buildings: Adventure Island, Camp Paradise, Paradise Resort, Paratrooper Base, North Shore Industry, White Sands Hotel, Yacht Association, Executive Club and Clem's Lodge.

Added Key Locations: Sailboat Rentals, Coffee Exports, Outback, Paratrooper Academy, Paradise Voyage, Marine Recruit Depot and the Refinery.

Added Improvements: Zombie Virus and Advanced Zombie Virus.

Added Techs: Maga Laser, Lethal Force and Civilians.

Units that can be Rescued: Dr Lazar, Sam Hammer, Jeff Morris, Secret M1 Mech, Secret Makou Cannon and Mr T Drugged.

Graveyard Swarms, Zombie Nurses and Zombie Workers "Use Sewers" so they can get all over the Island Fast.
Zombie Virus and Advanced Zombie Virus Improvements were added for the Zombies.
Zombie Workers are produced from the added "Zombie Virus" Improvement, rather than have to be built.
Zombie Virus was set to allow the Zombies to "Use Sewers" and all of the Cut Off Buildings with Key Locations can "Use Sewers" without having to build a Sewer Access. The Reason for this is to allow fast Movement yet prevent the "Military Resource" from being Shared with all other buildings on the Island.

"Booze Imports" that can be built at the "Wild Boar Inn" now produces the Drunk.
Added a New Key Location- "Paradise Voyage" at a New Building "Paradise Resort" that produces a "Voyager", a new Unit that will transport 8.

Added a New Key Location- "Refinery" that can only be built in the "North Shore Industry" building. It will produce a "Oil Barrel Bomb" every 2 turns. The Units will Roll to an enemy target and Explode to Kill or badly injure them. The Oil Barrel Bombs can be transported in Troop Trucks and Cars as well. The Authorities cannot build this Key Location but they can capture it after the Company, Farmers or Survivors build it. The Reason is because the Authorities already have plenty of Military Power.

Some of the New Units: Road Warrior, Custom Sailboat, Cruise Mine, Nuclear Dog, Hot Wired Car, City Car, Municipal Car, Mr T Drugged, Mr T, Secret Makou Cannon, Makou Cannon Operational, Detective, Paratrooper, The Drunk, Voyager, Cop, Shrike, Pre-Zombie Dog, Infected Dog, Scraps, Charlie, Old Clunker, Robo Force, Macrobite, Oil Barrel Bomb.

The Road Warrior replaces the Super Coupe and The Drunk Replaces the Pyromaniac for the Farmers.

Many adjustments and changes too long to list all of them but changes such as I removed All of the King Units Possible in order that the Units be able to Defend other Units. "Old Buzzard" now Bombs with Molotov Cocktails rather than Military Bombs and there are New SDI, SAM and Trajectory Bombard FX animations. Adjusted Food, Resources, Tech Advances, Key Locations, Units, Graphics and Basically Thousands of Factors :)

All Text and Labels were totally improved with many links and explanations. New Civilopedia Lists were included such as the Sated Alpha Zombie and Champions Lists to help players understand more factors in the game. I improved the Game Concepts entries to provide more information.

Because there have been so many changes and additions, I plan to release this Game as a New Version on a new thread and Call it Escape From Zombie Island 2 Complete. I have sent King Arthur all Game Files as I continue working on it so he might decide to Upload the New Files as a large Update on this thread for those who already have Our EFZI2 The Remake version.
...Again, there are far too many things to list here but I hope this information will help to better inform anyone interested in this Game.

...Currently working on a Killer Hornet for the Zombies and will possibly make a few other units as time permits. Before Releasing this New Version, the game will have to be tested and adjusted for unit and game play factors to make sure all plays as intended and that alone requires about three difficult months because after any adjustments, the game must be play tested again. Each Faction must be tested, adjusted and played again until the units and game play perform as intended. Before this can be started, I have to make and add any new units or game additions. :)

Working to do a Really Complete job to Finalize this Game.
...When will it be Ready, you ask... I have set a Personal Deadline of Next June 1st simply because that will be Three Years of Working on this Game, Two Years since the Remake Release and my self imposed time limit. :)
 
Yeah I guessed that size would be an issue with some of those units.
Still, a very impressive list you have there!
Can't wait for it to come out.
 
The list of changes looks good!

We also have a "zombie virus" improvement in EFZI0, but its effects vary from yours (produces a Zombie every 10 turns, adds to the defense of a building, and a couple of other bits and bobs)

I think us EFZI0 guys will attempt to try to work in the police car and boat :)
 
Hey guys :) hope you're all doing well, I haven't been here in ages.

Anyway I recently started playing Left4Dead, which led me to start playing this scenario again. :) I love it and I'm glad to hear there's another update in progress.

I was thinking of suggesting that the King flag be removed from Champion units, as usual the great minds behind this mod are ahead of me.

I have won the game with the Farmers - the ability to get a cease-fire with the zombies, regroup, and then make a lightning fast attack supported by exploding Sheep, should not be misunderestimated. :D It's the Company I usually have most difficulty playing (this may be me).

My current game as the Authorities is going well. A shortage of supplies is delaying the deployment of tanks, but a strong infantry force (Marines, SWAT, Champions, backed by National Guard and Guard Dogs for defensive purposes) is storming buildings on the East side of the city. Naturally, Marine bkwrm79 is commanding this force, which has just taken the Church.

On the West side of the city, the USS Shannon Lucio and the USS Leighton Meester, anchored at the Coast Guard building, are holding advancing zombies in check... at least for now. (What do you mean the US navy doesn't name ships after actresses... why not?) Anyway, I find the key to successful use of Cruisers is to keep them in port, and send Chopper One out to spot targets.
 
Tank_Guy#3... I would also like to have the New Version Completed for Christmas but that is Not Possible.
... I just added the "Oil Barrel Bomb" as a Produced Unit from a New Key Location I added, called the "Refinery". This Key Location can only be built in the "North Shore Industry" building.

bkwrm79... I removed the King Flag from as many of the Units as possible but the Upgrade Champion Units must keep the King Flag or else they would be able to be Built by all Factions and they would then be the Only units in the game :lol: The King Unit Flag is the Only way to prevent those Special Upgrade Units for the Great Leaders from being built.

Glad you are having Fun Playing this version for now :)
 
Yeah ! I`ve got it !
It`s possible to get two Great Leaders in a single turn...

(After getting the first I`ve immediatly transported him to the next key location for an upgrade of the new Leader. I still had about 50 Units to move/attack left. I`ve thought I can`t believe my eyes... as I kept on attacking the Zombs the AI has given me another Leader.)

NOW I`M LOOKING FOR THREE LEADERS ...

Somebody else ?
 
Back
Top Bottom