Escape From Zombie Island 2: The Remake

... IF You Upgrade or Use a Great Leader, you can gain another Great Leader in the same Turn... How Many? That Depends on the Random events and all other Factors that Provide the Great Leaders in the First Place.

The Point is that you can ONLY have One Great Leader at a time... This has nothing to do with the Turn so Use or Upgrade them and Gain more anyrime...even on the same turn :)
 
... IF You Upgrade or Use a Great Leader, you can gain another Great Leader in the same Turn... How Many? That Depends on the Random events and all other Factors that Provide the Great Leaders in the First Place.

The Point is that you can ONLY have One Great Leader at a time... This has nothing to do with the Turn so Use or Upgrade them and Gain more anyrime...even on the same turn :)

I know that I`ve not a chance to get a new Leader until the present one is upgraded. But the AI has many times loved to give me Leaders in parts of the map where I`ve needed THREE turn or more to transport it to the next `upgrade-station`. Of course that AI-behavior has prevented me from getting two Leaders at once.
Additionally I was used to think that Firaxis has limited this game-feature to one per turn. Now I know better...

Thanks for that inconvenient game-feeling
 
General 666... The Great Leaders are set where they can be transported in Cars and Trucks as well as Use the Sewers.

Look in the Editor and set Great Leaders with All Terrain As Roads... they should altrady be set as Foot Units, Move 3, Load and Airlift.
 
General 666... The Great Leaders are set where they can be transported in Cars and Trucks as well as Use the Sewers.

Look in the Editor and set Great Leaders with All Terrain As Roads... they should altrady be set as Foot Units, Move 3, Load and Airlift.

In my games it was more an early-game problem...
Having only two machine shops ,I immediatly look out to change that... - so my first research is always to get those nice machine shops... but it takes some time to get these advance.

So in late-game I`ve really no problem anymore to upgrade them.

But lets say you play with the autorities and a Leader appears (early-game) while a battle around the Armory... even with a Truck (6 Movement) it takes about three turns to transport it to the City Hall or Police Station.
Or do I miss something ?
 
General 666... No Need to Transport all that way...Use the Sewers. The Most important thing to Build as soon as possible are the Sewer Accesses. IF you do not have a Sewer Access in all buildings soon enough, you can use the ones you have. Strategic thought is to at least build a Sewer Access early in the Buildings that have a Machine Shop :)

I assume you are Test Playing on the New Version...
All of the buildings that cannot build a Sewer Access, because they must remain disconnected, have the ability to Use the Sewers without having to Build a Sewer Access. This is in the Civilopedia concerning those buildings.
 
Yeah, looks like I`ve forgotten about the sewers. But using them will cost me two turns also...
An additional problem with the sewers is ,that the Zombs are really strong in the beginning. What means that I`ve usually lose a lot of my workers in the first turns - after 5 turns or so there are just about three workers left. That have cost me worthful time ,because I`ve must re-build workers instead of the much more needed defenders. But otherwise workers without a defender makes not so much sense in EFZI2.
In my next game I will keep them in a save location - for some turns. After defeating the first attack wave it should be more secure to let them build roads above the sewers-tiles.

KEEP ON PLAYING...
 
Yes, you will have to wait a Turn after the Great Leader Uses the Sewer but this is Faster than trying to Transport them long distances which can require many more turns.

As for the Workers...just make sure you use a strong Guard or some "expendable" Civilians with them as they work. Also good to be aggressive and go after the Early Zombies with some of your "Special" Units to stop them before they get too close.

Block the Zombies access to your Buildings as soon as you can make Defending Units... even though the Zombies could attack and Kill them, they will move on to OPEN paths to Other Buildings rather than Fight through the Blocked Areas. Expand your "Blocking Lines" as you build More Units to surround your Area.

This is also the Best way to stop the Hordes of Zombies that will try to Regain a Building you just Captured... Have and Use enough Defending/Fighting Units to surround the Captured Building, leaving only a few inside. Better yet is to have enough to stack at least two Units per Tile around your Building.
 
Block the Zombies access to your Buildings as soon as you can make Defending Units... even though the Zombies could attack and Kill them, they will move on to OPEN paths to Other Buildings rather than Fight through the Blocked Areas. Expand your "Blocking Lines" as you build More Units to surround your Area.

I`ve used your `blocking strategy` in all my games. (Works also great for besiege Zomb-Locations.)

This is also the Best way to stop the Hordes of Zombies that will try to Regain a Building you just Captured... Have and Use enough Defending/Fighting Units to surround the Captured Building, leaving only a few inside. Better yet is to have enough to stack at least two Units per Tile around your Building.

Hmm... In my game the Zombies have never really tried to get their locations back. Usually I move all my units into the Building until the resistance of the population is complete wiped out. I guess that my strong force protects me from their re-capture attempts.

.................................................................................................

Everybody who feel that EFZI2 is much too difficult should try that :

My `new` strategy is to move deep into the Zombie-Territory to destroy the roads there. One Elite-Truck with some (better 5) Elite-Bombard-Units works well for this task. That way I keep down their resources income - which makes sure that there are only lower Zombie-Units produced.

IT WORKS VERY WELL !!!
(...but it makes EFZI2 TOO easy. So it`s maybe not a soooo good strategy)
 
In all my past games I've been rolling quite smoothly to tell the truth. Being playing on second-to-last difficulty level (i forget what it's called). It's pretty neat.

Strategies:
  • Authorities
    Secure the Hospital.

    Capture the bank before the end of day one, using all the units capable with the bombing ability safe for one that will defend the workers i use to build roads around town hall.

    Send all said units up north to capture the armory, using a troop truck.

    Capture the graveyard and the church

    By that time i've got enough leaders and SWATs to kick all them zombie asses. I start with the airport, then the car park. Then i capture the factory, the hardware store, the brothel and the kitchen.
    From there i move up north and capture the cinema and the detective's office. It's around that time that screeches begin to appear, but the AI will use them first and foremost to defend its buildings, which is pretty dumb.

    Next move is going for the conference center, which is a tough lay. By that time I have lost maybe three units altogether, all because of silly mistakes like not fortifying two swats together on skyscrapers or having a car unattended somewhere and stuff like that...

    Then I declare war on the company (they've got choppers by that time, and they put up quite a fight) annihilating them, then the Survivors and then the Farmers are toast. I then use all my nukes on the research lab for dramatic effect.

  • Survivors
    The recapture the hospital is always a priority, since the authorities will lose it 9 times outta 10. I sacrifice britney, timmy, his dog and mike rush in the process, and i'll even sacrifice the supermobile if I have to. This battle is the most important of all, since you have to win it if you want to go anywhere in the game. Then i capture the graveyard and the church and use all my new leaders to capture the armory, which i give to the authorities.

    Then I capture the kitchen, the brothel and the hardware store, in that order, but not before i have the area around the factory under control, meaning i'll bomb the . .. .. .. . out of everything that comes close. When the factory area is under control the three buildings are cut from the rest of the horde and are ripe for picking.

    I post several leaders everywhere on the map, close to other factions so that they don't tragically send their units on suicide missions that do nothing but spawns more zombies, and i wait for bike gals, then start my long trek to the airport which i capture easily.

    Another strategy which i tried once on a lower difficulty level was more dramatic in effect, since it involved sending all my units to the airport by day three, leaving all my cities open or close to it, capturing the cities with Vuldacon and one badass (they were the only two guys standing) and rush building the chopper to the continent. All my cities but two were captured by either the zombies or the farmers.

  • The Company
    Capture the bank, then the detective's office, then the cinema. The strategy is pretty straightforward. The only thing you've gotta to look for is an early Zombie rush for the nuclear plant, but clever use of the company's cars will do the trick.

    Then slowly reduce the zombie menace to nothing by sending leaders to strategic locations. Wait for the zombie to capture the radio tower to claim it for the company the next turn, and then move to the conference center.

    And win the game

  • The Farmers
    Played with them once, decided it was way to silly

Things to look after in no particular order:
  • Work all the tiles around the town hall, even if you're not playing the Authorities. They won't do it themselves. That means sending two engineers or more to the Town Hall, under protection, before the end of day two. You need to have the Authorities being able to build SWATs, or you will lose the game.
  • In the same vein, if you can't do the "send leaders everywhere" bit of my strategy plans make sure to at least protect the radio tower, regardless whether you own it or not.
  • Don't have the farmers declare war on the zombies by turn one. Wait for it to happen naturally. Never sign MPP with other factions, or you'll have to fight the Farmers. Sign ROP and MA with all other human factions. Don't forget to sue for lump sums of supplies and also supplies-per-turn.
  • In the event of a truce between the farmers and the zombies, don't have the Farmers declare war on the zombies by next turn. Wait three or four turns so that all the farmers' units are healed, and that the zombies' units have to move back to where they were, wasting 6~8 turns doing so.
  • Turn the tax rate to zero whenever possible. Luxuries and science only! Watch that science progress every turn so you can adjust it to your needs. Always make sure you complete every early tech in seven turns. Trade early techs with other factions, even if it means paying for them with an arm and a leg.
  • Make sure to have the necessary amount of supply to upgrade your king units whenever the upgrade becomes available. Why don't Britney upgrade to Gatling girl/Biker girl anyway?
  • Don't be stupid and lose your Aegis cruisers to giant squids: the chopper can help. Don't roam the sea without a care, move cautiously.
  • Give all your later techs and even significant amounts of supplies to other factions, even if you're going for the conquest victory. It'll make a great difference vs the Zombies and you'll still roll over them in three or four turns anyway after the Zs are dealt with.
  • Load up all your coupes/cars with leaders. Make sure to use the 4-times-bombing ability to it's fullest: eg bomb one time some zombie(s), using one "bomb" for each leader, then load'em up, move them around five or six or seven tiles and bomb again. Remember it's pretty easy to cover large distances in one turn in EZ2, thanks to sewer systems cars and troop trucks. Use leaders as an "active defense".
  • Don't build hand-made tanks, land mines (sorry, makers or this mod, but land mines will only trigger wars with other factions and Leonardo's tanks are just way too slow). Focus on Flamethrowers and Badasses. Build loads and loads of gatling girls when they're available, then wait and upgrade them to biker gals. Gatling girls are useless by themselves, don't go and try a gatling girls' rush, you'll only end up spawning more zombies.
  • Drop sewer rats onto other building if you've got to move them around, and keep the "use sewer abilities" for your three useful king units: sniper king, master vuldacon and flaming hero. Skreeches will lose against a sewer rats fortified on a skyscraper very often. Make sure to bait the skreech that'll spawn in the research lab by fortifying a sewer rat on the skycrapers nearby the church.
  • If you ever get to the point where you can build choppers/tanks, you've won the game.
  • If you get 10 or more biker gals, you've won the game.

Cheers, and this mod is still awesome. :goodjob: CAN'T WAIT FOR EZ3 WINK WINK!!!
 
General 666 said:
I`ve used your `blocking strategy` in all my games. (Works also great for besiege Zomb-Locations.)
I tried that in my game with the Company. It merely delayed the inevitable (it also didn't help that the Survivors and Authorities were all but wiped out).
 
I tried that in my game with the Company. It merely delayed the inevitable (it also didn't help that the Survivors and Authorities were all but wiped out).

The blocking causes the Zombies to focus their troops on the other Civs ,making a lot of trouble for them...

Let`s say the AI has only two locations to attack ,one with three defenders and one with 20 defenders in it,they will -of course- attacking the 3 defenders location. So you must make sure that the Zombies become more and more interested in the other Civs ,ALLOW them to take a location ! If they do so ,just make sure it yours in the next turn. That way you can conquer ALL locations without being at war with the human fractions.(HE,HE,HE)
... so ,attacking the Zombs CAN BE A MISTAKE !!!
 
Let`s say the AI has only two locations to attack ,one with three defenders and one with 20 defenders in it,they will -of course- attacking the 3 defenders location. So you must make sure that the Zombies become more and more interested in the other Civs ,ALLOW them to take a location ! If they do so ,just make sure it yours in the next turn. That way you can conquer ALL locations without being at war with the human fractions.(HE,HE,HE)
... so ,attacking the Zombs CAN BE A MISTAKE !!!

I steamrolled the zombies as the Authorities. I captured two cities as the Company before the other factions completely crumbled and the zombies decided I looked tasty.
 
... the zombies decided I looked tasty.

I can understand them soooo well...

Always keep in mind that there is no reason that the other humans Civs survive (it doesn`t matter which side you play). Just make sure to take every location the Zombs have captured ,help them in every possible way doing so. The great amount of units you can produce then let the Zombs look like a bunch of sissies.
The best thing about Zombie-captured buildings is ,that you find there NO Alpha-Zombies ,what makes it more than easy to conquer them. In the most cases I even don`t need Bombard-Units to take them. About 10 standard attack units should be able to do this job. So the Bombards can focus on other strategic important targets.
 
Yes, it is the Starting Zombie Buildings that they Own where you will have to Deal with the Sated Alpha Zombies and yes, it is far easier to capture other buildings that are not originally Owned by the Zombies due to not having Sated Alpha Zombies.

It is Correct that it does Not matter what Human Faction you play...the Others will fall to the Zombies. Use what ever strategy you prefer when playing as any Human Faction...Fun to discover YOUR Own Way.

...The Key to winning as any Human Faction is to gain enough Buildings by the Time the Zombies reach Zombiegeddon which happens in about 65 turns. (9 Buildings seems to be a good lowest number). Soon after that, IF you are weak, the Zombies will have you as a Snack.

... the Game will be stronger and the Zombies more aggressive after I complete it. Many Things to adjust and still making and adding what I feel is needed in the game so I can call it Complete :)
 
I guess EFZI2 allows thousands of different strategies , which makes it to the scenario with the highest replayability-factor.
That is because it is actually 5 Games in One and all interact with each other in a playable way despite the Differences.

IF it was simply the Survivors VS the Zombies...that would be a much easier game to make :)

It is all of the Differences that have to be playable as well as interact with each other in a Balanced manner that creates more difficulties to Put it all together where it all plays well and as desired, regardless of the faction one chooses to play. More work to accomplish than most would know.

All That aside...the end Result is Playability and Fun. It is Not important that anyone really understand the Difficulties involved to create the Game and all that is in it. The Important thing is...is it Fun to Play and is it exceptional in such a way that impresses the player enough to warrant a Note of Worthy Distraction... Otherwise, what is the Point :lol:
...Life has its troubles and perhaps a Fun Game along the way can add a little pleasure as a break from it all :)
 
I must say that of all the Civ 3 or Civ 4 mods I've every played, EFZI2 is the most fun to play! :D

I got very frustrated with trying to play the mods from Civ4 :mad: So many crashes! So I went back to playing the Civ 3 mods because Civ 3 seems to be a much more stable game platform. ;) I wonder why that is? :confused:

I also really like the Fallout mod for Civ 3 http://forums.civfanatics.com/showthread.php?t=199196&highlight=fallout

as well as the Battle for the Human Body mod
http://forums.civfanatics.com/showthread.php?t=170213&highlight=human+body

Thanks to all the modders keeping Civ 3 alive! :goodjob:
Civ 4 has pretty graphics I know ;) but its fragility keeps it from being a modders paradise :sad:
 
caesarmd... I totally agree with you. Probably one thing that makes the MODs more stable with CIV III is that more is known about how to MOD it without causing problems.
Other than this, it is easier to MOD and more fun because of that.

There are some Great MODs out and more being worked on.

I am still working to Complete EFZI 2 and I intend it to be Very well done and Great Fun to play.
Glad you like the last Version. The Complete version I am working on is much better.
 
I need some serious help , I just can´t get this game running .

Things iv´e already done :

- Reinstalled Civ3&AddOn
- Reinstalled the needed patches
- Checked if the path is correct
- Downloaded the scenarios again
- Searched the forum couldn´t find anything useful (maybe i´m bilnd ;) then tell me plz )

... and the error is always the same .
------------------------------------------------------------------------------
LOAD ERROR

File not Found

"Art\Units\romerozombie\..\Worker\WorkerMine.amb"
------------------------------------------------------------------------------
OR
------------------------------------------------------------------------------
LOAD ERROR

File not found

"Art\Units\GlosterGladiator\..\Fighter\FighterBomb.flc"

Game is now exiting
------------------------------------------------------------------------------
OR
------------------------------------------------------------------------------
LOAD ERROR

File not found

"Art\Units\Handy Man\..\Worker ModernTimes\WorkerModernDefault.flc"

Game is now exiting
------------------------------------------------------------------------------

PLEASE help me i want to play this game sooo bad it seems like the "mod" ive searched for a long time .!!

thx
 
These errors are due to the game not finding a file in the expected place. Have a look at the attached screenshot and I'll take you through how to fix the prob. Notice I have opened the Romerozombie.ini file in Notepad. You'll find this file in the zombie scenario folder under Art\Units\Romerozombie. Your first error is in this file: the game can't find the file "WorkerMine.amb". Look at the window I have open to the left of Notepad; you'll see that I have a WorkerMine.amb file in the expected place. Do you have this file? If not you can still fix it by copying another amb file and placing it directly in the romerozombie unit folder. You then need to edit the ini file to read:

MINE=WorkerMine.amb

Now saying all that you shouldn't really have to do this but give this a try and let me know how it goes.
 

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