Supa... Yes, I agree and also I did not like the "Bombard Failed" having only one Shot with any Unit. Rather Tedious to shoot with so many units for so many turns to capture buildings. Buildings can now be captured faster IF a player gains and uses the available units effectively.
Arthur's Sniper School will produce a Sniper every 3 turns and they are like King Arthur except not invisible. There is also a Paratrooper Academy and Marine Recruit Depot that produce Paratroopers and Marines that are Strong Shooters and Fighters.
Captain Spiff can be rescued from the Aerospace Center and upgraded to Captain Spiff Power Packed. Has 4 moves, Blitz and Uses his Laser to Fry Zombies.
There are Far More Sated Alpha Zombies in the Zombie Buildings but with good play, the Human player can gain enough power to Capture Zombie buildings in fewer turns. Later in the Game, when the "Annihilator Project" is Captured and upgraded to the "Annihilator Armed", a Human can Capture any Zombie building in one turn using other units with it. It Shoots 30 times, Range of 60 Tiles, has Rebase and the Strongest Bombarment settings in the Editor. Several Zombie Buildings can be Captured each Turn then.
Much More Extreme but using Lethal Bombardment = Shoot for Humans is difficult to balance for the AI. So the Zombies have Many more Improvements and Key Locations and Really Powerful Units as the Game progresses. Despite the Many New Units that can Shoot and have 3 Moves with Blitz, playing as a Human is Challenging and Greatly Rewarding when played well.
There are a Total of 525 Elite Sated Alpha Zombies in their 30 beginning Zombie Buildings.
The TARDIS is in the Game and can be Captured by any Faction. It can be Upgraded to the TARDIS Full Power for the Company and Survivors and the Authorities and Farmers can upgrade it to the TARDIS Transport. The Difference is the TARDIS transport has no Attack or Bombard but the Rebase and 8 moves it has alone are Powerful to get Units where you want them instantly.
Playing as the Survivors, I generally place King Arthur, Flamin' Hero and Captain Spiff Power Packed in the TARDIS and use them and the TARDIS to Help Capture Zombie Buildings. I use Snipers from Arthur's Sniper School and Champions collectively as well.
Players will want and need to capture the North Shore Industry and build the Chemical Plant, Oil Refinery and Acme Hazardous Transports. Each of these Key Locations there build needed Units, Chemical Bombs, Oil Barrel Bombs and Hazard Trucks. Each are Lethal with Great abilities. Hazard Trucks move 12 and have a 25/25 Attack/Defense with 8 Hit Points. They Shoot Once but it can Kill any Unit with one shot and they can carry 10 of any Lethal Explosives.
Players will need to Capture Paradise Resort and build the Nerd Club and Paradise Voyage. The Paradise Voyage Auto-produces a Voyager every 10 turns. The Voyagers move 14 times and have Powerful Bombardment with Blitz!
Champions Move 3 and have Blitz... Factions will gain many Champions.
The Zombies wipe out the AI Human Factions usually but they all hang in there longer now. Human Players will also be wiped out if they do not play well... and this is despite the Extreme Shooting Power available. Have to use more Strategy now along with the Better Units to Win.
The Zombies have the Androctonus (Killer Scorpion) and Morticians and Paradise Morticians. Coffin Zombies, Coffin Mutants and Black Coffins all transport Zombies and the AI uses them very well. Come up from the Ground, delivering a specific Zombie...Hordes of them! A Must to keep your buildings totally surrounded to prevent that.
The Zombies build Zombie Nurse Stations in each building and the various Zombie Dogs are all Auto-produced from their Particular Zombie Dog House.
Zombies can build or have more Key Locations such as Hell Bound Express 1 and 2, Evil Entity, Grave Infection, Zombie Graves, Mutant Graves, Omega Houses, Evil Advantage and more.
Currently finishing the animations for a "Farm Truck" for the Farmers. Is Auto-produced from "Elmo's Farm Trucks" that the Farmers can build at Zeb's Farm. Produces a Farm Truck every 8 turns and the Truck has the basic settings that a Road Warrior has only not quite as strong. Later the Farmers can build a Think Tank and Gain two free Techs = Capabilities, as can all Human Factions by building ther Think Tanks. The Farmers can build the "Farmland Strike Force" and Gain "Zeb's Marauders", auto-produced every 3 turns. Extreme Power... move 9, Transports 4, Attack 30, Defense 28, Hit Points 7 and has Air Defense.
The Nerds have helped out once again and the Human Factions can build the Auto Defense System that also guards units that carry a Homing devise for the Killer Satellite... Kills Zombie Bats
Security Cameras and the Security System can be built to gain more Defense and Production... many other improvements and Key Locations in the game as well as many more buildings...Larger Map.
All Text Files have been greatly improved along with all graphics.
I could go on and on because there is much much more in the Game but it has too many additions and changes to state all here.
Have been Game Testing and Adjusting for the past 5 months... taking a break from that to complete the Farm Truck now then Back at that until I am happy with the Game play from start to finish. Then I will focus only on completing the Units I want in the game.