Escape From Zombie Island 2: The Remake

Thanks for the reply KingArthur, I understand what you mean.

Does anyone out there have a copy of the scenario they can email me? PM me if you do. Thnx!
 
Moff >

I do, but I don't have a connection good enough to upload it atm.

Spoiler :
Day 4, 2AM
I finally understand after reading a random thread in the forum that I don't have to worry about my balloon: it won't be destroyed by zombies. It begins the island exploration. Maybe a note could be added in the pedia about this ?
Saw a Mutant Zombie enslaves a Nurse Zombie. I'm quite disappointed: I captured the Hospital after some long turns of plotting, fighting and luck, in order to (a) the E.R. room, (b) cut down sheer zombie production and (c) deny them a powerful unit. I'd rather have the Mutant Zombie enslaves to Zombie, or a toned-down Mutant Zombie than a Nurse. I liked the fact that some zombies could only be (auto-)produced in some locations. I hope it will be back that way in Complete. :)
Day 4, 4AM
I discover "Do It Yourself". Hot Wiring next. A few hours ago, the Radio Station has fallen into the hands of the Zombies. My army team (Abe, Mike, Vulcadon, Hannibal, Mr. Tokugawa and a few Vets) are coming in Super Coupe to reclaim it. It's done in less than one turn.
Day 4, 2PM
I begin the construction of my first Pyromaniac in the Retirement Home. Atm, I can only build them there. I repair a road near the exploded Tokugawa house and build a cache on a ammo resource. 3 Old Vets guard it. Switch usual Old Vets production to Badass.
Day 4, 8PM
Mr Tokugawa and Parker Diamond upgrade at Hannibal's Apartment.
Day 5, 4AM
Zombie Dogs are there ! I sign a MPP with the Farmers. It costs me 5 supplies/turn and 50 suppplies.
Day 5, 6AM
A Handyman build a road to Furniture next to Furniture Shop. I discover the Horrible Truth. Damsel of Distress is next. Switch Gov to Determination. Spotted a typo 'Our Factin is overthrowing [..]' ;) Got a lot of "We're Alive!" :D
Day 5, 8AM
Company and Farmers sign a MPP. Farmer's upgraded Sheriff dies.
Day 5, 10AM
I see a Farmer Stripper near The Wild Boar Inn. It's strange, I think The Gentleman Club is still owned by the Zombies.
Day 5, 2PM
King Arthur upgrades to Sniper King Arthur (it was delayed because zombies were blocking road access to pills)
Day 5, 8PM
Clearance Sale is built at Furniture Shop. I finally connect the Retirement Home to the rest of my locations. Fuel is available for a lot of them. Productions of Electric Generator and Pyromaniac begin right and left. A Pyromanic kills a Zombie. Moral boost!
Day 6, 12PM
I discover Damsel.. Next is Sewer Strategy. Hero Army attacks The Graveyard. Did I mention I love Sniper King Arthur ?
Day 6, 4AM
I capture the Graveyard. I win 436 supplies ! The Bat Zombies bombard the Garage.
Day 6, 8 AM
Monster Zombies and Crawling Brain are approaching the Radio Station. Gulps!
Day 6, 2 PM
The Farmers and the Zombies stopped fighting. Discover Sewer Strategy. Next is Rev'n'ride. Hero Army begins the attack of the Armory. I sign a MPP with the Farmers.
Day 6, 4 PM
The Police Station has fallen. The Authorities are down to 3 locations (City Hall, Coast Guards and Military Base)
Day 6, 6 PM
City Hall is controlled by Zombies.
Day 7, 12 PM
Zombies took control of the Warehouse.
Day 7, 2 AM
Discover Rev'n'Ride. Next and last: The Big Finale.
Day 7, 6 AM
Still fighting at the Armory, Vulcadon produces Spacer-One.
Day 7, 10 AM
A Screetch appears in the Armory. I finally capture the Armory ! It was a very long fight, it seemed like every powerful zombie units would pop up at least once there.


Now that I can shoot, I can finally take a more aggressive approach. Yeah!
 
That's what usually made me avoid the Survivors, as I like to send out patrols and keep a "Green Zone" around all of my buildings, plus a lot of the Survivors have only 1 movement point. "Shooting" is an invaluable tool in that regard.
 
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.
 
Gasoline... If you read the previous Posts and extrapolate from them. I suppose it means that you will have to wait to get the EFZI2 The Remake until July.
...as for the New Version I have been working on, that will be Released Later when it is completed.
I wanted very much to Be able to Release this "final Version" this Year and it may still be a possibility but due to the Magnitude of work, it will probably be next year. We will see :)
 
Just wanted to say it's great that you are still working on a new version of this scenario and I am eagerly waiting for it. Thanks.
 
No, I haven't... have you and if so, what is your opinion?

Interesting and a bit humorous at times. What surprised the hell out of me is how much this guy thought it through, and how serious he was about it.

He even included a "Zombie Outbreaks in History" section at the back going from thousands of years ago until recently. :lol:
 
Ah Yes... Fiction Made Reality :)

Basically, he's saying that when police find mangled bodies (i.e. Ed Gein, Texas Chainsaw Massacre, etc) it's not criminals or some strange cult, it's zombies. But yes, you are correct.

I'd give some exact examples, but I lent it to a friend for his trip to Ohio.
 
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