Eras zombie invasion гайд

Обновлено: 07.07.2024

This guide is for the Starcraft II arcade game Eras Zombie Invasion (actual map name is Eras Zombie Invasion-Beta). Written by Stred. If you are already familiar with the basics, feel free to skip to the build order and strategy section and check out Lightsword's Guide to Britain.

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The zombies are coming. You play as one of ten nations in Europe. Work together, fend off the zombie onslaught and wipe them out before they take over the world. This is a co-op zombie survival game. To win, you must communicate and work together with your fellow teammates.

Unlike many other zombie survival games, you control an entire nation, not just a hero. You must build your base, manage your economy and control your army to succeed. While challenging, the game is immensely fun.

You start as either one of ten nations: Sweden, Britain, Russia, Italy, France, Spain, Turkey, Egypt, Germany and Greece. Each nation has different roles, special attributes, abilities and units. You may pick your nation in the lobby. Every nation is important and will allow you to make a vital contribution.

If you are new to the game, pick a non-border nation. Border nations are Sweden, Russia, Germany and Turkey. Non-border nations are Britain, Italy, France, Spain, Egypt and Greece. (More on each nation below.)

Back to contents
Border nations and non-border nations. There are two basic types of nations: border nations and non-border nations. Border nations will be on the frontlines. Non-border nations should help to deal with zombie spawns, bosses, and help border nations if they are getting overrun.

Zombies. You have to survive against the zombie onslaught until you are strong enough to wipe them out. The zombies occupy Central Asia to the east of Europe and will keep coming at you. Your border nations will be responsible for holding them at bay. When zombies evolve, they become stronger. You will see a messageand hear a sound when this happens.

As the game progresses, special zombie events will start occurring in waves and zombies will start popping up all over Europe. When this happens, you must work with your teammates to protect the inner parts of Europe and North Africa. Non-border nations should be ready at all times to repel a zombie air raid in neighbouring territories or to assist border nations if they get overrun by powerful bosses.

The first half of the game is usually spent trying to advance your economy and survive. It is not impossible to recover if a nation falls. As long as the nation has at least one worker, it is possible to rebuild and survive. Every nation matters.

Zombie evolution. Zombies evolve over time. When this happens, you will hear a warning sound and see a message. When zombies evolve, they become stronger so you will have to upgrade your units accordingly to match. The first zombie evolution happens at the 14th minute mark. You should kill of zombie oils by then and make sure you have the necessary upgrades for for your units, walls and towers.

Eras. Eras are like tier upgrades. Each new era unlocks new units, buildings and technologies. There are five eras in total and everyone starts at Era One. Era progress is displayed at the top. Mouse-over to see an exact percentage. Eras progress automatically (every 10 seconds) but can be sped up using the education upgrade at your tech centre.

Income. You get lumber and gold every income cycle (displayed at the top right). The amount of lumber and gold you get is determined by the markets and lumber mills you have. Non-border nations start off with 3 of each while border nations start off with 4 of each. You can build a maximum of 15 of each. These can be upgraded to obtain more income each cycle. It is recommended that you max out your markets and upgrade them first as you can acquire lumber at the start by chopping trees.

Timers. The income timer is 30 seconds and can be reduced with research in the Fifth Era. Era progression happens every 10 seconds and is dependent on your education research level.

Your army. You should start building your army about 4 minutes into the game. Unit composition depends heavily on your nation. Each nation has its own special units and those are usually the best at a particular era. Units are extremely cheap and should be spammed. Food is the only limiting factor. If you are a non-border nation, you will need to use your army to help clear zombie spawns when they start dropping from the sky. You should not put your army on the border if the border nation asks you not to. Your army is better kept in reserve and deployed where it is actually needed (like dealing with bosses or spawns). At later stages in the game, your army will enable you to go on the offensive.

Food. Your food supply limits the size of your army and the number of certain buildings you can build, such as barracks, factories, airbases and repair towers. You can increase your supply cap by 20 once per era by researching the limited upgrade at your Technology Centre. Food can also be increased through space research (unlocked at Era Four). Every player that is defeated will also bring an additional 20 food.

Declaring war. It is possible to declare war against other nations to take over their structures. This allows you to exceed the cap on the number of markets you have. You should only do this if a player is missing or has quit the game. Defeating a nation will increase the supply cap of all nations. Unjustified attacks are frowned upon by most players and should be avoided if humanity is to survive.

As with all massive games, slower computers will encounter drops in frame rate. It is recommended that you lower your settings. Some mid-range systems will benefit from this too because of the lack of multicore optimization in SC2. Medium settings produce sufficiently detailed graphics for an enjoyable gaming experience.

Back to contents
Every player starts with his main capital city, a few peasants, a technology centre, two militia barracks and some towers around your base.

Basic military units. Heavy infantry are good meat-shields. Beserkers can push back a mass of zombies quickly. Wizards are powerful against bosses but extremely fragile. Archers are great for destroying the Death Blimp and taking out bosses. Clerics heal your units and allow you to clear creep. Catapults are great for destroying zombie structures, particularly the zombie extractors (built atop the oil geysers). Catapults are also useful for clearing neutral towers in the early game since they outrange towers.

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Markets and lumber mills. These income structures are your main sources of income. Upgrades on these are restricted by the era you are in and your economics research level. Make sure to upgrade these as soon as you can. You can only build a maximum of 15 of each.

Oil refineries. Unlocked when you reach level 25 in economics, oil refineries are built over oil deposits. They give you both lumber and gold every income cycle. You can build a maximum of 5 of these. These do not need to be upgraded.

Structure Durability. Increases health of structures by 3% every level. Important for both border and non-border nations. Even if you are not a border nation, you will eventually encounter zombies when they pop up all over Europe.

Fortifications. Increases weapon damage of defensive structures by 3% every level. Makes your towers stronger.

Education. Reduces research times and unit build times by 1.5%. Increases era progression rate by 0.83% every level. This may seem miniscule but it is highly important as later Eras grant you access to far more effective income structures, units, walls and towers. Aim for level 15 at Era One and level 25 by the end of Era Two. After that, upgrade as long as the cost remains small.

Economics. Increases income generated by Markets, Lumber Mills, Oil Refineries and Capital Cities by 4.3%. This grants you access to the oil refinery at level 25 before you reach Era Three. You should be able to upgrade economics to level 15 by Era One, and level 25 by Era Two.

Feudalism. Increases health of workers by 5%, movement speed by 1%, and amount of lumber gathered by 1. Chopping trees is one of the best ways to get lumber in Era One. Upgrading this to at least level 10 is recommended.

City Planning. Reduces construction time by 3%. Reduces repair time by 1%. This is great for repairing walls and rebuilding towers if something bad happens.

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As you research upgrades and progress to subsequent eras, you will unlock more advanced units, towers and structures.

Repair bots. Unlocked at Era Four or at level 20 Feudalism. Your lowly peasants will ultimately have to be replaced with these machines.

Barracks Units

Riflemen and cannons. Unlocked at Era Two. Why continue shooting pointy sticks when you can fire off balls of doom at the zombies?

Infantry, commandos and medics. Unlocked at Era Three. You have to upgrade your militia barracks to obtain these units. Infantry cost 2 food but only have a range of 7. Commandos have a longer range of 8 and have about 10% more dps. Howwever, commandos cost 3 food. Medics can now clear creep (hotkey: c).

Rocketeers. Unlocked at Era Four. Can attack air units and enter bunkers. Still weaker than infantry/commandos in ground attack.

Pack hunters (reapers). Unlocked at Era Four. Moves fast and can hop up and down cliffs. DPS is pathetic though.

Laser troopers. Unlocked at Era Five. Best infantry for most nations. Start getting this when you can.

Factory Units

Tanks. Unlocked at Era Three. Tanks now move much more slowly and mass tanks are no longer as good as before. Germany gets Panzers which are the strongest tanks in the game. Upgraded Panzers remain useful until the Fifth Era.

Terminators. Unlocked at Era Five. The mechanised equivalent of the infantry.

Snipecrons. Unlocked at Era Five. The mechanised equivalent of snipers.

Airbase Units

Fighter Jets. Unlocked at Era Four. Do not build these until Era Five. If you do, the zombies will also start producing air units. When you reach Era Five, fighter jets will be needed to achieve air superiority. Without air superiority, your bombers and missiles will be useless.

Heavy Bombers. Unlocked at Era Five. Better than the average bomber. The zombies will never know what hit them. These bombers can be set to manual or automatic attack. These can be manually controlled to take out spores.

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Missile Launching Station. Unlocked at Era Four. Chivalry died not long after the first zombies showed up in Europe. Why fight fair when you can blast the zombies from afar? Missiles are great against zombie spine crawlers which can easily wreck your tanks. Make sure you control the skies or your missiles will be shot down quickly. You can set production of missiles to auto-cast and just right click anywhere on the map to fire these missiles. (I personally find this to be a waste of food and resources.)

Satellites. Unlocked at Era Four. Satellites are extremely useful. You can use them to build steel walls almost instantly. Creep disrupter will prevent creep from growing within a certain radius. You can drop mules (at Era 4) and laser troopers (at Era 5, with the required upgrade). Satellites also give you extra income. You can only build a maximum of 5.

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Steel Walls. Unlocked at Era 3. These supply depot lookalikes are stronger than your average rock wall. They can be lowered and raise at whim and provide an excellent defense against the horde.

Bunker. Unlocked at Era 3. Stick your commandos or laser troopers in there and they'll be able to go toe-to-toe with zombie bosses.

Repair Towers. Unlocked at Era 3. Repair towers cost food but are vital to keeping your walls and tanks alive. Cautious humans will place one repair tower in the centre of a cluster of tanks, surrounded by steel walls. Repair towers do not stack so it is pointless to build 10 of these behind your wall.

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Seismic activity. Worms and zomba holes will spawn in your base. Worms will target your income structures directly so you should take them out first. You should also build towers near your income structures to protect them.

Air raids. Death Clusters and zombies will rain in from the skies.

Infections at capitals. Zombies will burst out from capitals.

Rebel events. Rebel armies (units in white) will spawn at a capital and start attacking you. Vortex will work on these units but not Pope.

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The following shortcuts should be typed into the chat.
-sw -- select all workers
-sm -- select all markets
-sl -- select all lumber mills
-sml -- select all markets and lumber mills
-ss -- select all satellites

Back to contents
Every player has a different build order which changes from nation to nation but the basics remain largely the same. This is the general build order I recommend. There are many other pro players who have different ideas about what is best. Take this as a guideline and decide what works best for you.

Era Two
1. Upgrade markets
2. Replace units as appropriate (tier 2 units are not always better)
3. Research Economics to 25
4. Build 5 oil refineries
5. Research Steam Engine and Banking
6. Build lumber mills (to max) and upgrade them
7. Research education to 20-25
8. Research era-specific upgrades (bottom row)
9. Use your best judgment for other upgrades

Era Three
1. Upgrade markets and lumber mills
2. Convert militia barracks to infantry barracks or build factories for Panzers if you're Germany
3. Convert army to tier 3 units.
4. For border nations, convert stone walls to steel walls, build bunkers and set up repair towers (they don't stack so you only need 1 for every 2 steel walls at most)
5. Upgrade markets and lumber mills
6. Research Economics to 30 and upgrade income buildings again
7. Research Education to 30 8. Start building siege tanks and surround them with steel walls
9. Research era-specific upgrades (bottom row)
10. Only start researching Radio Technology when Britain is at 90% and you are still below 85%
11. Build a couple of SAM sites around your base for anti-air defense just before you hit Era Four to deal with gore crows (applies to both borders and non-borders)

Era Four
1. Upgrade all income structures and continue researching (Economics and Edu should go up to 37-40)
2. Build the Space Command Centre and start getting the satellite, followed by the moon upgrades, helium-mining, and so on
3. Replace your workers with repair bots (mules). If you have tanks, you can use your mules to keep them repaired
4. You can build fighter jets in this Era but do not do so yet. If you do so, the zombies will also start producing air units. Missiles from the Missile Launch Station also count as air units so do not produce them.
5. Make sure you research your era-specific upgrades (bottom row) before you get to Era Five

Era Five
1. Upgrade all income structures and continue researching
2. Build advanced research centre and start research (this will be needed to continue upgrading your income structures
3. Convert your army to Era 5 units (laser troopers are the best for most countries)
4. Upgrade all income structures and continue researching
5. You can get a max of 5 satellites (each satellite gives extra income and can be used to build steel walls)
6. A few nations should build fighter jets to gain air superiority
7. Some can build heavy bombers and control them manually to take out the zombie bases
8. You can also start building nukes to take out the zombie base
9. Spore crawlers and zombie air units can take out nukes so they must be destroyed first

Back to contents
Every nation has its own set of special attributes, abilities and units. Some are useful, others are not. It is up to the individual player to tailor his build and playstyle around the nation he has selected. All special abilities have a 300 second cooldown.

Back to contents
It is not uncommon for disagreements to arise. It is recommended that you pay attention to what other players are saying. If they ask you to leave their territory or stop blocking their units, you should do your best to accede to their request. Failure to do so may lead to unnecessary internal strife.

Back to contents
Congratulations. Now try a different nation and a tougher difficulty setting. Every nation presents a different challenge while the Apocalypse difficulty setting is the ultimate challenge.

This guide is for the Starcraft II arcade game Eras Zombie Invasion (actual map name is Eras Zombie Invasion-Beta). Written by Stred. If you are already familiar with the basics, feel free to skip to the build order and strategy section and check out Lightsword's Guide to Britain.

Back to contents
The zombies are coming. You play as one of ten nations in Europe. Work together, fend off the zombie onslaught and wipe them out before they take over the world. This is a co-op zombie survival game. To win, you must communicate and work together with your fellow teammates.

Unlike many other zombie survival games, you control an entire nation, not just a hero. You must build your base, manage your economy and control your army to succeed. While challenging, the game is immensely fun.

You start as either one of ten nations: Sweden, Britain, Russia, Italy, France, Spain, Turkey, Egypt, Germany and Greece. Each nation has different roles, special attributes, abilities and units. You may pick your nation in the lobby. Every nation is important and will allow you to make a vital contribution.

If you are new to the game, pick a non-border nation. Border nations are Sweden, Russia, Germany and Turkey. Non-border nations are Britain, Italy, France, Spain, Egypt and Greece. (More on each nation below.)

Back to contents
Border nations and non-border nations. There are two basic types of nations: border nations and non-border nations. Border nations will be on the frontlines. Non-border nations should help to deal with zombie spawns, bosses, and help border nations if they are getting overrun.

Zombies. You have to survive against the zombie onslaught until you are strong enough to wipe them out. The zombies occupy Central Asia to the east of Europe and will keep coming at you. Your border nations will be responsible for holding them at bay. When zombies evolve, they become stronger. You will see a messageand hear a sound when this happens.

As the game progresses, special zombie events will start occurring in waves and zombies will start popping up all over Europe. When this happens, you must work with your teammates to protect the inner parts of Europe and North Africa. Non-border nations should be ready at all times to repel a zombie air raid in neighbouring territories or to assist border nations if they get overrun by powerful bosses.

The first half of the game is usually spent trying to advance your economy and survive. It is not impossible to recover if a nation falls. As long as the nation has at least one worker, it is possible to rebuild and survive. Every nation matters.

Zombie evolution. Zombies evolve over time. When this happens, you will hear a warning sound and see a message. When zombies evolve, they become stronger so you will have to upgrade your units accordingly to match. The first zombie evolution happens at the 14th minute mark. You should kill of zombie oils by then and make sure you have the necessary upgrades for for your units, walls and towers.

Eras. Eras are like tier upgrades. Each new era unlocks new units, buildings and technologies. There are five eras in total and everyone starts at Era One. Era progress is displayed at the top. Mouse-over to see an exact percentage. Eras progress automatically (every 10 seconds) but can be sped up using the education upgrade at your tech centre.

Income. You get lumber and gold every income cycle (displayed at the top right). The amount of lumber and gold you get is determined by the markets and lumber mills you have. Non-border nations start off with 3 of each while border nations start off with 4 of each. You can build a maximum of 15 of each. These can be upgraded to obtain more income each cycle. It is recommended that you max out your markets and upgrade them first as you can acquire lumber at the start by chopping trees.

Timers. The income timer is 30 seconds and can be reduced with research in the Fifth Era. Era progression happens every 10 seconds and is dependent on your education research level.

Your army. You should start building your army about 4 minutes into the game. Unit composition depends heavily on your nation. Each nation has its own special units and those are usually the best at a particular era. Units are extremely cheap and should be spammed. Food is the only limiting factor. If you are a non-border nation, you will need to use your army to help clear zombie spawns when they start dropping from the sky. You should not put your army on the border if the border nation asks you not to. Your army is better kept in reserve and deployed where it is actually needed (like dealing with bosses or spawns). At later stages in the game, your army will enable you to go on the offensive.

Food. Your food supply limits the size of your army and the number of certain buildings you can build, such as barracks, factories, airbases and repair towers. You can increase your supply cap by 20 once per era by researching the limited upgrade at your Technology Centre. Food can also be increased through space research (unlocked at Era Four). Every player that is defeated will also bring an additional 20 food.

Declaring war. It is possible to declare war against other nations to take over their structures. This allows you to exceed the cap on the number of markets you have. You should only do this if a player is missing or has quit the game. Defeating a nation will increase the supply cap of all nations. Unjustified attacks are frowned upon by most players and should be avoided if humanity is to survive.

As with all massive games, slower computers will encounter drops in frame rate. It is recommended that you lower your settings. Some mid-range systems will benefit from this too because of the lack of multicore optimization in SC2. Medium settings produce sufficiently detailed graphics for an enjoyable gaming experience.

Back to contents
Every player starts with his main capital city, a few peasants, a technology centre, two militia barracks and some towers around your base.

Basic military units. Heavy infantry are good meat-shields. Beserkers can push back a mass of zombies quickly. Wizards are powerful against bosses but extremely fragile. Archers are great for destroying the Death Blimp and taking out bosses. Clerics heal your units and allow you to clear creep. Catapults are great for destroying zombie structures, particularly the zombie extractors (built atop the oil geysers). Catapults are also useful for clearing neutral towers in the early game since they outrange towers.

Back to contents
Markets and lumber mills. These income structures are your main sources of income. Upgrades on these are restricted by the era you are in and your economics research level. Make sure to upgrade these as soon as you can. You can only build a maximum of 15 of each.

Oil refineries. Unlocked when you reach level 25 in economics, oil refineries are built over oil deposits. They give you both lumber and gold every income cycle. You can build a maximum of 5 of these. These do not need to be upgraded.

Structure Durability. Increases health of structures by 3% every level. Important for both border and non-border nations. Even if you are not a border nation, you will eventually encounter zombies when they pop up all over Europe.

Fortifications. Increases weapon damage of defensive structures by 3% every level. Makes your towers stronger.

Education. Reduces research times and unit build times by 1.5%. Increases era progression rate by 0.83% every level. This may seem miniscule but it is highly important as later Eras grant you access to far more effective income structures, units, walls and towers. Aim for level 15 at Era One and level 25 by the end of Era Two. After that, upgrade as long as the cost remains small.

Economics. Increases income generated by Markets, Lumber Mills, Oil Refineries and Capital Cities by 4.3%. This grants you access to the oil refinery at level 25 before you reach Era Three. You should be able to upgrade economics to level 15 by Era One, and level 25 by Era Two.

Feudalism. Increases health of workers by 5%, movement speed by 1%, and amount of lumber gathered by 1. Chopping trees is one of the best ways to get lumber in Era One. Upgrading this to at least level 10 is recommended.

City Planning. Reduces construction time by 3%. Reduces repair time by 1%. This is great for repairing walls and rebuilding towers if something bad happens.

Back to contents
As you research upgrades and progress to subsequent eras, you will unlock more advanced units, towers and structures.

Repair bots. Unlocked at Era Four or at level 20 Feudalism. Your lowly peasants will ultimately have to be replaced with these machines.

Barracks Units

Riflemen and cannons. Unlocked at Era Two. Why continue shooting pointy sticks when you can fire off balls of doom at the zombies?

Infantry, commandos and medics. Unlocked at Era Three. You have to upgrade your militia barracks to obtain these units. Infantry cost 2 food but only have a range of 7. Commandos have a longer range of 8 and have about 10% more dps. Howwever, commandos cost 3 food. Medics can now clear creep (hotkey: c).

Rocketeers. Unlocked at Era Four. Can attack air units and enter bunkers. Still weaker than infantry/commandos in ground attack.

Pack hunters (reapers). Unlocked at Era Four. Moves fast and can hop up and down cliffs. DPS is pathetic though.

Laser troopers. Unlocked at Era Five. Best infantry for most nations. Start getting this when you can.

Factory Units

Tanks. Unlocked at Era Three. Tanks now move much more slowly and mass tanks are no longer as good as before. Germany gets Panzers which are the strongest tanks in the game. Upgraded Panzers remain useful until the Fifth Era.

Terminators. Unlocked at Era Five. The mechanised equivalent of the infantry.

Snipecrons. Unlocked at Era Five. The mechanised equivalent of snipers.

Airbase Units

Fighter Jets. Unlocked at Era Four. Do not build these until Era Five. If you do, the zombies will also start producing air units. When you reach Era Five, fighter jets will be needed to achieve air superiority. Without air superiority, your bombers and missiles will be useless.

Heavy Bombers. Unlocked at Era Five. Better than the average bomber. The zombies will never know what hit them. These bombers can be set to manual or automatic attack. These can be manually controlled to take out spores.

Back to contents
Missile Launching Station. Unlocked at Era Four. Chivalry died not long after the first zombies showed up in Europe. Why fight fair when you can blast the zombies from afar? Missiles are great against zombie spine crawlers which can easily wreck your tanks. Make sure you control the skies or your missiles will be shot down quickly. You can set production of missiles to auto-cast and just right click anywhere on the map to fire these missiles. (I personally find this to be a waste of food and resources.)

Satellites. Unlocked at Era Four. Satellites are extremely useful. You can use them to build steel walls almost instantly. Creep disrupter will prevent creep from growing within a certain radius. You can drop mules (at Era 4) and laser troopers (at Era 5, with the required upgrade). Satellites also give you extra income. You can only build a maximum of 5.

Back to contents
Steel Walls. Unlocked at Era 3. These supply depot lookalikes are stronger than your average rock wall. They can be lowered and raise at whim and provide an excellent defense against the horde.

Bunker. Unlocked at Era 3. Stick your commandos or laser troopers in there and they'll be able to go toe-to-toe with zombie bosses.

Repair Towers. Unlocked at Era 3. Repair towers cost food but are vital to keeping your walls and tanks alive. Cautious humans will place one repair tower in the centre of a cluster of tanks, surrounded by steel walls. Repair towers do not stack so it is pointless to build 10 of these behind your wall.

Back to contents
Seismic activity. Worms and zomba holes will spawn in your base. Worms will target your income structures directly so you should take them out first. You should also build towers near your income structures to protect them.

Air raids. Death Clusters and zombies will rain in from the skies.

Infections at capitals. Zombies will burst out from capitals.

Rebel events. Rebel armies (units in white) will spawn at a capital and start attacking you. Vortex will work on these units but not Pope.

Back to contents
The following shortcuts should be typed into the chat.
-sw -- select all workers
-sm -- select all markets
-sl -- select all lumber mills
-sml -- select all markets and lumber mills
-ss -- select all satellites

Back to contents
Every player has a different build order which changes from nation to nation but the basics remain largely the same. This is the general build order I recommend. There are many other pro players who have different ideas about what is best. Take this as a guideline and decide what works best for you.

Era Two
1. Upgrade markets
2. Replace units as appropriate (tier 2 units are not always better)
3. Research Economics to 25
4. Build 5 oil refineries
5. Research Steam Engine and Banking
6. Build lumber mills (to max) and upgrade them
7. Research education to 20-25
8. Research era-specific upgrades (bottom row)
9. Use your best judgment for other upgrades

Era Three
1. Upgrade markets and lumber mills
2. Convert militia barracks to infantry barracks or build factories for Panzers if you're Germany
3. Convert army to tier 3 units.
4. For border nations, convert stone walls to steel walls, build bunkers and set up repair towers (they don't stack so you only need 1 for every 2 steel walls at most)
5. Upgrade markets and lumber mills
6. Research Economics to 30 and upgrade income buildings again
7. Research Education to 30 8. Start building siege tanks and surround them with steel walls
9. Research era-specific upgrades (bottom row)
10. Only start researching Radio Technology when Britain is at 90% and you are still below 85%
11. Build a couple of SAM sites around your base for anti-air defense just before you hit Era Four to deal with gore crows (applies to both borders and non-borders)

Era Four
1. Upgrade all income structures and continue researching (Economics and Edu should go up to 37-40)
2. Build the Space Command Centre and start getting the satellite, followed by the moon upgrades, helium-mining, and so on
3. Replace your workers with repair bots (mules). If you have tanks, you can use your mules to keep them repaired
4. You can build fighter jets in this Era but do not do so yet. If you do so, the zombies will also start producing air units. Missiles from the Missile Launch Station also count as air units so do not produce them.
5. Make sure you research your era-specific upgrades (bottom row) before you get to Era Five

Era Five
1. Upgrade all income structures and continue researching
2. Build advanced research centre and start research (this will be needed to continue upgrading your income structures
3. Convert your army to Era 5 units (laser troopers are the best for most countries)
4. Upgrade all income structures and continue researching
5. You can get a max of 5 satellites (each satellite gives extra income and can be used to build steel walls)
6. A few nations should build fighter jets to gain air superiority
7. Some can build heavy bombers and control them manually to take out the zombie bases
8. You can also start building nukes to take out the zombie base
9. Spore crawlers and zombie air units can take out nukes so they must be destroyed first

Back to contents
Every nation has its own set of special attributes, abilities and units. Some are useful, others are not. It is up to the individual player to tailor his build and playstyle around the nation he has selected. All special abilities have a 300 second cooldown.

Back to contents
It is not uncommon for disagreements to arise. It is recommended that you pay attention to what other players are saying. If they ask you to leave their territory or stop blocking their units, you should do your best to accede to their request. Failure to do so may lead to unnecessary internal strife.

Back to contents
Congratulations. Now try a different nation and a tougher difficulty setting. Every nation presents a different challenge while the Apocalypse difficulty setting is the ultimate challenge.

Чужой компьютер

Call of Duty

Call of Duty

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Василий Теркин

Василий Теркин запись закреплена

Народ, подскажите 4 задание на Портнову в зомби, убить 25 с помощью естественного урона.. что это? 50 волн пытался, пробовал разные варианты, засчиталось только 2 :) почему хз…

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Сначала интересные

Михаил Летов

Ну вот смотри, токсики - огонь, радиация - электричество. Мимасы - токсичность

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Василий Теркин

Михаил, а, типа мегатронов, которые раздваиваются валить патронами с электричеством?

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Михаил Летов

Василий, я чуть ниже расписал как эту хуйню быстрее делать

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Василий Теркин

Михаил, понял, спасибо. Но мой вариант тоже прокатит? :)

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Михаил Летов

Василий, вроде должен.

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Виктор Крайнов

Берёшь огнемет и убиваешь 25 чумных псов - готово

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Михаил Летов

Кароче как сезонное задание, собираешь все детали эфироскопа на ди машине, спавнятся овердохуя чумопсов. Заводишь их в маленькую комнату, кидаешь в них молотов.

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Tima Kozin


Tima Kozin

Eras Zombie Invasion

Начнем.
Для начала скажу что вы выбрали крайне сложную, даже я бы сказал нереально сложную, и долгую карту игротеки.
Кстати хочу заметить что модельки замков и юнитов в основном из Хотса. Что не может не радовать глаз.
В начале игры вам надо выбрать нацию, для новичка будет идеальным вариантом Франция. Не выбирайте Россию, даже из патриотизма. Ведь именно она первым согнется под натиском зомби.
Пока остальные нации отвлекают врага, развивайтесь.
Постойте сразу максимально количество рабочих и отправите их на вырубку леса, обязательно улучшите феодализм (иконка рабочего) для того чтобы рабочие собирали больше дерева.

Screenshot2017-03-10 21_35_17

Идите и застраивайте ледовый остров с 2 гейзерами нефти в верхнем левом углу. Первым делом пихните туда максимально количество магазинов (на своем острове магазины снесите) поставите цитадель и начинайте стоить оборону. А именно ворота 2 стены и куча башен, для начала 6шт, лучше магических. Если все идет гладко продолжаем улучшать экономику. Если ваши союзники уже пали, начинаем отчаянно готовится к обороне. А именно строим лимит башен улучшаем Хп структур, скорость ремонта, и дамаг зданий. Если на вас вылезли черви в самом начале игры и ваше войско не справилось, можете выходить из игры. Восстановится вы уже не успеете.

Итак прошла первая эра, теперь вам доступны новые технологии, а тем временем зомби не отстают и тоже эволюционируют. Теперь вам доступны мушкетеры и пушки. мушкетеры как и лучники не наносят урона бронированным.
Но все таки лучше иметь про запас пушкек и и мушкетеров. Скорей всего ваших рабочих на основном острове уже убили, так что пора стоить лесопилки.

3 эра. Если вы все еще живы. Скорее стойте артиллерию (осадные танки), можно прямо в центре, так как дальность у них огромная. Стройте много, очень много. Не забываем про экономику, так же вы сможете поменять ворота на бункер или хранилища, если сможете это сделать когда на вас нападают ежесекундно. Обязательно постойте вышки авто ремонта по 3 с каждой стороны.

4 Эра. Вроде финал (надо будет переиграть и посмотреть) первым делом стройте аэропорты так как к вам вот вот грянет воздушный удар, Продолжайте усиливать оборону всеми возможными способами, стройте архангелов, и наконец постройте ядерную шахту и запускайте ядерки по захваченным территориям, радиус взрыва намного больше обычного, так что стоить это увидеть.
Честно говоря в начале финальной эры мою оборону прорвали, ибо я не был готов к авиа налету.
И я пал на рассвете эры спасения для человечества.
Так что обязательно оставляйте работника у союзников которые выжили.
Вся описанная 4 эра из наблюдений выжившего союзника, который держатся из последних сил, но продержавшись еще пол часа его оборона пала.
И Европе настал конец.

Переиграл еще раз

2 Эра. Никаких отличий. клепаем кучу мушкетов и продолжаем улучшать экономику.

4 Эра. Как оказалось, защищать 2 прохода одному игроку это трудно. Поэтому старайтесь распределится так чтобы на каждого игрока был всего лишь один проход. Поверьте зомбей хватит на всех. Самое время стоить самолеты. постройте для начала 4 ангара и поставьте на авто производство истребителей (викингов)

5 Эра. Теперь ваш черед. Начинаем копить Титанов. Уже построившихся отправляем на линию фронта получать опыт. Оставьте покорение луны другим более опытным игрокам. Ведь бонусы получит только тот кто первый покорит луну. Надеюсь вы не забывали про Грейды? К моменту вашего выступления все должно быть прокаченно на 45-50

Screenshot2017-03-10 22_29_12

Раш Титанами
Вот и финал. Как вы поняли, идти на пролом имеет смысл только если у вас есть десяток титанов, и куча мулов в придачу, для ремонта. В вашем арсенале будет самое мощное орудие в игре. Термоядерная ракета, радиуса и убойной силы хватает чтобы уничтожить территорию страны. Однако сбиваются такие ракеты любым ПВО. К сожалению у зомби есть свое ПВО и пробомбить их не выйдет, собственно поэтому вам придется самолично вычищать титанами заразу.

  1. Улучшение дамага наносимого юнитами +3%
  2. Улучшение Хп юнитов на +3%
  3. Улучшение хп зданий на +3%
  4. Улучшение дамага зданий +3%
  5. Ускорение перехода в новую Эру
  6. Увеличение инкома с рынков и лесопилок (и нефти) на +4%
  7. Улучшение рабочих +Хп + броня добыча дерева +1
  8. Улучшение строительных работ на +3% и ремонтных на +1%

Технологии которые можно получить только в определенной Эре
1 Эра

  1. Увеличение дальности башен,
  2. Увеличение скорости передвижения юнитов
  3. Увеличение максимального лимита
  4. Увеличения инкома
  1. Увеличение максимального лимита
  2. Будет доделано
  1. Увеличение лимита на 20
  2. Дополнительный инком
  1. Увеличение лимита на 20
  2. Дополнительный инком
  3. Скорость передвижения пехоты
  1. Увеличение лимита на 20
  2. Улучшение брони построек на 5
  3. Сокращение ожидания инкома на 3 сек (складывается с исповедованием других стран)Регенерация для механических единиц, а так же улучшение башен ремонта

Боссы.
(Пожалуй просто сильный враг) Темный маг. Боец дальнего боя с кучей щитов и 10 хп (как архонт)

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