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Major Isoor
Mar 23, 2011
Oh also, on the "doughnut" island, is there any way to engineer a corridor/trap so that you can knock an agent down the pit/void in the top-right corner of the map? It doesn't seem to let me, build a corridor right up to the edge, but it'd be nice to be able to knock enemies into my own private little mass grave there! :D

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Thompsons
Aug 28, 2008

Ask me about onklunk extraction.
Is there a way to get guards to switch out a weapon type? Because it seems like once they've gotten one they just hold onto it forever and can't switch it out for anything else.

SweetBro
May 12, 2014

Did you read that sister?
Yes, truly a shitposter's post. I read it, Rem.
How do you unlock new minion types?

MonsterEnvy
Feb 4, 2012

Shocked I tell you

SweetBro posted:

How do you unlock new minion types?

I think I am going to get a new scientist type from this Roboticist Side Story.

explosivo
May 23, 2004

Fueled by Satan

I suck at this game! My first non tutorial attempt ended when the first wave of inspectors killed everyone. I really need to read up on basically all the mechanics.

The music rules though!

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.

SweetBro posted:

How do you unlock new minion types?

story progression unlocks more side story stuff

stuff to note; a super agent idling in the region means ANY actions in that particular region are dangerous, even stuff for lowering heat with money etc.

also stuff to note; ivan gives no fucks

Back Hack
Jan 17, 2010


Starting to think the game needs a balance patch, some of these items are extremely niche in use, but cost way too much power overall considering just many generators it takes to power a base. Control rooms too.

Mad Wack
Mar 27, 2008

"The faster you use your cooldowns, the faster you can use them again"

Gamerofthegame posted:

story progression unlocks more side story stuff

stuff to note; a super agent idling in the region means ANY actions in that particular region are dangerous, even stuff for lowering heat with money etc.

also stuff to note; ivan gives no fucks

one caveat to this - you can upgrade your criminal network while an agent is there and they won't react. you can also use that upgrade to reset your heat once per upgrade so it can be handy to avoid a lockout.

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


the camera controls in this game feel kinda weird and idk why. it feels unwieldy somehow.

im also like 5 hours in and still in the tutorial and i just wanna get to the meat of doing evil. i somehow got locked into doing the IRIS henchman mission even though i wanted jubei

JosefStalinator
Oct 9, 2007

Come Tbilisi if you want to live.




Grimey Drawer

Back Hack posted:

Starting to think the game needs a balance patch, some of these items are extremely niche in use, but cost way too much power overall considering just many generators it takes to power a base. Control rooms too.

There definitely needs to be a balance patch. This base gameplay is great, but some stuff is wonky, useless, or easy to spam.

For example, I find it kinda pointless to do any of the money making heists beyond the base 10-15k gold ones. You can spam 10k per region with 3 workers over and over in 3 minutes, and never really feel the need to do the higher level heists.

Do things end up so expensive later that you ever have money issues? I'm a ways in, and I have virtually unlimited cash from small heists and passive gold alone.

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

JosefStalinator posted:

For example, I find it kinda pointless to do any of the money making heists beyond the base 10-15k gold ones. You can spam 10k per region with 3 workers over and over in 3 minutes, and never really feel the need to do the higher level heists.

higher level heists are more efficient per worker, and less demanding of micro. you can spam the quick heists but then you spend a lot of time looking at the world map and dispatching minions as fast as you can hire them. on the other hand, the slow burn 20k over 30m heists means thats a bunch of minutes gold is flowing in and i dont have to pay attention to whats going on

JosefStalinator posted:

Do things end up so expensive later that you ever have money issues? I'm a ways in, and I have virtually unlimited cash from small heists and passive gold alone.

for sure. as you unlock the ability to drill through harder rock, the cost to do so increases as well. an 8x8 room which might cost $2k in the softest rock might be $20k in the next tier up

Captain Oblivious
Oct 12, 2007

I'm not like other posters

JosefStalinator posted:

There definitely needs to be a balance patch. This base gameplay is great, but some stuff is wonky, useless, or easy to spam.

For example, I find it kinda pointless to do any of the money making heists beyond the base 10-15k gold ones. You can spam 10k per region with 3 workers over and over in 3 minutes, and never really feel the need to do the higher level heists.

Do things end up so expensive later that you ever have money issues? I'm a ways in, and I have virtually unlimited cash from small heists and passive gold alone.

You haven't gotten very far. The 10-15k gold schemes are absolutely not worth touching at all. When you are actually doing side stories/campaign stuff and also getting attacked by super agents you will absolutely mulch through minions either sending them on schemes for objectives or through churn to agents. Sending tons and tons of minions out for chump change like that is insanely inefficient when you could be getting 305k gold over the course of an hour long scheme from a level two network.

Hell in my game SMASH territory had 50k over 30 minutes schemes even at level 1 networks. Enormously more worker efficient.

Major Isoor posted:

Oh also, on the "doughnut" island, is there any way to engineer a corridor/trap so that you can knock an agent down the pit/void in the top-right corner of the map? It doesn't seem to let me, build a corridor right up to the edge, but it'd be nice to be able to knock enemies into my own private little mass grave there! :D

All islands have that giant multi-level pit and the reason you can't do anything with it is

Pretty sure that's where the Doomsday Device goes

Captain Oblivious fucked around with this message at 08:08 on Apr 1, 2021

Esdesu
Sep 14, 2014

Captain Oblivious posted:

All islands have that giant multi-level pit and the reason you can't do anything with it is

Pretty sure that's where the Doomsday Device goes

I'm pretty sure you're right and this make me sad as without forethought I built my power station right in front of it.

Guess I should start moving the powerplants around

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Hit my first glitch. Namely all my people were stuck trying to get on the helicoptor and no new workers were coming. Need to see if they fixes itself by reloading.

socialsecurity
Aug 30, 2003

I'm liking the base building aspects of this, however the world map is just terrible to me. I have the hardest time figuring out what's available/vs what is in progress it just feels like a jumble is there some sort of menu or something I'm missing beyond just zooming in and out of the map?

MonsterEnvy
Feb 4, 2012

Shocked I tell you

socialsecurity posted:

I'm liking the base building aspects of this, however the world map is just terrible to me. I have the hardest time figuring out what's available/vs what is in progress it just feels like a jumble is there some sort of menu or something I'm missing beyond just zooming in and out of the map?

If you zoom out you can check instantly if a region has a scheme running or not.

Major Isoor
Mar 23, 2011

Captain Oblivious posted:

All islands have that giant multi-level pit and the reason you can't do anything with it is

Pretty sure that's where the Doomsday Device goes

Byt what about the train tracks (or minecart tracks, I dunno) out the back of the island, leading to a metal bunker door? I figured that must'vebeen the DD door. Like, a rail SCUD launcher pops out and fires a missile, kinda thing. I dunno, you're probably right though. What I was thinking is probably intended for some other use

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Major Isoor posted:

Byt what about the train tracks (or minecart tracks, I dunno) out the back of the island, leading to a metal bunker door? I figured that must'vebeen the DD door. Like, a rail SCUD launcher pops out and fires a missile, kinda thing. I dunno, you're probably right though. What I was thinking is probably intended for some other use

That doesn’t exist on every island. The pit does.

Major Isoor
Mar 23, 2011

Captain Oblivious posted:

That doesn’t exist on every island. The pit does.

Oh! Fair enough then. Must just be for looks in that case, like the random satellite dishes

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

Ugh, which minion type is required for level 3 networks? They want mercenaries, botanists and ???. I know it isn't socialites or martial artists.

The problem is that I don't see any new sidestory unlock at the moment.

Omobono fucked around with this message at 09:19 on Apr 1, 2021

Sedisp
Jun 20, 2012


Uhh so do those "super agent intervention missions just like not do anything? Each time Ive completed one they just immediately spawn in my base.

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME
You sure you aren't doing the super agent invitation missions? They're meant to spawn them in your base with weaker backup so you can take them down on your own terms to get rid of them for a short while.

Das Butterbrot
Dec 2, 2005
Lecker.
I can't figure out how to make Max sit down in the fancy golden chair I built for him, to make him regain stats. Anyone? Right clicking while having him selected just plays a voiceline.

Sedisp
Jun 20, 2012


Deltasquid posted:

You sure you aren't doing the super agent invitation missions? They're meant to spawn them in your base with weaker backup so you can take them down on your own terms to get rid of them for a short while.

Positive.

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

Sedisp posted:

Uhh so do those "super agent intervention missions just like not do anything? Each time Ive completed one they just immediately spawn in my base.

Deltasquid posted:

You sure you aren't doing the super agent invitation missions? They're meant to spawn them in your base with weaker backup so you can take them down on your own terms to get rid of them for a short while.

When you trigger a super agent and they are getting ready to invade a short lived emergency intervention mission should appear. Presumably completing this mission weakens the super agent strike team before they spawn, but at that point an attack is inevitable.

Invitation missions have no penalty if ignored, intervention missions have a really short lifetime and the agent attacks anyways when the timer's over.

E:

Das Butterbrot posted:

I can't figure out how to make Max sit down in the fancy golden chair I built for him, to make him regain stats. Anyone? Right clicking while having him selected just plays a voiceline.

Check your main story objectives, there's probably something that wants that chair. The conference table also restores your Genius stats though, (build) and use that in the meanwhile.

Omobono fucked around with this message at 10:00 on Apr 1, 2021

Das Butterbrot
Dec 2, 2005
Lecker.

Omobono posted:


Check your main story objectives, there's probably something that wants that chair. The conference table also restores your Genius stats though, (build) and use that in the meanwhile.

nm, reloading the game did it. probably bugged out because I sold one I had built before when i was short on money.

Wyld Karde
Mar 18, 2013

She's so ~dreamy~
Some useful stuff to know in this handy Reddit tips thread.

"When a network is idle on the world map it will flash a red signal. When there is an active scheme, it will softly strobe red." Yeah, that needs to be a lot more obvious. Maybe a big green light on an idle network.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
So there was a small patch! But it only had one patch note.

"The Side Story "Meteor Not, Here I Come" can no longer be unlocked before completing the Tutorial."

...Pretty please let that be a case of "Because it could render your campaign unwinnable", and not "Dang kids exploiting the tutorial is our #1 priority"

Motherfucker
Jul 16, 2011

I certainly dont have deep-seated issues involving birthdays.
As far as I can square it what causes a super agent to invade is completing a scheme in a region they're present in. which sucks because they're all over the place. Eventually you kinda get a feel for who you can deal with and whats worth getting invaded over.

FeculentWizardTits
Aug 31, 2001

MonsterEnvy posted:

I don't think this is a bug. I think the agents don't want to leave cause their skill is too high.

Turns out it might be this:

Reddit posted:

To add on to your comment about doors, agents hate getting stuck in rooms and turn violent when they are. If you have a small rec room or dining hall attached to the casino for you social minions to use with any kind of door gating it off, even a basic Casino door (which ostensibly has no lock, per the description) with level 1 security, agents will be drawn to investigate and go through the door. Once they get through the door and they stand inside the tiny service room as the door shuts behind them, they will realize they're "trapped" in that small room. Rather than just... open the unlocked door, they will panic and gun down everyone inside, then go on a killing spree through your casino.

Edit: To clarify, the DOOR is the issue. Get rid of the door on your little rest room (but not restroom) and agents will be far less violent when escorted out, or will even just walk out on their own. There's nothing nefarious in those rooms anyway, or at least you shouldn't be outfitting them as such. Buffets, TVs, lockers, and beds are all completely innocent and will not draw the ire of investigators.

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME
Weird, I've had a lot of situations where the agents got trapped between two doors right before the trap area of my entrance, and my valets would escort them out 90% of the time. about 10% of the time they'd resist and start fighting, which is what makes me believe it's working as intended (ie some investigators may resist being escorted out, possibly depending on skill)

Banemaster
Mar 31, 2010
Minions use facilities on "first reserved, first served" basis, so spreading out capacity around the base shortens the walking times, which shortens idle time of facilities, which increases output, which fixed epidemic of my minions betraying the cause.

I feel bit stupid for not understanding this earlier...

QuarkJets
Sep 8, 2008

Communist Walrus posted:

Turns out it might be this:

Yeah well if I thought that I was uncovering the lair of an evil genius but actually just stumbled into a staff break room I might go on a killing spree too

dogstile
May 1, 2012

fucking clocks
how do they work?

Wyld Karde posted:

Some useful stuff to know in this handy Reddit tips thread.

"When a network is idle on the world map it will flash a red signal. When there is an active scheme, it will softly strobe red." Yeah, that needs to be a lot more obvious. Maybe a big green light on an idle network.

Apparently this colour changes depending on who you play.


Deltasquid posted:

Weird, I've had a lot of situations where the agents got trapped between two doors right before the trap area of my entrance, and my valets would escort them out 90% of the time. about 10% of the time they'd resist and start fighting, which is what makes me believe it's working as intended (ie some investigators may resist being escorted out, possibly depending on skill)

That's also a thing, but the too small thing is a legit bug also. If you space the doors out you stop getting the immediate kill squads

Motherfucker
Jul 16, 2011

I certainly dont have deep-seated issues involving birthdays.
it took me so loving long to figure out auto-tagging D:


You gotta apply auto-tag zones from the lil menu. its not just a global standing order.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
My latest obsessive Ivan restart with tutorial turned off and the initial guard prisoner seems caught in a loop of "He's resisting the interrogation! (at zero resolve)", chumped by a worker back into his cell, repeat.

Damnit that chair costs $15,000 you respect that chair mister :argh:

EDIT: okay so the problem was "Legal access" isn't actually enough room to access? So I had to nudge the prisoner chair away from the prison cell. I miss 1 tile interrogation chairs.

Section Z fucked around with this message at 14:04 on Apr 1, 2021

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.

Banemaster posted:

Minions use facilities on "first reserved, first served" basis, so spreading out capacity around the base shortens the walking times, which shortens idle time of facilities, which increases output, which fixed epidemic of my minions betraying the cause.

I feel bit stupid for not understanding this earlier...

also put archive stuff next to your training room, as that drains smarts a lot and is the leading cause of SoMeThiNg Is WrOnG WiTh ThE TraIning RoOm BoSs messages

Gadzuko
Feb 14, 2005

Gamerofthegame posted:

also put archive stuff next to your training room, as that drains smarts a lot and is the leading cause of SoMeThiNg Is WrOnG WiTh ThE TraIning RoOm BoSs messages

I'm going to fully redesign my base tonight because right now I'm constantly getting fights outside the training room which cancels all training for everyone to go stand uselessly in the hallway and watch the fight, and the constant warnings are driving me mad

Esdesu
Sep 14, 2014

Super Agents were kicking my arse then i gave all my security minions handguns and they die real quick now

I really love the feuding with the other henchmen. It was super hectic dealing a super agent and goons in my base and stopping him from screwing my on the world map.

Also the trait pairing are sometimes hilarious

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Lichtenstein
May 31, 2012

It'll make sense, eventually.
I got a prospective henchman to the 'allied but uncontrollable' stage. Can anybody tell me how long they'll stay that way? Is it a matter of some extra sidequest popping up, or unlocking a henchman slot or a timer or what?

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