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AlternateAccount
Apr 25, 2005
FYGM
Kill or capture the crime lord!

Oh I guess they just died without ever appearing in your base anywhere. Congrats!!!

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skeleton warrior
Nov 12, 2016


I haven’t gotten to the point where I have more-dangerous-than-average investigators showing up, but I’ve had few problems with my casino completely stopping all investigators. Yeah, occasionally the worse ones enter the base proper, but they’re usually immediately stopped and pulled back. And only very occasionally does shooting start.

A few pointers if you’re having issues:

* You absolutely can have the casino auto-tag for deception, and probably should get that tech ASAP, maybe only just behind the knock-down-walls and stairs techs

* You do want a food/sleep area, but the more convenient the door is to minions, the sooner agents will get to it and the higher their skills and resolve will be, and the more likely they’ll still be clumped in a team, all of which raises the chance they’ll just start shooting (or try often enough that eventually someone will gently caress up and then they’ll start shooting).

* To maximize agent distraction, then, it seems like you want to throw down new walls into your casino to force the agents to take long meandering paths from the entrance to your base/living area entrance. Then put bars, tables, and stages at choke points to make it more likely that an agent will sit down rather than pass by.

* You want a poo poo-ton of stages and games and minions to run them. I’m set for like 30 valets and 12 socialites on average, and an agent has to pass about 4 stages, 8 table games, and 6 bars from front door to end door.

* Both your living area and your base entrance should have a corridor area so that so can have a camera pointed at it. Cameras seem to do the stop-an-agent-and-make-them-wait-for-a-minion-to-accost-them routine, and also mean that when violence happens, my mercs show up quickly and effectively.

wayniechan
Jul 16, 2004
<img src="https://forumimages.somethingawful.com/images/newbie.gif" border=0>
I stand corrected, not sure why it wasn’t auto tagging distract before when setting the casino to green, because it is totally working now. My bad. Game can be buggy sometimes I guess?

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

Vengarr posted:

Make sure you are setting all agents to distract, otherwise it really won’t do poo poo.

I presume it’s that way so you can allow agents into your base if you wish. There are some times you need to let them steal stuff or plant bugs or whatever for missions.

Yeah, the problem is if I set them to distract automatically in the casino they inevitably get into a gunfight two inches inside my base and I'd much rather they come down the hallway deeper in where all my guards and whatnot are.

If I could set up a neutral 'untag all agents here' zone right at the entrance that'd be awesome. Distract everyone in the casino but if they make it inside the base let them in until they reach the kill zone. Maybe in a later patch.

Vengarr
Jun 17, 2010

Smashed before noon
They should take a page from Rimworld and have soldiers dynamite into your base. Right now they often start by shooting up your casino, which...is annoying sure, but doesn’t exactly hinder my evil plans. Unless their goal is to clog my incinerators.

Saboteurs should sneak in wearing cardboard boxes.

DarkHorse
Dec 13, 2006

Nap Ghost

Vengarr posted:

They should take a page from Rimworld and have soldiers dynamite into your base. Right now they often start by shooting up your casino, which...is annoying sure, but doesn’t exactly hinder my evil plans. Unless their goal is to clog my incinerators.

Saboteurs should sneak in wearing cardboard boxes.

I hated saboteurs in the first game, especially Steele because he'd just use the floor panels and go right to my generators :argh:

And no I didn't have inaccessible areas.

Spoilers for the Sands of Time loot, since its extremely poorly explained:
The sands, once you get them, restore durability in an AOE around them. The description just says "turns back the clock" but doesn't say whether it's minions, items, or what.

Also, you can stop durability damage by turning off power to an item. My prison is far away from most things and inaccessible, so I turn off my interrogation devices and half my prison cells so I limit the number of trips my techs need to take.

double nine
Aug 8, 2013

occasionally when interrogating agents, there is a voiceover about "new opportunity on the world stage". Try as I might, I don't see any new type of mission - it's just the usual set of "decrease heat", "increase money" and occasionally "decrease tourists" (this is in addition to any plot missions).
Am I missing anything or is it possible I'm not early enough in the game yet? do the opportunities spawn in territories I lack a criminal network in?

Or is it just fluff about the increase in intel?

Tenebrais
Sep 2, 2011

I think it's just one of the random lines to confirm an interrogation happened, yeah.

toasterwarrior
Nov 11, 2011
Have you guys had issues with non-deception minions distracting agents when you tag them? I assume that's why they immediately go into aggro, because said minions aren't the proper type.

The_Final_Stand
Nov 2, 2013

So cute and cuddly
I think I've hit a bug on the Say My Name sidequest, which from the name and the description (a spinning wheel that turns straw in to gold) suggests it's Rumpelstiltskin's wheel. This third stage says to do another mission on the World Stage, but no such mission is appearing. Combined with the point that you can't cancel sidequests and you're limited to one at a time, I think I'm just stuck with this forever, unable to recruit any more henchmen or any other sidequests.

Not sure if related, but one of Emma's early game missions has stuck around on the World Stage. It costs time and money, for only plot rewards, but the mission immediately respawns afterwards.

tokenbrownguy
Apr 1, 2010

I don’t get why you’d want to deceive agents anyways given how slowly the computer banks generate intel. I basically have to capture every agent to keep up with intel demands on the world stage.

Sedisp
Jun 20, 2012


tokenbrownguy posted:

I don’t get why you’d want to deceive agents anyways given how slowly the computer banks generate intel. I basically have to capture every agent to keep up with intel demands on the world stage.

Don't you get more heat if you capture too many?

Tenebrais
Sep 2, 2011

toasterwarrior posted:

Have you guys had issues with non-deception minions distracting agents when you tag them? I assume that's why they immediately go into aggro, because said minions aren't the proper type.

Anyone can stop an agent and send them back to the casino; that's not a factor in whether they resist (I think someone said earlier that is dependent on their Skill rating - they'll resist a lot less if you soften them up with traps and gambling).

CuddleCryptid
Jan 11, 2013

Things could be going better

tokenbrownguy posted:

I don’t get why you’d want to deceive agents anyways given how slowly the computer banks generate intel. I basically have to capture every agent to keep up with intel demands on the world stage.

You can just economy of scale the Intel computers, I have several running and rarely find myself out of intel.

reignofevil
Nov 7, 2008
I have like eight computer terminals generating intel and I'm basically permanently at 99 intel.

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!

wayniechan posted:

I stand corrected, not sure why it wasn’t auto tagging distract before when setting the casino to green, because it is totally working now. My bad. Game can be buggy sometimes I guess?

I think agents get actually tagged once in line of sight of something (cameras or minions). Since the casino is swarming with deception minions it's usually not a problem.


Re: intel
How the hell do you get minions to actually man the counters? Endgame I needed to have my Genius parked using her "do this" aura.

Grand Fromage
Jan 30, 2006

L-l-look at you bar-bartender, a-a pa-pathetic creature of meat and bone, un-underestimating my l-l-liver's ability to metab-meTABolize t-toxins. How can you p-poison a perfect, immortal alcohOLIC?


Omobono posted:

Re: intel
How the hell do you get minions to actually man the counters? Endgame I needed to have my Genius parked using her "do this" aura.

This is just what I did once someone in here reminded me of it. Did the trick. Otherwise yeah, hardly anyone would ever work the computers. Even after manually assigning them to control room in minion management, no noticeable change.

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!

Part of it is AI issues that need to be patched. I've seen a minion at full stats hit the computer, work for two seconds and then stop working to "improve smarts".
At 100/100 smarts.

:ughh:

How the hell do you gently caress the AI prioritization that badly?

Banemaster
Mar 31, 2010

Vengarr posted:

The minion screen does show caps and numbers though?

Well, it does, but I have to click between each category and each type to see the caps.

In EG1 one screen showed all this information without needing to click anything:

Beef
Jul 26, 2004
Such a wasted potential, no Nixie tube numbers displays.

tokenbrownguy
Apr 1, 2010

Sedisp posted:

Don't you get more heat if you capture too many?

Good... they’ll send more nerds to capture.

But yeah maybe I’ll just crap out a bunch more computers and open up an dorm in the control center.

Tunzie
Aug 9, 2008

Banemaster posted:

Well, it does, but I have to click between each category and each type to see the caps.

In EG1 one screen showed all this information without needing to click anything:



I will say this: I am really glad they flattened out the training pyramid a bit in this one. In the first one I remember struggling with keeping the flow going, especially when I lost a bunch at the right side of the pyramid all at once.

I'm most of the way (I think) through a Max playthrough, just cleaning up some side missions. I've been having a good time with it. It seems like there's a bunch of the main quests and side stories that feel tailored to Max - I assume they're similarly tailored for the other geniuses? - and that's been nice.

No gamestopping bugs yet, mostly all I had was the one where Symmetry seems to stop attacking me or moving on the world map, but she left when I finished her side story. And a half hour trying to figure out what an 'EGTV' was for an objective that didn't tell me where they were - they're in the staff room, in case anyone else hits this.

double nine
Aug 8, 2013

dear god Max' lair is tacky. bleugh.

RagnarokZ
May 14, 2004

Emperor of the Internet
I made my martial minions much more effective by just not giving them any clubs.

Guns only.

QuarkJets
Sep 8, 2008

Tunzie posted:

I will say this: I am really glad they flattened out the training pyramid a bit in this one. In the first one I remember struggling with keeping the flow going, especially when I lost a bunch at the right side of the pyramid all at once.

I'm most of the way (I think) through a Max playthrough, just cleaning up some side missions. I've been having a good time with it. It seems like there's a bunch of the main quests and side stories that feel tailored to Max - I assume they're similarly tailored for the other geniuses? - and that's been nice.

No gamestopping bugs yet, mostly all I had was the one where Symmetry seems to stop attacking me or moving on the world map, but she left when I finished her side story. And a half hour trying to figure out what an 'EGTV' was for an objective that didn't tell me where they were - they're in the staff room, in case anyone else hits this.

Yeah the first one required a minion-type in order to train more of the same type, so if your sole biochemist got gunned down you had to go kidnap another one. It sucked. Now having the same-type around just improves the training rate, which is so much better

gimme the GOD DAMN candy
Jul 1, 2007
an effective way to distract tag i found was to cut into my casino with an extra trap hallway, so i have two small ones. i used a lot of slot machines and cocktail bars to cut skill down, though not necessarily in a maze format. it is vital to not use a distract tag in the casino, because agents aren't using devices or lowering their stats while being escorted. they lose some resolve due to escorts, but too many escorts and they immediately start killing people. after the casino, agents hit the first hallway which is filled with non-lethal traps with a heavy focus on slippery floors and freeze rays. the next trap hallway also has non-lethal traps, but this one is tagged for distract. here i used mostly fans, bubbles and bumpers just to mix things up. this works because you want them to go through some traps and the casino before they are distract tagged, but not actually reach your base interior. in sandbox i even found that paywalls can function as doors for creating tag zones, though i haven't unlocked them yet since my first campaign got stuck and i had to start a new one.

the lethal traps i mostly stuck near the entrance of control rooms and vaults, because those are where symmetry and agent x teleport in. they mostly just kill deserters, though they do occasionally hit an agent. lethal traps just aren't very useful, since any dangerous enemies pop in without any opportunity to reduce their skill. so, it is unfortunate that most of the higher tier traps are lethal.

HORMELCHILI
Jan 13, 2010


double nine posted:

dear god Max' lair is tacky. bleugh.

that is definitely intentional.
Is research limited to one object? or will, for example, two whiteboards double the research rate?

Tenebrais
Sep 2, 2011

HORMELCHILI posted:

that is definitely intentional.
Is research limited to one object? or will, for example, two whiteboards double the research rate?

Multiple of the same object can be used at once to increase the research rate. You'll see a research speed multiplier in the research screen which is basically just the number of those machines you have.
However you can't use multiple different objects to research different things at the same time.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


HORMELCHILI posted:

that is definitely intentional.
Is research limited to one object? or will, for example, two whiteboards double the research rate?

Additional research objects with enough scientists to staff them multiply the rate of research. Two whiteboards is 2x, six whiteboards is 6x. This stacks with the speed increase from Zalika which is why she’s still valuable if you design your lab such that she can boost several working scientists. You do still need to have 1.5 times the number of stations in appropriate science minions to optimise the research so be wary of that.

I think I have 4x research speed with two whiteboards and Zalika buffing them, or maybe just 6x speed it’s hard to tell.

Mad Wack
Mar 27, 2008

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

Banemaster posted:

Well, it does, but I have to click between each category and each type to see the caps.

In EG1 one screen showed all this information without needing to click anything:



i think they did it the new way because they are planning to add more minion types as dlc, and also the current training pathways are flatter than EG1

gimme the GOD DAMN candy
Jul 1, 2007
there's not much point in going past 3-4 research stations per type, imo. everything but whiteboards are huge power hogs, too.

HORMELCHILI
Jan 13, 2010


thanks for the research info. this game is pretty much a perfect sequel gameplay wise but i really miss how the UI looked like physical objects you might see in your base

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


HORMELCHILI posted:

thanks for the research info. this game is pretty much a perfect sequel gameplay wise but i really miss how the UI looked like physical objects you might see in your base

I think the new UI should have either been built around you interacting with IRIS (she’s ostensibly the notification system anyway) or use aesthetics similar to the personal sanctum (gold for Max, science white for Zalika etc).

Grand Fromage
Jan 30, 2006

L-l-look at you bar-bartender, a-a pa-pathetic creature of meat and bone, un-underestimating my l-l-liver's ability to metab-meTABolize t-toxins. How can you p-poison a perfect, immortal alcohOLIC?


I have a decoy corridor in the casino that just doubles back on itself, is packed with catnip level 3 doors and lethal traps. Anybody that goes in there ends up dead pretty much.

The notification I want to turn off is "there is a fire in your base" every time the fire trap goes off. I know there's a fire. That's what the fire trap does. Please save the notification for when things are actually like, on fire.

DarkHorse
Dec 13, 2006

Nap Ghost

double nine posted:

dear god Max' lair is tacky. bleugh.

I know, it's perfect :allears:

It's even better when you fire his doomsday device and stsrt collecting all the gold statues of your minions caught as collateral damage. I'm trying to get at least one of each type!

Vengarr
Jun 17, 2010

Smashed before noon

DarkHorse posted:

I know, it's perfect :allears:

It's even better when you fire his doomsday device and stsrt collecting all the gold statues of your minions caught as collateral damage. I'm trying to get at least one of each type!

ALL THAT GLITTERS...

seaborgium
Aug 1, 2002

"Nothing a shitload of bleach won't fix"




reignofevil posted:

I have like eight computer terminals generating intel and I'm basically permanently at 99 intel.

Ok, it has an option to have scientists use the intel computers. Do they still generate intel when you do that or is that for a research I haven't run into yet?

For all the handholdy stuff at the beginning, there's a ton of poo poo in this game that just isn't explained.

Tenebrais
Sep 2, 2011

seaborgium posted:

Ok, it has an option to have scientists use the intel computers. Do they still generate intel when you do that or is that for a research I haven't run into yet?

For all the handholdy stuff at the beginning, there's a ton of poo poo in this game that just isn't explained.

They generate intel, and at a faster rate than workers.

Vengarr
Jun 17, 2010

Smashed before noon
The Security Desk has a similar setting to be manned by guards, who do a wayyyyy better job of spotting intruders than your average jumpsuit wearer.

You honestly don’t need a ton of workers. Apart from worker-only buildings like the cafeteria table and using them for schemes, their one unique trait is excavating rooms. Everything else can be done by other minions.

They do make cheap cannon fodder, of course.

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gimme the GOD DAMN candy
Jul 1, 2007
the scientist option is good when you unlock biologists. the biologists do most of the research, and that's also when you need intel for almost every mission. having your main control room and lab be adjacent along with various science devices like smarts recovery is quite helpful. i had good results from dedicating the entire second floor to science including a training room.

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