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Pulsarcat
Feb 7, 2012

toasterwarrior posted:

3) After an arduous storyline where I stole Excalibur, the loving thing is still randomly setting poo poo on fire in my base. I hope it's a bug.

Yes it's a bug, it happened in my game too so I had to reload a save before I even started the mission chain since you can't cancel a side story until you finish it.

It looks like it's a pretty common bug, with lots of people complaining about it.

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Captain Oblivious
Oct 12, 2007

I'm not like other posters

LLSix posted:

The rate at which gold comes in is incredibly slow. Insanely so compared to basic expenditures. Adding just two new radio consoles takes 10-15 minutes of gold generation even with all of Africa and a few other areas scouted. And since gold generations is surprisingly micro heavy, that's pretty annoying.

Gold generation mechanics are much, much less fun than in the original. In the original game, you had a hard limit of 100 minions. To get gold, you had to park some of those minions on the world stage. So there was always a tension between making money or protecting your base or running other schemes even before accounting for heat. If you needed regular gold infusions, you could park a small group of minions with some social minions to cancel out the heat they generated more or less indefinitely. But that took a significant portion of your minions. Or you could flood an area with minions for a quick cash grab, but that generated a lot of heat which meant large groups of dangerous good guys. Or you could send out several small groups and get a small amount of cash and a smaller number of weaker good guy groups showing up.

In this game, heat doesn't seem to matter so far (played through the tutorial to the first henchman so far). So I always just mash the quick gold grab mission, the long gold grab mission, and then the fast heat reducer if the game lets me cycle the schemes fast enough. Sometimes the chopper is slow or it takes ages to bring up new schemes and the area goes into lockdown instead, which is also fine. Lockdown just means the heat goes down for free and faster than my minions can do it. There's no decision making. No tension. Just endless busywork cycling every scouted region. The number of minions a scheme takes is meaningless. Sure they're "gone forever" but you get more back for free so who cares.

Stop relying on going wide with level 1 networks. Use like 2 level 2 networks and you will print more money than you need for the vast majority of the early and mid game.

Seriously can we just put STOP GOING WIDE in the OP. This keeps having to be said :v:

toasterwarrior posted:

There's a couple of things I'm thinking now that I'm like 12 hours in:

1) gently caress a casino, poo poo's useless. Yeah, investigators will keep coming but it definitely feels like as long as they never leave (because they're dead) then it won't matter, let 'em come. I can put armories and incinerators right at the entrance of the actual lair, watch my boys and gals terminate anyone that walks in extremely quickly, then burn their corpses right quick; why bother with valets and having to plan out a casino layout/trap corridor that stops working when higher level agents get deployed?

2) I've went wide, covering the world in level 1 networks while using the long-term money gain schemes to keep in the green. Apart from being a micromanagement nightmare, I'm told that level 2 networks in the right places are way better for cash than a slow trickle and having to watch the world map like a hawk? Maybe I should retool things.

3) After an arduous storyline where I stole Excalibur, the loving thing is still randomly setting poo poo on fire in my base. I hope it's a bug.

In Southern SMASH and eastern ANVIL I have two level two networks printing 300k/hour each. Stop going wide.

Captain Oblivious fucked around with this message at 05:26 on Apr 7, 2021

skeleton warrior
Nov 12, 2016


Going wide is actually fine, just don’t do missions.

Each level 1 network generates $240 a minute, and gains 1 heat per minute, so a level one syndicate in an ANVIL territory (where heat reduction is 50% off) will generate over 7K an hour (per area, so 35K total until Symmetry sits in one) and you have to hit the “reduce heat” mission one time. Other areas are less lucrative, but still pay off, and it’s only asking for one click an hour.

The tech for reducing heat generation and for video screens that reduce heat should improve this, but I never timed it out to see how it changed the math.

If you invest in an area to make it level 2, you should also invest in making every area in that region open, if not level 2. Super Agents, once active, seem only to bounce between areas you’ve started a syndicate in. Whenever I wake up Olga with my one HAMMER base, she just stays parked there until I build another base somewhere in HAMMER, so if you’re going to be working in an area, you should open them all up to get the super agent to actually rotate more.

But running missions in every area you have is tedious and not productive.

DOCTOR ZIMBARDO
May 8, 2006
I progressed Emma too far, too fast and now I have “deep cover agents” arriving in pairs every thirty seconds, getting in fights almost immediately. Depleting my vast stores of purple minions. What kind of lovely cover is that you idiots?

TheDeadlyShoe
Feb 14, 2014

I like the Health Inspectors from Fountain of Youth that have 100 sus cap

Captain Oblivious posted:

Stop relying on going wide with level 1 networks. Use like 2 level 2 networks and you will print more money than you need for the vast majority of the early and mid game.

Seriously can we just put STOP GOING WIDE in the OP. This keeps having to be said :v:


In Southern SMASH and eastern ANVIL I have two level two networks printing 300k/hour each. Stop going wide.

partly thats because SMASH inexplicably has 2x better cash schemes than anyone else

I'd also note that you have an objective to go wide in the campaign, sigh

TheDeadlyShoe fucked around with this message at 06:08 on Apr 7, 2021

TheDeadlyShoe
Feb 14, 2014

*edit: bad posting*

Magni
Apr 29, 2009

skeleton warrior posted:

Going wide is actually fine, just don’t do missions.

Each level 1 network generates $240 a minute, and gains 1 heat per minute, so a level one syndicate in an ANVIL territory (where heat reduction is 50% off) will generate over 7K an hour (per area, so 35K total until Symmetry sits in one) and you have to hit the “reduce heat” mission one time. Other areas are less lucrative, but still pay off, and it’s only asking for one click an hour.

The tech for reducing heat generation and for video screens that reduce heat should improve this, but I never timed it out to see how it changed the math.

If you invest in an area to make it level 2, you should also invest in making every area in that region open, if not level 2. Super Agents, once active, seem only to bounce between areas you’ve started a syndicate in. Whenever I wake up Olga with my one HAMMER base, she just stays parked there until I build another base somewhere in HAMMER, so if you’re going to be working in an area, you should open them all up to get the super agent to actually rotate more.

But running missions in every area you have is tedious and not productive.

Super Agents will bounce to finished schemes. Opening a disposable lvl 1 network to fire off a quick 3min money scheme to lure them out and then just closing the network again after they bounce within the minute is a quick and reliable way to get them away from places you want to do something in, and requires way less broadcasting power. You can delay the wide coverage untill you get T3 research and the better broadcast consoles.

HORMELCHILI
Jan 13, 2010


So i was enjoying the trap hallway/nested distract technique, but now that I have a bountiful cover operation and plenty of deception minions you really need to have the cover op set to distract or the agents just beeline to the back after one or two interactions.
When you have a bunch of gambling options and cocktail bars and socialites setting to distract means they pinball around getting drained

HORMELCHILI
Jan 13, 2010


Having northern lights in the entrance helps as well

toasterwarrior
Nov 11, 2011
That's also a thing I noticed; I managed to keep two 0-stat agents tied up in the casino for hours, eternally getting bamboozled until I untagged them. I assumed that distracting inside the casino leads to fights but apparently not; maybe it only causes them when you fail a roll in non-casino rooms.

Wipfmetz
Oct 12, 2007

Sitzen ein oder mehrere Wipfe in einer Lore, so kann man sie ueber den Rand der Lore hinausschauen sehen.
I've unlocked socialites yesterday. They don't seem to man any items. So, how do I use them? Do they require me to tag agends for distraction?

Zero grinder
Sep 25, 2010
Fun Shoe

Wipfmetz posted:

I've unlocked socialites yesterday. They don't seem to man any items. So, how do I use them? Do they require me to tag agends for distraction?

Yes, otherwise they just hang around in the casino and distract tourists instead. (Note; much like with valets agents with high enough skill can aggro)

Dark Off
Aug 14, 2015




Captain Oblivious posted:

Stop relying on going wide with level 1 networks. Use like 2 level 2 networks and you will print more money than you need for the vast majority of the early and mid game.

Seriously can we just put STOP GOING WIDE in the OP. This keeps having to be said :v:


In Southern SMASH and eastern ANVIL I have two level two networks printing 300k/hour each. Stop going wide.

actually i only have only 2 tier 3 networks currently and rest of my networks are tier 1's. And im getting more than enough money from schemes.
going wide is better than going deep. Since going wide generates less heat from super agents. Luchadore territory is best left at tier 1 since that territory has 40 heat 50k missions that lasts for 30 minutes.
Only thing you need to remember when going wide is to top up your workers with money constantly since your spending more basic minions on missions.

cumshitter
Sep 27, 2005

by Fluffdaddy
The one thing I wish they would bring back form the first game is the ability to increase the rate that yellow jumpsuit minions join. In the first game you had a slider where it was $0 for 1 minion per minute, and you could slide it up to something ridiculous like $10,000 for a minion every 5 seconds or something. I believe they also came in through the stockpile they grab purchased items from rather than the helicopter.

But having to buy minions in bulk, and having to wait for them to arrive on the helicopter, feels like a real choke point for the game. Every scheme costs yellow minions and you should be able to increase the flow at which they come into your base rather than set bulk purchases.

HORMELCHILI
Jan 13, 2010


Yeah it takes the helicopter forever to go out on jobs as well

Banemaster
Mar 31, 2010
After playing Evil Genius 1 as well, some notable differences:

  • EG1's helicopter is much slower, as it waits for every minion assigned to world map to board before leaving at all.
  • In EG1 gold is only consumed on building things, easing research and recruiting minions fast. This allowed player to hunker down to their base to wait for heat to go down without fear of running out of money. In comparison EG2's heat is constantly increasing and / or gold always being drained by salaries.
  • Research feels much more interesting in EG1, as scientists go around analysing objects and then allowing player select what science equipment to utilize to which object. Leads into player needing to put down every object in case of it is needed for research, though.
  • Casinos and hotels feel very pointless in EG1.
  • Lack of auto tagging hurts badly in EG1.
  • Super Agents moving around in World Map without any announcement and destroying stealing operations is annoying as heck.
  • Sending out minions to Acts of Infamy is annoying, as player can't see required minions while selecting minions. Both screens are wacky, as they can't fit all the minions in them. Adjusting the count up and down is done on different parts of screen.
  • EG1's minion screen feels better, as all minion types' counts and caps are all shown in single screen.
  • Training minions in EG1 feels worse, as it feels slow, pyramid is high and there is always risk of losing the last minion of that type, needing to kidnap people again.
  • Those kidnapping missions cluttering world map in EG1 is annoying.

tl;dr: Parts of EG1 have more soul but some parts are annoyingly clunky. Same is also true for EG2.

Section Z
Oct 1, 2008

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

Pillbug
EG2 chopper may get bad later, but in the lead up to launch I reinstalled EG1, and one time went out of the house to buy lunch with EG1 running and mother fuckers still hadn't left for the world map by the time I got back home. For Island 1.

Granted, "It was worse in the last game" is a low bar unless the new end results feel good. Only valets being allowed to use fire extinguishers was "worse in the last game", but minions are usually still morons at dealing with fires :saddowns:

Meanwhile, thank loving god that item placement is the only depot run for building and furnishing new rooms. "Hey, how come I never 'Exploit' the game by blocking the vault entrance with a single briefcase?... Ah, because buying multiple items and rooms at once made 1/4th my workforce no-clip inside the vault and trap themselves. *watches twenty briefcases lifted from the same spot on the floor one at a time after blasting a hallway side entrance to free everyone*"

EG1 research I also quickly lost my rose tinted glasses for. Hoping your nerds looked at the right optional loot item in a timeley manner so they can unlock the dark secrets of a salad bar is just, ugh. Now I'm imaging how painful that could get with an even larger base, where the EG2 minion logic would rather have a quantum chemist staff a minion care machine that would happily take a basic technician instead of do research. Which sucks even in sandbox mode.

Section Z fucked around with this message at 08:50 on Apr 7, 2021

Zadda
Jan 27, 2007


Young Urchin
Anyone got a tip where I can find the dog statue and the John Steele statue? I got the unlock codes for them via mail but can't find them ingame, checked the loot tab and they are not there. Neither is horse or whatever the pre-order bonus was it seems.

FeculentWizardTits
Aug 31, 2001

Danaru posted:

Man I wish they were a little more forthcoming with...info

This is really the recurring theme with the game

Tenebrais
Sep 2, 2011

So a patch just came out that makes Average or worse agents never go aggro on minions trying to distract them, and better agents have a reduced chance of doing so. This should significantly cut down on brawls at the casino entrance.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

quote:

General
- Agents of "Average" quality and below will no longer fight back when being distracted and escorted out of the Lair. The chance for higher quality Agents to fight back has been reduced.
- The Spotting Power bonus for minions on duty at Guard Posts has been improved.
- Killing characters as soon as they disembark from the Cruise Ship will no longer prevent other characters from disembarking.

Side Stories
- Crime Lords dying outside of combat will no longer block progression.
- Gas clouds of all types, including those seen in the Sword in the Stone Side story, will correctly disperse on completion of the Side Story.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Zadda posted:

Anyone got a tip where I can find the dog statue and the John Steele statue? I got the unlock codes for them via mail but can't find them ingame, checked the loot tab and they are not there. Neither is horse or whatever the pre-order bonus was it seems.

You get them via side stories.

Zadda
Jan 27, 2007


Young Urchin
Ah ok, thanks!

Wipfmetz
Oct 12, 2007

Sitzen ein oder mehrere Wipfe in einer Lore, so kann man sie ueber den Rand der Lore hinausschauen sehen.

MonsterEnvy posted:

(Patch Nodes)
Cool patch, assuming it works as described. I was near scrapping the whole cover area, because so far it has just been a moneysink for me.

Big Ink
Jun 26, 2006
[img]https://forumimages.somethingawful.com/images/newbie.gif[/img]

Wipfmetz posted:

Cool patch, assuming it works as described. I was near scrapping the whole cover area, because so far it has just been a moneysink for me.

It pays for itself if you set everything to "Scam tourists," at least money wise. And setting up a maze at least buys some time for either deception or muscle to deal with the problem. That is until you get slot machines, then the distraction and cash output become somewhat worthwhile.

DarkHorse
Dec 13, 2006

Nap Ghost

Banemaster posted:

After playing Evil Genius 1 as well, some notable differences:

  • EG1's helicopter is much slower, as it waits for every minion assigned to world map to board before leaving at all.
  • In EG1 gold is only consumed on building things, easing research and recruiting minions fast. This allowed player to hunker down to their base to wait for heat to go down without fear of running out of money. In comparison EG2's heat is constantly increasing and / or gold always being drained by salaries.
  • Research feels much more interesting in EG1, as scientists go around analysing objects and then allowing player select what science equipment to utilize to which object. Leads into player needing to put down every object in case of it is needed for research, though.
  • Casinos and hotels feel very pointless in EG1.
  • Lack of auto tagging hurts badly in EG1.
  • Super Agents moving around in World Map without any announcement and destroying stealing operations is annoying as heck.
  • Sending out minions to Acts of Infamy is annoying, as player can't see required minions while selecting minions. Both screens are wacky, as they can't fit all the minions in them. Adjusting the count up and down is done on different parts of screen.
  • EG1's minion screen feels better, as all minion types' counts and caps are all shown in single screen.
  • Training minions in EG1 feels worse, as it feels slow, pyramid is high and there is always risk of losing the last minion of that type, needing to kidnap people again.
  • Those kidnapping missions cluttering world map in EG1 is annoying.

tl;dr: Parts of EG1 have more soul but some parts are annoyingly clunky. Same is also true for EG2.

One fun thing I did in EG1 was cheese the minion distribution on the world map. Since it takes forever to get minions on the map, once they were there I tried to maximize what they did. If you staff down one area and staff up another, the helicopter will just transfer those minions between them.

So I'd have a standard stealing crew with muscle and deception minions set to steal, and once heat got too hot I'd shuffle the entire team to a new location. If I needed more time to move them I could just adjust another random territory +1/-1 minion and the helicopter would fly back and forth until I got the final counts right

Saint Freak
Apr 16, 2007

Regretting is an insult to oneself
Buglord
Started a new game and for whatever reason Symmetry was on the world map immediately. Like, as soon as I built my first network, before I had even started my first job side story.


Look lady, just take the gold, but why are you taking my whole rear end pallets? Those are like 3k a piece or something.

Tenebrais
Sep 2, 2011

Big Ink posted:

It pays for itself if you set everything to "Scam tourists," at least money wise. And setting up a maze at least buys some time for either deception or muscle to deal with the problem. That is until you get slot machines, then the distraction and cash output become somewhat worthwhile.

My general impression has been that objects set to Scam Tourists then aren't used to distract agents, so there's a decision there.

This can still be totally viable, especially once you've unlocked socialites who will hunt down distract-tagged agents in your casino and drain their stats. And it's not like you have to be wholly one or the other.


Honestly I think objects with options like that should make default settings one of the explicit options. So your roulette tables etc give you an explicit choice between "distract agents" and "scam tourists", your security desks give you a choice between "workers" and "muscle", and so on.

skeleton warrior
Nov 12, 2016


cumshitter posted:

The one thing I wish they would bring back form the first game is the ability to increase the rate that yellow jumpsuit minions join. In the first game you had a slider where it was $0 for 1 minion per minute, and you could slide it up to something ridiculous like $10,000 for a minion every 5 seconds or something. I believe they also came in through the stockpile they grab purchased items from rather than the helicopter.

But having to buy minions in bulk, and having to wait for them to arrive on the helicopter, feels like a real choke point for the game. Every scheme costs yellow minions and you should be able to increase the flow at which they come into your base rather than set bulk purchases.

Agreed, but there's at least some slight mitigation - there's a mission that shows up in PATRIOT territory semi-regularly where you can buy 10 workers for a few thousand bucks and 5 intel or so. It shows up as a yellow mission so it's easy to miss for the regular stealing missions.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Tenebrais posted:


Honestly I think objects with options like that should make default settings one of the explicit options. So your roulette tables etc give you an explicit choice between "distract agents" and "scam tourists", your security desks give you a choice between "workers" and "muscle", and so on.

That used to be the case in the pre release build.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Also I’ve definitely had agents distracted by objects set to scam tourists. I think the issue is if a tourist is using the object in Scam Tourist an agent cannot be distracted by it, but if there are available spots they’ll still be distracted.

Carcer
Aug 7, 2010

skeleton warrior posted:

Agreed, but there's at least some slight mitigation - there's a mission that shows up in PATRIOT territory semi-regularly where you can buy 10 workers for a few thousand bucks and 5 intel or so. It shows up as a yellow mission so it's easy to miss for the regular stealing missions.

This is a really good mission and it shows up regularly. You can really rebuild your base worker count quickly with it.

Lucinice
Feb 15, 2012

You look tired. Maybe you should stop posting.

The unreliably of distractions was actively one of my biggest pet peeves with this game. Good change.

Danaru
Jun 5, 2012

何 ??
I didnt realize brainwashing soldiers has them start off as guards, do saboteurs and rogues become advanced minions as well?

Dark Off
Aug 14, 2015




dammit stop tripping on traps and wasting time on slot machines and come inside my lair.

i have wonderful things inside my lair.
https://i.imgur.com/NbsVTVE.mp4

(they got trapped to death because fleeing minions keep on triggering traps, works on superagents as well)

Dark Off fucked around with this message at 15:49 on Apr 7, 2021

gimme the GOD DAMN candy
Jul 1, 2007
i hadn't realized that the identical lines for all geniuses even extended to emma during the kill steele quest line. foxworthy was emma's secretary! even if emma doesn't remember her secretary, there's no reason why foxworthy wouldn't remember her.

Comte de Saint-Germain
Mar 26, 2001

Snouk but and snouk ben,
I find the smell of an earthly man,
Be he living, or be he dead,
His heart this night shall kitchen my bread.

Danaru posted:

I didnt realize brainwashing soldiers has them start off as guards, do saboteurs and rogues become advanced minions as well?

Yep! Though I can't remember what they turn into, I think technicians and valet?

Saint Freak
Apr 16, 2007

Regretting is an insult to oneself
Buglord

gimme the GOD drat candy posted:

i hadn't realized that the identical lines for all geniuses even extended to emma during the kill steele quest line. foxworthy was emma's secretary! even if emma doesn't remember her secretary, there's no reason why foxworthy wouldn't remember her.

" Interesting word, 'research'... " - Zalika, actual expert in researching, 2021

ate shit on live tv
Feb 15, 2004

by Azathoth

Carcer posted:

This is a really good mission and it shows up regularly. You can really rebuild your base worker count quickly with it.

You can buy 5 workers for 10k anytime you want though and once you open tier2 networks, you'll have more then enough cash to mash that buy worker button. I keep my total worker count around 285 when it drops below that I'll just spend 10k real quick.

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Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Saint Freak posted:

" Interesting word, 'research'... " - Zalika, actual expert in researching, 2021

Obviously she thinks that it's possible her science minions are complete idiots with no hope at even reaching a modicum of her intelligence and scientific capabilities or research skills. She might also just be egotistical enough to think the science she does isn't research, but pure invention.

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