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So in my attempt to see if I can create a "standby area" for idle unemployed minions I want for schemes, I'm seeing a few things: 1) Minions do not idle around in Prison, Vault, Lair, or Hallway. They will always be passing through to go somewhere else. 2) Low Priority idling areas for minions are Power, Medical, Training, Staff Room, Lab, Archive, Casino, and Barracks. Visits are very quick. 3) Medium Priority idling areas for minions are Mess Hall and Armory. People will pause for awhile in these areas. 5) High Priority idling area for minions is Control Room. It's the place to lollygag apparently. 6) Minions for some reason hate wall chairs now. Scientists and Technicians like wall chairs and will go out of their way to sit in them. 7) No one likes regular chairs. Or benches. 8) No other decor seems to matter for attracting minions to idle around. 9) Amount of idle minions seems to be based on area. A small space will handle a few, while an empty large plot will handle more. In a sense, I've kinda already created an idle spot for schemes for minions with my centralized Armory. With a Security Desk and some Wall Chairs, I could in theory create a 3/4 efficient scheme standby area. Valets seem to not like any of these things, so I'll have to test further to confirm that. It's possible that I've isolated them so well near the Casino they don't bother with anything on the second floor at this point.
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# ? Apr 27, 2021 08:27 |
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# ? May 30, 2024 13:06 |
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twistedmentat posted:I had no idea the decorations actually did something as the cost nothing. Many decorations are free (plants and lights). Some have a small cost (air cons, water fountains, printers, tape reels, etc) and are supposed to reduce the speed of stat drain in an area around them.
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# ? Apr 27, 2021 18:17 |
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Section Z posted:If ANY -drain aid item works anywhere, then it is so minor that lots of people trying to test it on the internet can't tell. Wouldn't it be nice if the game had an in-built index with all the stats? It would certainly help with "Something is wrong with the training room, boss!" messages if you knew how many stat boost items to put around the trainers.
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# ? Apr 27, 2021 18:40 |
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So, here's my Island 1 efficient (so far) base: Every Specialist has their own amenities nearby to reduce downtime, which seems to be working fine. The Wall-Chair discovery led me to put a few of those chairs around the Lab area to keep scientists from wandering off too far. The Vault holds just over 500k gold, with plenty of camera coverage and spacing for when I have to deal with Symmetry. Only thing I don't like is having my science section attached to the prison for risk mitigation, but that's a conceit I'll live with. I don't think I'm ever going to have power problems, or at least real estate power problems. Plus, once I get the next tier of research, I have plenty of space for the specialist improvement rooms/equipment. And yes, on every floor I've put fire extinguishers wherever there wasn't natural hallway wall accents. The Minion Level. 16 Kitchens seems to be keeping up with demand from all the brain draining radios and intel desks, I'd say about spots are in use at all times. Beds are about 3/5th full at all times, and I've got 3 extra camera desks to ensure no fallout of eyeballs on corridors and sensitive areas. Training Room suffices for now, but there might be real estate issues later on if I continue 2 trainers per specialist. There's a constant flow of minions to the Evil 101 classroom. The Holding Room in the top left has pretty much failed, as the Armory area on the first floor does a much better job incidentally. At this point, I'm considering relocating the tiny medbay at the bottom to the Holding Room for more medbeds and closer access to the central stair spine. When doing that, I'll shift/expand the Minion Rec Room and Training Rooms over to the right and swallow up the vestigial hallway, with a Radio Room entrance adjustment. I wonder how the next tier of minion lockers will affect the locker warehouse spacing. Like the main level, I have cameras EVERYWHERE. Even in the barracks. Agent X doesn't respect privacy and neither should I. Goons live in basements. I can't think of any use for this level, other than I'll need a hallway for when I make the superweapon. Bootcha fucked around with this message at 22:15 on Apr 27, 2021 |
# ? Apr 27, 2021 22:13 |
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sticking your henchmen deep inside your base means that only jubei will ever be useful. it's better to put your sanctum somewhere central so you can actually dispatch henchmen as needed. letting them wander around is even worse, because any time you want them to go to the casino they are touring a giant subterranean power room where nothing ever happens. it'd sure be nice if you could tell henchmen to stay anywhere other than their table.
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# ? Apr 27, 2021 22:21 |
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gimme the GOD drat candy posted:sticking your henchmen deep inside your base means that only jubei will ever be useful. it's better to put your sanctum somewhere central so you can actually dispatch henchmen as needed. letting them wander around is even worse, because any time you want them to go to the casino they are touring a giant subterranean power room where nothing ever happens. Incendio is useful in this way, too - he only hangs around the casino and autonomousy distracts agents/tourists. The upside is it's easy for him to be first on the scene for any front-door attack. This is also the downside.
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# ? Apr 27, 2021 23:03 |
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Tenebrais posted:Incendio is useful in this way, too - he only hangs around the casino and autonomousy distracts agents/tourists. The upside is it's easy for him to be first on the scene for any front-door attack. This is also the downside. Yeah I found out the hard way that Incendio is also the Red Ivan of this game. He's not quite as bad since he doesn't start fires everywhere but he is going to destroy a lot of stuff and probably kill just as many of your minions as he does agents.
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# ? Apr 27, 2021 23:14 |
https://steamcommunity.com/games/700600/announcements/detail/3075372660699892481 at least on paper this patch looks good quote:General Dark Off fucked around with this message at 10:19 on Apr 28, 2021 |
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# ? Apr 28, 2021 10:12 |
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I hadn’t realised that traits did much of anything; I thought they were mostly for flavour. It does look like a lot of good changes, though.
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# ? Apr 28, 2021 10:41 |
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I am amused that Embarrassing Tattoo makes them unwilling to train as mercenaries, because they don't wear sleeves.
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# ? Apr 28, 2021 10:44 |
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Just took a quick peek and checked something on a hunch. Technicians cost money now But that's okay because it's so much easier to make money now right? While paying for hitmen that cost 3,500 EDIT: Oh Technicians are Section Z fucked around with this message at 11:51 on Apr 28, 2021 |
# ? Apr 28, 2021 11:20 |
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Well let's see the standouts:quote:
Nice changes overall
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# ? Apr 28, 2021 13:41 |
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I'm just getting back into this again after bouncing off pretty hard at launch and this might be a stupid question but if an inspector is inside my base, as in they got past my front door and I find them roaming around inside, should I just kill/capture them right away? Or is it only a problem if they get the eye looking icon that shows they found something? I was never really sure when I should start to worry about inspectors. Also what is the point of inviting super soldiers to my base again? It doesn't look like I can capture them so I am not sure what the point is but it clearly wants me to be doing something with it because of how big and pointed-at the icon is on the world map.
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# ? Apr 28, 2021 14:09 |
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I decided to try Evil Genius 1 first. It's pretty good. Is there any way to reset all your door security levels at once after Steele leaves? Or am I really meant to turn on all 64 doors one by one?
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# ? Apr 28, 2021 14:23 |
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explosivo posted:I'm just getting back into this again after bouncing off pretty hard at launch and this might be a stupid question but if an inspector is inside my base, as in they got past my front door and I find them roaming around inside, should I just kill/capture them right away? Or is it only a problem if they get the eye looking icon that shows they found something? its only a problem if they found something. if the inspector leaves the map with suspicion above zero, it will add to your heat level for that agency because the inspector found something shady on your island. if they get into the back area and get shooed out without finding anything incriminating, and then leave the island at 0 suspicion, then their investigation was a bust and they didn't find anything explosivo posted:Also what is the point of inviting super soldiers to my base again? It doesn't look like I can capture them so I am not sure what the point is but it clearly wants me to be doing something with it because of how big and pointed-at the icon is on the world map. inviting a super agent has two advantages, 1) it lets you control when they show up versus them showing up at another time, like when a second super agent is present and 2) when they show up, they won't show up with a full strength squad of their own goons Facebook Aunt posted:Is there any way to reset all your door security levels at once after Steele leaves? Or am I really meant to turn on all 64 doors one by one? nope. steele is wildly annoying in the original. he is the 'end boss' of the game and he will gently caress with your entire day. 2004 game design, baby!
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# ? Apr 28, 2021 14:25 |
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*Eyes $4,000 capacity each safe racks* *Eyes $1,500 Bio and $3,500 quantum salaries for Ivan and Emma* ...Well, at least the actually good broadcast power changes (seriously, it is what it should have been in the first place now and actually good) will free up some room for more gold storage.
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# ? Apr 28, 2021 14:46 |
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Mr. Fall Down Terror posted:its only a problem if they found something. if the inspector leaves the map with suspicion above zero, it will add to your heat level for that agency because the inspector found something shady on your island. if they get into the back area and get shooed out without finding anything incriminating, and then leave the island at 0 suspicion, then their investigation was a bust and they didn't find anything Thanks! So is it generally a good idea to invite super agents if one is available on the map to get it out of the way?
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# ? Apr 28, 2021 14:49 |
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i'd invite the agent if you think they're going to be an obstacle on the world map, like if i was doing a lot of schemes in ANVIL and symmetry were kicking around, i'd just invite her to get her gone before i start some missions there. otherwise if you're ignoring an area or only have long running money schemes, you can ignore the agent too. the worst scenario is accidentally triggering them and not noticing, so that they show up at full strength at a bad time
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# ? Apr 28, 2021 14:54 |
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Got it, thanks for the info! This new patch looks interesting so I'm looking forward to trying it out after work.
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# ? Apr 28, 2021 14:56 |
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quote:Minions operating furniture will no longer ignore Executions.
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# ? Apr 28, 2021 16:49 |
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Tunzie posted:I hadn’t realised that traits did much of anything; I thought they were mostly for flavour. The traits are still pretty much pointless except as a way to add a little bit of randomness to your base, since all of your minions are incredibly expendable.
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# ? Apr 28, 2021 19:03 |
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Anyone having an issue with minions just not using the construction depot? With the new increased salaries I needed to more than triple the size of my vault, and I just researched Megasafes, so I set up a construction depot right outside the new vault, but I've yet to see a single minion actually use it, they're all still heading up from the basement all the way up to the helipad.
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# ? Apr 28, 2021 20:18 |
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So from my experience which is an educated guess, the way the pathfinding works is that when a minion wants to build an object he first finds the closest object source and THEN goes to the object. If your hangout is in the basement, depot would be closest. They will use it if they have enough...desire to build 2 in a row but it does not increase construction speed as much as you'd expect.
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# ? Apr 28, 2021 21:02 |
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Mr. Fall Down Terror posted:nope. steele is wildly annoying in the original. he is the 'end boss' of the game and he will gently caress with your entire day. 2004 game design, baby! You'd think if he could hack my system to change all the security codes at once I could figure it out too. If only I could trade in these worthless biochemists for some computer programmers.
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# ? Apr 28, 2021 23:38 |
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Is there a way of knowing which things are going to tip off an investigator? Is it only certain rooms that you need to hide from them?
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# ? Apr 28, 2021 23:45 |
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explosivo posted:Is there a way of knowing which things are going to tip off an investigator? Is it only certain rooms that you need to hide from them? Not in-game as far as I can tell, but there are absolutely rooms that are "safe". I believe barracks and canteens don't have anything that will add suspicion.
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# ? Apr 28, 2021 23:46 |
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explosivo posted:Is there a way of knowing which things are going to tip off an investigator? Is it only certain rooms that you need to hide from them? Only certain things in certain rooms. Unlike the first game there's no indication of what generates suspicion In general anything in mess halls, barracks, or entertainment rooms is fine. Armory weapon racks (but not tables), generators, incinerators, most lab equipment, and some(?) training equipment will generate suspicion
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# ? Apr 28, 2021 23:48 |
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My favorite is investigators murdering a minion then taking pictures of the body bag as evidence of your misdeeds.
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# ? Apr 28, 2021 23:57 |
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Didn't the new patch add notes to what items are suspicious to investigators? I haven't played it yet myself.
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# ? Apr 28, 2021 23:59 |
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Yes, click on an item and it'll say Suspicion: X in the info box. The X corresponds to an agent type, as opposed to a heat value, so I assume that heat is pre-set but if enough if a certain type of heat builds up, that agent type is sent to attack your base; ie. if investigators rack up Rogue heat from bringing home evidence of all the gold in your vaults, Rogues will be coming to steal (back) your poo poo.
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# ? Apr 29, 2021 00:20 |
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Tenebrais posted:Didn't the new patch add notes to what items are suspicious to investigators? I haven't played it yet myself. Investigators still don't take pictures of any of them and will happily walk past a bunch of trainers to home in on an L bend leading to prison cells, so maybe the whole "Investigators provide evidence for things Saboteurs and Soldiers will want to target" is just the handwave for broad homing instinct aggro agents have in general? EDIT: Odd quirk while I was double checking. It looks like they got the descriptions of Counter agents and Socialites backwards now? It's hyping up how powerful and able to see through disguises socialites are, and listing the winning smile and tourist distraction capabilities counter agents in my game right now. Harmless so far as bugs go, but it made me laugh. Section Z fucked around with this message at 02:31 on Apr 29, 2021 |
# ? Apr 29, 2021 00:26 |
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The Casino feels much more useful now. All the items now explicitly state what they effect, and Socialites (as well as welcome desks) will reduce suspicion so even if Investigators spot a body you can send them home with nothing to report on.
JerikTelorian fucked around with this message at 04:37 on Apr 29, 2021 |
# ? Apr 29, 2021 03:11 |
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Is there a reason not to set the casino to auto tag agents to distract so they're auto perp walked out of my base entrance hallway?
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# ? Apr 29, 2021 04:05 |
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they won't hit any traps that way. however, trapping the connection between your base and the casino has its own problems.
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# ? Apr 29, 2021 04:12 |
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I just tried doing the hallway of piranha plants right at the exit from the casino into my base proper and yeah, deaths of minions and investigators has skyrocketed ever since though I thought maybe that had something to do with the recent patch. Also jesus the Mechanist mission is obnoxious. Gotta love having everything I have setup to defend the entrance to my base catch fire and burn down.
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# ? Apr 29, 2021 04:52 |
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the one weakness of parallel pirahna plants is minions. plants grab the closest target when activated, but that includes any passing minions. it just doesn't work in a place with heavy foot traffic because it is far too easy to clog up the works with minion corpses.
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# ? Apr 29, 2021 05:02 |
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TheDeadlyShoe posted:My favorite is investigators murdering a minion then taking pictures of the body bag as evidence of your misdeeds. idk, seems pretty realistic
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# ? Apr 29, 2021 07:39 |
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Sanguinaire posted:Is there a reason not to set the casino to auto tag agents to distract so they're auto perp walked out of my base entrance hallway? there are some missions where you'll want to turn this off but otherwise nah, auto tagging the casio or the immediate exit to the casino is a good way to say "don't bother me with these investigators or what to do with them, just distract them"
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# ? Apr 29, 2021 13:42 |
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Yeah this patch looks really good and it's closer to what the 1.0 should have been
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# ? Apr 29, 2021 15:29 |
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# ? May 30, 2024 13:06 |
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When does the patch drop?
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# ? Apr 29, 2021 15:30 |