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Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets
[]

Heat rises, and the island gets to be a very busy place......

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Fish Noise
Jul 25, 2012

IT'S ME, BURROWS!

IT WAS ME ALL ALONG, BURROWS!
I don't think I ever actually finished this back in the day, but after seeing you almost accidentally rip open your own money vault, I'm reminded of once making an open plan base. No hallways. No doors. No walls.

I mean there were distraction shacks and a false corridor and a secured entryway, but anyone who got past that and into the base proper would get swarmed.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

Fish Noise posted:

I don't think I ever actually finished this back in the day, but after seeing you almost accidentally rip open your own money vault, I'm reminded of once making an open plan base. No hallways. No doors. No walls.

I mean there were distraction shacks and a false corridor and a secured entryway, but anyone who got past that and into the base proper would get swarmed.

Proof that open office plans are the domain of villains

thetruegentleman
Feb 5, 2011

You call that potato a Trump avatar?

THIS is a Trump Avatar!
You might have enough traps to start getting money from them, since it's usually a better source than stealing because of how heat works; maybe it's too early though, don't really remember.

Kobal2
Apr 29, 2019
All I remember from this game is that Lord Kane was severely OP if you abused a quirk of his distraction power. Also the infinite money maid trick. And the hulk-based trap powering system.

Synthbuttrange
May 6, 2007

re resource issues: I just left the game running overnight on the tutorial island since you'd never get interrupted and generate a gigantic stockpile to let me keep going through the main game :v:

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets
[]

Poil
Mar 17, 2007

I wonder why tourists keep coming to a completely empty island where they just walk around until they stumble upon what is obviously private property and workers moving around so they decide to just stroll in? At least you can capture them and put them through non-/lethal torture and have them escorted outside. Freaking jerks.

Zanzibar Ham
Mar 17, 2009

You giving me the cold shoulder? How cruel.


Grimey Drawer

Poil posted:

I wonder why tourists keep coming to a completely empty island where they just walk around until they stumble upon what is obviously private property and workers moving around so they decide to just stroll in? At least you can capture them and put them through non-/lethal torture and have them escorted outside. Freaking jerks.

Heavily discounted tickets to a remote island resort*? Who could resist?

*according to the brochure

Kobal2
Apr 29, 2019

Poil posted:

I wonder why tourists keep coming to a completely empty island where they just walk around until they stumble upon what is obviously private property and workers moving around so they decide to just stroll in? At least you can capture them and put them through non-/lethal torture and have them escorted outside. Freaking jerks.

IIRC tourists are introduced at the same time as topside shacks & hotels. Which makes sense as a cover : a remote luxury paragliding resort helps explain why there's so many boats and planes going to/leaving this remote speck in the middle of the ocean.
The problem, gameplay-wise, is that topside hotels work gently caress all. Neither do any of the stuff the game will introduce to conceal or block the Evil Lair's entrance ; simply because your minions keep going in and out all the time which attracts tourists and agents alike. Which is a shame because said stuff is loving hilarious. The only workable way to construct the base is for it to be two-tiered : a zone up front with all the non-suspicious rooms (peppered with lots of fake heavily locked doors in snaking corridors to waste agents' time) and an unassuming corridor at the back leading into the sooper sikrit eeeevil rooms.

A trick that works pretty well, which Grey hasn't used, to reduce unnecessary to-and-fro between the public/private base to a minimum is to have the treasury be only accessible by door from the deepest recesses of the private base but have a two-wide hole in its wall right in the entrance hallway. Build the suitcase rack there, facing outwards, and minions can deposit and withdraw moolah without having to enter the base at all which speeds things up considerably ; but agents won't pass through or be able to see the piles of ill-gotten gains. The rack itself isn't suspicious, so it's really the perfect setup.

Triple A
Jul 14, 2010

Your sword, sahib.
If they wanted hotels to be worth a drat, they should have been made a potential source of income and a place for minions to get drunk. Right now they're just a waste of minions and electricity.

Fish Noise
Jul 25, 2012

IT'S ME, BURROWS!

IT WAS ME ALL ALONG, BURROWS!

Kobal2 posted:

The only workable way to construct the base is for it to be two-tiered : a zone up front with all the non-suspicious rooms (peppered with lots of fake heavily locked doors in snaking corridors to waste agents' time) and an unassuming corridor at the back leading into the sooper sikrit eeeevil rooms.

A trick that works pretty well, which Grey hasn't used, to reduce unnecessary to-and-fro between the public/private base to a minimum is to have the treasury be only accessible by door from the deepest recesses of the private base but have a two-wide hole in its wall right in the entrance hallway. Build the suitcase rack there, facing outwards, and minions can deposit and withdraw moolah without having to enter the base at all which speeds things up considerably ; but agents won't pass through or be able to see the piles of ill-gotten gains. The rack itself isn't suspicious, so it's really the perfect setup.
I'm vaguely recalling that a lot of this game was basically just grappling with the pathfinding, and the more I think about it, the more I get the feeling that my old open plan base may have been done out of anger at said pathfinding

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Hotels are good at keeping tourists bottled up while they are on your island - in the day they will stick to the lounge instead of wandering the island and at night they will stay in any vacant rooms and out of your lair (without a hotel tourists never sleep). The problem is that a hotel can only be staffed by social minions, who can never arm themselves and are extremely vulnerable in combat. This forces you to have some of your most vulnerable minions wander around outside the base and with no backup. So if you ever plan on doing an act of infamy that is going to attract a lot of attention you need to shut everything down and make sure everyone makes their way back to the base. This leads you to having to constantly micromanage it, which can be annoying.

It may also cause issues when one of your guard minions decides to patrol out to the hotel. If you are on yellow alert a dude wearing a bright orange jumpsuit with an M16 slung over his back is going to generate a lot of attention. More hostile agents will also shoot on sight and begin killing people one by one as they wander out alone.

The hotel can be useful but you need to keep such a close eye on it, it's almost not worth it.

The fake hallways and doors to waste everyone's time is your best bet to keeping your base hidden.

Psychotic Weasel fucked around with this message at 14:24 on Aug 21, 2019

Poil
Mar 17, 2007

A fun thing with the hotel is that not only does it cost a ton of money to build, it requires staff who will be put at extreme risk if a large group of enemy agents with assault rifles move in and of course you need multiple ones to fully occupy tourists. Because of course you do. If you only have one they'll spend some time there and then go and wander off into your base again. Enough hotels and they are almost guaranteed to walk about between them instead but that would easily cost over half a million.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Also Grey, since you asked for a hint, I don't want to tell you what missions to focus on next since I've long since forgotten the most efficient route through the game but I will say you don't want to raise your infamy level before you absolutely have to. Once it reaches certian thresholds, "things", will begin to happen, and if you aren't prepared they will make your life a complete hell.

And one final piece of advice, with the way your current security system is set up it is currently not functional. You have a security station that is manned and connected to cameras (which is good) but it looks like you are missing one final piece to make it complete. It looks like you don't have any loudspeakers placed yet, meaning while your security guy can see intruders he can't warn anyone about them. So only minions within line of sight of someone will react to them.

thetruegentleman
Feb 5, 2011

You call that potato a Trump avatar?

THIS is a Trump Avatar!

Kobal2 posted:

A trick that works pretty well, which Grey hasn't used, to reduce unnecessary to-and-fro between the public/private base to a minimum is to have the treasury be only accessible by door from the deepest recesses of the private base but have a two-wide hole in its wall right in the entrance hallway. Build the suitcase rack there, facing outwards, and minions can deposit and withdraw moolah without having to enter the base at all which speeds things up considerably ; but agents won't pass through or be able to see the piles of ill-gotten gains. The rack itself isn't suspicious, so it's really the perfect setup.

This doesn't work unless the floor is filled entirely with gold, because Agents will still just teleport in and out. Even then, this allows certain agents to teleport around your base freely if you get unlucky. Also, cheating is lame.

Poil posted:

A fun thing with the hotel is that not only does it cost a ton of money to build, it requires staff who will be put at extreme risk if a large group of enemy agents with assault rifles move in and of course you need multiple ones to fully occupy tourists. Because of course you do. If you only have one they'll spend some time there and then go and wander off into your base again. Enough hotels and they are almost guaranteed to walk about between them instead but that would easily cost over half a million.

You do technically need two, but you don't need more staff for them: just place things like the casino and the bar far apart, and they will spend most of their time running between the two. You can also mod in a hotel-base entrance, which makes the hotel your new hidden entrance, which I love for the role-play if nothing else.


Fish Noise posted:

I'm vaguely recalling that a lot of this game was basically just grappling with the pathfinding, and the more I think about it, the more I get the feeling that my old open plan base may have been done out of anger at said pathfinding

Agents at least seem to kind-of follow line-of-sight, so you can make bends and the like at the base entrance to throw them off a bit. Minions will always be dumb, but grouping rooms together does help, although that also makes putting the small-heat objects at the front of the base a waste at best.

Regallion
Nov 11, 2012

thetruegentleman posted:

This doesn't work unless the floor is filled entirely with gold, because Agents will still just teleport in and out. Even then, this allows certain agents to teleport around your base freely if you get unlucky. Also, cheating is lame.

Afaik this is why he mentioned the door that leads to the deepest recesses: agents only teleport to circumvent no-pathfinding, but since the treasury has a valid (but long) path to it, they won't teleport.

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
One particular agent can still teleport in even then IIRC, but she's a pain for more than one reason and doesn't need to be worried about for a while

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Kobal2 posted:

The only workable way to construct the base is for it to be two-tiered : a zone up front with all the non-suspicious rooms (peppered with lots of fake heavily locked doors in snaking corridors to waste agents' time) and an unassuming corridor at the back leading into the sooper sikrit eeeevil rooms.

This appears to be how it's going to work by default in the sequel.

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Poil posted:

I wonder why tourists keep coming to a completely empty island where they just walk around until they stumble upon what is obviously private property and workers moving around so they decide to just stroll in? At least you can capture them and put them through non-/lethal torture and have them escorted outside. Freaking jerks.

tourists are a huge missed opportunity in the game's unfinished state. they really should have been a funding source and heat dissipation method with the drawback of having to devote minions to tend them. instead they just end up clogging your traps

you should have two options for your island:

-tourist resort. good for money laundering, explains all the minion activity, but you have to deal with lots of nosy tourists and it's easier for agents to sneak in disguised as tourists

-secret lair. no tourists, as far as anyone can tell the island is uninhabited, have to use hidden everything. higher heat but agents stick out immediately

e: really if you think about secret agent films, there's two kinds of facilities that our spy hero tries to infiltrate. the ostensibly legit but things are not as they seem evil resort, with a casino in front but a suspicious number of armed men in berets. and the kind of chain link jungle facility with attack dogs and laser head sharks which requires a daring plan and plastic explosives to breach. as the player you should have a choice of what kind of facility you want to run on a given map, with more maps to choose from as your evil empire grows - starting from a generic hotel, to a ski lodge, to an exotic tropical island for the subtle path, and then a grimy warehouse, to an undersea lab, to the frickin' moon for the overt path

Mr. Fall Down Terror fucked around with this message at 19:42 on Aug 21, 2019

Complications
Jun 19, 2014

MonsterEnvy posted:

This appears to be how it's going to work by default in the sequel.



Is that a staircase in the middle of that screenshot? Are these madmen introducing Z-levels to their Evil Genius sequel? I am suddenly more interested.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Complications posted:

Is that a staircase in the middle of that screenshot? Are these madmen introducing Z-levels to their Evil Genius sequel? I am suddenly more interested.

From the debut trailer elevators as well.

gonadic io
Feb 16, 2011

>>=
The animations in this game are so good.

Kobal2
Apr 29, 2019

thetruegentleman posted:

This doesn't work unless the floor is filled entirely with gold, because Agents will still just teleport in and out. Even then, this allows certain agents to teleport around your base freely if you get unlucky. Also, cheating is lame.

They only teleport into rooms where it's physically impossible to get in, i.e. if there's no way to enter the room at all. In my method, there is a way; and a door - it's just located at the end of the most super trapped deepest path at the heart of the lair with a couple layers of armed guards and poo poo. But it's also connected to the outerbase by an impassable obstacle/ATM. As for it being cheating, meh. Honestly it just saves on dumbass pathfinding - it's not like agents cannot physically find the room, it just saves minions trips from helipad to deepest heart of the base and back again. Agents would emphatically NOT be getting anywhere near either way.

two_step
Sep 2, 2011
GH, I think you need more beds, there was a big line for your 8 beds or whatever at one point

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets
[]

I have go at making a trap exit.

Veryslightlymad
Jun 3, 2007

I fight with
my brain
and with an
underlying
hatred of the
Erebonian
Noble Faction
Are Japan and Cuba not worth sending guys to, or do you not realize they exist? I haven't even seen you attempt to mouse over either. Do you avoid them because they're so far away from their factions' main area?

Zanzibar Ham
Mar 17, 2009

You giving me the cold shoulder? How cruel.


Grimey Drawer
I guess I got confused or missed the part where you explained it, though from seeing what people wrote earlier I understand that is in fact the case.

But how do traps generate money exactly? Are there contraptions that pick people up and shake them down for cash like in old cartoons and such?

Poil
Mar 17, 2007

Veryslightlymad posted:

Are Japan and Cuba not worth sending guys to,
Not really. All areas have a wealth and danger number, with the higher the wealth the more you steal every tick and how much heat you get(?). The Middle East, the Midwest, SE Asia and Europe are the best places to steal from. All Soviet controlled tend to have lower wealth so there's not much point. Money trickles in slow enough as it is.


Zanzibar Ham posted:

I guess I got confused or missed the part where you explained it, though from seeing what people wrote earlier I understand that is in fact the case.

But how do traps generate money exactly? Are there contraptions that pick people up and shake them down for cash like in old cartoons and such?
If you combo traps you get extra money from nowhere. For example using a windtrap to throw someone into a wall gives nothing but setting it up so an agent who sets of a windtrap gets blasted down the corridor, hits a turn with a second windtrap and then slams into the wall above a piranha tank gives a small bonus. In normal circumstances it doesn't even pay for the traps but it's fun. I think the exploit is to set up some horrendous perpetual trap that never stops blowing agents in a circle to make infinite money.

Zanzibar Ham
Mar 17, 2009

You giving me the cold shoulder? How cruel.


Grimey Drawer
Oh okay, so that chamber Grey made is basically supposed to be a giant hamster wheel powering up a money-printer. I can dig it.

Kobal2
Apr 29, 2019

Zanzibar Ham posted:

Oh okay, so that chamber Grey made is basically supposed to be a giant hamster wheel powering up a money-printer. I can dig it.

Not quite yet. Traps and their triggering mechanisms are, by design, impossible to chain infinitely and eventually agents are going to dodge the trigger, blow it up, then proceed to blow the everloving gently caress out of the entire setup. The only way to make a perma-trap is by having the traps powered by something other than agents blundering into them - but at that point a good setup really does border on exploitative because you can have every agent in the world endlessly spinning. They don't die, but they can't come home either so they can't ever be replaced by other agents.

EDIT : Grey's trap is further imperfect because agents lose health when they slam into walls so his hamster wheel eventually kills (which promises some hilarity when brain addled minions come in to haul the corpses away)

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
Yep. He should make the corridor tiles into freezer tiles so that minions don't try to go in there to pick up the dead bodies

He also really needs to get rid of the distraction trap in his main corridor or he'll end up with a billion braindead minions getting caught up when agents and/or other braindead minions trigger the trap

terrenblade
Oct 29, 2012
I think you can prevent minions from chasing body bags with a level 3 door. but they might come in if it's broken into. You could just set the floor where they die as freezer tiles, that always works.

e;fb

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN

Slaan posted:

Yep. He should make the corridor tiles into freezer tiles so that minions don't try to go in there to pick up the dead bodies

He also really needs to get rid of the distraction trap in his main corridor or he'll end up with a billion braindead minions getting caught up when agents and/or other braindead minions trigger the trap

:stare: Ive been playing this since it was released and I have never once thought of that.

i81icu812
Dec 5, 2006

Kobal2 posted:

Not quite yet. Traps and their triggering mechanisms are, by design, impossible to chain infinitely and eventually agents are going to dodge the trigger, blow it up, then proceed to blow the everloving gently caress out of the entire setup. The only way to make a perma-trap is by having the traps powered by something other than agents blundering into them - but at that point a good setup really does border on exploitative because you can have every agent in the world endlessly spinning. They don't die, but they can't come home either so they can't ever be replaced by other agents.

EDIT : Grey's trap is further imperfect because agents lose health when they slam into walls so his hamster wheel eventually kills (which promises some hilarity when brain addled minions come in to haul the corpses away)

Once you get enough people in your vortex of doom eventually someone will always trigger it so everyone stays trapped.


Future traps and sensors will also help.

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets
[]

i81icu812 posted:

Once you get enough people in your vortex of doom eventually someone will always trigger it so everyone stays trapped.


Future traps and sensors will also help.

Imperfect yes, fun. yes.

wedgekree
Feb 20, 2013
The mere fact you can setup an infinite wind trap is reason enough to do so

Zanzibar Ham
Mar 17, 2009

You giving me the cold shoulder? How cruel.


Grimey Drawer

wedgekree posted:

The mere fact you can setup an infinite wind trap is reason enough to do so

Always thought Green Energy refers to environmentally-friendly electricity production, turns out it's just money generators.

two_step
Sep 2, 2011
GH, your hotels are like the rock you build your base in, once you build them you need to then build other room types in them

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Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
When adding wings to a hotel they need to attach directly to the hotel lobby piece, they also have a 'front' and 'back' so to speak. The end with no wall segments goes agianst the lobby. I don't remember if you have to have the lobby built before adding the wings or not but I'm pretty sure you don't and can just queue up construction in advance.

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