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Captain Oblivious
Oct 12, 2007

I'm not like other posters

Funso Banjo posted:

I like Brian, he's always fun. But jeesus he's phoning it in for this character. He never exactly had range, but I guess as he's approaching 85, he has more excuse now than he's ever had.

Can't say I agree. He's hamming it up, which is pretty much the tone that Evil Genius as a franchise is all about? Silly cheeseball bullshit.

In that regard, Blessed is delivering.

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Captain Oblivious
Oct 12, 2007

I'm not like other posters
Probably Red Ivan first even though I tend to lean hard into Deception minions. I can't resist his ridiculous cheeseball voice acting.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
Preordering is pretty safe if you do a modicum of research and understand your own tastes.

I haven’t had a bad preorder since 2009.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Omobono posted:

You need to be careful around the world map when super agents come into play. I don't know if they also strike if left alone, but when stationed in a region they will react to starting a scheme in that region (and adjacent ones I think?) by investigating the scheme, gathering information about you, assembling an elite strike team and then coming to wreck poo poo.

Already started schemes are not affected, but it can mean you have to eat the heat or even a lockdown to avoid a super agent coming home to play.

There are special schemes where you do the Bond villain thing and give them an official invitation to your lair. They last 3 minutes and they cause the super agent to attack at completion, with a minimum level strike team. Note: minimum level strike team still a murder horde.

The advantage is that you control when they attack and each special agent is fairly predictable in where they spawn, so you can prepare the welcoming committee.


E: terminate, not capture, the strike team early on. Termination requires depleting vitality, capture requires almost depleting vitality AND skill. Make sure the muscle has plenty of weapon racks, they're way better at fisticuffs than your minions and they're armed.

Also if your name is Red Ivan you can pull out your rocket launcher and put Agent X and his entire squad into the dirt in seconds. Well, mostly anyway. He gets away. But it's the murderous thought that counts.

It's a very good idea to research Genius stat boosts on Ivan because he is himself worth many Guards. He can absolutely demolish agents. Which is good because I chose the Roboticist quest line first of my Crime Lord rivals and she does NOT gently caress around. Red Ivan personally demolishing 10 attack robots saved me a lot of minion death.

I haven’t figured out the minion manager just yet. It seems like it requires prioritizing jobs at a per person level but that makes no sense for this level of minion turnover with schemes and everything soooo?

Captain Oblivious fucked around with this message at 08:48 on Mar 31, 2021

Captain Oblivious
Oct 12, 2007

I'm not like other posters

MonsterEnvy posted:

If you give minions a focus they won't go on away missions, unless there is no other options.

Handy. I assume you want to keep about twice as many as are needed to do a job then to account for sleeping?

Captain Oblivious
Oct 12, 2007

I'm not like other posters
Roboticist spoilers I captured her and she’s currently working WITH me but not for me and patrols my base as a non controllable special character

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Grand Fromage posted:

Seems like there's a point where two super agents show up and just waste your entire base. Nothing at all I can do about these guys.

You don't have enough guards or guns.

Also you aren't Ivan because Ivan can personally demolish Super Agents if you get the drop on them with a good line of sight. Rocket launcher babyyyyy.

But yeah failure cascades were a thing in the old game too.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
I’ve found that going wide is actually not super worthwhile. Focusing one one or two continents with two level 2 networks both generates more money, consumes less workers, and draws less super agents

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

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.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

AlternateAccount posted:

This definitely has the EG1 death spiral where you have too much super agent traffic, too many body bags, and defections and tons of deaths leave you chronically understaffed.

This is why my current strategy is I only operate in SMASH and SABER territory and I use the rest of my broadcast strength as a reserve to set up, and subsequently destroy, networks in regions as I need them for quests and such.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
If I was not playing Ivan I would probably take either IRIS or Jubei as my henchman. If your name is not Ivan the best thing you can have for a first henchman is someone capable of tanking agents while the minions with guns go to work.

So...IRIS basically. Or Jubei.

If your name IS Ivan you take Eli because literally nothing can survive the rocket launcher plus silver revolver firing squad thus far. I have dumpstered every single Super Agent this way. The Montana Gemelas island base is particularly ideal for Ivan thanks to its long narrow hallways at the entry way. John Steele never makes it far because in Gemelas he always speed boats to the beach below the mountain and enters through the long catwalk next to the helipad. Where Ivan and Eli are waiting.

Ditto for Wrecking Bola, Atomic Olga, and Blue Saint. Only Agent X and Symmetry are even kind of a problem and would you look at that my vault also lies at the end of a long narrow hallway ideal for shooting people just coming out of it.

Captain Oblivious fucked around with this message at 21:53 on Apr 1, 2021

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Back Hack posted:

I just had 5 level 4 agent bypass all my traps and kill almost 50 muscled minion with guns and like a 100 workers, what poo poo is this bullshit. I was only able to win in the end because I brought Ivan and his rocket launcher.



Airlock setups like that are a death trap for your minions. Provide better line of sight in order to leverage guns. Unironically, use less doors.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
The game takes waaaay too long to open up tier 3 research. Having a great time other than that. I am a bit sad that I apparently lost my chance to steal Excalibur (I was putting off the sidequest due to knowing about the bug) but oh well. Apparently some sidequests do disappear if you wait too long it seems.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

The Bramble posted:

Oh my god is this what keeps happening?

The higher the Agent Skill, the more likely they are to go sicko mode when you try to distract them. This is part of why using baccarat and roulette to weaken them is worthwhile.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

khy posted:

Friends, I could really use some assistance. I played EG1 and had no issues, even on Hard everything was manageable. EG2 is kicking my rear end though.

Specifically, started a new game and got set up. I'm doing reasonably well, slooooooooooowly researching and sloooooooooowly building up my base in between doing missions for $10k a pop and trying to keep heat manageable. Problem is super agents. I'm playing on the first map, they show up on the walkway to the depot and all my minions immediately lemming over there only to die horribly and build up a massive pile of bodies. The SA was the blue luchador guy, if it matters. I tried using my henchman's sabotage ability and it did like 50 damage to him and that was it, he immediately turned around and wrecked her.

I haven't even completed the first objective before the SA showed up and started just smashing my face in. So two questions - first is 'what triggers a super agent to show up?' and second is 'how the gently caress do I deal with a super agent without losing 2/3rds of my workforce???'

You took Janet as your first henchman. Do not do that. She is not a bad hench but she is TERRIBLE as a first henchman. If your name is not Red Ivan take Jubei or IRIS. You need someone who can tank for your first henchman.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Bloodly posted:

Hm? Eli Jr can't tank?

Not particularly well compared to Jubei, who performs better in melee, or IRIS, who can put a shield around herself, regenerate, and act as a camera to summon all your guards to her location, no.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

MonsterEnvy posted:

The final test shot for me, gave me an easy 2400000 gold as a scheme.

Imagine having room for that much money when you still don’t even have tier 3 research.

God the game makes you wait too long for t3 research.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
Fun fact: If you're doing like I do in the mid game, which is to say keeping reserve broadcast strength and only operating in regions when you need to...

I have an objective in the eastern PATRIOT states. I am not currently operating in PATRIOT territory at all. Wherever I put my first network, Agent X will be. So put it somewhere other than your actual goal, THEN put a network in the eastern states, THEN go do <whatever>. This is Evil Mastermind 101! Always have excessive schemes running to distract from your true villainy!

The Wicked Wall posted:

Accidentally stumbled upon a weird super agent exploit/bug - I got a game over from Symmetry after I'd accidentally done a scheme in her area, and since reloading my save and cancelling that scheme she's now stuck in China and hasn't moved for the last 4-5 hours of playtime. She won't react to any schemes I carry out in the area, and won't appear in the lair even during high heat.

Also realized I killed off Incendio and Jubei by accident during their questlines because I used a kill tag and not a capture tag on their retinue; at least the game piles other henches on and I can now get them on my second playthrough.

poo poo, is that what happened with Jubei in Wind Wars: Wind Strikes Back? It just said Defeat Jubei in the lair at that stage and he said something I couldn't quite hear when he went down due to the objective complete fanfare and it seemed oddly anticlimactic :shobon:

Captain Oblivious fucked around with this message at 22:29 on Apr 3, 2021

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Mad Wack posted:

it's weird how the opening tutorial is so handholdy but once you get out of it extremely important concepts come up that aren't explained (e.g. posters above figuring out they permakilled a potential henchperson)

anyways i've been explicitly going wide and it's completely fine as long as you keep an eye on where the super agents are (i always pop some of the easier ones anyways like agent x, steele, blue saint) you can proceed essentially with nothing but investigators visiting the island plus you have huge passive income

i'm currently playing as max on medium and i am at tier 4 research with all minion types unlocked

Turns out it was a false alarm. Didn't actually kill Jubei at all. His second mission just ends anticlimactically, and his final one doesn't happen until after you unlock Martial Artists.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Omobono posted:

Uh, maybe it depends on the island? On the other hand, I never triggered her outside of plot.

Were you playing on Caine Key, the one that specifies everyone comes in through the cover operation? :v:

Captain Oblivious
Oct 12, 2007

I'm not like other posters
The various explanations in this thread for why Investigators go sicko mode are pure guesswork, being blunt. I've seen agents go hostile on the first escort out and on the third. We legitimately do not know what is causing it.

The main problem I have with this game rn is the unbelievable delay on tier 3 research. Everything else seems to mostly work fine? At worst you might get a bug that can be fixed by cycling save slots every time you finish or begin a sidequest, which literally everyone should do in any game regardless.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

khy posted:

I just wanna say I loving LOVE the voice acting in this game. Brian Blessed sounds like he's having a blast reading off his lines as Red Ivan, Emma is perfectly malicious, and Max is a treat to listen to in the story beats.

The distract/kill/capture voiceovers play a bit too often but they're still good.

Yeah the game seems like it's WAY funnier if you're playing Ivan because he is by far the goofiest Genius and it rules :allears:

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Danaru posted:

What exactly does HAVOC do? It doesnt seem to even raise heat much, although once I saw it give a heatless mission for 100k, that was nice. Only once though

You blow up a region and then in the ensuing chaos you loot <something> for hella dollary doos.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
From some of the talk in here earlier, and how folks were mutually confusing each other, it sounds like different Geniuses unlock Biologists at different stages. For Ivan he unlocks Socialites and Mercenaries, then there’s SEVERAL quest stages, then Martial Artists, then Biologists. This is long after the HAVOC test firings.

Meanwhile I believe an Emma player talked about unlocking Biologists shortly after VENOM test firings. I wonder if Zalika gets them earlier than the rest?

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Tenebrais posted:

Zalika gets them just before VOID test firings, along with martial artists.

This is also assuming the superweapon tests happen at the same time for each genius, which I couldn't say for sure.

Yeah tough to say. I would have to do a replay to get a comparative sense of that.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Lord_Magmar posted:

It makes sense though, they did specifically craft each genius story and progression for a unique experience.

It does. For now it’s more of a suspicion than a confirmed fact tho.

But yeah it would make a lot of sense thematically if Ivan was noticeably later to the t3 research party than Zalika. He is a blunt instrument.

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

Captain Oblivious
Oct 12, 2007

I'm not like other posters

skeleton warrior posted:

Apologies if I came across as glib and hand-waving in my response earlier; I've finally gotten to the last third of the game with one of the geniuses, and holy poo poo does this escalate as an issue.

"Current quest: run a mission

that involves 6 workers and 6 other people

do this 10 times"

So, at 3 worker generation a minute, that's 40 minutes of waiting for workers to replenish once that one mission is done. Assuming I run no other missions during that 40 minutes. Yay!

This game really wants you to keep it on fast forward while you do other things, holy poo poo. And beyond that, the restriction to one side mission at a time just completely narrows progress to this thin little pipe you have to wait for everything to squeeze through. I've spent the last two hours trying to do the Full Metal Jackie missions, and it's just "set up for five world map missions, waiting for minions to regenerate, load onto helicopters, and go off to do the missions which take a minute each (also wait for super agents to move out of the way); then do a research, which usually means waiting for your current research to finish; then fight a wave that takes 2 minutes to make it from the dock to your base entrance; then do another three missions (see aforementioned timing); then complete the side story to get the next side story and start again."

Except for this last mission, which is apparently "and run into the bug where apparently the game doesn't recognize that you've captured Jackie, so you can't finish the mission and move on to the recruitment side mission, she'll just break out of your jail for the rest of the game".

Jesus gently caress, I'm getting disappointed in this game. This really is for hardcore fans of the first game only.

So did you have to not start a bunch of peoples quest chains to get Jackie or was that an urban legend.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

gimme the GOD drat candy posted:

i found that even with ample morale restoring equipment and no bodies to dispose of, if the base is left idle with no threats for long enough you get a ton of desertions. all the agents were being turned away with a trap setup with minimal minion foot traffic, even. minions are there to be expended, so if you aren't constantly using them up on schemes the overall morale gradually decays.

it's also possible that my base with what seemed like a heavy focus on morale restoration didn't have enough morale restoration, though.

You don’t have as much morale as you think or it may be poorly distributed. I have not had any desertions in 20 hours.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

gimme the GOD drat candy posted:

you were also probably doing schemes and fighting off agents. you know, actually playing the game. like i said, this was an idle base with nothing going on.

I am aware of what you wrote yes. Even with a minimum of schemes and no active engagement of agents on my part, 300 minions are seeing zero desertions while I almost completely rebuild my base.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Nephthys posted:

I saw someone claim that they slowed heat gain to basically nothing with a large room of 30 big screens and all regions at level 4 frequency. I tried doing a smaller version but even then I could never get the bloody minions to staff most of them so it didn't do anything.

Super agents also seem to drastically increase heat in regions they're in and possibly across the entire faction. I took out Agent X and now Patriot barely gains heat compared to the rest of the world.

Agent X seems to drive heat more than any other Super Agent by a large margin. Possibly because he’s the only Super Investigator.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
I still have no idea what the Flame of Prometheus does. It has an aura, it can only be placed in corridors but still not really clear on what that DOES.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

The Protagonist posted:

If it's corridor limited it's probably a trap? That's what cupid's bow is anyway

Also the fort knox doors are neat, they seem nigh impenetrable until a rogue just steals them

Could be. It doesn’t really look like a trap though it looks more like an aura. Maybe it just lights people on fire in that radius idk.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

ate poo poo on live tv posted:

I havne't been able to recruit an additional henchman. All the henchman mission I take just end with the henchmen dying. Is the recruit option on the world-map or is it the specific side-mission you take? Where is the critical "decision moment" that determines if you recruit or kill the henchman?

Most henchman missions are a chain of two to three side stories. With the first one or two involving defeating them but not necessarily killing them and the third involving a decision point between two quests. Not always though. Fugu Furukawa for example the end of her second side story you either capture tag or kill tag her and if you kill tag her the story just ends there. If you capture her there then you get the Fugu State sidestory once you have Biologists, and can recruit her fully.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

seaborgium posted:

How do you all get the agents with higher smarts to actually fall victim to your traps? Right now they all just disable every single one of my traps besides the Disco Laser as soon as they see them, with no way to lower their smarts. I've got a trap corridor that's basically a power/space sink that is more lethal to my own people on the rare occasion one of the traps actually gets set off. I don't mind the super agents getting past them, that makes sense. But as soon as investigators have over 50 smarts and start to go through the non-cover operation entrance every trap I have becomes useless.

It helps to bury traps in little nooks or indentations in the wall so that by time they’re anywhere near it to even try to disable it it’s already active. Freeze traps are great for this because then you can combo them into something else

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Mikedawson posted:

Is there a limit to how many henchmen I can have? I assume 5 based on the bar.

Yep. To collect them all for the achievement “some betrayal is required”.

Gotta execute some to open up space.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
Keep in mind if you don’t have Martial Artists yet you aren’t even eligible for the final Jubei sidestories where one is capture and the other is kill.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
I have never seen an agent disarm a trap as long as I used a trap on them from a further out angle. Traps with long activation fields fixed to the opposing wall from where they will come as a combo set up seems to work consistently.

If you place traps on the wall where they will be Right Next To It they will disarm it basically 100% of the time.

Manage probable angles of approach and if you must catch them with a sideways trap then dig a recess in the wall so they can’t get close to it before it has already activated.

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Captain Oblivious
Oct 12, 2007

I'm not like other posters

Grapplejack posted:

Idr if someone posted it in here but finding out that agents will always prioritize doors let me design a two block width "employee hallway" hidden behind a casino floor switchback beside a deadly trap hallway and my minion death rate basically fell to zero

You should post pictures, that sounds like a cool design.

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