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Banemaster
Mar 31, 2010
One strategy I used in EG1 was building sheds all over and putting level three doors on them. Agents seemed to be more interested on higher level doors and wasted most of their island timeslot on these pointless doors.

I am not actually sure if this was useful strategy but it certainly felt like it.

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Banemaster
Mar 31, 2010
I played for hour and half so far and have really enjoyed the gameplay and the writing.

Some annoyances though:

Locker spam is back. And game knows it, what with having optional task of building 15 (or was it 10?) lockers during the tutorial. And the lockers are 3x1 size too.

If there is only one research station game will inform player that research is paused when minion leaves the spot, even if another is already on the way to replace the person.

There is small, inexpensive pieces of furniture that slow down various stat drains. I am afraid that this might lead into Two Point Hospital style of spamming rooms full of almost pointless crap to be fully efficient.

TheAnomaly posted:

The tutorial is way to long, but otherwise it has been perfect. Also the new henchman are great.

Yeah. Various stat replenishing rooms are the worst offender so far. 5 step tutorial for "To replenish [Brains / Morale / Health / Hunger / didgeridoo] build [far too large room] with 1 [item]" is annoying. I wonder if playtesters demonstrated that tutorials need to be this handholdy.


Did anyone else check out the game folder for moddability? It is full of interesting sounding folders with ".asr" files, which are some kind of archives I think. The files mention word "asura", which by quick Googling seems like reasonable clue to follow on.

Banemaster fucked around with this message at 21:19 on Mar 30, 2021

Banemaster
Mar 31, 2010
I am kinda impressed that they managed to make world map worse. Trying to find singular side mission scheme from all the agent invitations, generic missions and so on is chore.

One of my bobybags is also bugged, as the minion instantly drops it after picking it up, which is frustrating.

Banemaster
Mar 31, 2010
Minions use facilities on "first reserved, first served" basis, so spreading out capacity around the base shortens the walking times, which shortens idle time of facilities, which increases output, which fixed epidemic of my minions betraying the cause.

I feel bit stupid for not understanding this earlier...

Banemaster
Mar 31, 2010
It is tad disappointing that they managed to go backwards from first game's minion screen, which showed counts (and the target caps?) of all minions of all types.

There is also other changes that sound good in idea, but the details of implementation sucks (f.ex. needing to repeat schemes all the time in the world map).

Banemaster
Mar 31, 2010

Vengarr posted:

The minion screen does show caps and numbers though?

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

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

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.

Banemaster
Mar 31, 2010

Tenebrais posted:

Beds are the ones for morale. Make sure there's plenty of sleeping space!

Small quantities of all services spread around all over the base should help.

Minions claiming distant service slots while they waddle over really kills the throughput of any facility.

Banemaster
Mar 31, 2010
IME, Symmetry loves walking to stairs, which turns whole situation as one massive death funnel where minions waddle in one by one and get slaughtered.

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Banemaster
Mar 31, 2010

Tenebrais posted:

Nah, spending your minions rather than assigning them out like EG1 was definitely the better move. Under EG1's system, way too much of your management was on the world map rather than in your actual base where all the cool stuff is.

Surviving minions returning from missions could still be done without the region assignment mechanic. Putting more minions on mission for faster completion, less heat, higher survivability, higher reward, etc could also be implemented on the side.

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