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Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Captain Oblivious posted:

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?

Minions assigned to priority tasks will never go on schemes, is my assumption, the way it works is they'll only ever attempt to do the priority job ignoring all other job options.

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Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Alongside that, minion traits impact who goes for advanced training I’m pretty sure. But those are I think meant to be buffs to working capabilities, if you execute someone you can see the execution witness buff show up there.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


DOCTOR ZIMBARDO posted:

What does shooting my super weapon actually do? I keep getting fuel for it but the test shots didn’t seem to have much effect.

I did find that, amusingly, executing a minion makes it easier to deal with mass morale damage due to too many dead minions

But of course, dead minions lead to living ones having an overinflated worry about their own mortal value. By executing one you remind them their deaths are individually meaningless compared to your glorious plan, and their existential crisis at the reality of death disappears.

Also, watching Jubei distract people is incredible, he does the blind old man thing of hitting with his “walking stick” and he will do the politeness pass by shuffle dance of right left right left.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


I’ve found the best way to get vital/important parts of the lair manned is to double up. First make sure the item is assigned to only the right minion type, and then go into your minion manager and for however many items, assign one and a half or double the amount of minions as items to that item or room specifically and it’ll get manned. This is especially valuable for stuff like the control room for intel or the security desk.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


reignofevil posted:

The ease of putting a room inside a room means you should have bunkbeds and mess halls everywhere.

I've got a mess hall incinerator combo nook right in the middle of my hallway on the bridge-map.

Heck, you might as well just make combination statistic boost rooms in any high intensity work area. When a character needs to restore statistics they will attempt to go to the closest free (that means not currently used or bookmarked for use) object of that start-restoration type, notably this means you should be making food/bed/morale/smarts rooms in your hotel for all your social minions to use so they don't just walk into your main base letting agents through, and vice versa for stopping other minions going out into the cover operation.

A really solid way to keep your Armory/Guard Table functional is to build bunk beds right in there, so your guards basically go from sitting around to sleeping to sitting around. (Also make sure you directly assign your military minions jobs, their patrolling the base is largely pointless and they'll do it if you don't assign them camera duty or guard table duty).

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Grand Fromage posted:

A research boost genius is hilariously worthless.

I feel like she should be able to actually do research herself at a massively increased rate, the same way that Red Ivan can actually scrap and lead his minions on the front line in military fights.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


khy posted:

I thought she'd be amazing at first because I was in full EG1 mode and didn't realize you can build more than 1 of each research device. Once I learned that, well.... at least she has a free brainwasher?

She still seems to nearly double the glacially slow research speed, so if you have 6x speed she buffs it to 12 by standing in the middle of it all.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


toasterwarrior posted:

What's a good rule of thumb for specialty minions? 2x the amount you need to crew stations?

1.5 to 2x seems to be right to me, a little more for Military and a little less for Scientists because the Military guys have long and weird priority lists and spend stats fast whilst scientists seem to actually research longer than it takes for their replacement to recover anyway.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


HORMELCHILI posted:

that is definitely intentional.
Is research limited to one object? or will, for example, two whiteboards double the research rate?

Additional research objects with enough scientists to staff them multiply the rate of research. Two whiteboards is 2x, six whiteboards is 6x. This stacks with the speed increase from Zalika which is why she’s still valuable if you design your lab such that she can boost several working scientists. You do still need to have 1.5 times the number of stations in appropriate science minions to optimise the research so be wary of that.

I think I have 4x research speed with two whiteboards and Zalika buffing them, or maybe just 6x speed it’s hard to tell.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


HORMELCHILI posted:

thanks for the research info. this game is pretty much a perfect sequel gameplay wise but i really miss how the UI looked like physical objects you might see in your base

I think the new UI should have either been built around you interacting with IRIS (she’s ostensibly the notification system anyway) or use aesthetics similar to the personal sanctum (gold for Max, science white for Zalika etc).

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


TheDeadlyShoe posted:

one of the effects of Zalika's aura is that scientists gain smarts by researching instead of losing smarts, so they will stay on there pretty much the entire research - which is a lot more convenient than what every other genius has to deal with. The effect even stays for some time after she turns off the aura or they leave it. (Technicians gain increased repair speed - not sure about advanced science minions.)

Oh so she literally can just do 1 scientist minion per research station (because she can easily alternate between sitting on her chair and using the aura without the scientists running out of smarts), barring need to eat/morale/sleep repair.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


GruntyThrst posted:

That's interesting, I hadn't noticed that on my playthrough. Is it actually mentioned anywhere or is it another case of poor documentation?

I don't necessarily think it's poor documentation so much as a desire to let people discover things on their own? Even the original with all it's documentation still had a lot of fun discovery stuff to do, so I could see a focus on that not being about Obfuscating Information but simply rewarding attentive play.

Especially with the change to how Research works (which was very fun discovery mash stuff together to learn in the original) they might have replaced that with a bunch of fun little interactions and discoveries around the various henchmen, minions, geniuses, items and loot. As an example, Jubei is not a distraction/social themed henchman, but if you have him out in your casino he will rapidly reduce the resolve of individual agents by playing up his blind old man routine and frustrating them.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Gamerofthegame posted:

use more singers, they're strong

The Floorshow seems incredible yeah, I also suspect that high resolve agents are more likely to ignore certain distractions, so you need a lot of different ones (possibly even they have traits to prefer certain distractions).

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Yeah I don't think I've ever had an Investigator start a fight I didn't intend for them to start. But also I haven't tried hard difficulty yet.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


The standard behaviour for distraction tag is intercepting after they leave the Casino, not when they enter it. So maybe tagging agents upon entry causes the weirdness.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


ChickenHeart posted:

-Let me rename minions and set them to some kind of "pet" status that forbids them from going on missions. I want to see my friends rise up through the ranks, find their calling as stage show singer, then die in their bed to a guy in a fedora who accidentally wandered into the barracks. This would be great for streamers BTW.

Using the Minion Manager to specify a job that isn't Schemes will stop those minions from going on Schemes unless there's literally nobody else available afaik.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


So far my experience has been there is jank, but also it’s fairly easy to mess up your own game and the level of fault that can be placed on user error is unsure right now. It legitimately seems to reward well thought out plans and investigation of the game and it’s parts as a player. Whether it should be like that is a separate question.

Like the game seems intended for a methodical slow domination of the world at least on normal. But I also might not have gotten far enough in for the bad grind to make appear, if so then they should hopefully align the speed of the early game as the goal for the smooth playthrough.

Lord_Magmar fucked around with this message at 20:03 on Apr 5, 2021

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


HORMELCHILI posted:

They need to let you escort a prisoner to another cell, i built a max security segment of my brig for agents but theres no way to get them in there besides filling the other cells up

Delete the old cells is really the only way. Or unpower them if they're not ones you need right now.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Major Isoor posted:

So, is there any way to have minions prioritise incinerating bodies? Since I've had a team of investigators wiped out after they got fed up of being kicked out of my open-plan casino break room, so they started a gunfight. Now, after having Max there yelling "schnell!" amongst the dead bodies for 5min or so, I think maybe 2-3 of the bodies have been taken away. It's just going so slowly! Do I need like, five incinerators in order for minions to bother collecting more than one bodybag every few minutes, or something? Seems like they should be able to form a queue for the one I've got, but it seems like that's not the case

Multiple Incinerators, preferably close to the bodybags, and Max should be standing near the incinerators not the bodies (because incinerating a body bag is a job applied to the incinerator not the bodybag).

Comte de Saint-Germain posted:

Really loving this game and finding it to be supremely addictive, but also a little too easy. I'm on normal difficulty and no investigator has made it inside my base in many hours and I haven't seen a super agent in ages, the only one that ever gives me any problems is Olga, the rest of them barely make it 5 feet into my base before they are wiped out. Maybe I'm just better at the game, but I seem to remember EG1 having a fair bit tougher super agents and more thorough investigators.

This has also been my experience, I think the game really does reward slow careful smart play (and normal might just be the well balanced difficulty to begin with) especially with all the reports of terrifying agents and slow progress.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Like legitimately everything I'm seeing, reading, hearing and experiencing suggests the game totally has depth if you're willing to actually experiment and fiddle with it, the tutorial is entirely so you know how the game works and then you have to be the smart evil genius and learn/think through the rest.

Of course you can test traps with enemy agents that you've captured, that's what a bond villain does.

It really does feel like when they swapped out the research system from 1 with the distinct stuff in 2, they decided that you still needed to be rewarded for experimenting with your minions, items, and enemies, so now everything has fun little nuances/surprises to discover.

Lord_Magmar fucked around with this message at 15:32 on Apr 6, 2021

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Sininu posted:

Have the devs said anything about updating the game? Are they going to fix issues and rework stuff or is this game done?

They've promised some form of continuing support, alongside the actual pre-release planned DLC (the first of which is already planned and in development) so take that as you will.

Lord_Magmar fucked around with this message at 18:00 on Apr 6, 2021

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


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

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Captain Oblivious posted:

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.

They specifically used Ivan as the example for a Genius who could create a playstyle with minimal scientific research too.

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.

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.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


I was seeing fast 10000 gold schemes for 10 heat but that might have been part of the tutorial? It was in ANVIL as Max.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


cumshitter posted:

Noticed the same. Research activities restore smarts to minions so as long as Zalika is around they will never stop researching. I think it adds a small bonus to their research too?

It definitely felt like it was going faster for me when I had her aura up than when she had to go sit down and restore stats.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


cumshitter posted:

Either way you get a bonus for not having naptimes without a lot of micromanagement if you buff your genius' stats. For some reason every group of research scientists for every project and half my guards are naptime buddies. I keep seeing 50% of my guards get up to go hit the barracks after spending all day sitting around the guard desk.

It makes me wish there was a coffee machine item or something that increased their time awake by a random amount of 3-10 minutes just so it would be more staggered out.

I have a suspicion that minion AI is set to either 2 or 3 shifts if not more, and they sync up like that specifically to help people understand how many of each item they need (twice as many minions as a given item seems about average, with some wiggle room for optimisation).

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


toasterwarrior posted:

Thanks for the confirmation. So do these re-education pods create heat, because I figure that freaky poo poo would set some investigators off...

Nope, standard brain repair machine everyone has those these days (seriously pop em in your valet restoration zone they don’t generate heat at all from what I was seeing).

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Section Z posted:

I noticed my overall smarts regeneration improving when I threw out most of my re-education chairs and replaced them with more exclusive mess hall items because they were so terrible most of the time EXCEPT for when they are the only thing allowed to work, basically. Because they are only as fast as a mess hall, but are just restoring smarts. So I was seeing it lead to a lot of workers running into your dedicated lab archives re-education chairs, and your scientists needing to take a long walk to the group mess hall. Even in sandbox mode things smoothed out when I put down some token re-education chairs next to more sushi bars instead of a fat stack of re-education chairs. EDIT: The advanced smarts items seem cool though.

Speaking of smarts restoration. Browsing the various decoration options and I just noticed something, for any of you people trying to cram as many efficiency bonuses into their lab work.

Infirmary brain hologram: Slows smarts drain.

Lab brain hologram: Improves smarts restore.

So if that isn't a typo, uh... Time to turn to labcoats, I guess?

I think a lot of this sort of stuff (the holograms) is to encourage the fact you can mix and match rooms in this game very easily. You can straight up attach a barracks with a set of beds and a canteen with a food bar in your armory, and you very much should do so for efficiency.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


I guess the idea is that you shouldn't need those sorts of items in the place that does them normally, so you use the archive to restore smarts and the items that do other stats are so that whilst having smarts restored they end up fresh (if smarts is the only thing they need restored).

Honestly in general the game seems to really want players to explore and fiddle, that's why it gives the over-arching rules of how to play in the tutorial but doesn't do little nuances and things.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Saint Freak posted:

If their stats are critically low it's time for some Old Yeller

Which helpfully will max out everyone else's stats nearby.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


The Protagonist posted:

That's news to me, I figured they had to be getting used. What is happening when radio repeaters occasionally get manned? Since they clearly give signal strength either way

It’s just a time waster I think? Maybe it causes Schemes to show up more often on the world map.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Also, have you considered that it’s entirely logical that if you imprison an agent they’re not going to leave without evidence because you know, YOU IMPRISONED THEM? That seems like it would convince me that something is wrong and make me determined to have proof of wrongdoing or die trying.

Like you say that’s flagrant cheating, to me that just looks like an intentional design choice, you imprison an agent you kill them or they leave with evidence and that seems entirely reasonable to me.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


QuarkJets posted:

That makes sense. Getting released from a prison cell in the back room of a casino, and suddenly getting attacked by bees? Investigator thinks "What the gently caress is going on in this casino?" and gets a resolve bump in order to get that loving photograph of the prison cell from which they've just escaped.

I’m also pretty sure they get the resolve bump for finding evidence regardless, it’s just not that much usually. Which also makes sense, resolve is their conviction to complete the investigation, finding evidence obviously gives them a bigger desire to finish the mission.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


I totally understand the issue you’re having Z but to me it seems like the answer is this is Evil Genius 2. If you capture an agent then you’ve already given them a reason to not go home empty handed, so you need a plan to kill or convert them, because imprisoning them illegally already makes them suspicious enough to need evidence to go home.

I’ve seen this also happen if they see a heat generating object without taking a photo of it. It’s maybe a little weird but it certainly makes sense to me, you want someone to go home empty handed you have a casino for that, you capture someone you clearly have another interest in them besides getting them to go home.

Capturing is easier (in theory) specifically so you can interrogate or convert enemies, not so you can dance them out of prison with zero resolve to discover your evil acts (because why would they go home empty handed after being captured).

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Also they straight up promised modding support (and very specifically steam workshop support) would be available later this year after the first DLC pack.

Also also, Maximillian's science thing just straight up didn't work in the first game before modding fixed it.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Nuclear War posted:

Do other agent types ever show up without their associated super agent like in EG1? I remember this would happen a lot in the first game and it made poo poo a lot more interesting. I haven't seen this happen in reaching the mid-late mid game and I'm disappointed. I did notice there's an optional objective to kill PATRIOT rogues so I suspect it's supposed to happen

It definitely is meant to happen, I think the likely issue is that the difficulty scaling is a bit weird and the Heat/Suspicious mechanics aren't connected properly in the background somehow.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Also you absolutely can keep specific minions around if you think their traits are worth holding onto. Assign them to a job and they won't go on the helicopter unless they're literally the only option.

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Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


w00tmonger posted:

Do they traits do literally anything? I assumed it was just flavour

Traits come in four flavours. Positive bonuses (either to stats or work types) for example good with computers is better at working computers in the communications room, strong jaw is better at taking melee hits. Negative bonuses (same options) so bad with computers and weak jaw would do the opposite. Job preferences, likes kung-fu movies for example will cause the agent to only accept training towards military pathways. Or unique effect, anything involving dead people changes the effects corpse bags have on a minion for example (talks to dead people entirely removed the negative effects of corpses from memory).

Some of them are combinations of the above, where it makes a minion only train a certain job and gives benefits appropriate for that job. So on and so forth, they’re not massive changes but they do make differences.

Lord_Magmar fucked around with this message at 16:50 on Jun 22, 2021

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