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Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

MonsterEnvy posted:

Also John Steele is back presumably as the S.A.B.R.E. super agent.

motherfucker

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Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

MonsterEnvy posted:

Apparently sending minions out will cost you them anyway. Minions apparently don't return to base after being sent out to the map.

i feel like this streamlines things. instead of having to remember to call your minions back, or leave them on the map getting attrited, you just 'spend' minions and then that's it, no more mental load required

MonsterEnvy posted:

We know that you can have at least 300 minions at a time in 2. While it may take a slight bit of time to replace higher tier specialists, sending out workers should not matter at all as they get replaced super fast anyway.

this helps too. i always modded EG1 to allow for 200 minions, as the cap of 100 was way too restrictive - that's like 10 of each type. and then you don't have to think "well, i've got two kung fu masters in the pipeline, so with four to cover my base i can afford to send four out on a mission..." just send and forget em

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Triple A posted:

I'm guessing the 100 minion limitation was purely for the sake of the game being able to not chug on low-end computers on release. Though, what annoyed me the most in the first game was that hotels were completely useless money sinks and actively harmful when John Steele shows up.

EG1 was pretty half baked. the most glaring example is there were tourists, and there were hotels, and obviously you should be able to leverage tourists for funding and cover... but this didn't happen. tourists just showed up to wander around and blunder into traps, and you could build hotels as a distraction, or you could just go permanent hostile and task your valets with distracting the tourists. or once you're on high heat in the end game, just murder them

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
good luck to the tourists finding the correct entrance to my base, as opposed to all of the stub tunnels that are just six doors one after another, or all the sheds littering the outside that are nothing but a permanently locked high security door behind which is an attention trap

i remembered now that building hotels is actually a liability, as then it draws your valets out of the base to get murdered

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
well, the correct entrance is probably the one surrounded by suspiciously beeping tiki statues and a shitload of body bags

just being able to incinerate bodies would be a big step, instead of having to build a massive meatlocker freezer

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
i did the same, it was way more useful to spam mystery sheds than casinos

you could either put a trap inside or, just more doors. nothing but doors, tantalizing and hypnotic doors which need to be laboriously cracked open

https://www.youtube.com/watch?v=4270c5qWPBg

https://www.youtube.com/watch?v=AJ6gdRfBW6c&t=21s

Mr. Fall Down Terror fucked around with this message at 22:17 on Mar 15, 2021

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
yeah, max the generalist first then probably zalika for a second playthrough

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
lmao i'm pretty sure thats the CEO of rebellion doing most of the voice work for that video

he is uh a big time nerd

https://www.youtube.com/watch?v=AwMowoTOOI4

https://www.youtube.com/watch?v=droi9vYFmaE

https://www.youtube.com/watch?v=WeVcey0Ng-w

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
like half the 'strategies' in EG1 are really just exploits because the game is unfinished and buggy. the main thing it had going for it was style, and because PC gaming in the early aughts was a dire wasteland. like vampire bloodlines came out in 2004 and it was regarded as RPG of the year despite being a similarly broken mess. the only other title in contention was... knights of the old republic 2. really the only thing going was first person shooters and sims 2 i guess. loving nothing in the management game space

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Major Isoor posted:

Random question that might not be answerable until I find out for myself tomorrow:
Is it possible to have a room cut into the rock, but left with bare rock walls? (i.e. how the walls initially are when minions hollow-out the room) I wouldn't mind having my inner sanctum having jagged-looking rock walls, while the rest of the base has regular walls

first thing i'd try is building the room 1 square smaller on the edges than the dug out area. so if i dug out a 8x6 space, build a 6x4 sanctum

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

DJ Dizzy posted:

Anyone figure out how security cameras work? I have a bunch of guards sitting around the guardtable doing gently caress all. My screens are manned, but guards dont want to respond without me directly telling everyone in the base to murder the investigator.

haven't gotten that far yet but in the first game, you have to tag agents to determine what should be done with them. once you tag an agent, that doesn't mean your minions will respond - the agent could be somewhere no minion can see. if a minion has line of sight on a tagged agent, either directly or through security cameras, then a response will happen. in the first game you also had to have loudspeakers to alert anyone within earshot of the sighted, tagged agent but i hope that is not present in EG2

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
lol valets run like tina belcher

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

JosefStalinator posted:

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.

higher level heists are more efficient per worker, and less demanding of micro. you can spam the quick heists but then you spend a lot of time looking at the world map and dispatching minions as fast as you can hire them. on the other hand, the slow burn 20k over 30m heists means thats a bunch of minutes gold is flowing in and i dont have to pay attention to whats going on

JosefStalinator posted:

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.

for sure. as you unlock the ability to drill through harder rock, the cost to do so increases as well. an 8x8 room which might cost $2k in the softest rock might be $20k in the next tier up

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

The Protagonist posted:

Oh a tip from my hard playthrough on donut island, I quickly got in the habit of installing incinerators right in a back room of the casino only when there was a body surplus, and then uninstalled them after cleanup so that investigators would still have to go deep to find any evidence.

It seems like if you never let investigators get out with heat, you never get soldier spawns? I'm not certain but it seems that way

i only got soldiers when i triggered a bunch of lockdowns. seems like you want to avoid lockdowns, which is very easy on tier 1 networks because you can just delete and then rebuild the network for instant heat clearance

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
i keep getting stuck with the bug that permanently notifies me i dont have enough gold for my current build order. i'm not building anything at the moment and i've got shitloads of gold. anyone found a way to prevent, clear, or block this message? i'm getting close to just putting the game down for a while until the next big patch

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Jack Trades posted:

It plays a little more like one of its main game designers has only made f2p games before and this is their first attempt at a real game.

seems likely, considering there were two games in the franchise between the 2004 and 2021 PC releases

the original game was developed by Elixir studios, whose only other game was the flawed but interesting Republic: The Revolution. neither of these titles sold very well and Elixir went bankrupt. Rebellion bought the Evil Genius IP and sat on it for four years before releasing Evil Genius: WMD for Facebook in 2010. Evil Genius Online was released for Android in 2014

https://www.youtube.com/watch?v=0WuDVt_oEMY

Rebellion isn't the biggest studio around so i'm not sure what these projects were, perhaps just keeping the IP in use? EGO looks like it recycled a lot of assets from the original game, so maybe it was a quick cash grab?

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

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!

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
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

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

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"

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Danaru posted:

Anyone know how much earlier T3 research unlocks?

pretty much immediately, i started a new game as max and after the first hench recruit mission and you're out of the early game setup, you can get the next tier minions like socialite, spin doctor, merc, and geneticist. so you can unlock T3 when you've barely started on T1

now it looks like the major obstacle to progression is minion salaries. i dunno if they were broken before or just secret or what but the game is a lot more forward-presenting with vital info, like what object settings do, which objects generate suspicion, how much you'll need to pay your minions and exactly when. minions are expensive now, so while you could trivialize the game before by just shooting straight for 300 minions and training them up, now your growth curve is heavily constrained by having to pay wages, and keeping your minion numbers within your current budget

if you miss a payday, every minion who doesn't get paid gets immediate 0 morale, so keep a close eye on the payday countdown

e: also the world map is speedy now, its great. no more waiting forever for the single helicopter to slooooowly cycle

Mr. Fall Down Terror fucked around with this message at 15:34 on Apr 30, 2021

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

massive spider posted:

How so?

Genuinely curious from someone who liked the first game but has been put off by middling reviews.

the game was super slow paced at launch, they rebalanced it so that things actually happen at a zippy pace. the game is still a tad slow but its an ant farm management game and a lot of folks dont like that

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Mans posted:

Is this game actually bad or just okay but not spetacular?

its ok. like dareon says above its playable but doesn't spark joy. i think thats largely because the base management games on offer were pretty dire in 2004 and a game like this was more innovative back then, when the same kind of gameplay doesn't as much fly now

there are some problems with the game. even after they sped up the pacing of the game, its still pretty slow, and games are just "faster" these days in terms of how quickly they get and cycle through content, so EG2 can be a bit boring. the seams of a lower budget development cycle show through too often, with the aforementioned copy pasted conversations for each 'unique' player avatar. i wouldn't go out and recommend this game to people who haven't heard of it, but if you have fond memories of the first game you should at some point give the second game a try, you will probably like it enough to get your money's worth

if you played both theme hospital and two point hospital its pretty similar, except i think two point hospital is slightly better of a modernization than evil genius 2

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Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Tricky Ed posted:

I honestly think I'd like the game if minions could survive the missions instead of having to replace all of them each time. They gave them all traits and personalities and then you just have to send them out to die. Maybe if different geniuses handled that differently?

making all minions expendable is a design conceit, because otherwise when the minions are off your island doing things the game has to keep track of them on your population cap so that you don't end up in a situation where tons of minions are stored off-island and come back all at once for a HUGE party. in the original evil genius surviving minions would return to the island and this had the effect of meaning you had to balance the number of minions you had around your base doing things against the number of minions out in the world. it's a lot simpler for the player to just fire minions out into the void and not care about them retuning, even though this heavily conflicts with the entire system of giving minions traits and reasons to care about them individually

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