Evil Genius - ♫ Everybody Wants to Rule the World ♫
300 replies, posted
[QUOTE=chunkymonkey;44956663]Are you running a modded population? Because when you've got 500 guys running around like I do then it's just a hassle.
I just have everyone shot on sight...[/QUOTE]
Yeah, but I don't go as overboard as 500. I think the biggest I ever did was like 200-250. Maybe 300, can't recall. Enough to relax some of the ridiculousness of the late game, as it got to where you never really had enough minions to do everything. And since you couldn't untrain minions to get those 10 marksmen or whatever you needed, it just became tedious.
[QUOTE=Lijitsu;44955878]Camo base entrances are largely non-useful, to be honest. Y[B]ou can't build them over any normal base entrances for one,[/B] - which also can't be demolished - and for two you're basically always going to have the damned thing open as minions constantly bring in loot, items, construction materials, etc..
[editline]30th May 2014[/editline]
To be honest? I don't. I just let them freak out and if they die, they die. Sometimes they see some shit and I have to kill them. Not a big deal. Hotels are a giant waste of time and resources, in my opinion. Better to set a few huts outside with doors set to 3 with just a barracks in them with lockers for extra minions. A lot of agents will spend a chunk of their time trying to open the doors only to either fail or find nothing strange.[/QUOTE]
Uh, yeah you can. Gotta make sure to remove any doors that are too close to the entrance, because it counts as a door.
[t]http://i.imgur.com/UEoefpl.jpg[/t]
Having an outside freezer is important later on, also this guard setup with the doors is really helpful.
[QUOTE=ZestyLemons;44957430]Uh, yeah you can. Gotta make sure to remove any doors that are too close to the entrance, because it counts as a door.[/QUOTE]
Oh fuck me, I knew I did it once before.
[QUOTE=Zeb Brown;44957437]
Having an outside freezer is important later on, also this guard setup with the doors is really helpful.[/QUOTE]
Frankly, I find masstagging with psychological weakening was the most effective way to deal with things, until some parts on the second island, like the antennae where you do need martial artist / marksman spam.
[QUOTE=Terminutter;44958388]Frankly, I find masstagging with psychological weakening was the most effective way to deal with things, until some parts on the second island, like the antennae where you do need martial artist / marksman spam.[/QUOTE]
I say kill everything, force a majority of minions to guard, I'm pretty brutal.
Nevermind, I found it on GoG, thanks anyways.
[QUOTE=Zeb Brown;44958672]I say kill everything, force a majority of minions to guard, I'm pretty brutal.[/QUOTE]
Yep, if your enemies aren't crawling over the bodies of their comrades to get to you can you truly call yourself Evil? I think not.
[t]http://cloud-2.steampowered.com/ugc/577891662689741178/F8003ED24E68E63E5C9F18A2AE326326147B6176/[/t]
[B]NOT THE VASE[/B]
I also use a mod the replaces Red Ivan's rocket launcher with the one Super Agent's dual M60's thus making him not a walking disaster.
[url]http://www.n1nj4.com/viewtopic.php?t=2727[/url]
I remember the first time I played the game (when it came out when I was 12) red ivan was the first guy I picked up. Fucking guy ruined EVERYTHING
I saw one strategy for him was to stick him in a locked room near the entrance to your base and only ever take him out when shit hit the fan. I tried this once. It didn't work. He is 200% not worth it.
He comes in handy if you need to killa several dozen of your minions to make room, or to clear an entire room so you can redecorate it in no time.
I mean, why wait for minions to come in and demolish all the items one by one, when you can have Ivan blow them all up with one shot?
Because you get money back from demolishing.
But that also makes your strongroom get filled up faster?
I don't see how having more money is a bad thing.
So what's a good way to take care of agents, AND tourists non lethally? I don't want minions deserting me constantly and ratting me out because of corpses galore. Plus I can't make a giant freezer.
It seems my best option would be to build the hotel on the opposite of the beginning entrance on Island 1, but then valets would take ages to get back and forth.
...Yeah there seems to be no way to keep Enemy Agents from eventually being bunched up at the front door by valets, and tourists just mindlessly wandering past my level 2 door, causing them to panic.
[QUOTE=Pvt. Martin;44965249]So what's a good way to take care of agents, AND tourists non lethally? I don't want minions deserting me constantly and ratting me out because of corpses galore. Plus I can't make a giant freezer.
It seems my best option would be to build the hotel on the opposite of the beginning entrance on Island 1, but then valets would take ages to get back and forth.
...Yeah there seems to be no way to keep Enemy Agents from eventually being bunched up at the front door by valets, and tourists just mindlessly wandering past my level 2 door, causing them to panic.[/QUOTE]
Make a giant freezer
Also, make those small shacks, place them around the map, build a corridor inside them and build reinforced door and set it to level 4 security (it makes enemy agents take longer to breach them)
They'll check all locked doors that they spot, so after a while they get bored and leave the island. Alternatively, if you don't want to build these shacks, put 2x2 corridors near the entrace and level 3 or 4 doors to them. The agents keep trying to break into them, meaning they won't be doing anything useful.
[QUOTE=Pvt. Martin;44965249]So what's a good way to take care of agents, AND tourists non lethally? I don't want minions deserting me constantly and ratting me out because of corpses galore. Plus I can't make a giant freezer.
It seems my best option would be to build the hotel on the opposite of the beginning entrance on Island 1, but then valets would take ages to get back and forth.
...Yeah there seems to be no way to keep Enemy Agents from eventually being bunched up at the front door by valets, and tourists just mindlessly wandering past my level 2 door, causing them to panic.[/QUOTE]
Why can't you build a big freezer? Honestly, as long as you manage your heat and keep most of the incriminating evidence back away from the entrance you should be fine. I've had plenty of agents stroll through my base, find nothing, then have to leave.
There seems to be no mention in the OP that this game runs like a charm on linux.
It's one of those games that I still enjoy mainly because I don't have to reboot all the time to play it
I always kept Red Ivan out in the world stealing
I don't like outside freezers as body bags are evidence and as I stated I play the minimal heat method using confuse
I found the killing everyone approach just turned your island into a constant unending warzone and there will only be 1 winner of that attrition battle
[QUOTE=subenji99;44965346]I always kept Red Ivan out in the world stealing
I don't like outside freezers as body bags are evidence and as I stated I play the minimal heat method using confuse
I found the killing everyone approach just turned your island into a constant unending warzone and there will only be 1 winner of that attrition battle[/QUOTE]
Exactly my point!
I don't want to do that. The confuse tactic works fine, but there was a point where a shit ton of agents were just left at my front door.
[t]http://cloud-4.steampowered.com/ugc/3262043107319040894/74C60E1120FFE7CB43BBD5412A60C6C781EF0087/[/t]
Eventually some got in, and tourist just wandered in as well.
They're going to get in. They're always going to get in. You cannot keep them from ever getting in, that just doesn't happen. Psychological weakening is for after they've gotten somewhere they don't need to be - the freezer is a perfect example. At that point you either use kill tags or send your henchman to down them.
[editline]31st May 2014[/editline]
Oh sorry, I sent mixed messages. The freezer = kill because they're already there. Otherwise you tag for weakening.
[editline]31st May 2014[/editline]
Unless you're like me and don't give a damn, in which case you tag kill anyway.
[QUOTE=Lijitsu;44965387]They're going to get in. They're always going to get in. You cannot keep them from ever getting in, that just doesn't happen. Psychological weakening is for after they've gotten somewhere they don't need to be - the freezer is a perfect example. At that point you either use kill tags or send your henchman to down them.
[editline]31st May 2014[/editline]
Oh sorry, I sent mixed messages. The freezer = kill because they're already there. Otherwise you tag for weakening.
[editline]31st May 2014[/editline]
Unless you're like me and don't give a damn, in which case you tag kill anyway.[/QUOTE]
If it moves, kill it. That's my motto.
Plus, Hotels don't seem to do fuck all when I use them. Nobody ever goes in them.
UGH IT'S DRIVING ME MAD!
In the picture I posted in the OP, you could clearly see that you can make a topside shack into a secret entrance, but fuck me if I could ever figure it out.
I have 2 distinct areas in my base. The first one is a low heat area immediatly after the base entrance, where I have a fairly big barracks, mess hall, staff room and other rooms with non-suspicious items (so no crazy high-tech stuff or loot) where I let agents roam freely. They tend to get bored after wondering around the island, finally finding my base and then seeing nothing out of the ordinary.
The second area is where the magic happens. I have smaller-sized variations on the rooms in the first area (so barracks, mess hall, etc.) with high-tech objects that arouse suspicion but tend to be more efficient, and everything else goes there too (such as loot, the control room, power plant). Anyone that gets to that area gets mentally assaulted or just dies and goes in the moderately-sized freezer (racks are so good for saving space).
It worked pretty well for me last time I played.
[QUOTE=Pvt. Martin;44965651]UGH IT'S DRIVING ME MAD!
In the picture I posted in the OP, you could clearly see that you can make a topside shack into a secret entrance, but fuck me if I could ever figure it out.[/QUOTE]
Dude, it's an entirely different object that you unlock later. Keep doing objectives and you'll find the way clear as day.
Disguised base entrance. Done through science research.
Biotanks + standard door
[QUOTE=Pvt. Martin;44965651]UGH IT'S DRIVING ME MAD!
In the picture I posted in the OP, you could clearly see that you can make a topside shack into a secret entrance, but fuck me if I could ever figure it out.[/QUOTE]
You can't make a topside shack into an entrance, that's dumb. The disguised entrance is a "door" you plop on top of an existing entrance and you have to unlock it through the power of science, it just looks identical to a topside shack.
[QUOTE=chunkymonkey;44965710]You can't make a topside shack into an entrance, that's dumb. The disguised entrance is a "door" you plop on top of an existing entrance and you have to unlock it through the power of science, it just looks identical to a topside shack.[/QUOTE]
I just don't want to be the "kill every fucking thing that moves" villain.
I want to be the sneaky, coniving villain, that prefers no one to find out at all.
To not use the Hotel, and kill all agents and tourists is to take the fun out of being a true Evil Genius.
I think i ran into a bug with the "better living through chemistry" objective where you have to [sp]get the agents to steal the fake research machine[/sp]. Everything went exactly as planned, but when the agent with it left the island, nothing happened. I can't build another one, and the objective isn't marked as complete.
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