Evil Genius - ♫ Everybody Wants to Rule the World ♫
300 replies, posted
[QUOTE=RaTcHeT302;45437436]For EGO probably.
[t]http://i.imgur.com/XNnNUg7.png[/t][/QUOTE]
Does EGO have traps, super agents and the 3 characters from the original, though? I haven't played it for a while so i don't know if they appear in the game anywhere.
would it even be a true evil genius game without traps?
God damn, I really love this game. I rarely have time to sit down and play games nowadays, and my steam library is filled from all the sales, but somehow I still find the time to replay this game over and over again. Gonna get a screenshot of my current base when I'm home
A few days ago i asked Jason Kinglsey (Their CEO) on twitter if those concepts were for EGO, he hasn't replied though.
I know this thread is kinda dead but I made a patch for EG. It should fix some of the major gameplay flaws EG had. Maybe some were not flaws but eh, it should make some strategies a bit more viable, although I'll keep on tweaking the patch and stuff. I also added some fixes.
[url]http://community.pcgamingwiki.com/files/file/404-evil-genius-pcgamingwiki-patch/[/url]
[QUOTE=RaTcHeT302;46478635]I know this thread is kinda dead but I made a patch for EG. It should fix some of the major gameplay flaws EG had. Maybe some were not flaws but eh, it should make some strategies a bit more viable, although I'll keep on tweaking the patch and stuff. I also added some fixes.
[url]http://community.pcgamingwiki.com/files/file/404-evil-genius-pcgamingwiki-patch/[/url][/QUOTE]
Holy shit, this patch is amazing.
I didn't think anyone would still be modding this game.
[QUOTE=RaTcHeT302;46478635]I know this thread is kinda dead but I made a patch for EG. It should fix some of the major gameplay flaws EG had. Maybe some were not flaws but eh, it should make some strategies a bit more viable, although I'll keep on tweaking the patch and stuff. I also added some fixes.
[url]http://community.pcgamingwiki.com/files/file/404-evil-genius-pcgamingwiki-patch/[/url][/QUOTE]
"- Disguised objects should actually act as disguised, unless Agents suddenly develop magic psychic powers, or interact with the objects."
Thank fuck. This was annoying as all hell.
This patch is amazing.
I released a new version, I probably still have to balance, tweak and fix some issues tho. The changelog is always here [url]http://community.pcgamingwiki.com/files/file/404-evil-genius-pcgamingwiki-patch/[/url]
So what exactly are the changes you made to Ivan?
[QUOTE=chunkymonkey;46479866]So what exactly are the changes you made to Ivan?[/QUOTE]
Not much, just gave him some extra endurance and attention, his skills should also take less to get and recharge, seeing as it was a pain before anyway. I was going to do something else more specific with him but I honestly cannot remember.
I might just try to swap his rocket launcher with something else but I personaly like it even if it does cause quite a mess, even if he's really silly.
I'll have to look into tweaking the Henchmen again, not sure if I should give them some extra bonuses in the world map, I could probably give a bonus to Ivan for plotting. Right now for the most part I wanted to get rid of some of the biggest annoyances in the game which should make the gameplay a bit more enjoyable.
Hotels still suck balls though :v:, agents like to visit them more than tourists, for some reason. I haven't played for too long.
[t]http://cloud-4.steampowered.com/ugc/35229206931692652/506CA0A31AC7E441547C665C3930A24E0DC2B3CE/[/t]
[QUOTE=RaTcHeT302;46479941]Not much, just gave him some extra endurance and attention, his skills should also take less to get and recharge, seeing as it was a pain before anyway. I was going to do something else more specific with him but I honestly cannot remember.
I might just try to swap his rocket launcher with something else but I personaly like it even if it does cause quite a mess, even if he's really silly.
I'll have to look into tweaking the Henchmen again, not sure if I should give them some extra bonuses in the world map, I could probably give a bonus to Ivan for plotting.[/QUOTE]
I have his rocket launcher replaced with "Rambo's" dual M60's myself.
The clipping when Ivan taunts really annoys me, and I even was wondering if I could keep Ivan's melee animations intact but that didn't work too well. I think I'll keep him as he is, for the most part his animations just seem to break constantly (it's a shame though because he's so fun, I think he also broke on my second island savegame, I might try again tho).
If someone could come up with a less buggy alternative I'd add it though.
Edit: I fixed his animations, but he's still broken in my current savegame.
Edit 2: It seems that some data needs to be regenerated for Ivan in order for him to work properly on existing savegames which is a shame, I'll make the Rambo Ivan optional.
Edit 3: There he is, in all his optional glory :v: [url]http://community.pcgamingwiki.com/files/download/404-evil-genius-pcgamingwiki-patch/[/url]
(At least his animations are no longer broken)
[t]http://cloud-4.steampowered.com/ugc/35229206958032132/4E60240EE9F7A16B87FD3916C62E65CCD495F252/2048x1152.resizedimage[/t]
Ivan is suddenly the best Henchman to me.
[quote]In progress
-Attempt to increase efficency of Saboteurs.
-Keep on tweaking traps a little bit more, and the control's room heat, have to keep in mind the -accountant, maybe attempt to make the control room not give out any heat to these unit types, otherwise leave as is.
-Attempt to make it so that fire extinguishers can be added anywhere. Although they will probably only be added to more critical rooms such as the Control Room and the Generator Room?
[B]-The minion cap has been raised to 200, might be left back to 100 though, will need to think about it.[/B]
-Added an optional download to a less self destructive and more fun Ivan.
-What if agents simply ignored traps a little bit more? Or maybe they should simply, not blow them up to pieces. Will have to experiment. The idea is to make them less finnicky to use, instead of having to rely on murdering every single living creature.
-Figure a way to force Special Agents to visit the island later on in the game. Need to research how to change the required notoriety.
-Attempt to change how often defeated Super Agents revisit the island, instead of simply coming back after a minute.
-Monkey names! Because...some people do spend some of their time clicking on monkeys you know.[/quote]
Could you make a version with a minion cap of 500? It'd save me having to do it manually every time.
[QUOTE=chunkymonkey;46485975]Could you make a version with a minion cap of 500? It'd save me having to do it manually every time.[/QUOTE]
I don't really understand how this works but here. All I know is that the number on the left is your currenct number of lockers, right is the population you can reach, although making two lockers didn't mean that I instantly got to 50, so I have no idea how it's calculated.
[CODE]MaxPopulation=500
PopulationEntry=0,25
PopulationEntry=1,50
PopulationEntry=2,75
PopulationEntry=5,100
PopulationEntry=10,150
PopulationEntry=20,250
PopulationEntry=30,300
PopulationEntry=40,350
PopulationEntry=50,375
PopulationEntry=60,400
PopulationEntry=70,450
PopulationEntry=80,475
PopulationEntry=90,500
PopulationEntry=100,500[/CODE]
[QUOTE=RaTcHeT302;46486865]I don't really understand how this works but here. All I know is that the number on the left is your currenct number of lockers, right is the population you can reach, although making two lockers didn't mean that I instantly got to 50, so I have no idea how it's calculated.
[CODE]MaxPopulation=500
PopulationEntry=0,25
PopulationEntry=1,50
PopulationEntry=2,75
PopulationEntry=5,100
PopulationEntry=10,150
PopulationEntry=20,250
PopulationEntry=30,300
PopulationEntry=40,350
PopulationEntry=50,375
PopulationEntry=60,400
PopulationEntry=70,450
PopulationEntry=80,475
PopulationEntry=90,500
PopulationEntry=100,500[/CODE][/QUOTE]
I was under the impression that the left number was actually your infamy points meaning it didn't matter how many lockers you had there was always a static cap.
Granted its been a while since I played with the config files so I may be wrong.
It's disappointing that there's still nothing about Evil Genius 2. It's been over a year since they said they were working on it, and even longer since they said some news would be coming soon.
[QUOTE=archival;46486877]I was under the impression that the left number was actually your infamy points meaning it didn't matter how many lockers you had there was always a static cap.
Granted its been a while since I played with the config files so I may be wrong.[/QUOTE]
I thought of that too originaly as it made more sense and that's probably right, but honestly I have no idea as I only played around with that for five minutes or so V:v:V Although I didn't really consider that as I thought it would be odd that you'd max out on minions at around 100 notoriety.
Edit: Oh, I think I figured it out, it seems to be related to the number of events on the world map you completed. The number of the left is how many AOIs you have to complete in order to unlock the new free population.
[t]http://i.imgur.com/0HgrMOV.png[/t]
I completed 2 acts of infamy. This is a bit unbalanced though but heh, whatever, I'm not going to bother balancing the 500 cap now.
I'll leave some comments in my modded files just in case in the future. You probably can only add comments at the end of the file though, otherwise your data will fail to be read.
[QUOTE=nightlord;46486906]It's disappointing that there's still nothing about Evil Genius 2. It's been over a year since they said they were working on it, and even longer since they said some news would be coming soon.[/QUOTE]
At this point I kinda gave up on it and I'd rather just mod EG instead.
[CODE]MaxPopulation=500
PopulationEntry=0,25
PopulationEntry=1,50
PopulationEntry=2,75
PopulationEntry=5,100
PopulationEntry=10,150
PopulationEntry=20,250
PopulationEntry=30,300
PopulationEntry=40,350
PopulationEntry=50,375
PopulationEntry=60,400
PopulationEntry=70,450
PopulationEntry=80,475
PopulationEntry=90,500
PopulationEntry=100,500
--- The numbers represent, in their order (such as 0,25) - AOIs to complete on the world map and free population awarded to the player.
--- The first free population being awarded once the player first builds one bed and one locker (0 AOIs Completed, 25 Free Population Awarded).[/CODE]
Save it as [CODE]population.ini[/CODE] and drop it in the Config folder.
This is what the 200 cap will be like.
[CODE]MaxPopulation=200
PopulationEntry=0,10
PopulationEntry=1,20
PopulationEntry=2,30
PopulationEntry=5,40
PopulationEntry=10,50
PopulationEntry=20,65
PopulationEntry=30,75
PopulationEntry=40,90
PopulationEntry=50,100
PopulationEntry=60,120
PopulationEntry=70,140
PopulationEntry=80,160
PopulationEntry=90,180
PopulationEntry=100,200
--- The numbers represent, in their order (such as 0,10) - AOIs to complete on the world map and free population awarded to the player.
--- The first free population being awarded once the player first builds one bed and one locker (0 AOIs Completed, 10 Free Population Awarded).[/CODE]
Also agents don't seem to gain heat when a trap is used against them, they don't exactly investigate the traps. So far they only got Heat by looking at body bags, which seemed kinda odd to me.
Edit: They have an evidence rating of 100, which probably means that they'll most likely get heat, but they directly interact with them, it's not like the bodybags attack the guards or something.
The ValueRating is probably related to Thiefs, and how valuable an object is to steal. And how much attention an agent may grant to said object, though the bodybag only the evidence rating is maxed out, everything else is set to 0.
Edit: Oh well, new version [url]http://community.pcgamingwiki.com/files/download/404-evil-genius-pcgamingwiki-patch/[/url]
I have moved on GitHub instead as PCGW is a bit slow sometimes.
[url]https://github.com/RaTcHeT302/Modding[/url]
I'll upload the final version on the wiki though.
[t]http://i.imgur.com/NAL0U9y.jpg[/t]
Hotels are fun and useful now, stupid tourists won't panick anymore either.
[CODE]- Tourists no longer get panicked...because that was just stupid. They will simply presume that those guns and giant traps are, part of the visit of course. They are tourists after all you know.
- The Longue Bar will now give to any Drunk Vallets or Minions a loyality boost, by default the game actualy drains the Minion's loyality very quickly so we offered the Vallets more drinks, that should keep them going.
- The Lobby Counter gives an Attention boost. The Piano gives a tiny Smartness boost. Hotels are suddenly more fun.[/CODE]
[url]https://github.com/RaTcHeT302/Modding/commit/b0f1573713ec2ae96acf01ddf926e7fc0bc7da44[/url]
Sorry about the third post, I am kinda done with the patch for now. Here's a changelog.
This took almost a week so I'm taking a break from EG for now.
[url]http://community.pcgamingwiki.com/files/file/404-evil-genius-pcgamingwiki-patch/[/url]
[CODE]-- 1.0.0 - Fixes and Tweaks --
- Fixed the Henchmen damage issue against Super Agents on harder difficulties.
- Fixed an issue with Henchmen and Minions being almost invincible on Easy due to the default incorrect armor values.
- Fixed an issue which may cause certain strings to be displayed incorrectly, such as $RESOURCES_REQUIRED$.
- Fixed a bug with the equipment storage rack consuming one unit of power.
- Fixed a placeholder description for the mantrap skill.
- Fixed bodyguards not being healed by Evil Geniuses.
- Changed the AOI title for the Hunter to something less out of place.
- Merged some balance changes and fixes from the Evil Planet unnofficial patch.
- Merged all fixes from the official patches.
- The bonus content has been added.
- Intros are now disabled by default.
- The debug console can be activated by pushing CTRL D by default.
- Widescreen resolutions can be set through the resolution.ini file in the ReleaseExe folder.
-- 1.1.0 - Gameplay --
- The main intro is now enabled by default.
- Soldiers and Veterans will no longer shoot at doors as often unless they are trying to escape or are trapped.
- Social minions should no longer generate heat on the World Map.
- The Standard Doors should be slightly easier to lockpick.
- Trap sensors should no longer be attacked, the camouflage rating has also been decreased and the heat rating was removed.
- Removed the unbuildable rock which should allow a bit more freedom when building the base.
- Tourists no longer get panicked, unless they get stuck in the base. They will simply presume that those guns and giant traps are, part of the visit of course. They are tourists after all you know.
- The Longue Bar will now give to any Drunk Vallets or Minions a loyality boost, by default the game actualy drains the Minion's loyality very quickly so we offered the Vallets more drinks, that should keep them going.
- The Lobby Counter gives an Attention boost. The Piano gives a tiny Smartness boost.
- Super Agents have been rebalanced in order to feel a bit more fair in combat and less of an annoyance.
- Jhon Steel has suddenly forgotten how to use Base Mayhem.
- Counters and Mixers can now very slowly regenerate health and endurance. Reading tables also very slowly replenish attention.
- Adjusted the health of the Heavy Door and the Hotel Room.
- Adjusted most prices and power consumption values.
- The flamethrower rack should no longer consume power.
- Minions should no longer be randomly killed while doing their tasks, they can otherwise be killed on red alerts or by any Super Agent ability.
- The evil scientists have toughened Red Ivan with some enhanchements, in order to compensate for his tiny brain.
- The research departement has allocated more funds for colored body bags.
- Reduced the overall experience costs for all Henchmen skills.
- Hidden floors and wall traps will no longer generate heat.
- Pit punishers, the cannon trap and chimneys have been made less worthless. Pit punishers now cause smart damage instead of health damage.
- Chimneys and Pits now deal more damage
- Cannon Traps now deal up to 80 damage, have higher health and bring up more heat to make up for their very large cost and waste of space.
- Thanks to nanomachines, bodybags may now decay quicker, but will bring up more heat.
- Disguised objects should actualy act as disguised, unless Agents suddenly develop magic psychic powers, or interact with the objects.
- Smoking more during breaks has significantly reduced the Henchmen's skill cooldown time.
- Minions and such should no longer be artificialy weakened, agents will however be slightly more powerful but will not act as bullet sponges.
- Hiding time increased to 30 minutes.
- More valuable minions will be more loyal to the cause.
- Minions will no longer be treated as threats by everyone, instead Henchmen will be targeted more, any unfortunate minions will begin fighting if a Henchman is hurt.
- The World Map has been slightly tweaked, stealing will only take 45 seconds, and minions will be able to travel around the world far more faster, thanks to more rockets.
- One would expect nuclear power to be a bit more expensive and scary to agents than it is now.
- Adjusted the heat of most special loot, because surely a mini Eifell Tower doesn't compare to a rug in terms of scaryness. Oh no they stole a rug! So scary! We must recover the rug first!
- Outdoor security cameras generate heat but will not be blown up on sight, Saboteurs and Infiltrators or Super Agents will however attack them.
- Camouflaged cameras and sentry guns can take more damage.
- Hotels will no longer be destroyed by agents. Just make sure to not block the agent pathing.
- How can a chair be 5000$ when a super high tech desk is only 3500$? Some price adjustments. Those lightbulbs must be really expensive.
- Hotel Rooms no longer consume power because...they have their own power source, like everything else in the hotel.
- Reduced cost of hotel doors.
- Security desks do no longer pose a threat.
- Adjusted or added heat to clearly visible traps.
- Removed heat from non nuclear power sources, agents will however actively seek to destroy any generators with no camouflage.
- Test dummies pack more health and last for a little longer, while also being quicker to deploy.
- Traps will however be more focused upon and they will give out more evidence towards agents, while certain less than hidden traps will grant heat. This needs some tweaking beforehand though.
- All Control Room items will generate slightly more heat, certain items in other rooms will also become more threatening than the Salad Bar.
- The Stockmarket Watchdog will no longer generate heat in order to avoid or prevent any bugs or annoyances related to a certain side mission.
- Added an optional download to a less self destructive and more fun Ivan. This requires a new savegame, his original abilities will not work but he's now able of carrying two M60 machine guns.
- Monkey names! Because...some people do spend some of their time clicking on monkeys you know.
- The Communications Array, the Big Screen and the Gold Enhancer are now more efficient. The Communications Array is now a very valuable target and as such it should be kept safe.
- Increased the evidence rating on certain items, lowered threat rating and added a threat rating to some items so that Soldiers can still destroy them if needed.
- The population has been increased to 200, which should considerably help things speed up.
- Some other general changes.[/CODE]
Edit: I had accidentaly uploaded some incorrect files, also I added one extra fix for the Bodyguards. Sorry about that, I didn't want to leave the original files messy though so.
Delete the Patch folder if you previously downloaded any of the previous patches. Now that I have something more stable I'll probably be able to add more to it, yay.
Edit: For some reason control panels do not get properly destroyed if minions are manning them, which is kinda new to me (I had completely forgotten that CPs crash the game if you set their health to 0 while minions use them, meh)
why [t]http://i.imgur.com/yCjaJp0.jpg[/t]
I swear I saw Veterans destroy manned objects by minions so I am really confused
[QUOTE=RaTcHeT302;46525036]Sorry about the third post, I am kinda done with the patch for now. Here's a changelog.
This took almost a week so I'm taking a break from EG for now.
[url]http://community.pcgamingwiki.com/files/file/404-evil-genius-pcgamingwiki-patch/[/url]
[CODE]-- 1.0.0 - Fixes and Tweaks --
- Fixed the Henchmen damage issue against Super Agents on harder difficulties.
- Fixed an issue with Henchmen and Minions being almost invincible on Easy due to the default incorrect armor values.
- Fixed an issue which may cause certain strings to be displayed incorrectly, such as $RESOURCES_REQUIRED$.
- Fixed a bug with the equipment storage rack consuming one unit of power.
- Fixed a placeholder description for the mantrap skill.
- Fixed bodyguards not being healed by Evil Geniuses.
- Changed the AOI title for the Hunter to something less out of place.
- Merged some balance changes and fixes from the Evil Planet unnofficial patch.
- Merged all fixes from the official patches.
- The bonus content has been added.
- Intros are now disabled by default.
- The debug console can be activated by pushing CTRL D by default.
- Widescreen resolutions can be set through the resolution.ini file in the ReleaseExe folder.
-- 1.1.0 - Gameplay --
- The main intro is now enabled by default.
- Soldiers and Veterans will no longer shoot at doors as often unless they are trying to escape or are trapped.
- Social minions should no longer generate heat on the World Map.
- The Standard Doors should be slightly easier to lockpick.
- Trap sensors should no longer be attacked, the camouflage rating has also been decreased and the heat rating was removed.
- Removed the unbuildable rock which should allow a bit more freedom when building the base.
- Tourists no longer get panicked, unless they get stuck in the base. They will simply presume that those guns and giant traps are, part of the visit of course. They are tourists after all you know.
- The Longue Bar will now give to any Drunk Vallets or Minions a loyality boost, by default the game actualy drains the Minion's loyality very quickly so we offered the Vallets more drinks, that should keep them going.
- The Lobby Counter gives an Attention boost. The Piano gives a tiny Smartness boost.
- Super Agents have been rebalanced in order to feel a bit more fair in combat and less of an annoyance.
- Jhon Steel has suddenly forgotten how to use Base Mayhem.
- Counters and Mixers can now very slowly regenerate health and endurance. Reading tables also very slowly replenish attention.
- Adjusted the health of the Heavy Door and the Hotel Room.
- Adjusted most prices and power consumption values.
- The flamethrower rack should no longer consume power.
- Minions should no longer be randomly killed while doing their tasks, they can otherwise be killed on red alerts or by any Super Agent ability.
- The evil scientists have toughened Red Ivan with some enhanchements, in order to compensate for his tiny brain.
- The research departement has allocated more funds for colored body bags.
- Reduced the overall experience costs for all Henchmen skills.
- Hidden floors and wall traps will no longer generate heat.
- Pit punishers, the cannon trap and chimneys have been made less worthless. Pit punishers now cause smart damage instead of health damage.
- Chimneys and Pits now deal more damage
- Cannon Traps now deal up to 80 damage, have higher health and bring up more heat to make up for their very large cost and waste of space.
- Thanks to nanomachines, bodybags may now decay quicker, but will bring up more heat.
- Disguised objects should actualy act as disguised, unless Agents suddenly develop magic psychic powers, or interact with the objects.
- Smoking more during breaks has significantly reduced the Henchmen's skill cooldown time.
- Minions and such should no longer be artificialy weakened, agents will however be slightly more powerful but will not act as bullet sponges.
- Hiding time increased to 30 minutes.
- More valuable minions will be more loyal to the cause.
- Minions will no longer be treated as threats by everyone, instead Henchmen will be targeted more, any unfortunate minions will begin fighting if a Henchman is hurt.
- The World Map has been slightly tweaked, stealing will only take 45 seconds, and minions will be able to travel around the world far more faster, thanks to more rockets.
- One would expect nuclear power to be a bit more expensive and scary to agents than it is now.
- Adjusted the heat of most special loot, because surely a mini Eifell Tower doesn't compare to a rug in terms of scaryness. Oh no they stole a rug! So scary! We must recover the rug first!
- Outdoor security cameras generate heat but will not be blown up on sight, Saboteurs and Infiltrators or Super Agents will however attack them.
- Camouflaged cameras and sentry guns can take more damage.
- Hotels will no longer be destroyed by agents. Just make sure to not block the agent pathing.
- How can a chair be 5000$ when a super high tech desk is only 3500$? Some price adjustments. Those lightbulbs must be really expensive.
- Hotel Rooms no longer consume power because...they have their own power source, like everything else in the hotel.
- Reduced cost of hotel doors.
- Security desks do no longer pose a threat.
- Adjusted or added heat to clearly visible traps.
- Removed heat from non nuclear power sources, agents will however actively seek to destroy any generators with no camouflage.
- Test dummies pack more health and last for a little longer, while also being quicker to deploy.
- Traps will however be more focused upon and they will give out more evidence towards agents, while certain less than hidden traps will grant heat. This needs some tweaking beforehand though.
- All Control Room items will generate slightly more heat, certain items in other rooms will also become more threatening than the Salad Bar.
- The Stockmarket Watchdog will no longer generate heat in order to avoid or prevent any bugs or annoyances related to a certain side mission.
- Added an optional download to a less self destructive and more fun Ivan. This requires a new savegame, his original abilities will not work but he's now able of carrying two M60 machine guns.
- Monkey names! Because...some people do spend some of their time clicking on monkeys you know.
- The Communications Array, the Big Screen and the Gold Enhancer are now more efficient. The Communications Array is now a very valuable target and as such it should be kept safe.
- Increased the evidence rating on certain items, lowered threat rating and added a threat rating to some items so that Soldiers can still destroy them if needed.
- The population has been increased to 200, which should considerably help things speed up.
- Some other general changes.[/CODE]
Edit: I had accidentaly uploaded some incorrect files, also I added one extra fix for the Bodyguards. Sorry about that, I didn't want to leave the original files messy though so.
Delete the Patch folder if you previously downloaded any of the previous patches. Now that I have something more stable I'll probably be able to add more to it, yay.
Edit 2: I have no idea what's wrong but the balance files seem to have somehow corrupt, I am removing the patches for a few minutes.
Edit 3: Actualy they look fine, so I am confused..I might have somehow broken my savegame.
Edit 4: Ok so for some reason control panels do not get properly destroyed if minions are manning them, which is kinda new to me. Why do such bullshit issues appear anyway :v:[/QUOTE]
Does your patch have the cabinet and the water pool for the Inner Sanctum that are in the game but not available normally? I never managed to get a mod for those working. Looks great anyway, I'll give it a try next time i play.
You can always unlock them forever with the give command, I don't know the IDs for them though.
Also there was nothing wrong with the files, that might just be a bug I never caught, but I am not sure.
Edit: It has to do with the fact that the game never checks if any manned items by minions are below X HP. In the base game Veterans kill all minions at manned control panels, bleh. I don't know how to force them to do that.
Otherwise the patch is fine, thankfully. I'll see if I can fix this eventualy too.
Edit: Oh wait I remember now, Veterans can place bombs on the ground which should get minions out of the CPs, that's something at least. This is not such a big issue after all so it should be fine, but I'll see if I can fix it anyway.
This is the ID for the cabinet 13059.
Edit 2: Oh here's an idea, I could award the atrium when you get on of the Crime lords or something.
Done [t]http://i.imgur.com/auFD96u.jpg[/t]. The cabinet is pretty broken so I'm not sure how to fix it.
I've pushed a commit here for it if you want it. [url]https://github.com/RaTcHeT302/Modding/commit/af42b71af3af7a0ccf20690e64555ad40058ba5a[/url] [url]https://github.com/RaTcHeT302/Modding[/url]
This game has a thread? kickass, loved it when I played it. Wished there'd have been a bigger base though, it doesn't take long to fill up the space you have.
[QUOTE=Megadave;46526514]This game has a thread? kickass, loved it when I played it. Wished there'd have been a bigger base though, it doesn't take long to fill up the space you have.[/QUOTE]
Did you finish the first island? As the second one is a bit larger.
Woah, might be time to fire up this game again then. Had a lot of annoyances last I played, seems you caught most of them.
I made a quick test AOI for the Sculpture :v: (the description is not done yet)
[t]http://i.imgur.com/wNqU9Q0.jpg[/t]
Edit: Here it is, the model was too gigantic so I just used a flag instead. I still need to work on the description but I'll leave that for another day.
[t]http://i.imgur.com/1Skfatn.png[/t]
on a side note, I've been playing Evil Genius and now know how to play it properly :v:.
I really love to build a huge security system with an army of armed minions of all sorts instead of using traps. Its somehow pretty satisfying to have everything set up properly.
Martin wanted to make his own AOI, I made a quick template here, I'm a bit tired now so it could probably be better [url]https://github.com/RaTcHeT302/Modding/tree/master/Evil%20Genius/AOI%20Template/Patch[/url]
New AOIs work on existing savegames (I wish I knew that before)
Also (heh, I'll probably just leave the flag)
[t]http://i.imgur.com/3xFbhin.png[/t]
Edit: Oh well seeing as no one is posting anything I made an AOI for these things.
[t]http://i.imgur.com/6RkLAhG.jpg[/t]
[t]http://i.imgur.com/ZO59hu1.png[/t]
(Still need to work on that description tho)
I added the AOIs and added some new fixes but I just merged them with the existing patches, I'm not sure what else to even do so I'll probably stop adding stuff to it for now.
[url]http://community.pcgamingwiki.com/files/file/404-evil-genius-pcgamingwiki-patch/[/url]
Have fun or something :v:
Finally got around to trying it out, and while I find a lot of the changes are nice - It's a tad too easy to get money.
Previously my bottleneck for getting shit done has been my cash, but with 10 workers in mainland America (10k/45sec) and I've never gotten below 100k. My new bottleneck is how fast minions run and perform their animations, and how fast heat dies down and I think that's a bit too easy. I'm actually spending extra money on recruiting faster for the first time without feeling like I'm wasting money I could use for something else, and with less than an hour's gametime I've done almost double as much stuff.
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