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Evil Genius- straw that broke the camel's back

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magnulus

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Oct 25, 2004, 1:22:52 AM10/25/04
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I was playing along, I got to the point I was looking for the scientist
for my lab. Then all the sudden I start seeing enemies that teleport around
through trapdoors. About an hour later, all the enemies started doing this.
Then they blew up large sections of my base. I just don't get this. If
enemies can teleport around ,what is the point of building traps and
elaborate base design to make it harder for them to get in? In fact, what's
the point of playing this game? Teleportation is not in keeping with 60's
spy movies.

After the good guy agents blew up two barracks, my armory, teleported into
the inner sanctum and attacked my evil genius, and so on... that took about
12 hours to build... it left me in shock. This had been a reasonably good,
but flawed game (little flaws, many little flaws), up until then. Now it's
the straw that broke the camel's back.


Dean Leech

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Oct 25, 2004, 1:50:03 AM10/25/04
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"magnulus" <magn...@bellsouth.net> wrote in message
news:r30fd.195954$as2.1...@bignews3.bellsouth.net...

I've never had this happen to me but I'm about as frustrated as you.

Luckily I was able to get a little further into the game, now it crashes at
this one particular point. Other people have reported the same thing but
they, like me, don't want to restart the entire game to see this same bug
pop up again later.

But back to your problem. I've never seen any agents teleport, only use the
"underground network." They only tend to use the hidden doors in the floor
to gain access to a room that is cut off from the rest of the base.

Keep me informed. While Evil Genius is an awesome concept, if not a clone of
Dungeon Keeper, it has a lot of bugs that need attention.

Monster

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Oct 25, 2004, 3:21:34 AM10/25/04
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they don't teleport, they dig tunnels into your base. They did it for my
stash and a couple of times to my power units. I think the way to stop them
is to put sensor pads all over your sensitive rooms so they can't dig holes
in them. Also running on yellow alert arms all your minions while they work
so they can take on armed intrudes when you need to without losing lots of
them.

One thing that bothers me tho is not being about to assign guards to rooms,
even henchmen wander around whereever they like

"magnulus" <magn...@bellsouth.net> wrote in message
news:r30fd.195954$as2.1...@bignews3.bellsouth.net...

Harcon

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Oct 25, 2004, 7:46:46 AM10/25/04
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"magnulus" <magn...@bellsouth.net> wrote in message news:<r30fd.195954$as2.1...@bignews3.bellsouth.net>...

Only happens if you seal your base. If it is impossible for them to
physically walk to a room, they will find a way. Otherwise, you would
seal the enterance and nobody could ever get in!

magnulus

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Oct 25, 2004, 10:11:48 AM10/25/04
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"Harcon" <harc...@hotmail.com> wrote in message
news:b0a4a0e1.04102...@posting.google.com...

> Only happens if you seal your base. If it is impossible for them to
> physically walk to a room, they will find a way. Otherwise, you would
> seal the enterance and nobody could ever get in!

I could have sworn they were using this as more than just trying to get
into the base. They used the door to go straight into my inner sanctum, my
barracks, etc. It just seemed very cheesy and unfair.

Here's my base layout. I have one main entrance that connects to the rest
of the base. It is a long corridor that snakes around and has multiple
doors. Combined with some valets and spin doctors, and very few enemies
can actually enter the base that way (they all become mubling fools first).
Then I have a false entrance. It is a straight hallway with 3 doors. It
is meant to divert some of the interest away from the other door. Soon
after I built this second entrance, I found them teleporting around (digging
under the base, whatever you want to call it... it is just as cheesy).

Also, I should be able to seal my base... and accept the fact that I won't
be getting more money, supplies, or sending minions on away missions.
Again, I don't like it when a game tries to steer me towards one type of
gameplay.

If somebody could explain this all to me, maybe I could get back into the
game. Oh yeah, and this game needs a patch and several features added, but
my guess is judging from Sierra/Elixer studios previous attitudes toward
patching games that don't get a AAA rating, they won't do it.

Some features I want:

- make it harder for own men to be caught in traps. Currently, it's way too
easy. I usually avoid making traps as my men invariably die in them. Not
in huge numbers but enough to be a nuisance. You can have a killer trap and
it becomes just as dangerous to your own men as to the enemies. This
shouldn't be the case.

-way to automate base security. There should be a way to have a setting so
that minions will ignore enemies that are just snooping around, but when an
agent sees something with heat or steals something, and it's observed on a
security camera, then he should be flagged for capture (unless otherwise
flagged). I really think this should be the default setting for "yellow
alert". On "Red alert", the minions kill on sight. This would free up more
time to look at the big picture and monitor the world map- or to monitor the
front of the island for unwelcome guests.

- more helpful audio cues. Currently, the audio when an enemy enters the
security camera is random and confusing. You get warnings an enemy has
entered the base, even though he's standing outside being observed by a
security camera. This should not happen. "Warning: Enemy Observed on
Security Perimeter" should be the only thing heard. Also, the yellow alert
horn needs to be dropped. It is a bit annoying, and I don't believe yellow
alert would warrant a horn (maybe give the lighting in the base a slight
yellowish cast? Naahhh...).

- when you click on the Evil Genius/Henchman icon on the panel, it should
not jump to the Evil Genius or the Henchman. This way you can navigate
around the map easier without having to track down where you were last
looking. Currently, henchmen are useless without alot of micromanagement.


Deanjl

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Oct 25, 2004, 11:48:02 AM10/25/04
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"magnulus" <magn...@bellsouth.net> wrote in message
news:iP7fd.197937$as2....@bignews3.bellsouth.net...

>
> "Harcon" <harc...@hotmail.com> wrote in message
> news:b0a4a0e1.04102...@posting.google.com...
> - make it harder for own men to be caught in traps. Currently, it's way
too
> easy. I usually avoid making traps as my men invariably die in them.
Not
> in huge numbers but enough to be a nuisance. You can have a killer trap
and
> it becomes just as dangerous to your own men as to the enemies. This
> shouldn't be the case.

This has to be one of the more annoying points of the game. Other times,
enemy agents just walk behind my minions as they pass through and deactive
traps and doors.

> -way to automate base security. There should be a way to have a setting
so
> that minions will ignore enemies that are just snooping around, but when
an
> agent sees something with heat or steals something, and it's observed on a
> security camera, then he should be flagged for capture (unless otherwise
> flagged). I really think this should be the default setting for "yellow
> alert". On "Red alert", the minions kill on sight. This would free up
more
> time to look at the big picture and monitor the world map- or to monitor
the
> front of the island for unwelcome guests.

The developers have made it quite clear that they want a certain level of
micro-management.

> - more helpful audio cues. Currently, the audio when an enemy enters the
> security camera is random and confusing. You get warnings an enemy has
> entered the base, even though he's standing outside being observed by a
> security camera. This should not happen. "Warning: Enemy Observed on
> Security Perimeter" should be the only thing heard. Also, the yellow
alert
> horn needs to be dropped. It is a bit annoying, and I don't believe
yellow
> alert would warrant a horn (maybe give the lighting in the base a slight
> yellowish cast? Naahhh...).

Just click the warning setting again for the horn to be silenced. When you
load saved games the horn is on by default.

Hope this helped a little. :)


Monster

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Oct 25, 2004, 1:53:31 PM10/25/04
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I think it's quite obvious that the developers didn't want to have a sort of
ultimate defense protection system, agents can and will infiltrate your
base, it is just part of the game design. Minions are stupid and that is
part of the game design too. I'm not sure how far you are but your genius
should have a body guard after you gather the masterminds of the world. I
built my base with one long corridor that goes from the entrance to the edge
of the rock then back up. At the end I have my control room and from the
control room a door leads to the evil geniuses lounge. And lots and lots of
doors too. So far I've noticed buildings agents will tunnel into are the
power house and stronghold so keep an eye out for them.

the thing about the traps is funny though, sometimes an idiot tourist will
make it into the base and start running around setting off all kinds of
traps and kill my minions while dodging them all


"magnulus" <magn...@bellsouth.net> wrote in message

news:iP7fd.197937$as2....@bignews3.bellsouth.net...

Johnny Bravo

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Oct 25, 2004, 4:48:41 PM10/25/04
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On Mon, 25 Oct 2004 03:21:34 -0400, "Monster"
<do.not...@yo.mamas.hairy.ass.com> wrote:

>One thing that bothers me tho is not being about to assign guards to rooms,
>even henchmen wander around whereever they like

If you make the door to a room Avatar only, you can send your
henchmen into the room and they won't leave. I tend to park mine
inside my sanctum since I don't like to see them lose a life in 2-3
seconds of fighting.

The AI in this game really needs work. I sent a half dozen guards
to a country on the world map so the computer cues them up and they
run for the depot, right into a group of enemy soldiers who start
shooting them. They don't stop and shoot back, just keep running
along towards the depot and get killed. Curious I just sat there and
watched the same group of enemy soldiers kill all 40 of my guards in
less than 5 minutes without a single shot being returned, despite
every single guard in my base having a rifle on his back.

--
"The most merciful thing in the world, I think, is the inability
of the human mind to correlate all its contents." - H.P. Lovecraft

Johnny Bravo

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Oct 25, 2004, 4:50:30 PM10/25/04
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On Mon, 25 Oct 2004 10:11:48 -0400, "magnulus"
<magn...@bellsouth.net> wrote:

>- when you click on the Evil Genius/Henchman icon on the panel, it should
>not jump to the Evil Genius or the Henchman. This way you can navigate
>around the map easier without having to track down where you were last
>looking. Currently, henchmen are useless without alot of micromanagement.

Right clicking on the button avoids the problem of changing the
camera view to that person.

Darin Johnson

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Oct 25, 2004, 5:54:36 PM10/25/04
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"magnulus" <magn...@bellsouth.net> writes:

> Also, I should be able to seal my base... and accept the fact that I won't
> be getting more money, supplies, or sending minions on away missions.
> Again, I don't like it when a game tries to steer me towards one type of
> gameplay.

"Seal the base" can mean several things. If you just set the front
door to level 3 or 4 your base isn't "sealed" and agents won't be
tunneling in. However, if you move objects so there there is no
physical way to get in, then the tunneling starts. That is, a part of
the base is blocked such that it is impossible to walk to, even by
your Evil Genius. All cases I have heard of where agents are
tunneling in started with a base that was physically inaccessible.

Sometimes you don't even realize you're sealed up. I had a minion
drop off a piece of loot in my stronghold once that blocked part
of it off; and sure enough agents were soon tunneling into that
blocked area and stealing the gold. It would be nice if the game
just audibly warned you of this instead of only noticing it when
chaos broke out. And no, the Persian rug can not be walked on, so
it can accidentally block rooms also :-)

My guess is that if you look at where the agents are tunneling into,
you'll find that there is not path from that square back to the
outside world except through a tunnel.

> Oh yeah, and this game needs a patch and several features added,

Elixir developers are working on one now. But chances are I'll
have finished before the patch is out :-)

> - make it harder for own men to be caught in traps. Currently, it's way too
> easy.

Minions get caught in the traps when their attention or smarts are
low. I used to have this problem a lot on Island 1 until I built a
staff room near the control room so that all those bleary eyed
workers could regain attention without having to pass by the traps.

--
Darin Johnson
"Floyd here now!"

Pete

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Oct 25, 2004, 11:22:16 PM10/25/04
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harc...@hotmail.com (Harcon) wrote in
news:b0a4a0e1.04102...@posting.google.com:

Or any space at all that can't be walked to. eg. when putting generators
down, if you have a couple of leftover empty tiles in some corner that are
totally blocked off, you'll get the agent diggers coming in.

magnulus

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Oct 26, 2004, 3:17:11 PM10/26/04
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"Pete" <pe...@nowhere.com> wrote in message
news:Xns958DEDC37CB6...@207.35.177.135...

> Or any space at all that can't be walked to. eg. when putting generators
> down, if you have a couple of leftover empty tiles in some corner that are
> totally blocked off, you'll get the agent diggers coming in.

Thanks for the tip- I figured that out after I had commandos raiding into
my base. Now that I figured out what the game does and doesn't want, I got
rid of the commando raids on my powerplants. I also finally got the nuclear
generators and that makes my base much more energy inefficient. I hope the
commando raiding is fixed in a patch, because it is very annoying to place
something wrong and be surprised by a very nasty raid.

Another thing that would be nice would be a bigger mini-map radar of the
base. The little red and white dots are tiny.

I'm wondering how long this game takes? It seems to take a long, long
time to get anything done in the game. I have to spend some down-time
between away missions to let heat go down and to recruit more men, so I
don't have a huge supply of money, only about 130,000.


Darin Johnson

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Oct 26, 2004, 5:32:42 PM10/26/04
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"magnulus" <magn...@bellsouth.net> writes:

> I hope the commando raiding is fixed in a patch, because it is very
> annoying to place something wrong and be surprised by a very nasty
> raid.

I think the intent was to prevent people from physically cutting off
critical areas to make them agent-proof. But since this happens so
often accidentally it would be helpful to at least have a verbal
warning.

> I'm wondering how long this game takes? It seems to take a long, long
> time to get anything done in the game. I have to spend some down-time
> between away missions to let heat go down and to recruit more men, so I
> don't have a huge supply of money, only about 130,000.

It takes a LONG time, but it depends upon your playing style. I play
the way you do, and it's been three weeks so far.

Getting money should be a bit easier though. Put one or two guards in
each of the four high money areas. By themselves they aren't enough
to cause much heat but the cash will slowly trickle in while you're
doing other things. Leave them stealing cash even during your
downtimes. The only time to evacuate those areas completely are if
you want that region's heat to go to zero before doing an act of
infamy. When you get more advanced military minions, then have some
of them steal instead of the guards (though keep at least one advanced
minion safe at home so he can train replacements).

--
Darin Johnson
"Particle Man, Particle Man, doing the things a particle can"

Pete

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Oct 26, 2004, 10:57:08 PM10/26/04
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"m

>
> I'm wondering how long this game takes? It seems to take a long,
> long
> time to get anything done in the game. I have to spend some down-time
> between away missions to let heat go down and to recruit more men, so
> I don't have a huge supply of money, only about 130,000.
>
>

A LOOOONNGGGG time. I play it in small chunchs. As there's no really maps
or missions you can start or stop any time almost so it's easy for the hour
here hour there. Not too intense so good while eating also :P

Using diplomats and such for missions can really cut down the heat.
Haven't really looked for stealing money (though I always use some social
minion) I've seen two diplomants drop the heat of a mission from 34 to 17
before triggering the mission. Had the troops there ready in hiding, added
two diplomats and actually remembered for a change to check the map and saw
when they got there. I also find it's better to have a slow trickly of
money coming in with low heat than a large rush only to have a hefty squad
attack your base 10 min later.

Deanjl

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Oct 27, 2004, 12:35:33 AM10/27/04
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"Darin Johnson" <darin_@_usa_._net> wrote in message news:cu1is8x...@nokia.com...

> When you get more advanced military minions, then have some
> of them steal instead of the guards (though keep at least one advanced
> minion safe at home so he can train replacements).

It's also handy to note that a minion doesn't need to be trained by the next immediate level
(eg. A spindoctor can train a worker to become a valet.) That should reduce the number of
minions you'll need.


magnulus

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Oct 27, 2004, 2:59:24 AM10/27/04
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"Darin Johnson" <darin_@_usa_._net> wrote in message
news:cu1is8x...@nokia.com...
> It takes a LONG time, but it depends upon your playing style. I play
> the way you do, and it's been three weeks so far.
>

In this respect it's alot like older games, like X-Com. It took me about
100 hours of gameplay to beat X-Com.

One way it's not like X-Com is the variety is not as great. I spend about
40 percent of the time just watching the entrance to the base. Since the
game is so CPU intensive, there's really no way to speed it up, too (that
would be my guess as to why there is no speed setting). And with the level
of micromanagement needed, I'm not sure that would be wise to want that.

I wonder why the designers decided to not allow the player to post a
guard to level 2 doors- only to doors that the evil genius alone can walk
through. I find the level 3-4 doors fairly useless as there are few areas
in the base I want only the evil genius to go into. My guess is that they
wanted the focus to be on traps, but as it is I'm reading in the forums and
finding in my own experience, that traps are quite limited in what they can
do (the best trap I have found so far is the nerve gas, because it will make
the agents wander around aimlessly for a while until they leave).

The pacing is also uneven. Some parts are very slow, others require a
bit more attention. I actually think this is due to the fact the designers
decided to go with so much micromanagement in the gameplay. Personally, I
see this as a weakness, because it means you cannot concentrate on
micromanaging only a few things at a time. For instance, if an agent is
snooping around (discovering an area with heat), a security camera with a
minion operator, or a minion walking by, sees it, he should be automatically
aprehended. There could be settings to adjust the response level of the
minions/henchmen, too. And on the positive side, the gameplay could be
speeded up a bit, then, without losing too much gameplay. But that's my
own personal style- I tend to like god games that run themselves in a
self-operating system that only needs setup and tweaking, not hand-holding.
If the base could run itself better, I could spend more time watching agents
as they come onto the island. As it is now, I don't usually have that
luxury.

Johnny Bravo

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Oct 27, 2004, 5:38:00 AM10/27/04
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On Tue, 26 Oct 2004 15:17:11 -0400, "magnulus"
<magn...@bellsouth.net> wrote:

> I'm wondering how long this game takes? It seems to take a long, long
>time to get anything done in the game. I have to spend some down-time
>between away missions to let heat go down and to recruit more men, so I
>don't have a huge supply of money, only about 130,000.

Use the down time to get some more money. Each of the colors has a
$9 area, after you do something big and are waiting for the heat to
cool off in the color you were just in, drop a few of your guards or
mercs in another color to collect some cash while you wait.

Johnny Bravo

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Oct 27, 2004, 5:48:16 AM10/27/04
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On Wed, 27 Oct 2004 02:59:24 -0400, "magnulus"
<magn...@bellsouth.net> wrote:

>wanted the focus to be on traps, but as it is I'm reading in the forums and
>finding in my own experience, that traps are quite limited in what they can
>do (the best trap I have found so far is the nerve gas, because it will make
>the agents wander around aimlessly for a while until they leave).

I find the pop up traps to be worse than useless, they go off and
effect my own minions, making them stupid enough to set off the trap
themselves, leaving a giant cluster of idiots who keep setting off the
trap over and over, and affecting more and more minions as the AI just
keeps picking new ones to run through the area to complete the tasks
that they stupid ones can no longer do, until I manually turn off the
links to the pressure sensors. Rather than go through that over and
over, I just don't bother using them.

As a result my gameplay has become quite simple, and rather
repetitive. Anything coming on to the island gets a weaken tag,
anything that fights my weaken minions ends up in the freezer. If it
gets any worse I probably won't even get off the first island before I
stop playing altogether.

Johnny Bravo

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Oct 27, 2004, 5:41:38 AM10/27/04
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On Tue, 26 Oct 2004 21:32:42 GMT, Darin Johnson <darin_@_usa_._net>
wrote:

>"magnulus" <magn...@bellsouth.net> writes:
>
>> I hope the commando raiding is fixed in a patch, because it is very
>> annoying to place something wrong and be surprised by a very nasty
>> raid.
>
>I think the intent was to prevent people from physically cutting off
>critical areas to make them agent-proof. But since this happens so
>often accidentally it would be helpful to at least have a verbal
>warning.

I found this out by taking another tactic, I built a small corridor
off another room and put a 4 square armory at the end, added a cell
and dropped Jet Chan into the cell then deleted the corridor. I was
just curious what would happen if I locked him in a room with no
exits. :)

I didn't really expect it to work, but you never know what the
programmers overlook until you try.

Monster

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Oct 27, 2004, 12:44:16 PM10/27/04
to

> I found this out by taking another tactic, I built a small corridor
> off another room and put a 4 square armory at the end, added a cell
> and dropped Jet Chan into the cell then deleted the corridor. I was
> just curious what would happen if I locked him in a room with no
> exits. :)
>
> I didn't really expect it to work, but you never know what the
> programmers overlook until you try.
>
that chinese super agent is super annoying. In fact super agents are
annoying. You can't kill them so you have to capture them. And if you don't
interrogate them quickly enough they break out and start blowing shit up not
to mention that they are super strong too and most of your minions will die
just subduing him. And after you finish the interrogation (I find the
kitchen one works best) if there isn't a valey to escort them back they will
regain their smarts and blow stuff up inside your base.

My style is play is to totally ignore heat and steal as much money as I can.
I have the minion generator to high 4000$ every second so I have them
available when I need them. I ended the first island with over 3million in
cash but jet chan is causing havoc in my second island and I'm probably
going to have to replay the end of the first island so I can rebuild my
base.


Darin Johnson

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Oct 27, 2004, 2:42:16 PM10/27/04
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"magnulus" <magn...@bellsouth.net> writes:

> My guess is that they wanted the focus to be on traps, but as it is
> I'm reading in the forums and finding in my own experience, that
> traps are quite limited in what they can do

Yeah, the problem with traps is that all the really cool and inventive
stuff you can do is lethal, which doesn't help much if you're trying
to misdirect instead of kill. I did put in a piranha trap though
that no agent has ever gotten far enough to trip, but it does amuse
me when workers fall into it.

> I actually think this is due to the fact the designers
> decided to go with so much micromanagement in the gameplay. Personally, I
> see this as a weakness, because it means you cannot concentrate on
> micromanaging only a few things at a time.

There's a bit of a mixup there. To me, micromanaging means being able
to tell minions what to do. But the game allows no direct orders to
be given so that micromanaging means periodically scanning over the
map and tagging any new agents. I'd love to have a bit more
micromanaging capability than that...

Even then, if an agent is tagged for weakening they'll often walk
right by several social minions without anything be done (I think the
problem is that only one of them can weaken an agent at a time, and if
they're delayed the other minions don't take up the slack right away).

I do find that I have tons of time to watch the island for new agents.
My front door wind machines that blow everyone back outside slow down
most agents, and a few decoy entrances and corridors delay all but a
few of the rest.

I spent a couple hours yesterday just patiently trying to maneuver a
freak into an locked corridor cut off from the base, just in case the
next part of the game gets too hairy. Then I spent some time seeing
what would happen if I let it go (only two dead veterans before they
killed it), then reloaded. There's lots of stuff to just waste time
on in this game :-)

--
Darin Johnson
Gravity is a harsh mistress -- The Tick

Darin Johnson

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Oct 27, 2004, 3:20:21 PM10/27/04
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Johnny Bravo <baawa-...@yahoo.com> writes:

> Rather than go through that over and over, I just don't bother using
> them.

I put the smarts and attention draining traps (well, almost all traps
for that matter) out of the way of minion traffic. For instance, at
the entrance to my base I have a corridor that branches off into a
twisty area, and I put the traps here. I also blocked that off with
a level 3 door so that minions won't go there. However, agents do
like to go there, and they seem to find a locked door inticing. Then
they get their smarts reduced and are suddenly less able to pick the
lock to get back out.

Earlier on island 1 I had some extra entrances leading to disconnected
corridors, and agents would snoop in there as well. I didn't block it
off for minions though, and occasionally one would wander in while
"patrolling the base", but a valet would usually show up and lead them
back to base.

> Anything coming on to the island gets a weaken tag,
> anything that fights my weaken minions ends up in the freezer.

You could also capture and interrogate them. Some of the
interrogation only drops their smarts or attention to zero, which
means they'll lose all heat (and sometimes regain a blue circle).
Ie, the mixing bowl is non-lethal (and is also great for super agents
because it takes so much time).

--
Darin Johnson
Support your right to own gnus.

Darin Johnson

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Oct 27, 2004, 3:25:23 PM10/27/04
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Johnny Bravo <baawa-...@yahoo.com> writes:

> I was just curious what would happen if I locked him in a room with
> no exits. :)

I found something else bizarre with Mariana Mamba once. I was killing
her after she had been interrogated (I had a new henchman and wanted
to get him some experience). This worked a few times. But then she
decided it was time to leave and that she'd been on the island way too
long. Even though she was standing in the base entrance and could
have just walked away, she instead unzipped the floor and got in, then
climbed out of a hole near the helicopter base.

Johnny Bravo

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Oct 27, 2004, 8:13:55 PM10/27/04
to
On Wed, 27 Oct 2004 19:20:21 GMT, Darin Johnson <darin_@_usa_._net>
wrote:

>> Anything coming on to the island gets a weaken tag,


>> anything that fights my weaken minions ends up in the freezer.
>
>You could also capture and interrogate them. Some of the
>interrogation only drops their smarts or attention to zero, which
>means they'll lose all heat (and sometimes regain a blue circle).
>Ie, the mixing bowl is non-lethal (and is also great for super agents
>because it takes so much time).

I don't nearly have time to screw around with regular agents like
that, at my current save point I've got all 5 super agents on my
island, Jet Chan is running around blowing up cameras (the amusing
thing is that I can replace them faster than he blows them up, he's
been doing it for about 5 minutes), John Steele just arrived, Dirk
Masters recently got out of his cell and blew it up and is lying KOd
on the floor and the two women (who arrived first) are in the Blender
and Bookcase being processed.

Darin Johnson

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Oct 27, 2004, 8:30:55 PM10/27/04
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Johnny Bravo <baawa-...@yahoo.com> writes:

> I don't nearly have time to screw around with regular agents like
> that, at my current save point I've got all 5 super agents on my
> island,

Wow! I've never even had two on the island at the same. But by the
time you get all five agents, shouldn't you have an objective to
permanently disable at least one of them? Unless you wanted to max
out your notoriety before moving to island 2?

Johnny Bravo

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Oct 28, 2004, 5:47:02 AM10/28/04
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On Thu, 28 Oct 2004 00:30:55 GMT, Darin Johnson <darin_@_usa_._net>
wrote:

>Johnny Bravo <baawa-...@yahoo.com> writes:


>
>> I don't nearly have time to screw around with regular agents like
>> that, at my current save point I've got all 5 super agents on my
>> island,
>
>Wow! I've never even had two on the island at the same. But by the
>time you get all five agents, shouldn't you have an objective to
>permanently disable at least one of them? Unless you wanted to max
>out your notoriety before moving to island 2?

I've just about given up on the game. Got rid of two and then one
of them came back, got rid of two and one came back, now every time I
get rid of one another comes back. I still have 3 of them on my
island two hours later. They don't care about blowing things up, they
spend all their free time running around killing all my highest level
minions (even to the point of ignoring lower level ones that are
attacking them). At this point I have no marksmen, martial artists or
diplomats and roughly 80% of my minions are workers, meaning that a
bunch of high heat missions will have to be redone. In all likelyhood
this will result in all the agents just coming back again.

Pete

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Oct 29, 2004, 7:26:07 PM10/29/04
to

>
> I find the pop up traps to be worse than useless, they go off and
> effect my own minions, making them stupid enough to set off the trap
> themselves, leaving a giant cluster of idiots who keep setting off the
> trap over and over, and affecting more and more minions as the AI just
> keeps picking new ones to run through the area to complete the tasks
> that they stupid ones can no longer do, until I manually turn off the
> links to the pressure sensors. Rather than go through that over and
> over, I just don't bother using them.
>
> As a result my gameplay has become quite simple, and rather
> repetitive. Anything coming on to the island gets a weaken tag,
> anything that fights my weaken minions ends up in the freezer. If it
> gets any worse I probably won't even get off the first island before I
> stop playing altogether.
>

Yeah the pop ones are difficult to use. I've only used them much later in
the game at the corners of my island where no minions go but they do get
the the landing agents. Replacing them all the time can suck though.

The stat attacking gas ones work well though (like the nerve gas). I have
a short dead end corridor branching from the main one and with the main
branch being protected by a good door. The dead end has a door at the end
(to get the agents interested) and a nerve gas chamber infront of it with a
motion detector. It usually goes down too early and only gets 1-2 of the
bunch but they are stupid and when it goes back up the others still go to
the door and then the moving around triggers it again.
Being a dead end it only gets your social minons by accident when they go
to escort out the helpless agents and not being a popup it doesn't hit them
at range. Oh yeah, and have a education room setup close by.

Back onto the main corridor (right after that first good door), I have a
motion detector and the jets to blow agents into another dead end corridor
(2 sets of jets for a bounce) with the fatal gas (soon to be replaced with
Satans Chimney). That combo combined with only having the staff room,
mess, barracks etc. in the first part of my base (power, armory etc are
further down past 2 more doors) means I can basically let the base run
itself (so far in island 1, started over). If they get past the first set
of traps, and then looking around the mess, barracks etc. their times up
and they leave the base.

Pete.

Darin Johnson

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Oct 29, 2004, 8:27:49 PM10/29/04
to
Pete <pe...@nowhere.com> writes:

> Yeah the pop ones are difficult to use. I've only used them much later in
> the game at the corners of my island where no minions go but they do get
> the the landing agents.

I've got some pop up traps in a small room behind a level 3 door.
The agents that break in are only mildly affected. But since they
can't leave immediately they wander around a bit; having slightly
lowered attention means they can't concentrate on the act of opening
the door. So soon they set off the trap again, and are weakened even
more. By the time the agents escape they're ready to head home.

--
Darin Johnson
My shoes are too tight, and I have forgotten how to dance -- Babylon 5

Johnny Bravo

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Oct 30, 2004, 1:19:49 PM10/30/04
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On Fri, 29 Oct 2004 23:26:07 GMT, Pete <pe...@nowhere.com> wrote:

>Being a dead end it only gets your social minons by accident when they go
>to escort out the helpless agents and not being a popup it doesn't hit them
>at range. Oh yeah, and have a education room setup close by.

Another thing that works, having a 2x2 room connected to the main
corridor (no door), with a Do Not Push Button trap in it with sensors
in the hallway. Face the trap into the room and when it goes off only
the agents in front of the trap gets zapped. Other than an occasional
social minion escorting someone out it keeps your agents from getting
hit. I set up my entrance like this, with the room being a laboratory
so I could put the fake research machine in it to make it easy to
steal.

DD
HH
HHTR
SSRR
HH
DD

H = Hall, D = Door (mainly to keep tourists out of my base), S =
Sensor, R = Room, T = Trap

Deanjl

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Oct 30, 2004, 1:52:35 PM10/30/04
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> I set up my entrance like this, with the room being a laboratory
> so I could put the fake research machine in it to make it easy to
> steal.

Just an idea for next time - I "hid" the fake research machine in the topside shack where I
had my first strong room. I did the same thing for the clone as well. Unfortunately once a
thief stole the research machine they'd continue on inside my base and steal some other
things that I wanted to keep.


Johnny Bravo

unread,
Oct 30, 2004, 8:17:49 PM10/30/04
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Not a real problem, I would weaken tag good thieves and wait for a
stupid one to come along. Should the bungler actually make it inside
and pick up something I want to keep...that's what I've bought 9
freezer racks for.

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