Mate, you have pushed the evil genius rating too high too soon. It isnt possible to permanently remove super agents till island 2.
Having 4 on that tiny first island must be hell. If you keep your notoriety rating under 240 on island 1 you will only have the first two, easier, super agents to deal with (so if you have a handy game save its well worth any lost progress).I assume you dont want to use cheats to force them to leave so if you can lower their health to around 11-15hp they will attempt to leave back to main map. Dont let any of your mindless minions interfere with their depature or they will change their minds and stay. I just capture and imprison them permanently. That way they stay out of my hair most of the time. They escape occasionally but with a securty camera watching the cages, a manned security desk, and speakers around the hallways, my minions come running to put them back right a way.
Sure you will lose a few minions fighting to put them back, but they are easily replaced. As an added bonus, when I discover how to eliminate each one, they are conveniently already captured and I can get rid of them quickly.
Developed by Elixir Studios in 2004, Evil Genius is a best described as. You are the eponymous evil genius, and it is your job to construct, recruit, steal priceless treasures, hold the world for ransom, and fight off pesky super agents. Also, you need to keep your minions well-trained and happy, because the looting and ransoming won't take care of itself.Notable for a quirky sense of humor mixed with classically over-the-top megalomanical villainy. Everything has a '60s vibe to it, and the forces of justice are just as stereotypical as your own minions.There's also a great deal of freedom and a wide range of methods you can use to complete your overarching goal. Want to run a fortress island with massive numbers of armed guards, machinegun emplacements, and horrifying freaks of nature, all emphasizing Perfectly reasonable.
Want a deadly secluded island filled with martial arts disciples? Want to beguile your enemies with squads of elite deceptive social minions who will leave their heads spinning and questioning their loyalty? That's also perfectly viable.
Fifa 19 account. Want to set a thousand deadly traps and twisty, mystifying corridors that will leave the forces of justice lost, confused, and very very dead? Nothing's stopping you. You're allowed to either discard the with prejudice or wrap both hands around it and run straight for the end zone. A proper sequel, was announced in July of 2017, headed by Rebellion. It is set to release in 2020.This game provides examples of the following tropes:.: The reason Maximilian is so screwed up.:. If you die, your genius is rolled into a morgue. Where you see that they're, whose face lifts to reveal a timer that quickly reaches 0.
Boom!. Colonel Blackheart's pet monkey, Pendragon, carries TNT for this purpose.: When mousing over Shen Yu, he is described as 'a mysteriously mystical maniacal man.' .: Henchmen have this, as a second that recovers all their stats rapidly.: Dirk Masters provides the over-the-top style gunplay, while Red Ivan provides the physical presence and exaggerated accent of (despite being Russian instead of Austrian.).: Mariana Mamba's special power is to woo your minions away from your service.: While had put this in the 60s, the and several historical inaccuracies very much puts the game into this. One point of contention, for example, was the existence of (under S.A.B.R.E.) about two decades after it had been in real life.: You can only have up to 100 minions. Thankfully, this can be changed fairly easily by editing data files.: Jet Chan. This is often the only reason that your own minions can take him down in close-combat; Jet can and will spend valuable time doing multiple taunts in a row, as opposed to kicking your guards' faces in.: You can't directly control the individual minions, instead only giving general orders and setting up security systems to alert them to intruders.
This leads to Feel free to shout at the ceiling. You can use this to your advantage; there's a 'bug' that allows you to stop a minion from leaving due to Loyalty zeroing: if you tag them for capture, then repeatedly zoom in to view their stat panel, they stop to salute you every time, giving your minions or henchmen time to catch up. Cue via 'Loyalty Restoration'. Only valets can use fire extinguishers. No one else can, including higher level social units (who apparently forget how).
On top of that, valets have a distressing tendency to run right into the path of veteran kill teams, trying to pick up all the money and items dropped by your construction workers to fight off said kill teams. Which leads to them all being dead by the time the veterans start setting your base on fire blowing things up. And valets aren't very smart in extinguishing fires themselves.
If a fire breaks out, the closest valet will not simply grab the nearest extinguisher and put it out. Instead, seemingly random valets all over your base will grab the extinguishers nearest them, and run to the fire, no matter how far it may be. Then, when they get there, they will put out one burning object (in a room after an explosion there can be over half a dozen objects on fire) and walk, with the extinguisher, past the other fires and put the extinguisher back.
Same with technicians when they earn their science degree. Apparently, they forget basic mechanics and won't repair your stuff anymore.
Cue generators blowing up. This one may be intentional: Henchmen have the clearance to open level 3 and 4 doors just like the Evil Genius, but their AI believes they don't, so they'll only actually go through one if the player specifically orders them to.
This can be useful or annoying, depending on what you put high-security doors on in the first place.: Col. Blackheart lost his left leg to a Bengal Tiger, which he killed with his bare hands. It's rumored that he cooked the tiger along with what was left of his severed leg into a stew and ate it, in order to honor the beast who injured him so thoroughly.: Red Ivan, who can be as much a danger to your base and your minions as to the forces of justice due to his preferred weapon being a bazooka.
If you absolutely must use Ivan in game, it's best to keep him confined to a Topside Shack until he's needed. He can be quite useful in the right situations, but he needs to be kept on a tight leash and carefully micromanaged, which might push him into territory.: More than half your henchmen, especially, Red Ivan, and The Matron.: Your goal, of course. If you beat the game, you're treated to a scene of your evil genius taking leadership of the Forces of Justice, with its former leaders bowing down to him as banners of the evil empire are unfurled.: Both of the male Evil Geniuses.: The Mercenary minions carry immense machineguns. Agent carries. And then Ivan turns it and has a Most players refuse to use him since he's a bit trigger happy and will set most of your base on fire.
Others, usually Dirk's. Those that insist on using him unmodded take advantage of the fact that henchmen won't pass through level 3 or 4 doors unless specifically ordered to, and lock him in a topside shack until they need him.
![Evil Evil](/uploads/1/2/3/7/123780419/663982921.jpg)
Sentry turrets are also very large and very shooty.: All manner of horrible stuff can happen to people in this game. They can be shot at, stabbed and blown up. Despite all of this, however, you'll see nary a drop of blood around.: The second objective in the game is to summon the crime lords of the world to a presentation where you present your evil plan, then zap the one that gave you lip with a shrink ray hidden in a model volcano.: You can get up to two (or Bodyguard Hunks if you play as Alexis).: When a minion needs to transport cash for some reason, it takes this form.: Several henchmen can do this. For example, Lord Kane's presence can cause people to cower in fear or flee in panic, while Eli Barracuda plays a boombox with hypnotic suggestion that causes people around him to uncontrollably break out into dance.: Jet Chan. He's a blatant rip off named after and.: in one of the menus, scuba diver models do a 'synchronized swimming' variant.: The entire cast in one form or another.: You!.: The cloning pod works by turning a into a copy of you.: The doppelgangers sent out to fool the specialists.: Your minions. Construction workers wear yellow, social minions wear red (except for the Spindoctor), military minions wear orange and science minions wear white.
The territories controlled by the Forces of Justice are also color coded: P.A.T.R.I.O.T.' S territories are blue, S.A.B.R.E.' S are green, H.A.M.M.E.R.' S are red, S.M.A.S.H.' S are yellow, and A.N.V.I.L.' S are orange.: By the boatload. The different torture devices are just asking for it.
Hell, why are you playing this game if not for that?. The Super Agents cannot be killed through any amount of minions, traps, gunfire, or interrogation. Only specific methods that don't become available until the second half can deal with them. Mariana Mamba is made fat via reverse liposuction, and thus rendering her main weapon null. Jet Chan is challenged to a rigged one-on-one karate battle after interrogating his old master. In the ensuing match he is utterly humiliated, and he leaves in shame and never returns. Katerina Frostonova is forced to watch you beat up and chop up the only object she ever showed any affection for, her teddy bear.
The resulting BSOD leaves her unable to operate any more. Dirk Masters is dipped in your bio-tanks. The chemicals react with the numerous illegal steroids in his body, morphing him into a unique Freak under your command.
John Steele cannot be defeated during the game, but if you have him locked in a jail cell when you press the button to launch the rocket and thus win the game, the ending cinematic will show him strapped to the rocket and launched into space with it.: Why does your 's entraces have slowly-opening doors? Why do your minions ignore unless you've specifically told them to do something about them? Because you're the.
OverviewEvil Genius revolves around planning and maintaining a secret underground base, training minions, managing henchmen, and committing acts of infamy around the globe. It plays like a mixture of a very basic real-time strategy game (Ex: Lord of the Rings: Battle for Middle Earth), a simulation game (Ex: Sim Theme Park), and features very slight puzzle elements. The puzzle elements require the player to think about how to complete a task. The ultimate goal of the game is to research, construct, develop notoriety, and ultimitely deploy one of three possible super weapons and conquer the world.Digital DistributionEvil Genius was re-released by for $9.99 (at normal non/sales price) with compatability & support for Windows XP, Vista, and 7 for both 32 and 64-bit.It can also be purchased on for $9.99 (normal non/sales price). GameplayEvil Genius plays similar to Sim Theme Park, featuring the god game viewpoint, but gives the players the ability to direct minions to complete things using timeclocks, henchmen, and their evil genius. The game starts by requiring the player to map out their base in order to protect him or her from danger.
If the Evil Genius is ever killed by the Forces of Justice, the game ends.As the Evil Genius, the player is limited to giving orders and relying on a staff of minions to carry them out. The game features an alarm to raise the level of awareness. Also, the Evil Genius can set one task or item as important, forcing the AI to interact or complete it right away.Tasks are given to the player through a simple objective list. To progress through the story, the player must complete these tasks, but the game will continually send foes to the island to keep the player preoccupied during longer tasks. Players can also send minions to other places through the world map. While there, minions can steal items, complete missions, steal money, and kidnap people who can later be interrogated, opening up specialized minions.Funding is acquired by using the world map, marking locations, and sending minions to steal it. Doing so raises notoriety, opening up missions, and increasing the heat, or threat level, on your island.
Raising notoriety is the only way to advance in the game. By raising notoriety, opening missions, and completing missions, you will be rewarded with more notoriety and complete tasks set forth in the mission manager.
Another benefit of raising your notoriety, it will allow you a higher limit to the number of minions on your island. Lastly, on regular intervals an increase in notoriety will lead to recruitment of another henchmen into your orginization.Henchmen are the evil version of super agents. They are given super moves, and three lives. These lives can only be taken away when a henchmen is killed by a super agent. Henchmen can also inspire your minions into a group and lead then to defeat enemies on the island.Throughout the game the forces of good will arrive to steal items, damage your base, find proof of evildoing, and to infiltrate your base.
Another type of hero, the super agent, arrives periodically to cause as much damage and chaos as possible. Several precautions can be made to thwart these events. The setting of traps can eliminite foes, cause them to become confused, lose their intelligence, prevent them from advancing, or outright kill them. Super agents can only be eliminated through missions which lead to performing specific tasks in order to drain eliminate their will. One way to alert your minions of someone on the island is with the use of a security system. A control room staffed by construction workers (in yellow), science minions (white and light blue), henchmen (blue), military minions (orange), social minions (red), and the evil genius (Shen Yu, yellow and black).PresentationThe visual style in Evil Genius is steeped in the gaudy colors and flamboyant fashions popular in the late 1960's and 70's, firmly establishing a campy, cartoony aesthetic in every aspect of its presentation. Cel-shaded characters are clothed in bright, showy colors and brought to life through a rich variety of whimsical animations as workers dutifully unpack boxes, valets ingratiate themselves to suspicious agents with a quick shoe-shine, enemy thieves elaborately tip-toe from place to place, and brain-washing machines literally suck brains out of people's ears and roll them around in a soapy spin cycle.
Minions sent out to lurk on the world map for nefarious purposes appear in the form of board game tokens which topple over when captured or killed, and the game's interface is set in stainless steel and displayed with ticking analogue counters.Characters in the game speak through nonsensical mumbles and groans reminiscent of Maxis' The Sims franchise, using basic tone of voice to communicate their fear, discomfort, anger, and suspicion. One exception is the unseen 'Number 2' who occasionally delivers spoken information about new goals or shouts warnings about intruders within the compound, all in an imperial British accent evocative of one of James Bond's classic femme fatales.Featuring A musical score heavily inspired by films like Austin Powers and 007, Evil Genius presents a very light-hearted take on its subject matter. CharactersEvil Genius is a heavily character based game, and a lot of strategy comes from cultivating and maintaining the right balance of staff manning the base and working out on the world map. Evil GeniusPlayers choose one of the following avatars upon starting the game. This avatar can be directly controlled in the base to prioritize tasks or inspire the work force, but the game will end if he or she is killed by the Force of Good. Maximillian - a squat, broad-shouldered man bearing a monocle who enjoys a bonus to research tasks. He starts the game with Jubei, the samurai henchman at his command.
![Evil genius jet chan episode 1 Evil genius jet chan episode 1](/uploads/1/2/3/7/123780419/982343998.jpg)
Alexis - an elegant, statuesque woman who inspires greater loyalty in all her minions. She begins the game with Eli Barracuda, the gangster henchman by her side. Shen Yu - a mysterious and foreboding figure whose reputation intimidates enemy agents into leaving his island more quickly. His loyal apprentice is Lord Kane, the psychic henchman.HenchmenEach Evil Genius starts with one henchman in their employ, but can select more, by completing their mission on the world map, as they become more notorious on the global stage. Henchmen can be directly controlled while on the island, employ special powers in combat, gather nearby minions into a mobile fighting force, and excel at missions conducted on the world map.
They can be temporarily subdued by enemy characters in combat, but if killed by an enemy super agent, henchmen will lose one of their three lives. These lives are irreplaceable, and if a henchman is killed, they are gone for the remainder of the game. MinionsConstruction workers arrive on the island at a monetary cost set by the player. They are used to construct rooms and are your only initial minions in the game. Through training, the construction workers can develop in one of three fields, military, social, and science.All minions can move furniture, loot, bodybags, and other items, but later in the game the social minions will be put in charge of these tasks.
![Evil Genius Jet Chan Evil Genius Jet Chan](/uploads/1/2/3/7/123780419/348071515.jpg)
Each specialty is in charge of certain tasks on your island. Social minions are tasked with putting out fires and running your casino and hotel. Military minions are in charge of security and island and base defense. Science minions are in charge of research and repairing items around your base.Lowly construction workers arrive on the Evil Island periodically looking for work, forming the backbone of the labor force by excavating rooms, shuttling around briefcases full of money, and unpacking equipment.
They can carry pistols and engage in basic hand-to-hand combat, but are easily defeated by more advanced enemy agents. However, with access to the proper training facility and a mentor to show them the ropes, workers can advance into more specialized careers. Soldiers - the Evil Genius' own private military force. Soldiers are best at laundering money while on the world map. Guards are trained in shooting rifles and have higher health than normal workers. Mercenaries can carry heavy machine guns and flame throwers. Marksmen excel at precision shooting from a distance.
Martial Artists can take down even the toughest foes at close range. Researchers - the division responsible for uncovering new Acts of Infamy and developing new gadgets. Researchers are best at plotting new Acts of Infamy on the world map. Technicians perform repairs to damaged equipment and can perform basic research. Scientists are used for more advanced research.
Biochemists can research things fastest of all. Quantum Physicists deliver the most devious schemes. Public Relations - minions responsible for maintaining a respectable front and misdirecting suspicious enemy agents.
Developed by Elixir Studios in 2004, Evil Genius is a best described as. You are the eponymous evil genius, and it is your job to construct, recruit, steal priceless treasures, hold the world for ransom, and fight off pesky super agents.
Also, you need to keep your minions well-trained and happy, because the looting and ransoming won't take care of itself.Notable for a quirky sense of humor mixed with classically over-the-top megalomanical villainy. Everything has a '60s vibe to it, and the forces of justice are just as stereotypical as your own minions.There's also a great deal of freedom and a wide range of methods you can use to complete your overarching goal. Want to run a fortress island with massive numbers of armed guards, machinegun emplacements, and horrifying freaks of nature, all emphasizing Perfectly reasonable. Want a deadly secluded island filled with martial arts disciples?
Want to beguile your enemies with squads of elite deceptive social minions who will leave their heads spinning and questioning their loyalty? That's also perfectly viable. Want to set a thousand deadly traps and twisty, mystifying corridors that will leave the forces of justice lost, confused, and very very dead? Nothing's stopping you. You're allowed to either discard the with prejudice or wrap both hands around it and run straight for the end zone. A proper sequel, was announced in July of 2017, headed by Rebellion. It is set to release in 2020.This game provides examples of the following tropes:.: The reason Maximilian is so screwed up.:.
If you die, your genius is rolled into a morgue. Where you see that they're, whose face lifts to reveal a timer that quickly reaches 0. Boom!. Colonel Blackheart's pet monkey, Pendragon, carries TNT for this purpose.: When mousing over Shen Yu, he is described as 'a mysteriously mystical maniacal man.' .: Henchmen have this, as a second that recovers all their stats rapidly.: Dirk Masters provides the over-the-top style gunplay, while Red Ivan provides the physical presence and exaggerated accent of (despite being Russian instead of Austrian.).: Mariana Mamba's special power is to woo your minions away from your service.: While had put this in the 60s, the and several historical inaccuracies very much puts the game into this. One point of contention, for example, was the existence of (under S.A.B.R.E.) about two decades after it had been in real life.: You can only have up to 100 minions. Thankfully, this can be changed fairly easily by editing data files.: Jet Chan.
This is often the only reason that your own minions can take him down in close-combat; Jet can and will spend valuable time doing multiple taunts in a row, as opposed to kicking your guards' faces in.: You can't directly control the individual minions, instead only giving general orders and setting up security systems to alert them to intruders. This leads to Feel free to shout at the ceiling. You can use this to your advantage; there's a 'bug' that allows you to stop a minion from leaving due to Loyalty zeroing: if you tag them for capture, then repeatedly zoom in to view their stat panel, they stop to salute you every time, giving your minions or henchmen time to catch up. Cue via 'Loyalty Restoration'. Only valets can use fire extinguishers. No one else can, including higher level social units (who apparently forget how). On top of that, valets have a distressing tendency to run right into the path of veteran kill teams, trying to pick up all the money and items dropped by your construction workers to fight off said kill teams.
Which leads to them all being dead by the time the veterans start setting your base on fire blowing things up. And valets aren't very smart in extinguishing fires themselves. If a fire breaks out, the closest valet will not simply grab the nearest extinguisher and put it out. Instead, seemingly random valets all over your base will grab the extinguishers nearest them, and run to the fire, no matter how far it may be. Then, when they get there, they will put out one burning object (in a room after an explosion there can be over half a dozen objects on fire) and walk, with the extinguisher, past the other fires and put the extinguisher back. Same with technicians when they earn their science degree. Apparently, they forget basic mechanics and won't repair your stuff anymore.
Cue generators blowing up. This one may be intentional: Henchmen have the clearance to open level 3 and 4 doors just like the Evil Genius, but their AI believes they don't, so they'll only actually go through one if the player specifically orders them to. This can be useful or annoying, depending on what you put high-security doors on in the first place.: Col. Blackheart lost his left leg to a Bengal Tiger, which he killed with his bare hands.
It's rumored that he cooked the tiger along with what was left of his severed leg into a stew and ate it, in order to honor the beast who injured him so thoroughly.: Red Ivan, who can be as much a danger to your base and your minions as to the forces of justice due to his preferred weapon being a bazooka. If you absolutely must use Ivan in game, it's best to keep him confined to a Topside Shack until he's needed.
He can be quite useful in the right situations, but he needs to be kept on a tight leash and carefully micromanaged, which might push him into territory.: More than half your henchmen, especially, Red Ivan, and The Matron.: Your goal, of course. If you beat the game, you're treated to a scene of your evil genius taking leadership of the Forces of Justice, with its former leaders bowing down to him as banners of the evil empire are unfurled.: Both of the male Evil Geniuses.: The Mercenary minions carry immense machineguns. Agent carries. And then Ivan turns it and has a Most players refuse to use him since he's a bit trigger happy and will set most of your base on fire. Others, usually Dirk's.
Those that insist on using him unmodded take advantage of the fact that henchmen won't pass through level 3 or 4 doors unless specifically ordered to, and lock him in a topside shack until they need him. Sentry turrets are also very large and very shooty.: All manner of horrible stuff can happen to people in this game. They can be shot at, stabbed and blown up. Despite all of this, however, you'll see nary a drop of blood around.: The second objective in the game is to summon the crime lords of the world to a presentation where you present your evil plan, then zap the one that gave you lip with a shrink ray hidden in a model volcano.: You can get up to two (or Bodyguard Hunks if you play as Alexis).: When a minion needs to transport cash for some reason, it takes this form.: Several henchmen can do this. For example, Lord Kane's presence can cause people to cower in fear or flee in panic, while Eli Barracuda plays a boombox with hypnotic suggestion that causes people around him to uncontrollably break out into dance.: Jet Chan.
He's a blatant rip off named after and.: in one of the menus, scuba diver models do a 'synchronized swimming' variant.: The entire cast in one form or another.: You!.: The cloning pod works by turning a into a copy of you.: The doppelgangers sent out to fool the specialists.: Your minions. Construction workers wear yellow, social minions wear red (except for the Spindoctor), military minions wear orange and science minions wear white. The territories controlled by the Forces of Justice are also color coded: P.A.T.R.I.O.T.'
S territories are blue, S.A.B.R.E.' S are green, H.A.M.M.E.R.' S are red, S.M.A.S.H.'
S are yellow, and A.N.V.I.L.' S are orange.: By the boatload. The different torture devices are just asking for it. Hell, why are you playing this game if not for that?. The Super Agents cannot be killed through any amount of minions, traps, gunfire, or interrogation. Only specific methods that don't become available until the second half can deal with them. Mariana Mamba is made fat via reverse liposuction, and thus rendering her main weapon null.
Jet Chan is challenged to a rigged one-on-one karate battle after interrogating his old master. In the ensuing match he is utterly humiliated, and he leaves in shame and never returns. Katerina Frostonova is forced to watch you beat up and chop up the only object she ever showed any affection for, her teddy bear. The resulting BSOD leaves her unable to operate any more. Dirk Masters is dipped in your bio-tanks.
The chemicals react with the numerous illegal steroids in his body, morphing him into a unique Freak under your command. John Steele cannot be defeated during the game, but if you have him locked in a jail cell when you press the button to launch the rocket and thus win the game, the ending cinematic will show him strapped to the rocket and launched into space with it.: Why does your 's entraces have slowly-opening doors? Why do your minions ignore unless you've specifically told them to do something about them? Because you're the.
I was playing along, I got to the point I was looking for the scientistfor my lab. Then all the sudden I start seeing enemies that teleport aroundthrough 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. Ifenemies can teleport around,what is the point of building traps andelaborate base design to make it harder for them to get in?
In fact, what'sthe point of playing this game? Teleportation is not in keeping with 60'sspy movies.After the good guy agents blew up two barracks, my armory, teleported intothe inner sanctum and attacked my evil genius, and so on. That took about12 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'sthe straw that broke the camel's back.Dean Leech24.10.04 22:50. 'magnulus' wrote in messagenews:[email protected]'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 atthis one particular point.
Other people have reported the same thing butthey, like me, don't want to restart the entire game to see this same bugpop 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 floorto 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 ofDungeon Keeper, it has a lot of bugs that need attention.Monster25.10.04 00:21.
They don't teleport, they dig tunnels into your base. They did it for mystash and a couple of times to my power units. I think the way to stop themis to put sensor pads all over your sensitive rooms so they can't dig holesin them. Also running on yellow alert arms all your minions while they workso they can take on armed intrudes when you need to without losing lots ofthem.One thing that bothers me tho is not being about to assign guards to rooms,even henchmen wander around whereever they like'magnulus' wrote in messagenews:[email protected] 04:46. 'Harcon' wrote in messagenews:[email protected]. 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 getinto the base. They used the door to go straight into my inner sanctum, mybarracks, etc. It just seemed very cheesy and unfair.Here's my base layout. I have one main entrance that connects to the restof the base. It is a long corridor that snakes around and has multipledoors. Combined with some valets and spin doctors, and very few enemiescan 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.
Itis meant to divert some of the interest away from the other door. Soonafter I built this second entrance, I found them teleporting around (diggingunder 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'tbe 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 ofgameplay.If somebody could explain this all to me, maybe I could get back into thegame. Oh yeah, and this game needs a patch and several features added, butmy guess is judging from Sierra/Elixer studios previous attitudes towardpatching 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 tooeasy. I usually avoid making traps as my men invariably die in them. Notin huge numbers but enough to be a nuisance. You can have a killer trap andit becomes just as dangerous to your own men as to the enemies. Thisshouldn't be the case.-way to automate base security.
There should be a way to have a setting sothat minions will ignore enemies that are just snooping around, but when anagent sees something with heat or steals something, and it's observed on asecurity camera, then he should be flagged for capture (unless otherwiseflagged). I really think this should be the default setting for 'yellowalert'.
On 'Red alert', the minions kill on sight. This would free up moretime to look at the big picture and monitor the world map- or to monitor thefront of the island for unwelcome guests.- more helpful audio cues. Currently, the audio when an enemy enters thesecurity camera is random and confusing.
You get warnings an enemy hasentered the base, even though he's standing outside being observed by asecurity camera. This should not happen.
'Warning: Enemy Observed onSecurity Perimeter' should be the only thing heard. Also, the yellow alerthorn needs to be dropped. It is a bit annoying, and I don't believe yellowalert would warrant a horn (maybe give the lighting in the base a slightyellowish cast?
Naahhh.).- when you click on the Evil Genius/Henchman icon on the panel, it shouldnot jump to the Evil Genius or the Henchman. This way you can navigatearound the map easier without having to track down where you were lastlooking.
Currently, henchmen are useless without alot of micromanagement.Deanjl25.10.04 08:48. 'magnulus' wrote in messagenews:[email protected]. 'Harcon' wrote in message news:[email protected]. make it harder for own men to be caught in traps. Currently, it's waytoo 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 trapand 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 deactivetraps and doors.way to automate base security. There should be a way to have a settingso that minions will ignore enemies that are just snooping around, but whenan 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 upmore time to look at the big picture and monitor the world map- or to monitorthe front of the island for unwelcome guests.The developers have made it quite clear that they want a certain level ofmicro-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 yellowalert horn needs to be dropped. It is a bit annoying, and I don't believeyellow 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 youload saved games the horn is on by default.Hope this helped a little.:)Monster25.10.04 10:53. I think it's quite obvious that the developers didn't want to have a sort ofultimate defense protection system, agents can and will infiltrate yourbase, it is just part of the game design.
Minions are stupid and that ispart of the game design too. I'm not sure how far you are but your geniusshould have a body guard after you gather the masterminds of the world. Ibuilt my base with one long corridor that goes from the entrance to the edgeof the rock then back up. At the end I have my control room and from thecontrol room a door leads to the evil geniuses lounge. And lots and lots ofdoors too.
So far I've noticed buildings agents will tunnel into are thepower house and stronghold so keep an eye out for them.the thing about the traps is funny though, sometimes an idiot tourist willmake it into the base and start running around setting off all kinds oftraps and kill my minions while dodging them all'magnulus' wrote in messagenews:[email protected] Bravo25.10.04 13:48. On Mon, 25 Oct 2004 03:21:34 -0400, 'Monster' wrote:One thing that bothers me tho is not being about to assign guards to rooms,even henchmen wander around whereever they likeIf you make the door to a room Avatar only, you can send yourhenchmen into the room and they won't leave. I tend to park mineinside my sanctum since I don't like to see them lose a life in 2-3seconds of fighting.The AI in this game really needs work. I sent a half dozen guardsto a country on the world map so the computer cues them up and theyrun for the depot, right into a group of enemy soldiers who startshooting them. They don't stop and shoot back, just keep runningalong towards the depot and get killed. Curious I just sat there andwatched the same group of enemy soldiers kill all 40 of my guards inless than 5 minutes without a single shot being returned, despiteevery single guard in my base having a rifle on his back.-'The most merciful thing in the world, I think, is the inabilityof the human mind to correlate all its contents.'
LovecraftJohnny Bravo25.10.04 13:50. On Mon, 25 Oct 2004 10:11:48 -0400, 'magnulus' wrote:- when you click on the Evil Genius/Henchman icon on the panel, it shouldnot jump to the Evil Genius or the Henchman. This way you can navigatearound the map easier without having to track down where you were lastlooking. Currently, henchmen are useless without alot of micromanagement.Right clicking on the button avoids the problem of changing thecamera view to that person.-'The most merciful thing in the world, I think, is the inabilityof the human mind to correlate all its contents.' LovecraftDarin Johnson25.10.04 14:54. 'magnulus' 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 frontdoor to level 3 or 4 your base isn't 'sealed' and agents won't betunneling in. However, if you move objects so there there is nophysical way to get in, then the tunneling starts.
That is, a part ofthe base is blocked such that it is impossible to walk to, even byyour Evil Genius. All cases I have heard of where agents aretunneling in started with a base that was physically inaccessible.Sometimes you don't even realize you're sealed up. I had a miniondrop off a piece of loot in my stronghold once that blocked partof it off; and sure enough agents were soon tunneling into thatblocked area and stealing the gold.
It would be nice if the gamejust audibly warned you of this instead of only noticing it whenchaos broke out. And no, the Persian rug can not be walked on, soit 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 theoutside 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'llhave 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 arelow.
I used to have this problem a lot on Island 1 until I built astaff room near the control room so that all those bleary eyedworkers could regain attention without having to pass by the traps.-Darin Johnson'Floyd here now!' Pete25.10.04 20:22. 'Pete' wrote in messagenews:[email protected].
Or any space at all that can't be walked to. 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 intomy base. Now that I figured out what the game does and doesn't want, I gotrid of the commando raids on my powerplants. I also finally got the nucleargenerators and that makes my base much more energy inefficient.
I hope thecommando raiding is fixed in a patch, because it is very annoying to placesomething wrong and be surprised by a very nasty raid.Another thing that would be nice would be a bigger mini-map radar of thebase. The little red and white dots are tiny.I'm wondering how long this game takes? It seems to take a long, longtime to get anything done in the game. I have to spend some down-timebetween away missions to let heat go down and to recruit more men, so Idon't have a huge supply of money, only about 130,000.Darin Johnson26.10.04 14:32. 'magnulus' 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 offcritical areas to make them agent-proof. But since this happens sooften accidentally it would be helpful to at least have a verbalwarning. 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 playthe way you do, and it's been three weeks so far.Getting money should be a bit easier though.
Put one or two guards ineach of the four high money areas. By themselves they aren't enoughto cause much heat but the cash will slowly trickle in while you'redoing other things. Leave them stealing cash even during yourdowntimes. The only time to evacuate those areas completely are ifyou want that region's heat to go to zero before doing an act ofinfamy. When you get more advanced military minions, then have someof them steal instead of the guards (though keep at least one advancedminion safe at home so he can train replacements).-Darin Johnson'Particle Man, Particle Man, doing the things a particle can'Pete26.10.04 19:57. '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 mapsor missions you can start or stop any time almost so it's easy for the hourhere hour there.
Not too intense so good while eating also:PUsing diplomats and such for missions can really cut down the heat.Haven't really looked for stealing money (though I always use some socialminion) I've seen two diplomants drop the heat of a mission from 34 to 17before triggering the mission. Had the troops there ready in hiding, addedtwo diplomats and actually remembered for a change to check the map and sawwhen they got there. I also find it's better to have a slow trickly ofmoney coming in with low heat than a large rush only to have a hefty squadattack your base 10 min later.Deanjl26.10.04 21:35. 'Darin Johnson' wrote in message news:[email protected]. 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 ofminions you'll need.Daedelus113826.10.04 23:59. 'Darin Johnson' wrote in messagenews:[email protected].
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 about100 hours of gameplay to beat X-Com.One way it's not like X-Com is the variety is not as great. I spend about40 percent of the time just watching the entrance to the base. Since thegame is so CPU intensive, there's really no way to speed it up, too (thatwould be my guess as to why there is no speed setting). And with the levelof 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 aguard to level 2 doors- only to doors that the evil genius alone can walkthrough.
I find the level 3-4 doors fairly useless as there are few areasin the base I want only the evil genius to go into. My guess is that theywanted the focus to be on traps, but as it is I'm reading in the forums andfinding in my own experience, that traps are quite limited in what they cando (the best trap I have found so far is the nerve gas, because it will makethe agents wander around aimlessly for a while until they leave).The pacing is also uneven. Some parts are very slow, others require abit more attention. I actually think this is due to the fact the designersdecided to go with so much micromanagement in the gameplay. Personally, Isee this as a weakness, because it means you cannot concentrate onmicromanaging only a few things at a time. For instance, if an agent issnooping around (discovering an area with heat), a security camera with aminion operator, or a minion walking by, sees it, he should be automaticallyaprehended. There could be settings to adjust the response level of theminions/henchmen, too.
And on the positive side, the gameplay could bespeeded up a bit, then, without losing too much gameplay. But that's myown personal style- I tend to like god games that run themselves in aself-operating system that only needs setup and tweaking, not hand-holding.If the base could run itself better, I could spend more time watching agentsas they come onto the island. As it is now, I don't usually have thatluxury.Johnny Bravo27.10.04 02:38. On Tue, 26 Oct 2004 15:17:11 -0400, 'magnulus' wrote: I'm wondering how long this game takes? It seems to take a long, longtime to get anything done in the game.
I have to spend some down-timebetween away missions to let heat go down and to recruit more men, so Idon'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 tocool off in the color you were just in, drop a few of your guards ormercs in another color to collect some cash while you wait.-'The most merciful thing in the world, I think, is the inabilityof the human mind to correlate all its contents.'
LovecraftJohnny Bravo27.10.04 02:48. On Tue, 26 Oct 2004 21:32:42 GMT, Darin Johnson wrote:'magnulus' 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 offcritical areas to make them agent-proof. But since this happens sooften accidentally it would be helpful to at least have a verbalwarning.I found this out by taking another tactic, I built a small corridoroff another room and put a 4 square armory at the end, added a celland dropped Jet Chan into the cell then deleted the corridor. I wasjust curious what would happen if I locked him in a room with noexits.:)I didn't really expect it to work, but you never know what theprogrammers overlook until you try.-'The most merciful thing in the world, I think, is the inabilityof the human mind to correlate all its contents.' LovecraftMonster27.10.04 09:44. 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 areannoying. You can't kill them so you have to capture them. And if you don'tinterrogate them quickly enough they break out and start blowing shit up notto mention that they are super strong too and most of your minions will diejust subduing him. And after you finish the interrogation (I find thekitchen one works best) if there isn't a valey to escort them back they willregain 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 themavailable when I need them.
Evil Genius Jet Chan Trailer
I ended the first island with over 3million incash but jet chan is causing havoc in my second island and I'm probablygoing to have to replay the end of the first island so I can rebuild mybase.Darin Johnson27.10.04 11:42. 'magnulus' 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 doYeah, the problem with traps is that all the really cool and inventivestuff you can do is lethal, which doesn't help much if you're tryingto misdirect instead of kill.
I did put in a piranha trap thoughthat no agent has ever gotten far enough to trip, but it does amuseme 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 ableto tell minions what to do. But the game allows no direct orders tobe given so that micromanaging means periodically scanning over themap and tagging any new agents. Johnny Bravo 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 trapsfor that matter) out of the way of minion traffic.
For instance, atthe entrance to my base I have a corridor that branches off into atwisty area, and I put the traps here. I also blocked that off witha level 3 door so that minions won't go there. However, agents dolike to go there, and they seem to find a locked door inticing.
Thenthey get their smarts reduced and are suddenly less able to pick thelock to get back out.Earlier on island 1 I had some extra entrances leading to disconnectedcorridors, and agents would snoop in there as well. I didn't block itoff for minions though, and occasionally one would wander in while'patrolling the base', but a valet would usually show up and lead themback 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 theinterrogation only drops their smarts or attention to zero, whichmeans they'll lose all heat (and sometimes regain a blue circle).Ie, the mixing bowl is non-lethal (and is also great for super agentsbecause it takes so much time).-Darin JohnsonSupport your right to own gnus.Darin Johnson27.10.04 12:25. Johnny Bravo 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 killingher after she had been interrogated (I had a new henchman and wantedto get him some experience).
This worked a few times. But then shedecided it was time to leave and that she'd been on the island way toolong. Even though she was standing in the base entrance and couldhave just walked away, she instead unzipped the floor and got in, thenclimbed out of a hole near the helicopter base.-Darin JohnsonSupport your right to own gnus.Johnny Bravo27.10.04 17:13. On Wed, 27 Oct 2004 19:20:21 GMT, Darin Johnson 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. On Thu, 28 Oct 2004 00:30:55 GMT, Darin Johnson wrote:Johnny Bravo 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!
Evil Genius Henchmen
I've never even had two on the island at the same. But by thetime you get all five agents, shouldn't you have an objective topermanently disable at least one of them? Unless you wanted to maxout your notoriety before moving to island 2?I've just about given up on the game. Got rid of two and then oneof them came back, got rid of two and one came back, now every time Iget rid of one another comes back. I still have 3 of them on myisland two hours later. They don't care about blowing things up, theyspend all their free time running around killing all my highest levelminions (even to the point of ignoring lower level ones that areattacking them).
At this point I have no marksmen, martial artists ordiplomats and roughly 80% of my minions are workers, meaning that abunch of high heat missions will have to be redone. In all likelyhoodthis will result in all the agents just coming back again.-'The most merciful thing in the world, I think, is the inabilityof the human mind to correlate all its contents.'
LovecraftPete29.10.04 16:26. 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 inthe game at the corners of my island where no minions go but they do getthe the landing agents.
Evil Genius Jet Chan
Replacing them all the time can suck though.The stat attacking gas ones work well though (like the nerve gas). I havea short dead end corridor branching from the main one and with the mainbranch 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 amotion detector. It usually goes down too early and only gets 1-2 of thebunch but they are stupid and when it goes back up the others still go tothe door and then the moving around triggers it again.Being a dead end it only gets your social minons by accident when they goto escort out the helpless agents and not being a popup it doesn't hit themat range. Oh yeah, and have a education room setup close by.Back onto the main corridor (right after that first good door), I have amotion 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 withSatans Chimney). That combo combined with only having the staff room,mess, barracks etc.
In the first part of my base (power, armory etc arefurther down past 2 more doors) means I can basically let the base runitself (so far in island 1, started over). If they get past the first setof traps, and then looking around the mess, barracks etc.
Their times upand they leave the base.Pete.Darin Johnson29.10.04 17:27. Pete 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 theycan't leave immediately they wander around a bit; having slightlylowered attention means they can't concentrate on the act of openingthe door. So soon they set off the trap again, and are weakened evenmore.
By the time the agents escape they're ready to head home.-Darin JohnsonMy shoes are too tight, and I have forgotten how to dance - Babylon 5Johnny Bravo30.10.04 10:19. On Fri, 29 Oct 2004 23:26:07 GMT, Pete wrote:Being a dead end it only gets your social minons by accident when they goto escort out the helpless agents and not being a popup it doesn't hit themat range. Oh yeah, and have a education room setup close by.Another thing that works, having a 2x2 room connected to the maincorridor (no door), with a Do Not Push Button trap in it with sensorsin the hallway. Face the trap into the room and when it goes off onlythe agents in front of the trap gets zapped. Other than an occasionalsocial minion escorting someone out it keeps your agents from gettinghit.
I set up my entrance like this, with the room being a laboratoryso I could put the fake research machine in it to make it easy tosteal.DDHHHHTRSSRRHHDDH = Hall, D = Door (mainly to keep tourists out of my base), S =Sensor, R = Room, T = Trap-'The most merciful thing in the world, I think, is the inabilityof the human mind to correlate all its contents.' LovecraftDeanjl30.10.04 10:52.