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Author Topic: The Evil Genius tip thread: Now with extra creamy evilness  (Read 3036 times)
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Gryndyl
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« on: October 11, 2004, 04:29:47 PM »

There is a lot more depth to this game than one might  expect; it becomes more and more apparent the longer you play. We had a tips thread on GG so I thought I'd ressurect it. Here's some of what I've learned so far; please add to the list!

1.  Agents only tunnel into your base if you have blocked floor space. Keepevery empty floorspace accessible and you'll never have a tunneling agent problem. The biggest risk is in your stongroom. Minions stack your piles of gold pretty much anywhere they feel like and can potentially stack it in a way that blocks off a section of floor. The last place you want agents tunneling in is in your strongroom so make it good size to help prevent this from occuring.

2. You can use items other than the interrogation chair for interrogation. When selecting an interrogation device, try mousing over some of the other items in your base that might make for some amusing interrogation techniques. Your evil laboratory, in particular, is chock full of fun contraptions to stick agents into. My personal favorite is sticking a superagent into the impact stress generator.

3. A small maze of halls and level 3 security doors at your entrance will keep most agents stuck there for a good while. Likewise outbuildings can keep them pretty well occupied also.

4.  It is tempting to put extremely lethal trap combos at your base entrance. Just be aware that if in a high minion traffic path that many of your minions will also be caught when agents set these off. Likewise they will get caught in them when they're crowding in to carry out the pile of bodybags.  Stick your most lethal traps off to the sides of your entrance. Agents will still go in there to see what's there and minions won't go there since there's nowhere to go. If you want to keep the bodybag collector casualties low put a level 3 security door blocking access to the traps. When there is a lull in agent attacks you can lower security so your minions can run in and clear the bags out.

5. Including a social minion with your stealing minions on the world map will help keep their heat low.  Likewise, sending guards or mercs to steal instead of workers will reduce your casualties. If an area gets to hit, move your minions. It's much faster and more efficient to add them simultaneously with removing them. Example: You have 3 guards in Japan and Japan is getting hot because of a job you just pulled in California. South America is still mellow though. Add 3 guards to South America, then remove the 3 from Japan. The helicopter will grab the guards and immediately redeposit them in South America, saving the time of waiting for anyone from the base to make it out there.

6. The easiest way I've found so far to keep a superagent under control when they land on your island is to stick a weaken tag on them. Your valets and playboys will keep them dazed and confused for their entire visit.

7.  Rather than putting large clumps of minions on the world map try spreading them thin and wide. You can rake in a lot of cash for relatively low heat and if an agent drops in you're only out 1 or 2 minions instead of a stack.

8.  Be very careful placing any traps that generate flame. Include fire extinguishers in the vicinity. Avoid placing flammable objects near the trap.  Important note: Minions are flammable.

9. Keep your evil  geniusness in high traffic areas.  I like to park him in the control room. His presence improves minion loyalty.

10. Instead of sticking all of your weapons in one armory, create small "weapon closets" throughout the base. Whenever you go to yellow or red alert minions will run to the nearest weapons to arm themselves. If they all have to run clear to the armory then by the time they get back it's going to be too late.
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Scoop20906
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« Reply #1 on: October 12, 2004, 05:32:05 AM »

Thanks for resurrecting this from the Gone Gold Forum (RIP).

I am really loving this game. It has knocked off all the games I was spending any time with as I am enjoying trying to figure out how to create an effective evil lair. I love the idea of trying to keep the heat low and not let agents find any incriminating evidence.   :lol:

This is one of the easier games for me to role play in a long time. Just for fun, I imagine my evil genius is the evil Octopus from the old 1950s Speed Gibson radio series.

Also, I haven't had a chance to thank Knightshade Dragon for being so generous to take some of us in. I have always had alot of respect for the work he has done with this site.
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Gryndyl
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« Reply #2 on: October 12, 2004, 05:47:30 AM »

Yes, a maze at the entrance and a lot of valets will go a long way towards an agent never ever reaching the heart of your lair if you're quick with the 'weaken tag'.  Rarely do I EVER find an agent past my first line of defenses and if I do he is promptly captured and interrogated and made a permanent residence of my freezer  :twisted:
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Scoop20906
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« Reply #3 on: October 12, 2004, 05:55:19 AM »

Damn, I think I need to start over. The urge to create an efficient lair with nice straight corridors is hard to unlearn.

I need to think like a deceitful evil genius who's only goal is to confound the forces of good until the proper time when I can UNLEASH MY FURY and make the WORLD GROVEL AT MY FEET AND ....  :twisted:

Wow, you can really get carried away huh?

I will get to work on that maze first thing tomorrow evening!!
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Victoria Raverna
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« Reply #4 on: October 12, 2004, 07:15:39 AM »

The agents seem to like to mess with doors. So the entrance to my evil genius' lair pass through a section that look like this:

Code:

*--*--*--*--*
|  |  |  |  |
*--*--*--*--*
|  |  |  |  |
*--*--*--*--*
|  |  |  |  |
*--*--*--*--*


* = wall section/column
| and -- are doors.
Depend on how I set the security status of each door, I can adjust the path my minion use to travel in and out. A straight line when there is not many agents. And some kinda of maze when there are agents.
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Gryndyl
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« Reply #5 on: October 12, 2004, 03:00:46 PM »

Hehe, nice, I bet that keeps the agents pretty solidly confused.  Pretty space efficient too. My roommate and I are finding that placing 2 bases entrances nearby each other that are connected to each other  by a hallway with lots of dead ends and doors and one "real" entrance works well also. The agents break in one door and if they manage to get through any of the maze at all will often end up following your minions out the other door, waiting until a minion opens it and triumphantly leaping through only to find themselves outside again.
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« Reply #6 on: October 12, 2004, 03:18:49 PM »

The opening maze is a great idea.  The only layout tip that I've figured out so far is to make your first main corridor a long thin barracks.  1) Plenty of places to put extra lockers, 2) No barracks features have heat (so far) and 3) it insures that any agents making their way into the base immediately encounter the off-shift cannon fodder.  You can add "room warts" (i.e., 4x4 mess halls, break rooms, training rooms, etc) as necessary off the main corridor.  Just the non-heat generating stuff.

*Hits self-destruct button on current base, goes off to another volcanic island to build the front door maze*
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« Reply #7 on: October 14, 2004, 02:53:28 PM »

Thanks Victoria Raverna. That maze design has helped keep the agents completely confused while I worked on my evil plans. The only drawback with all those doors is that alarm is going off CONSTANTLY.  :x

But the heat is starting to get turned up and soldiers are starting to show up and sometimes just shoot my minions on site outside the base. I haven't even considered creating the hotel. Should I bother with the hotel or topside building stuff?

I do have a question for everyone. For the control room, what is the ratio of control boards to memory banks?

Is it one to one or two consoles for every memory unit? I am having a tough time figuring out how to keep the room manned and keeping people on the memory banks. Any suggestion?

Also, when performing an act of infamy, can I set my minions to "hide" and still carry out the mission?

Should I be building so many lockers or should I wait until my reputation starts bringing in minions. Lockers kind of feel like a waste of space since the minions never use them for anything.

Also, what does everyone think is the best room to build off the initial maze? I would like a place where alot of minions are available so they are ready to fight off agents that get through the maze. Any suggestions?

Thanks in advance...
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Gryndyl
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« Reply #8 on: October 14, 2004, 03:43:50 PM »

The teams of soldiers that attack on site are very much a pain. While the hotel and exterior buildings do keep some agents occupied the costs of those buildings takes away a lot of the value.  If you're rolling in money go ahead but I don't think you'll find the investment to be worth it. Easier is to play it mellow for awhile to let the heat go down. Non Spoiler tip: If you want to reduce heat, do some plotting somewhere where it's really really cold...

Not sure on the ratio of control boards to memory banks. The time clock can help keep the room manned but if you have a lot of control boards then you're inevitably going to run short on minions at some point-especially if you have a lot of them on the world map.

Minions can hide on the world map until the start the act of infamy but once they start the act they will be reset to the activity appropriate for that act of infamy. If you switch it I think it effectively aborts the mission.

Lockers can get you a lot of minions fast at the beginning of the game but as your infamy grows start selling them off to reclaim the space. It's also possible to invent a more efficient locker in your lab.

The best room to build off of the official maze, IMHO, is the barracks. Generates zero heat with any agent that penetrates it and often has a lot of minions there for a quick response.  Your breakroom and cafeteria fall along the same lines.

Hope that helps some  smile
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Victoria Raverna
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« Reply #9 on: October 15, 2004, 04:30:45 AM »

I think I'm going to set up a 4 entrances base on my next island with Door Maze.

Setting up one entrance in each side of the mountain and then make a long corridor from north entrance to south one. The same with the East entrance to the west one so two corridors intersect each other then just put the door maze at the intersection point.

That effectively cut the base into 4 sections so in each section I use one of the barrack, mess hall, staff room, archives as the buffer area leading to my higher security rooms.

Code:
                     *  *
                      *  *
                      *  *
       Inner          *  *
       Base           *  *
                      *N *  *************
        *  *          *o *  *          |    Inner
        *--*********  *r *  * Mess     **   Base
        *          *  *t *  * Hall     *
        * Archives *  *h *  *          *
        *          ****--****--* *******
        *          |  |  |  |  *
        ************--*--*--*--************************
                   *  |  |  |  |  East
********************--*--*--*--************************
              West |  |  |  |  *
********************--*--*--*--***********
                   *  |  |  |  |         *
             *******--****--**** Barrack *
             *        *  *S *  *         *
             *  Staff *  *o *  *         *
             *  Room  *  *u *  *         **  Inner
             *        *  *t *  *         |   Base
             *--*******  *h *  ************
             *  *        *  *
                         *  *
             Inner       *  *
             Base        *  *
                         *  *
                         *  *


* = wall section/column
| and -- are doors.

Having 4 entrances will make the minion travel more efficient. Instead of going around the mountain to reach the other side, the minions can cut through the mountain. It can probably reduce the minions getting killed by superagents or soldiers by reducing outdoor travel. Using one maze in central area instead of 4 mazes to protect 4 entrances, this design will be more cost/space saving.
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Gryndyl
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« Reply #10 on: October 15, 2004, 03:28:08 PM »

Cool looking set-up! Let me know how well it works for you smile
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« Reply #11 on: October 18, 2004, 03:07:23 PM »

Question: I'm having trouble researching because my scientists are usually working at the control room or even *serving food in the cafeteria* >.< instead of grabbing stuff to research.  How do I keep them at the bench?

EDIT: nevermind.  I loaded up the game, increased the scientist quota from 10 to 15 and soon had tech coming out my ears.
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lokiju
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« Reply #12 on: November 23, 2004, 03:01:54 AM »

I am just starting this game and was wondering if, after some time now, anyone has more early-game tips?
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« Reply #13 on: November 24, 2004, 05:19:16 PM »

Here's a great way to make money at the beginning of the game that my old roommate turned me on to.  I haven't  tried it because I already had a game going and need to restart.  Here we go:

Layout your entire base before you even start the game, make sure you build a big barracks with plenty of lockers so you can get to 100 minions quick.  (I think the ratio is 1 locker = 1 free minion)  Crank your minion hire rate up so you get one at least every 10 seconds, then sit back and wait until you have 100.  After that, put 50 of your minions in any area that has a 9 money rating, then the other 50 in any other area with a 9.  This should bring in about 20 grand each minute.  The kicker is that you won't see any agents and soldiers on your island until AFTER you complete the capture the maid mission, so all you have to do is sit back and let the money roll in.  Watch your heat ratings for the areas you are occupying, move your workers to another area once it gets too high.  You can get as much money as you need which really helps out in the beginning of the game.

Hope this helps!

Glycerine
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« Reply #14 on: November 25, 2004, 03:37:17 AM »

Lol, I JUST found that out yesterday...and now have $4 million before the maid is even captured.     :shock:
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Victoria Raverna
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« Reply #15 on: December 02, 2004, 06:02:54 AM »

Quote from: "lokiju"
Lol, I JUST found that out yesterday...and now have $4 million before the maid is even captured.     :shock:


Just remember don't overdo it. There is a bug at the move to second island fund transfer that will overflow and reset your money to minus if you have too much money. I don't know the limit but I know that you can transfer 14 millions safely and can't transfer over 20 millions. I learnt this the hardway when I tried to transfer almost 30 millions.smile

If you have too much money and encounter the bug, you can fix it by loading  a checkpoint save before moving to second island then build a new smaller stronghold to keep your gold(each stack = 400K, so try to build a room smaller than 36 square) then destroy your old stronghold.
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« Reply #16 on: December 03, 2004, 01:34:34 AM »

Thanks for the info.  I have unfortunately gotten sick of the micromanagement and illogical/unreasonable dealings, therefore the game is uninstalled and ready for trade.  What a repetative game.
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« Reply #17 on: January 07, 2005, 03:05:00 PM »

Evil Genius is a serious time sink! It has that great addictive quality where you will want to just hang on another 5 minutes til you can attempt that act of infamy or just another 5 minutes til you research that new nuclear power plant or just another 5 minutes til I get my minions out to the world to uncover a new loot item to steal or just another 5 minutes til I build that casino AND ON AND ON until its well after 3:00 AM.

ARGHHH!!!

Seriously, I do enjoy this game but it can crawl at times and the setbacks the game can throw at you can be severe for instance when the forces of justice send the army types after you and they just start mowing down all your highly trained UNARMED minions.

I really wish there was a way to assign just one of each type to a specific room to work so they would be safe. Why couldn't my evil genius just point and a minion and then point a job, "YOU DO THIS NOW!!"

On a plus note, I love the menu soundtracks. Just awesome music. The game has flavor and thats what I love about it.

I'm still on the first island, yes im very slow about this but you know what this game was a great purchase for me.
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« Reply #18 on: January 07, 2005, 10:34:29 PM »

Quote
I really wish there was a way to assign just one of each type to a specific room to work so they would be safe. Why couldn't my evil genius just point and a minion and then point a job, "YOU DO THIS NOW!!"


This sounds like what Time Clocks are for...

Drop one in the room and double-click it. You can move the slider up to make sure a room is always staffed. As a side benefit, you can also turn it all the way down to stop the power - useful if you have more stuff than generators.

Chris
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« Reply #19 on: January 11, 2005, 05:10:05 PM »

Quote
This sounds like what Time Clocks are for...


I understand what you meant but what I meant is sometimes, my high-level minions (Diplomats, Playboys, Scientists) will BLINDLY walk right into a firefight and get roasted. If I can direct one type of each of this guys to say, the training rooms, I never have to worry about losing a potential trainer and having to go out and kidnap another one.

Just a gripe...
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