Hrm, there are 4 totem pole parts right? Where's the fourth? :/ And I did the whole fake base entrance thing with traps only. It works well for tourists and low level agents, but saboteurs get **** off and blow it all up. GG 50k down the drain.
TalesinOur own little well of hateJoin Date: 2002-11-08Member: 7710NS1 Playtester, Forum Moderators
I think the totem pole parts reveal over time. I prevented grabbing any until all four were available... then swooped in and grabbed 'em all. Unfortunately, this meant four randomly-placed bad-luck-o-generators until I found where they went in my base. In the middle of an assault. With no power. Crap.
In any case, I seem to have recovered. I was bottlenecked for the most part, so I have a LOAD of stuff researched, but am still on the first island. Hopefully once I get the last part of the Doomsday Plans that I need, it'll let me onto the next island... unless I missed something, and should be able to buy it right now? :b
Also, the double Super-agent attacks are getting irritating. My villain can only gloat at one at a time, even if both are being tortured in the same room. So I have to juggle, pray, and keep three Henchmen nearby at all times in case one escapes. One of my henchmen is down two lives, and another is down one already... sucks. Hopefully there's a way to get those lives back, eventually.
And what use are Freaks, anyway? They seem pretty pointless, given that they set off every trap, and attack the tourists *if* they make it out alive.
<!--QuoteBegin-Talesin+Oct 7 2004, 11:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Oct 7 2004, 11:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also, the double Super-agent attacks are getting irritating. My villain can only gloat at one at a time, even if both are being tortured in the same room. So I have to juggle, pray, and keep three Henchmen nearby at all times in case one escapes. One of my henchmen is down two lives, and another is down one already... sucks. Hopefully there's a way to get those lives back, eventually. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> No, you can never get henchman's lives back... it sucks. Why bother capturing and torturing the super agents, though? Capturing them is ok, but torturing them is like begging for them to rampage through your base. Just leave them locked up where they actually have to break out.
<!--QuoteBegin-Gadzuko+Oct 7 2004, 12:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gadzuko @ Oct 7 2004, 12:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Talesin+Oct 7 2004, 11:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Oct 7 2004, 11:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also, the double Super-agent attacks are getting irritating. My villain can only gloat at one at a time, even if both are being tortured in the same room. So I have to juggle, pray, and keep three Henchmen nearby at all times in case one escapes. One of my henchmen is down two lives, and another is down one already... sucks. Hopefully there's a way to get those lives back, eventually. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> No, you can never get henchman's lives back... it sucks. Why bother capturing and torturing the super agents, though? Capturing them is ok, but torturing them is like begging for them to rampage through your base. Just leave them locked up where they actually have to break out. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> or make a single cell in a room conected by a corridor then just break the corridor and he cant get out OR block the cell entrance/exit once the super agent is in there eventualy they just disapear off the island
Whenever areas get blocked off, though, normal agents will use "secret passageways" and teleport into areas of your base. I had a lab blocked off, due to destroying the corridor. I made sure a couple of hecnhies were in there to deal with intruders...unfortunately, the agents turned up in my power room and destroyed half of my generators instead of staying in the lab.
then use my seconed tip of blocking the jail cell with another item <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I've plotted nearly everywhere using a biochemist and quantum physicist and the 4th totem part won't appear. I have 3 already.
Also, anyone kill mariana mamba or whatever yet? Someone said "Infirmary surgery chair" and I got something that appears to be exactly that, but I haven't been able to check if it will kill her yet and I don't feel like bringing her all the way into the base.
Lord kane is pretty good. He beats Ivan (who is now on watch of my outside corridor door 24/7) and he doesn't blow stuff up for no reason. Force barrier doors are pretty useless but they look nice. And uhh any hints on how to produce freaks?
<!--QuoteBegin-Wither+Oct 7 2004, 08:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wither @ Oct 7 2004, 08:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've plotted nearly everywhere using a biochemist and quantum physicist and the 4th totem part won't appear. I have 3 already.
Also, anyone kill mariana mamba or whatever yet? Someone said "Infirmary surgery chair" and I got something that appears to be exactly that, but I haven't been able to check if it will kill her yet and I don't feel like bringing her all the way into the base.
Lord kane is pretty good. He beats Ivan (who is now on watch of my outside corridor door 24/7) and he doesn't blow stuff up for no reason. Force barrier doors are pretty useless but they look nice. And uhh any hints on how to produce freaks? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I made the mistake of getting Ivan. I ended up keeping him in Japan for the whole game, he kept using his bazooka to quell jail riots. Blew up my whole armory 4 times, and once he shot a lone investigator who somehow made it into my power plant. Took out 24 nuclear generators.
I love how the agents just snoop randomly. I have a minibase that is a box of corridors that has jets that shoot the agent around in a circle forever, and after 1 round, Prometheus flamethrowers fire in the opposite direction, cooking everything in the corridors to a crisp. Kept Jet Chan in there for 20 minutes once. He kept running for the exit and getting torched into unconsciousness.
<!--QuoteBegin-Dorian Gray+Oct 7 2004, 05:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dorian Gray @ Oct 7 2004, 05:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I made the mistake of getting Ivan. I ended up keeping him in Japan for the whole game, he kept using his bazooka to quell jail riots. Blew up my whole armory 4 times, and once he shot a lone investigator who somehow made it into my power plant. Took out 24 nuclear generators. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I feel your pain. Ivan seemed to be the coolest of the henchmen at the time, but if I had known just how much he was going to cost me in terms of property damage, I'd have left him for HAMMER.
<!--QuoteBegin-Snidely+Oct 7 2004, 03:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snidely @ Oct 7 2004, 03:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Dorian Gray+Oct 7 2004, 05:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dorian Gray @ Oct 7 2004, 05:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I made the mistake of getting Ivan. I ended up keeping him in Japan for the whole game, he kept using his bazooka to quell jail riots. Blew up my whole armory 4 times, and once he shot a lone investigator who somehow made it into my power plant. Took out 24 nuclear generators. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I feel your pain. Ivan seemed to be the coolest of the henchmen at the time, but if I had known just how much he was going to cost me in terms of property damage, I'd have left him for HAMMER. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> what you gotta do is stick him in a shack right outside your base put the door on level 3/4 when things are going bad put the door on 2 let him out blast everyone then stick him back in his room
TalesinOur own little well of hateJoin Date: 2002-11-08Member: 7710NS1 Playtester, Forum Moderators
edited October 2004
I'm just annoyed 'cuz Mr. Voodoo-guy seems cool... but all of his abilities take INSANE amounts of exp to unlock, and he only has one life left.
As for torturing agents... if you get ALL the agents there, and have a jailcell and torture/interrogation device for each (I use Spinning Chairs), you can queue them up. Just make SURE that you 'capture' them immediately after their interrogation is over, immediately set them for 'interrogate' as soon as they're back in the cell, and put them back on the same chair.
This accomplishes a few things; one, they'll wait their turn, without ever trying to break out. Two, THIS KEEPS THEM OFF THE WORLD MAP. Ever try to pull an AOI just to have a super-agent show up in the middle and foil things? No more, with them locked up.
Also, so long as you PREVENT a Valet from carrying them out and dumping them outside, they will never vanish. I did this for about five hours, carrying out other stuff in the background while each interrogation was going on. Sure, it's a bit of a juggling act to not allow them to sit there (and regain consciousness) or be carted off by a well-meaning Valet.. but it's worth it given how much you get back in successful missions.
If you choose to try this, be warned; one or another WILL break out of their cell, sooner or later. If they're all in the same room (saves on walking time for my evil villain) this means that the minions torturing the active one, as well as guarding the one who is due for interrogation next will break off.. and you'll have three ticked-off Superagents in the room with your EG. But I've managed to run away fast enough, and throw guards and my minions at them (en masse, rather than one at a time like I did at first) which knocks them out again, and I can stuff them back in their cells... and back in the chairs before any of them can escape. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Only one you really have to watch is the russian SA, I think. She can pull the Infiltrator trick of jumping through the floor, if she's not KO'd immediately. At which point you have an SA on the loose... in the world if you kept it up long enough, or somewhere in your base if you didn't :b
My current problem is that the tactic works too well. I hardly ever had an invasion get past the first corridor, since there's no SA to lead the way. I'm complacent now, and am almost at the 100 minion cap. I may have to pull the 500-minion edit cheat just so I don't have to worry about one of my two Marksmen deserting, and shooting the other in the process. Beyond that, I really have no reason to go to the new island. Can't count HOW many Diplomats, Playboys, and Marksmen I've had to go capture due to THEM responding, rather than leaving anti-Agent duties to the lower classes. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Just as a curiosity. Anyone tried using a higher-form minion to fill a mission slot? That is, it asks for a Technician, and you send a Scientist instead? At that point I could just jack all of my minions up to high-level (excepting a few Valets to put out fires) and have my massive force. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I *have* noticed that apparently Mercenaries don't want to do interrogations.. may need five or so Guards, just for that. (They seem to do a better job of it than the Workers do)
I gave up on marksmen after the 10th time a couple of wandering agents tagged for weakening just happened past one of them in the corridor, and shot him to death with their pistols because he was carrying a gun. I don't care how good they are, they don't fit with my tactics so they're gone.
Do these guys even test their own games? All they have to do is play the game to say "oh, well wouldn't it be nice if I could do this or do that." And it is a marvel to me that games can be released so flawed. Would have done wonders for their sales if they had only made a better interface to the user. Maybe marketing pushed them too much?
<!--QuoteBegin-Hibame+Oct 7 2004, 04:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hibame @ Oct 7 2004, 04:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well ****, I have 2 million dolars but it only lets me take 800k to the second island... WTH <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You might need to build a bigger safe room. You can only have as much gold as will fit on the floor.
Of course, you might be out of luck if it only considers how much gold will fit in the outdoor shack...
Scientists will not do technician missions, btw.
CWAG, your limit went down because you lost your lockers in the move. When you build more, or get a higher notoriety, it'll go back up.
If you have Ivan, just leave him on the map to steal stuff. He can't hurt anyone there. Otherwise you have to keep him locked behind a door so he won't wander around until you need him, and that's annoying.
Hawkeye, I think the game needs more tooltips and such, and a few bugfixes, but other than that it's a much better 1.0 than the industry has been putting out as of late. The glossary/videos do a pretty good job of instructing.
It is rather annoying how gun-happy some of the agents are, however. OMG a door kill it kill it!
Getting people stuck in the freezer in the demo was great fun. Suddenly the entrance is gone, and you cant see any way to get out of the room! You feel panic rising, and start banging on the walls in hope that someone will hear you. But, to no avail...
Although I did get them out of there. Bombing the corridor was an accident really.
GAH I just spent 2 hours building up an empire on the first island (it did however have my best base design yet) in hope of having the right research on the second island to build the submarine pen, only to find out that they TOOK THE SUB PEN OUT. I guess I'll just try for a different doomsday rocket...
<!--QuoteBegin-taboofires+Oct 8 2004, 11:59 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ Oct 8 2004, 11:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Hibame+Oct 7 2004, 04:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hibame @ Oct 7 2004, 04:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well ****, I have 2 million dolars but it only lets me take 800k to the second island... WTH <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> You might need to build a bigger safe room. You can only have as much gold as will fit on the floor.
Of course, you might be out of luck if it only considers how much gold will fit in the outdoor shack... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> bah, I have so many goodies that not all of them fit in there anywasys, they go otuside some too unless theres an armory thing
<!--QuoteBegin-taboofires+Oct 8 2004, 09:59 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ Oct 8 2004, 09:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hawkeye, I think the game needs more tooltips and such, and a few bugfixes, but other than that it's a much better 1.0 than the industry has been putting out as of late. The glossary/videos do a pretty good job of instructing. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> i totaly agree i found this game to be pretty complete sure id like them to add a few novelty things but these can easily be added by modding the game
I just hit the "last straw" point. The AI broke for me, evne though jet chan is placing C4 wherever he wants my hitmen refuse to attack him, too much bs in this game uninstalled.
Wow, my base just got invaded from no were. chan came to my island and I handeled him with a few loses, but after he left I got invaded by like 10 vet agents and they raped my lockers, the thing is they came right out of the ground, and everything is accasable. Iv been having this problem a lot too. Agents just warp into my power room and back of my base and it isnt just one type its all of them, and its starting to **** me off =/ espicaly cus 50k of lockers are on fire
<!--QuoteBegin-CommunistWithAGun+Oct 8 2004, 03:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CommunistWithAGun @ Oct 8 2004, 03:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I just hit the "last straw" point. The AI broke for me, evne though jet chan is placing C4 wherever he wants my hitmen refuse to attack him, too much bs in this game uninstalled. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> After I repelled a massive attack (and did really well, my marksmen + martial artists actually didn't die for once), all the minions involved just stood at the scene of the battle like dummies. While trying to get them to do domething (anything), more soldiers came in and wrecked my barracks.
The major problem with this game is that you have too little control over minions' activities. It ends up being frustrating because they're<i> too stupid</i> to look after themselves. Minions will work themselves to death or unconciousness (especially in training, I've lost over ten martial artists due to them training instead of visiting the infirmary or mness hall next door), and because you can't order them otherwise, all you can do is watch or order the equipment to be moved. Henchmen can't call working minions to follow them, meaning that if your marksmen are at control stations, you better turn off the time clock, otherwise you're going to get smashed. Technicians don't always go for the power generator that's most worn down, which has caused unneccesary blackouts a couple of times. Being able to issue more complex tags such as "Repair" and "Sort Yourself Out You Moron, <b>You're About To Die Of Starvation</b>" would be welcome. Being able to allot a number/percentage to specific tasks would also be great; I want ten techs constantly maintaining my base, with just two working in the lab. More precise time clocks, too - at the moment, it seems to just attract a percentage of minions as opposed to a clear number. My small infirmaries have too many people manning them, but the clock's on the minimun setting. Being able to order doors to be guarded independantly of who can pass through them; I want minions to be able to access the strongroom <i>and</i> I want guards outside. It's crazy that I can't do that. The ability for cameras to auto-tag (either off, tag to kill or tag to KO). As it is, it feels unfair when things start to unravel, because there's only so much you can do.
I think I'll go and play some more Rome:Total War instead.
Well yet agein another problem, iv been invated by exceptonal vetrins and they are harder to kill then 2 super agents.... they all shoot at the same target and shoot everything, buildings people. so I cant get close enouf to even tuch them, and im quickly losing all my forces.......
oh and another thing, I built a trap and it turned to be 1 tile to long from the fans but now I cant delete it to fix it so im **** there too. I would think that you should be able to edit halls and I can delete it cus its connect to the entrace hall...
Comments
In the middle of an assault.
With no power.
Crap.
In any case, I seem to have recovered. I was bottlenecked for the most part, so I have a LOAD of stuff researched, but am still on the first island. Hopefully once I get the last part of the Doomsday Plans that I need, it'll let me onto the next island... unless I missed something, and should be able to buy it right now? :b
Also, the double Super-agent attacks are getting irritating. My villain can only gloat at one at a time, even if both are being tortured in the same room. So I have to juggle, pray, and keep three Henchmen nearby at all times in case one escapes. One of my henchmen is down two lives, and another is down one already... sucks. Hopefully there's a way to get those lives back, eventually.
And what use are Freaks, anyway? They seem pretty pointless, given that they set off every trap, and attack the tourists *if* they make it out alive.
I think if you plot something that you can't get yet, like stealing a totem pole piece, then it will appear instantly when it becomes available.
No, you can never get henchman's lives back... it sucks. Why bother capturing and torturing the super agents, though? Capturing them is ok, but torturing them is like begging for them to rampage through your base. Just leave them locked up where they actually have to break out.
No, you can never get henchman's lives back... it sucks. Why bother capturing and torturing the super agents, though? Capturing them is ok, but torturing them is like begging for them to rampage through your base. Just leave them locked up where they actually have to break out. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
or make a single cell in a room conected by a corridor then just break the corridor and he cant get out OR block the cell entrance/exit once the super agent is in there eventualy they just disapear off the island
Also, anyone kill mariana mamba or whatever yet? Someone said "Infirmary surgery chair" and I got something that appears to be exactly that, but I haven't been able to check if it will kill her yet and I don't feel like bringing her all the way into the base.
Lord kane is pretty good. He beats Ivan (who is now on watch of my outside corridor door 24/7) and he doesn't blow stuff up for no reason. Force barrier doors are pretty useless but they look nice. And uhh any hints on how to produce freaks?
Also, anyone kill mariana mamba or whatever yet? Someone said "Infirmary surgery chair" and I got something that appears to be exactly that, but I haven't been able to check if it will kill her yet and I don't feel like bringing her all the way into the base.
Lord kane is pretty good. He beats Ivan (who is now on watch of my outside corridor door 24/7) and he doesn't blow stuff up for no reason. Force barrier doors are pretty useless but they look nice. And uhh any hints on how to produce freaks? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I made the mistake of getting Ivan. I ended up keeping him in Japan for the whole game, he kept using his bazooka to quell jail riots. Blew up my whole armory 4 times, and once he shot a lone investigator who somehow made it into my power plant. Took out 24 nuclear generators.
I love how the agents just snoop randomly. I have a minibase that is a box of corridors that has jets that shoot the agent around in a circle forever, and after 1 round, Prometheus flamethrowers fire in the opposite direction, cooking everything in the corridors to a crisp. Kept Jet Chan in there for 20 minutes once. He kept running for the exit and getting torched into unconsciousness.
I feel your pain. Ivan seemed to be the coolest of the henchmen at the time, but if I had known just how much he was going to cost me in terms of property damage, I'd have left him for HAMMER.
I feel your pain. Ivan seemed to be the coolest of the henchmen at the time, but if I had known just how much he was going to cost me in terms of property damage, I'd have left him for HAMMER. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
what you gotta do is stick him in a shack right outside your base put the door on level 3/4 when things are going bad put the door on 2 let him out blast everyone then stick him back in his room
If things look grim, I just make a few freaks and disconnect my flame trap(s).
Edit: Just too many "just"s. HAHAHAHAHAHAHAHAHAHAAHAHAHAHAHAHAHAHA
As for torturing agents... if you get ALL the agents there, and have a jailcell and torture/interrogation device for each (I use Spinning Chairs), you can queue them up. Just make SURE that you 'capture' them immediately after their interrogation is over, immediately set them for 'interrogate' as soon as they're back in the cell, and put them back on the same chair.
This accomplishes a few things; one, they'll wait their turn, without ever trying to break out. Two, THIS KEEPS THEM OFF THE WORLD MAP. Ever try to pull an AOI just to have a super-agent show up in the middle and foil things? No more, with them locked up.
Also, so long as you PREVENT a Valet from carrying them out and dumping them outside, they will never vanish. I did this for about five hours, carrying out other stuff in the background while each interrogation was going on.
Sure, it's a bit of a juggling act to not allow them to sit there (and regain consciousness) or be carted off by a well-meaning Valet.. but it's worth it given how much you get back in successful missions.
If you choose to try this, be warned; one or another WILL break out of their cell, sooner or later. If they're all in the same room (saves on walking time for my evil villain) this means that the minions torturing the active one, as well as guarding the one who is due for interrogation next will break off.. and you'll have three ticked-off Superagents in the room with your EG. But I've managed to run away fast enough, and throw guards and my minions at them (en masse, rather than one at a time like I did at first) which knocks them out again, and I can stuff them back in their cells... and back in the chairs before any of them can escape. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Only one you really have to watch is the russian SA, I think. She can pull the Infiltrator trick of jumping through the floor, if she's not KO'd immediately. At which point you have an SA on the loose... in the world if you kept it up long enough, or somewhere in your base if you didn't :b
My current problem is that the tactic works too well. I hardly ever had an invasion get past the first corridor, since there's no SA to lead the way. I'm complacent now, and am almost at the 100 minion cap. I may have to pull the 500-minion edit cheat just so I don't have to worry about one of my two Marksmen deserting, and shooting the other in the process. Beyond that, I really have no reason to go to the new island.
Can't count HOW many Diplomats, Playboys, and Marksmen I've had to go capture due to THEM responding, rather than leaving anti-Agent duties to the lower classes. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Just as a curiosity. Anyone tried using a higher-form minion to fill a mission slot? That is, it asks for a Technician, and you send a Scientist instead? At that point I could just jack all of my minions up to high-level (excepting a few Valets to put out fires) and have my massive force. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I *have* noticed that apparently Mercenaries don't want to do interrogations.. may need five or so Guards, just for that. (They seem to do a better job of it than the Workers do)
I left the island with 99 men, but now my limit is 67 or something and I HAVE NO CONSTRUCTION WORKERS.
You might need to build a bigger safe room. You can only have as much gold as will fit on the floor.
Of course, you might be out of luck if it only considers how much gold will fit in the outdoor shack...
Scientists will not do technician missions, btw.
CWAG, your limit went down because you lost your lockers in the move. When you build more, or get a higher notoriety, it'll go back up.
If you have Ivan, just leave him on the map to steal stuff. He can't hurt anyone there. Otherwise you have to keep him locked behind a door so he won't wander around until you need him, and that's annoying.
Hawkeye, I think the game needs more tooltips and such, and a few bugfixes, but other than that it's a much better 1.0 than the industry has been putting out as of late. The glossary/videos do a pretty good job of instructing.
It is rather annoying how gun-happy some of the agents are, however. OMG a door kill it kill it!
Suddenly the entrance is gone, and you cant see any way to get out of the room! You feel panic rising, and start banging on the walls in hope that someone will hear you. But, to no avail...
Although I did get them out of there. Bombing the corridor was an accident really.
You might need to build a bigger safe room. You can only have as much gold as will fit on the floor.
Of course, you might be out of luck if it only considers how much gold will fit in the outdoor shack... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
bah, I have so many goodies that not all of them fit in there anywasys, they go otuside some too unless theres an armory thing
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i totaly agree i found this game to be pretty complete sure id like them to add a few novelty things but these can easily be added by modding the game
After I repelled a massive attack (and did really well, my marksmen + martial artists actually didn't die for once), all the minions involved just stood at the scene of the battle like dummies. While trying to get them to do domething (anything), more soldiers came in and wrecked my barracks.
The major problem with this game is that you have too little control over minions' activities. It ends up being frustrating because they're<i> too stupid</i> to look after themselves. Minions will work themselves to death or unconciousness (especially in training, I've lost over ten martial artists due to them training instead of visiting the infirmary or mness hall next door), and because you can't order them otherwise, all you can do is watch or order the equipment to be moved. Henchmen can't call working minions to follow them, meaning that if your marksmen are at control stations, you better turn off the time clock, otherwise you're going to get smashed. Technicians don't always go for the power generator that's most worn down, which has caused unneccesary blackouts a couple of times. Being able to issue more complex tags such as "Repair" and "Sort Yourself Out You Moron, <b>You're About To Die Of Starvation</b>" would be welcome. Being able to allot a number/percentage to specific tasks would also be great; I want ten techs constantly maintaining my base, with just two working in the lab. More precise time clocks, too - at the moment, it seems to just attract a percentage of minions as opposed to a clear number. My small infirmaries have too many people manning them, but the clock's on the minimun setting. Being able to order doors to be guarded independantly of who can pass through them; I want minions to be able to access the strongroom <i>and</i> I want guards outside. It's crazy that I can't do that. The ability for cameras to auto-tag (either off, tag to kill or tag to KO). As it is, it feels unfair when things start to unravel, because there's only so much you can do.
I think I'll go and play some more Rome:Total War instead.
oh and another thing, I built a trap and it turned to be 1 tile to long from the fans but now I cant delete it to fix it so im **** there too. I would think that you should be able to edit halls and I can delete it cus its connect to the entrace hall...