Evil Genius

Evil Genius

unca.alby Feb 25, 2019 @ 5:08pm
Any tricks to get Freaks to go where you want?
Yah OK, got freaks, of course.

But they go where they want. Which is generally not where I want.

Can't capture them -- they die, after taking out three minions. Can't social weaken them -- they die once their already limited smarts goes zero.

I locked the doors leading to the exit, so the only way to go is towards the space I'd set up for the Freak Trap -- and they stop, right in front of the door, and won't go in.

They'll stare at that bloody unlocked door for hours, Freak TV. "Whoa, lookit the paint dry!"

Any ideas? Tricks? Strategies?
Last edited by unca.alby; Feb 25, 2019 @ 9:36pm
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Showing 1-13 of 13 comments
Sagi Feb 26, 2019 @ 4:20am 
only make them when the situation looks desperate
unca.alby Feb 26, 2019 @ 8:37pm 
Originally posted by Stylistic Sagittarius NL:
only make them when the situation looks desperate

I use them for "Freak Traps". They wander back and forth inside their little space, and they trigger the traps located elsewhere on the base. That way, the Agents of Justice don't have any triggers to either destroy or jump over. The traps are triggered automatically, and every 10 to 30 seconds, by the wanderings of the Freak.

But, in order for this work, somehow they have to be persuaded to go into the little space in the first place!

Otherwise, yah, I never let a Freak out of the base! I tried it once just to see what would happen, and it was a total disaster! Thank the stars for Save Games!
Last edited by unca.alby; Feb 26, 2019 @ 8:39pm
HardNRG Mar 18, 2020 @ 2:27pm 
So, did you get an answer how to do this effectively or is it just a business of waiting? :S
unca.alby Mar 18, 2020 @ 9:18pm 
Originally posted by HardNRG:
So, did you get an answer how to do this effectively or is it just a business of waiting? :S
Nope.

What I've done is set up two small areas right near the Laboratory, with doors that can be locked behind the freak if he goes in.

So, the freak usually will leave the lab straight away. (if he doesn't, well, just "kill him with kindness" and try again -- or go back to a save-game)

Lock the Lab door behind him as soon as he leaves.

Now, if you have this set up right, he is already in a small-ish space. You can have triggers there, which I've done. There is an already locked door that leads back into the Main Lair.

This small-ish space leads to two unlocked areas with triggers. The freak is bound to pick one of them. 33% chance anyway, with a 33% chance he'll just sit there staring at the doors.

As soon as he enters one, or the other, lock the door behind him! Then unlock all the other doors so your minions can get in and out of the Lab.

But note there is still a chance he'll just stay in that small-ish area, and you won't be able to get in and out of the Lab anymore without letting him out.

One solution I just thought of that ought to work is to have two entrances to the Lab. Have both of those entrances lead directly into a small-ish room that contains your triggers, and has a lockable door leading to the Main Lair. Keep both areas completely unlocked, until the freak finally picks one. Then lock both ends of that area, and unlock the other entrance.

Your only problem is that real chance the freak decides to just stay in the Lab. Three possibilities, right? Or Left. Or just sit. OK, 33% of the time you'll have to start over.

Maybe you want to have three of these trigger entrances, maybe reduce the odds of staying stuck in the Lab to 25%.
Last edited by unca.alby; Mar 18, 2020 @ 9:30pm
unca.alby Mar 18, 2020 @ 9:47pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=2027005108

Here is the layout I used. It should be obvious where to put doors. 5 at least, 1 each for the trigger areas, 1 for the lab, 1 for the way to the Lair, and 1 leading into the "Decision Area" (which you can also put triggers in, just in case)
Last edited by unca.alby; Mar 18, 2020 @ 9:51pm
HardNRG Mar 19, 2020 @ 1:39am 
Yea I was doing that locking doors thing and eventually I got all 3 of them in separate holding cells...it took its time but it worked xD with that I was able to setup some other nice things around my base with specific minions in specific rooms, for example a guard room with only a guard and a mercenery and 2 workers there, it's almost a room where no one can enter because I built it BEHIND my freak trap >:D And I just came up with it after my base was all done ages ago, just realised there's a nice spot for a hidden room with the "supremest" security desk (got my base in layers, entrances monitored by the first line of security desks, those security desks and the next part of the base monitored by the next security desks and those are then monitored from the hidden room) and it was behind the wind tunnel area that pushes the agents into the actual uber trap, so I built there from my power plant and then they built a door to the wind tunnel so I could eventually collapse the short corridor on the powerplant's side off again, so the only entrance to the highest tier in security was through the windtunnel...nobody will get in and nobody will leave. >:D I fiddled with the doors at the powerplant's side a long time to get exactly the personnel I wanted working in there. x) Damn valets and diplomats trying to get through from there before my workers could get the windtunnel door up in place to remove the nonsmart agents from the uber trap :D Gotta say this game can be very annoying but I felt some real pleasure to get something done exactly how I wanted them to be even though you can't control your minions directly. :]
HardNRG Mar 19, 2020 @ 1:48am 
Oh there was an answer, guess I should of refreshed the page first haha. xD Yea my base was so full already, it used almost the whole volcano, I paused the game the moment I arrived and planned an (imo) beautiful base. I even left a small area unfilled that could fit the uber trap and I just thought I could fill the place the motion detectors and such but indeed it turned out I had to make the freak for it to work otherwise the whole trap in flames soon, so I had small holes I could build into on the other edge from where my control room/lab/inner sanctum was >:D And I made the rooms and the freaks and then after I was asking this I soon noticed one was close to the rooms by chance and started closing the doors and the first dude took a very long time to get into that room (and that was a 2x2 room, plus the door) the smaller 1x2 rooms I got them inside quicker, funnily enough.
HardNRG Mar 19, 2020 @ 1:54am 
Oh what I forgot to say about the high security room was, I added very small stat recovery rooms and a loot object there cause they can never leave the room, so they are able to enjoy themselves there... x] >:D
unca.alby Mar 19, 2020 @ 8:44pm 
Seems odd the game would let build rooms without access to the outside, but hey, the game is full of odd things!
HardNRG Mar 20, 2020 @ 5:49am 
Oh there was access, thats why I built the new door to the windtunnel that was to be the only entrance there afterwards, I just collapsed the small 2x2 corridor that I used to builld the room from the powerplant's side, I did this so I didn't have to interrupt my uber trap. Obviously would have been much easier to build at the same time with the uber trap but I only came up with this thought later. :D Well the game actually does allow rooms without access but I read that agents will then start to tunnel into them so that defeats the purpose of a highest tier security monitor room... xD But it's really a no way in room now cause the windtunnel will throw anyone trying to open the room from outside continuously back into the trap and its a lvl 3 lock so the minions aren't leaving either, that's why I also put 2 loyalty items there cause disloyal minions will go through any security door... -_-

Damn I actually lost power yesterday cause I had to build the mission silo area and it really could only go through there from my other power plant so I moved 2 nuke reactors thinking "oh its fine, I still have surplus power" and then they started taking damage cause it was yellow power and I didn't realise that and had my technicians away on a mission that required 10 of them, had to go back to an actual save I made a few hours earlier cause I was playing with it for a while trying to get my power back online when it had gone out but then my freaks were out the doors already and the high tier room door also opened up and my nicely setup workgroup burst out and all that ♥♥♥♥ so I thought ♥♥♥♥ it, I'll roll back, atleast now I know a few things I can do better anyways when planning my missions in the future since I was failing a few diplomats cause I sent 1 to each of them and they got killed, switched to making only 1 mission at a time with surplus diplomats instead.

The 100 minion cap really is stupid imo, I have 23 million cash and trying to use it away is even hard. :S
HardNRG Mar 24, 2020 @ 1:48pm 
Actually, I think the freaks prefer to go to the freezer. In my current game I have a control room at the almost very back of my base, laboratory and inner sanctum are behind it, respectively, and I made a 2x2 freezer on the other side of the control room and when I lock the control room down, so the only place they can go are lab/sanctum or the freezer, it seems they want to go to the freezer at some point and the freak already inside the freezer doesn't want to necessarily leave although he was already there for many hours, I was thinking I'm gonna have to keep clicking the door security levels up and down many times till I get all 3 in that same room but looks like I didn't have to. xD It was so easy. It took me like 2 minutes and only once the first one wanted to leave there and the other 2 went there almost simultaneously when they decided so.

Edit: which is also actually very sensible, since they are just moving corpses too >:D

Also you can just reset the freaks movements incase they would try to leave the freezer by clicking on them and stopping them on their tracks to salute you with their headroll.
Last edited by HardNRG; Mar 24, 2020 @ 1:53pm
If you get the Great Mesmero, he can mind-control Freaks for a few seconds (although you should save before this, because it has a slight chance of failing). Once you get a green circle around the feet of the Freak indicating you have player control (much like a henchman), send him somewhere. Even if the mind control wears off before he gets there, he will continue to go to your directed location. Once he arrives, lock the doors behind him.
unca.alby Mar 31, 2020 @ 8:07pm 
Sounds like a great idea to keep in mind, but I don't really want to wait long enough to have that particular henchman. When I have the ability to make freaks, I want freaks.

Alternatively, I have locked tourists into a little room with a cell. I lock the door to the little room, full of triggers, then unlock the cell. Downside is the tourist runs around pounding on the walls and screaming all the time, making a general nuisance of himself (as usual). And it's only about 10 or so minutes before he just up and dies. Freaks are very quiet and they last forever.

I've done things like have a lockable hallway to the little room, and when the tourist gets down to like 10% life, I let him out of the little room and tag him for capture. In short order, a minion captures him and takes him back to his cell where, thanks to the miracle of modern science, his stats refresh back to 100%! Lock the little room again, let him out of the cell again, back in business.

Of course, if you don't get him back in there in time, there is never a shortage of tourists. It makes me feel a little sorry for the buggers ... for several tens of seconds at least ... or until they start running around crazy again ("Panicked from outside security door", oh for the love of pete)
Last edited by unca.alby; Mar 31, 2020 @ 8:09pm
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Date Posted: Feb 25, 2019 @ 5:08pm
Posts: 13