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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!
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%.
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)
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
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.
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)