Evil Genius

Evil Genius

o-trushin Oct 22, 2020 @ 10:30am
i need a henchman recommendation
i have matron and lord kane. i can choose between red ivan, butcher, neurocide, moko and montezuma. my plan is to take butcher, then red ivan(?), then montezuma, and use butcher, cane and jubei to kill suberagents and butcher eli kane and matron to kill exeptional veterans(u every soldier group has a captain, and if you use smooth operator on a captain every soldier will be disabled, matron is for recharging smooth operator faster, that also works when you use mind fog on captain - every soldier will leave)
< >
Showing 1-15 of 34 comments
Sagi Oct 23, 2020 @ 2:51am 
Butcher is a very good fighter and a hilarious one.
Red ivan is less good cuz with his bazooka he causes more damage to your base and own minions then he does to enemies.
Super agents are best dealth with social minions since they can kill your henchman (this is the most stupid aspect of evil genius as they need constant babysitting...).
Distracting soldiers is always better then dealing with them in other ways so good job on that one!
o-trushin Oct 23, 2020 @ 4:18am 
Originally posted by Stylistic Sagittarius NL:
Butcher is a very good fighter and a hilarious one.
Red ivan is less good cuz with his bazooka he causes more damage to your base and own minions then he does to enemies.
Super agents are best dealth with social minions since they can kill your henchman (this is the most stupid aspect of evil genius as they need constant babysitting...).
Distracting soldiers is always better then dealing with them in other ways so good job on that one!
actually, you can use smooth operator on super agent in overcrowded place, so kane will not be able to reach him(her). that will completely turn of Super agent's AI till knockout. from my observations you need about 5-7 minioms attacking super agent to block path for kane
MrJohnSteele Oct 24, 2020 @ 1:46am 
I usually go with Neurocide, her abilities are very useful and don’t cost as much as other henchmen abilities. The Butcher & Montezuma would be my next choices.

Also, There’s a glitch to stun John Steele indefinitely if you use Matron’s Shock Therapy while Lord Kane is using smooth operator. It’s sometimes hard to do it just right, but if done correctly, Steele will be stunned until you decide to capture him.
o-trushin Oct 24, 2020 @ 4:05am 
Originally posted by MrJohnSteele:
I usually go with Neurocide, her abilities are very useful and don’t cost as much as other henchmen abilities. The Butcher & Montezuma would be my next choices.

Also, There’s a glitch to stun John Steele indefinitely if you use Matron’s Shock Therapy while Lord Kane is using smooth operator. It’s sometimes hard to do it just right, but if done correctly, Steele will be stunned until you decide to capture him.
how to perform it?
Danny Oct 24, 2020 @ 4:28am 
All super agents are just swarmed by my army of spindoctors.
Two rides in the mixing bowl later and straight off they go back to HQ... :steamhappy:
Last edited by Danny; Oct 24, 2020 @ 4:28am
o-trushin Oct 24, 2020 @ 4:42am 
Originally posted by Danny:
All super agents are just swarmed by my army of spindoctors.
Two rides in the mixing bowl later and straight off they go back to HQ... :steamhappy:
i am usually doing it but 1 time i died accidentely because of that
Danny Oct 24, 2020 @ 5:46am 
Originally posted by o-trushin:
Originally posted by Danny:
All super agents are just swarmed by my army of spindoctors.
Two rides in the mixing bowl later and straight off they go back to HQ... :steamhappy:
i am usually doing it but 1 time i died accidentely because of that

You NEED to babysit super agents.
o-trushin Oct 24, 2020 @ 8:53am 
Originally posted by Danny:
Originally posted by o-trushin:
i am usually doing it but 1 time i died accidentely because of that

You NEED to babysit super agents.
idk i use smooth operator or mind fog
MrJohnSteele Oct 24, 2020 @ 1:18pm 
Originally posted by o-trushin:
Originally posted by MrJohnSteele:
I usually go with Neurocide, her abilities are very useful and don’t cost as much as other henchmen abilities. The Butcher & Montezuma would be my next choices.

Also, There’s a glitch to stun John Steele indefinitely if you use Matron’s Shock Therapy while Lord Kane is using smooth operator. It’s sometimes hard to do it just right, but if done correctly, Steele will be stunned until you decide to capture him.
how to perform it?

First have Lord Kane use smooth operator on him and then have The Matron use her Electro-Shock Treatment while he is still being hit by Smooth Operator to stun him for as long as you want in an electrecuted convulsion dance.
Sagi Oct 25, 2020 @ 8:30am 
i hope EG2 has better dealings considering super agents.
Not abling them to kill of henchman (or means of getting them back) and be stronger to counter with just social minions.
The way these ai worked like you guys discussed is something i really hope won't come back in EG2.
Jon_Smith Oct 30, 2020 @ 5:51am 
So if you want to cheese the super agents (and agents in general) there is a much better way imo that using the electro shock therapy and Lord Kane bug, especially because this method isn't a bug and just exploits the game mechanics.

In the entrance(s) to your base have a winding corridor before you get anywhere near your base rooms, branch off various freezer rooms from this corridor so there are 5-8 optional doors to take along this corridor, there all lead to dead end freezer room corridors that can wind around corners themselves. In these freezers place various traps, depending on how you want agents to be handled.
You can for example place loads of treadmill traps and endurance gas traps. Make sure the treadmills throw the agents further backwards into the freezer. Cover the entire freezer so there are no 'clear' zones for agents to recover stamina.
Choose what type of traps you want so you can use them to kill them all if you like (freezer stores the bodies so no minions will try to move them and get hit by the traps).

All the doors into these freezer rooms should be set to security level 3 to encourage agents to break in but not have minions try to use them.

Now, here comes the clever bit because those rooms alone don't do much if the traps don't trigger.

Elsewhere in your base, ideally next to the Laboratory, place a small room and cover the floor with pressure triggers. Create a freak in the lab using the vats and lock the doors so he cannot wander out but open the doors to the small room, it will take some time but eventually he'll wander in and lock the doors behind him. Now because its a freak then trigger the pressure plates alot by wandering around. It will wander around in there indefinitely and just keep triggering the pressure plates. Hook these up to your trap corridors and the traps will keep going off every few seconds.

So what happens is agents sneak into your base and along the winding entrance corridor they will see level 3 locked doors and break in, once they take a few steps the freak triggers the traps and they are caught on a treadmill trap and thrown further in, eventually they will faint and fall over but because the traps keep triggering their endurance gets reset to zero before they ever manage to recover enough to wake up again which traps them indefinitely.

This works on agents and super agents and since there is a cap on agent activity on your island you can actually trap every possible agent in these rooms and stop any new agents spawning no matter how high your heat level.

I often even like having fake entrances with winding corridors and all these traps as extra bait away from my real base entrance(s).

You can also increase the number of trapped freaks to increase the number of times the traps trigger. This can be tricky to trap them in the same room however.
o-trushin Oct 30, 2020 @ 5:55am 
Originally posted by Jon_Smith:
So if you want to cheese the super agents (and agents in general) there is a much better way imo that using the electro shock therapy and Lord Kane bug, especially because this method isn't a bug and just exploits the game mechanics.

In the entrance(s) to your base have a winding corridor before you get anywhere near your base rooms, branch off various freezer rooms from this corridor so there are 5-8 optional doors to take along this corridor, there all lead to dead end freezer room corridors that can wind around corners themselves. In these freezers place various traps, depending on how you want agents to be handled.
You can for example place loads of treadmill traps and endurance gas traps. Make sure the treadmills throw the agents further backwards into the freezer. Cover the entire freezer so there are no 'clear' zones for agents to recover stamina.
Choose what type of traps you want so you can use them to kill them all if you like (freezer stores the bodies so no minions will try to move them and get hit by the traps).

All the doors into these freezer rooms should be set to security level 3 to encourage agents to break in but not have minions try to use them.

Now, here comes the clever bit because those rooms alone don't do much if the traps don't trigger.

Elsewhere in your base, ideally next to the Laboratory, place a small room and cover the floor with pressure triggers. Create a freak in the lab using the vats and lock the doors so he cannot wander out but open the doors to the small room, it will take some time but eventually he'll wander in and lock the doors behind him. Now because its a freak then trigger the pressure plates alot by wandering around. It will wander around in there indefinitely and just keep triggering the pressure plates. Hook these up to your trap corridors and the traps will keep going off every few seconds.

So what happens is agents sneak into your base and along the winding entrance corridor they will see level 3 locked doors and break in, once they take a few steps the freak triggers the traps and they are caught on a treadmill trap and thrown further in, eventually they will faint and fall over but because the traps keep triggering their endurance gets reset to zero before they ever manage to recover enough to wake up again which traps them indefinitely.

This works on agents and super agents and since there is a cap on agent activity on your island you can actually trap every possible agent in these rooms and stop any new agents spawning no matter how high your heat level.

I often even like having fake entrances with winding corridors and all these traps as extra bait away from my real base entrance(s).

You can also increase the number of trapped freaks to increase the number of times the traps trigger. This can be tricky to trap them in the same room however.
nah, i like electro shock exploit as much as i hate super agents
Jon_Smith Oct 30, 2020 @ 6:01am 
I just just read this may have been patched abit so freaks dont set off traps as much. I am just picking this game back up now its on steam sale. I was an original player.
o-trushin Oct 30, 2020 @ 6:13am 
Originally posted by Jon_Smith:
I just just read this may have been patched abit so freaks dont set off traps as much. I am just picking this game back up now its on steam sale. I was an original player.
i played before rebellion's logo
Jon_Smith Oct 30, 2020 @ 6:51am 
So I guess if we assume freaks are now unviable for this (perhaps not, as it says they just set them off less).

My suggestions of using traps in fake entrances still works I think just with extra trap triggers.

I'll replay and experiment and see what I get.

Edit: Actually hard for me to tell what version this even is....?
For example the original 1.0 version issue where the main title has 'Load Save' rather that Load / Save as it was changed to later.

Oh and I was on OG physical disk owner from the initial release, so waaaay before the Rebelllion logo.

Edit Edit:
Once I got it to work (cause after I tried changing the resolution it just wouldnt work), I loaded up an old save from 2009. Looks like the freak method still works a treat as that old save with all the old traps were triggering well.
Last edited by Jon_Smith; Oct 30, 2020 @ 7:45am
< >
Showing 1-15 of 34 comments
Per page: 1530 50