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Re: z Evil Genius 2 [DX12]

Posted: Fri Apr 02, 2021 3:29 am
by Zanzer
Those new Minion Stat scripts work any better?

Re: z Evil Genius 2 [DX12]

Posted: Fri Apr 02, 2021 4:07 am
by Buttlight
Zanzer wrote:
Fri Apr 02, 2021 3:29 am
Those new Minion Stat scripts work any better?
It works so much better and perfectly, zanzer-san. The basic yellow worker could tank Superagent and their Squad and they could gone on World Staging Missions! thank you very much

Re: z Evil Genius 2 [DX12]

Posted: Fri Apr 02, 2021 9:38 am
by Namelessy
a_panther wrote:
Thu Apr 01, 2021 12:47 pm
Thank you for the very useful training!

But, is it only me: durability drains too fast at power generators, transmit stations and all the traps... So i have 25 fixers and always broken tnasmitters, gens and traps... Any ideas?
Are you running the DX12 or the Vulkan version? Not 100% sure, but the Vulkan one seems to have some weird issues (agents not using the casino, things happening "too often"). At least that is some unscientific testing has shown, with me running DX12 and things happening 'as expected', while a couple who ran Vulkan had strange things happening.

As I said, not sure if it would affect durability, or if you are running Vulkan, but if you are, try to load the game using DX12 and see if it behaves more normal.

If not, it might be they have to walk too far to get their smarts/morale/vitality back up so they don't have time to fix as many things before doing a walkabout.

Re: z Evil Genius 2 [DX12]

Posted: Fri Apr 02, 2021 11:43 am
by a_panther
Thanks for reply! I`m running DX12. Durability running low prette fast as minions do not need to rest i suppose, so they always use the transmitters and they "decoy" )) But the generators is still turning low on durability fast...

Re: z Evil Genius 2 [DX12]

Posted: Fri Apr 02, 2021 1:49 pm
by a_panther
"Unlock all" option also allowed me to dig the "un-diggable" rocks (border rocks)! But not with multiple selection, only tile-by-tile.

Re: z Evil Genius 2 [DX12]

Posted: Fri Apr 02, 2021 9:19 pm
by pequenovitor
Zanzer, "unlock all" is crazy fun. All my OCD dreams comin' true, buddy. Thanks, man!

Re: z Evil Genius 2 [DX12]

Posted: Sat Apr 03, 2021 11:06 am
by a_panther
Zanzer, the "Full (Infinite) durability" option is literraly what i whanted for! Many thanks to you!

Re: z Evil Genius 2 [DX12]

Posted: Sat Apr 03, 2021 6:03 pm
by shapka85
any chance to get the "broadcast strength" and "intel"? half of my minions are manning the tech needed for the 230 "broadcast strength" needed for lvl 4 criminal networks around the globe.

Re: z Evil Genius 2 [DX12]

Posted: Sat Apr 03, 2021 10:10 pm
by WarStalkeR
300 minions upper limit is very annoying. Is there any way to bypass it?

Re: z Evil Genius 2 [DX12]

Posted: Sun Apr 04, 2021 12:36 am
by Zanzer
Added pointer to increase the 300 minion limit.

Re: z Evil Genius 2 [DX12]

Posted: Sun Apr 04, 2021 2:14 am
by a_panther
Zanzer wrote:
Tue Mar 30, 2021 5:11 pm
- Minion Hard Cap new
You are a true evil genius )

Thanks for an update!

Re: z Evil Genius 2 [DX12]

Posted: Sun Apr 04, 2021 5:58 am
by karamethien
What does Drain Gold When Capped do?

Re: z Evil Genius 2 [DX12]

Posted: Sun Apr 04, 2021 6:29 am
by WarStalkeR
Zanzer wrote:
Tue Mar 30, 2021 5:11 pm
Minion Defaults
- Minion Hard Cap new
- Base Capacity new
God bless you Zanzer!

Re: z Evil Genius 2 [DX12]

Posted: Sun Apr 04, 2021 10:00 am
by Belialskind
Is there a possibility to have a 'complete mission' option?

Re: z Evil Genius 2 [DX12]

Posted: Sun Apr 04, 2021 11:32 am
by Shi117
Is there any way to allow for tech to be researched without the unrequest stuff (specific minion types and equipment). While the Unlock All cheat does open up the tech tree to a degree, the tier 3+ techs still have prerequisites that keep them locked away. Of course, just the ability to unlock all equipment would mostly solve this, as you could combine that with the current "unlock all" cheat and use the unlocked equipment to train the right minion types right from the start.