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Author Topic: Evil Genius 2! EVIL HARDER! Turn 21 now up!  (Read 47706 times)

IronyOwl

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Re: Evil Genius 2! EVIL HARDER! Turn 17 now up!
« Reply #225 on: September 25, 2012, 03:53:25 pm »

((Oops again.))


Orders:
The Thinker, 6 sci: Research Physics Support
Thug, 7 regulars: Cash raising, use giant laser and ESDs
Guard: Guard base, using ESD and giant laser


Purchase 40 Resources (-$2000)
Hire 5 regulars
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Maxinum McDreich

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Re: Evil Genius 2! EVIL HARDER! Turn 17 now up!
« Reply #226 on: October 01, 2012, 06:41:33 pm »

(I am a moron. No way else to say it. I really am. So sorry for the wait.)

Enigma organised the men. It seemed a risky mission had come up. If it was risky, then PH34R would send more to ensure that they can beat any trap by the enemy. By seeming to be impossible to stop, it can create greater fear!
But it was a major gamble.

Orders:
1 more laser rifle is made (convert funds as necessary)
All thugs and guards go on the plotted mission with laser rifles. Jerald goes aswell with his laser rifle.


Research:
4 Scientists: Offensive Psycology.
3 Scientists: Offensive Physics.
2 Scientists: Offensive Chemistry.
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Toaster

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Re: Evil Genius 2! EVIL HARDER! Turn 17 now up!
« Reply #227 on: October 03, 2012, 10:14:40 pm »

Sorry, sorry.  What are the rules on moving bases?





A nice haul.  The attention was bad, but that should at least slow them down in the short term...


Orders:
Leader + 4 Thugs Extort.
3 Thugs attempt to capture a Bruiser and steal his knowledge.
2 Regs attempt to capture a Reporter and steal his knowledge.... again.
Tech builds Holding Cells and Reinforces the Laboratory.
2 Guards Guard

Research:
Dr. Cal + 7 Sci research Physics Offensive

Other:
None at this time.
Logged
HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Terenos

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Re: Evil Genius 2! EVIL HARDER! Turn 17 now up!
« Reply #228 on: October 03, 2012, 10:18:35 pm »

Changing Bases
Changing bases, is an important thing when your location is known, and you want to avoid sabotage or retribution. You can also move your Base to gain small bonuses that might be applicable based on where you're moving to.
This could get a bit murky, but what the hell. The base movement time is 15 M/W of labor, and any Minion type can add their labor value (Base 1, modified by the Enhance Base job)here. This is to move directly to another Base with no bonuses. Better bonuses to the base, more time.

So you could message me, describe what you're looking for, bonus wise. I'll tell you what you need.

Turn will be up ..Proly before the weekend, I'm kinda busy but not overly so. I'll make time to throw it up.
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But despite what you've been told, I once had a soul. Left somewhere behind...

Terenos

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Re: Evil Genius 2! EVIL HARDER! Turn 18 now up!
« Reply #229 on: October 06, 2012, 06:07:11 pm »

Week 18: MARK MY WORDS!







------
If I missed anything, Let me know. I'm sure something slipped past me.
Also, I liked how you guys managed to post in exact reverse order.
Nevyn could you please keep your team #'s on each turn post?(For Science) I hate having to go look them up.
« Last Edit: October 06, 2012, 07:44:22 pm by Terenos »
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But despite what you've been told, I once had a soul. Left somewhere behind...

RulerOfNothing

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Re: Evil Genius 2! EVIL HARDER! Turn 18 now up!
« Reply #230 on: October 06, 2012, 06:29:34 pm »

Orders:
4 Regulars will plot a mission to acquire knowledge of a new field of science (aim for psychology)
2 Guards will guard
3 Thugs and Gears will attempt to capture a Bruiser.

Construction:
The Tech will reinforce the Laboratory (-5 Ru)

Research:
5 Scientists will continue to research Support Biology.

Other:
Recruit 4 Scientists and 1 Guard (-$2000)
Purchase 20 Ru (-$1000)
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Neyvn

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Re: Evil Genius 2! EVIL HARDER! Turn 15 now up!
« Reply #231 on: October 06, 2012, 09:36:24 pm »

~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

Tech :: Cause General Mayhem

4 Regulars - Train as Sci
4 Scientists - Train Reg

Hire 4 Regulars -$400
Hire 3 Scientists -$1200

2 Thug + Knuckles - Exploit : Goal Large Cash or Small Ru - Equipment:: L-Rifles, AA, 1 Goo Cannon.

Science Teams ::
There are to be 13 Scientists Next turn. Currently there are 2 Free.

Chem - 2/3 - Support
Phys - 0/3 - Offensive
RBTC - 0/3 - Support
Aero - 0/4 - Payload/Offensive

NOTE:: What are the Lab upgrades for that of the Robotics and Aero? I asked before about Robotics but you must have missed it...
« Last Edit: October 06, 2012, 09:45:50 pm by Neyvn »
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Terenos

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Re: Evil Genius 2! EVIL HARDER! Turn 18 now up!
« Reply #232 on: October 06, 2012, 09:43:12 pm »

Not currently statted. I'll get around to it shortly.
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But despite what you've been told, I once had a soul. Left somewhere behind...

Maxinum McDreich

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Re: Evil Genius 2! EVIL HARDER! Turn 18 now up!
« Reply #233 on: October 07, 2012, 10:59:33 am »

Enigma smiled, one so contorted that his minions gave a small shudder as they reported their success. The mission was resoundingly positive, and certainly gave off the vibe that PH34R could bat aside even ambushes. Still, lack of reports on the news about... ANYONE'S actions was frustrating. If PH34R wasn't on the news, he wanted someone else to be, so he could atleast pinpoint his closest rival. Such as it was, even the Forces of Justice weren't showing up. Is this world really to be served on a platter?
Fine by me, was all that went through Enigma's mind. He organised his troops yet again, as they continued their glorious path.

Orders:
Hire a Thug and 2 Guards (-1200 dosh)
Buy 40 resources (-2000 dosh)
Build 13 ESD's (-39 resources)
Build Panic Ray (-10 resources)
Request a Psycology research specific mission from The Oracle. (-2000 dosh)

Total Expenditure (5200 dosh (2000 converted to res), 49 resources)

8 Thugs armed with laser rifles and ESD's go and steal. One carries the Panic Ray.
2 Guards with laser rifles and ESD's guard.


Research:
4 scientists plus Jerald: Offensive Psycology.
3 scientists: Offensive Physics.
2 scientists: Support Biology.
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Toaster

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Re: Evil Genius 2! EVIL HARDER! Turn 17 now up!
« Reply #234 on: October 09, 2012, 12:22:32 pm »

The fallen will be avenged.

Orders:
Leader + 2 Steal Resources.
3 Thugs attempt to capture a Bruiser and steal his knowledge.
1 Reg Plots.
1 Reg finishes learning from the reporter.

2 Guards Guard (with Giant Laser)

Research:
Dr. Cal + 6 Sci research Physics Offensive

Other:
Hire 2 Thugs and 1 Sci
Construct Training Room.  Convert cash to resources as needed.
Logged
HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

TopHat

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Re: Evil Genius 2! EVIL HARDER! Turn 18 now up!
« Reply #235 on: October 09, 2012, 12:25:18 pm »

PTW!
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I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

IronyOwl

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Re: Evil Genius 2! EVIL HARDER! Turn 18 now up!
« Reply #236 on: October 11, 2012, 03:35:35 am »

Orders:
The Thinker, 6 Sci: Research Physics Support
10 Regulars: Plot to find new base (+research, possibly +defense)
Thug, Guard, 2 Regs: Guard Base, using Giant Lasers and ESDs.
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Terenos

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Re: Evil Genius 2! EVIL HARDER! Turn 18 now up!
« Reply #237 on: October 12, 2012, 04:09:11 pm »

What the..Everyones in?! Quickly?! Without being hassled?
INCONCEIVABLE...

Turn to come when I best this cold. Monday proly.
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But despite what you've been told, I once had a soul. Left somewhere behind...

Terenos

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Re: Evil Genius 2! EVIL HARDER! Turn 19 now up!
« Reply #238 on: October 15, 2012, 08:43:07 am »

Week 19: Revealed Schematics!






------
If I missed anything, Let me know. I'm sure something slipped past me.
! Look! New stuff! Will be added to post 2 when I get around to it.
TERE SLEEP NOW. Blaarrgh. (But not actually since I cant sleep, much as I want to.Damn this cold)

New Base Upgrades! (all improvements to the Lab)
Robotics:
Network Isolated Test Chamber: 60 R, 2 Minion/Weeks, Reduces the impact of a Robotics research critical failure)
Automated Prototype Production: 100 R, 6 M/W. Gives a bonus to Robotics research. Increases likelihood of being detected during passive sweeps of the area.

Psychology:
Isolation Chambers (60 R, 2M/W) Reduces the impact of a Psychology critical failure.
'Seer' Neural Mapping (100 R, 6 M/W), Gives a bonus to Psychology Research, Increases minion loyalty.

Aerospace Engineering:
(Name TBD, Taking Suggestions) 80R, 2 M/W Reduces the impact of an Aerospace Engineering critical failure.
(Name TBD, Taking Suggestions) 125R, 8 M/W, Gives a bonus to Aerospace Engineering, May result in damage to base.
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But despite what you've been told, I once had a soul. Left somewhere behind...

Toaster

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Re: Evil Genius 2! EVIL HARDER! Turn 19 now up!
« Reply #239 on: October 15, 2012, 09:20:23 am »

Cleaver was concerned.  This Clockwork Sentinel was becoming trouble, and something would have to be done about him.  There were short-term measures to be taken, but something more significant would have to be done soon.  Here, at least, there were options...



Orders:
Leader + 4 Thugs Steal Resources.  Arc rifles for everyone!
3 Thugs attempt to capture a Bruiser and steal his knowledge... again.
1 Reporter trains 1 Regular
2 Guards Guard (with Giant Laser and Arc Rifles)
1 Tech mayhems with Giant Laser.

Research:
Dr. Cal + 6 Sci research Physics Offensive

Other:
Build Gravity Cannon  (Buy resources if needed)
Install two Lockdown Devices in series in front of Lab entrance.  Install Knockout Gas trap in between.  (Cash for all three.)  Any intruders that attempt to access lab will be caught between the two, gassed, and captured.  Should the gas fail, apply electric death.
Logged
HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.
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