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http://steamcommunity.com/app/3720/discussions/0/598198356194791921/
After browsing for an hour and a half for a comprehensive patch list, I found that Ratchet still updates this Gameplay Overhaul Mod and that it includes a whole bunch of fixes and stuff.

Read the thread on Steam for infos, and the patch notes are in the NexusMods page (link below).

It's here: nexusmods.com/evilgenius/mods/7/
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ShockKhay: After browsing for an hour and a half for a comprehensive patch list, I found that Ratchet still updates this Gameplay Overhaul Mod and that it includes a whole bunch of fixes and stuff.

Read the thread on Steam for infos, and the patch notes are in the NexusMods page (link below).

It's here: nexusmods.com/evilgenius/mods/7/
Someone told me to make some kind of guide, but my main issue with it is that I wouldn't update it too often seeing as I've put up everything anyone would need up here.
http://pcgamingwiki.com/wiki/Evil_Genius

Also I have no idea how to make it visible, so eh, that kinda sucks.

Also, I need to stop letting myself down so often, I could've completed the mod ages ago, but I've finally gotten back on track, someone actually donated, so thats kinda neat, its such a huge stress relief, I'd rather not email them back though, for all I know it might annoy them and I know everyone needs some space, anyone can contact me on my Steam page anyway so whatever.

I change my mind often so, eh, nothing is really set in stone, I mean I thought I wouldn't bother with this again but what the hell might as well give it another shot.

I might try to setup a guide anyway, it'll probably just have a link to that PCGamingWiki page instead though. I made a patch for the game myself, it's not really your usual "patch" though, all I did was edit some of the objects in the game and some other things, but I never liked the unnofficial patch, I wanted something which didn't alter the base game, and some of the changes just sucked.

Maybe I could get farther if I'd pick up all the things I had planned to learn again. I have many ideas which would improve the game, but I'm kinda limited with what I have right now, so I'll improve what I can.

Anyway I'll stop with these longs posts, maybe.
Post edited December 21, 2015 by RaTcHeT302
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RaTcHeT302: I made a patch for the game myself, it's not really your usual "patch" though, all I did was edit some of the objects in the game and some other things, but I never liked the unnofficial patch, I wanted something which didn't alter the base game, and some of the changes just sucked.
While it's great your providing this mod - and I'm sure a lot of people would really enjoy it - you DO actually change the base game. Quite a lot, in fact.

Which is fine for people who like those changes - that's what mods are for after all. While it could be argued that you've removed some annoying features, personally I think that a lot of the modifications are unnecessary if you know how to play the game properly. For example, I don't think that most super-agents needed rebalancing as they're not that hard to capture, and likewise henchman were strong enough. Also Crazy Ivan's base-destroying tendancies were hilarious - and who cares if lots of your minions die? They're expendable! ;)

I do like some of the mods you make though, mainly because I've made the same or similar in my game and/or they were part of the official and/or unofficial patch, e.g. making it possible for bodyguards to replenish their health etc.

Anyway I won't dribble on about this - just wanted to point out this mod changes the gameplay a lot. Whether this makes it much less annoying or too easy I'll leave up to personal opinion.
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squid830: Anyway I won't dribble on about this - just wanted to point out this mod changes the gameplay a lot. Whether this makes it much less annoying or too easy I'll leave up to personal opinion.
I have a different view as to what makes a game fun, so, meh, I don't know, I thought that was just poor design. That was kinda the whole idea of the mod anyway, to change everything, so I'm not really sure what else to say, I mean I had pretty decent reasons for most changes I made.

I mean it's not like there's any skill in bullshit mechanics, or tedious micromanagement. I'll keep editing my post if I have anything else to say I guess.

Edit: Uh, wait, you misunderstood me, I was talking about this patch. I thought you opened that link I posted before making that post, I was kinda confused to be honest. It's my fault for not posting a direct link to this anyway.
http://community.pcgamingwiki.com/files/file/404-evil-genius-pcgamingwiki-patch/
Post edited December 22, 2015 by RaTcHeT302
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squid830: Anyway I won't dribble on about this - just wanted to point out this mod changes the gameplay a lot. Whether this makes it much less annoying or too easy I'll leave up to personal opinion.
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RaTcHeT302: I have a different view as to what makes a game fun, so, meh, I don't know, I thought that was just poor design. That was kinda the whole idea of the mod anyway, to change everything, so I'm not really sure what else to say, I mean I had pretty decent reasons for most changes I made.

I mean it's not like there's any skill in bullshit mechanics, or tedious micromanagement. I'll keep editing my post if I have anything else to say I guess.

Edit: Uh, wait, you misunderstood me, I was talking about this patch. I thought you opened that link I posted before making that post, I was kinda confused to be honest. It's my fault for not posting a direct link to this anyway.
http://community.pcgamingwiki.com/files/file/404-evil-genius-pcgamingwiki-patch/
Oh right, that makes sense then - I either replied before you put that link in or I didn't see it or something. I was indeed replying about the "Gameplay Overhaul Mod" on Nexus.

That other patch (on PCGamingWiki) looks like it implements all the good stuff (by which I mean, I've made practically the same mods myself and/or copied them from other mods from the ancient EG wiki site).

Also assumed you were talking about the Nexus one because of the title of this thread...

Hey, semi-random related question - since you've obviously done tons of modding with this game - you wouldn't happen to know if it's possible to get the minions to run to their guns on a yellow alert (as opposed to just on a red alert, which I hate using because then all minions attack everything in sight)? I mention this because in your (other - Steam-linked) mod you made them run to their work stations, which I suspect is different but possibly related?
Post edited December 25, 2015 by squid830
I didn't get it to to work, but I didn't bother testing it more either. It would make things a little bit too convenient anyway.
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RaTcHeT302: I didn't get it to to work, but I didn't bother testing it more either. It would make things a little bit too convenient anyway.
Dang.

It just always bothered me that there's an alert on, and everyone just calmly walks to get their weapon. Red Alert is hardly ever viable (I think in my last game I didn't use it once!) since then you have Valet's punching tourists. Which is funny, but not very useful.
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RaTcHeT302: I didn't get it to to work, but I didn't bother testing it more either. It would make things a little bit too convenient anyway.
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squid830: Dang.

It just always bothered me that there's an alert on, and everyone just calmly walks to get their weapon. Red Alert is hardly ever viable (I think in my last game I didn't use it once!) since then you have Valet's punching tourists. Which is funny, but not very useful.
I would probably give that a shot again, but I have no idea why it was behaving so inconsistently.
How about a non-steam site that you don't have to pay for to download this mod?
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cardwellent: How about a non-steam site that you don't have to pay for to download this mod?
The mod is free, click on the "Continue with my download" button.

You don't have to pay, that's just the donation prompt but I can't make it less obnoxious, sorry.
http://i.imgur.com/PpLknzu.png
Post edited February 02, 2016 by RaTcHeT302
Thank you for al your work on this :)

It's been a long time since I played or installed and used mods with the game so I'm rusty. Just two hopefully quick questions:

Is there a way to bring back Ivan's Rocket Launcher and I remember a small mod that added Number 2 as a usable henchman. What would I need to do to add her back in? I'm guessing the file structure changes could have some issues?

*edit* I worked out how to add Number 2 by comparing and editing the files.

Not sure how to get the weapon code for Ivan's rocket launcher though.
Post edited February 10, 2016 by Hicks233
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Hicks233: Thank you for al your work on this :)

It's been a long time since I played or installed and used mods with the game so I'm rusty. Just two hopefully quick questions:

Is there a way to bring back Ivan's Rocket Launcher and I remember a small mod that added Number 2 as a usable henchman. What would I need to do to add her back in? I'm guessing the file structure changes could have some issues?

*edit* I worked out how to add Number 2 by comparing and editing the files.

Not sure how to get the weapon code for Ivan's rocket launcher though.
It should be in your original game resource.pak file. Unpack it and navigate to EntityDescriptions then weapons. But I'll save you the effort if you just want to edit an existing .desc file: Ivan't Rocket launcher WeaponID should be: 15003.
.
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Hicks233: Thank you for al your work on this :)

It's been a long time since I played or installed and used mods with the game so I'm rusty. Just two hopefully quick questions:

Is there a way to bring back Ivan's Rocket Launcher and I remember a small mod that added Number 2 as a usable henchman. What would I need to do to add her back in? I'm guessing the file structure changes could have some issues?

*edit* I worked out how to add Number 2 by comparing and editing the files.

Not sure how to get the weapon code for Ivan's rocket launcher though.
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squid830: It should be in your original game resource.pak file. Unpack it and navigate to EntityDescriptions then weapons. But I'll save you the effort if you just want to edit an existing .desc file: Ivan't Rocket launcher WeaponID should be: 15003.
.
Thank you very much! :)
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Hicks233: Thank you for al your work on this :)

It's been a long time since I played or installed and used mods with the game so I'm rusty. Just two hopefully quick questions:

Is there a way to bring back Ivan's Rocket Launcher and I remember a small mod that added Number 2 as a usable henchman. What would I need to do to add her back in? I'm guessing the file structure changes could have some issues?

*edit* I worked out how to add Number 2 by comparing and editing the files.

Not sure how to get the weapon code for Ivan's rocket launcher though.
All you had to do is remove these files for Ivan.
DynamicResources\Custom\Characters\Weapons\15524-Weapon_Ivan_Machine_Gun.desc
DynamicResources\Custom\Characters\Henchmen\00503-Henchman_Ivan.desc

I added Number 2 as a new separate minion, you can eventually unlock her in the world map, she just wanders around your base and she helps around, I mainly added her because it's a shame how they never used her past the tutorial, and it's extra content so, whatever, and I'm not sure why you'd want her as a henchman anyway, you can't create new animations for her, and any existing abilities will just look stupid or glitchy when used. I also don't really like the idea itself and I just like her more as a passive helper character, it fits her too.

Anyway I don't know, it's not something I ever bothered doing and I don't really plan to turn her into a henchman. I just wish I could find a flag to mark her as unkillable by an evil genius, right now I have to rely on the default minions animations which play male sounds, I tried disabling the sounds themselves so that it would at least look less stupid but it doesn't work consistently at all, meh.

PS: Number 2 as a henchman might work, but making something like that look good and play well isn't really possible right now, too many limits on what you can do.
Post edited February 13, 2016 by RaTcHeT302