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Rapacity
Sep 12, 2007
Grand
I'm dumbfounded but carry on I guess, cya

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Coolguye
Jul 6, 2011

Required by his programming!

Rapacity posted:

I'm dumbfounded
that's probably because you're dumb

Pornographic Memory
Dec 17, 2008
I don't know how you can really be invested in the stories of the individual prisoners especially much when an average sized, well established prison has over 100 prisoners who are constantly going in and out :shrug:

Three-Phase
Aug 5, 2006

by zen death robot

Coolguye posted:

e: Also, you haven't really played this game until you've had 'that one loving prisoner' who rolls in with legendary stats and also something like Snitch - so dudes try to start poo poo with him all the time, only to get the poo poo murdered out of them in one loving punch because the snitch also happens to have Extremely Deadly.

So it's like Riki-Oh?

https://www.youtube.com/watch?v=Lbzbyg3olQI

Stereotype
Apr 24, 2010

College Slice

Rapacity posted:

I'm doing jazz hands at the computer not knowing what to say. I play these games for the narrative, as I said. If you don't have any investment in each prisoner then I guess it is just sim city on a tiny scale but this isn't what I expected.

The stats on prisoners and confidential informants did a ton to add narrative to the game. Everyone used to be really homogenous, but now you can have your favorite snitches and watch as they get murdered in the shower because the guards just so happened to search every cell with bottle of booze after he left lunch early with a few guards.

Or you can try to protect the one guy in 600 who managed to pass general education (no one passes gen ed).

They are working on making it more personal.

hailthefish
Oct 24, 2010

The first step has really been 'making prisons that function and prisoners that do basic stuff' without a whole lot of focus on building a moving narrative, but with things like gangs and the eventual campaign I suspect there'll be a little bit more of a personal connection. And yes, it has always been stated to be more of a tycoon game than a Dwarf Fortress/Rimworld type game.

The interesting thing about Prison Architect is the prisoners all HAVE individual personality values that control how they react to things and how likely to be violent they are and that sort of thing, but they're all hidden from the player.

Some way to flag/tag/mark-as-favorite certain prisoners to keep an eye on would go a long way toward helping that aspect, too.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Or you could, you know, just do some cursory level of research before buying things.

Stairmaster
Jun 8, 2012

Rapacity posted:

I'm dumbfounded but carry on I guess, cya

congratulations are your sperg like fixation

ravenkult
Feb 3, 2011


I love my death prison. Just max prisoners and mostly armed guards with permission to shoot always on. So much killing.

The weird thing is that Prison Architect gives me migraines. Only game that does this. Probably straining my eyes or something.

Dark_Swordmaster
Oct 31, 2011

ravenkult posted:

The weird thing is that Prison Architect gives me migraines. Only game that does this. Probably straining my eyes or something.

:pseudo: Alpha release!

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Is there a "todo" checklist or something I can follow for my first prison? Game is addictive as gently caress but I keep restarting because I suck at planning apparently.

So far I've been doing a foundation with an office block of five offices, a storage room near the deliveries, and then adding on from there (kitchen, holding cell/showers)

Enigma89
Jan 2, 2007

by CVG

Gyshall posted:

Is there a "todo" checklist or something I can follow for my first prison? Game is addictive as gently caress but I keep restarting because I suck at planning apparently.

So far I've been doing a foundation with an office block of five offices, a storage room near the deliveries, and then adding on from there (kitchen, holding cell/showers)

Grants are basically a to-do list for your prison to get more fleshed out and they give you money for completing them.

Slime
Jan 3, 2007

Gyshall posted:

Is there a "todo" checklist or something I can follow for my first prison? Game is addictive as gently caress but I keep restarting because I suck at planning apparently.

So far I've been doing a foundation with an office block of five offices, a storage room near the deliveries, and then adding on from there (kitchen, holding cell/showers)

Make a simply prison, get some grants and then sell the prison so you have the money to make your next prison properly.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Thanks, that already makes more sense than what I was doing.

The REAL Gtab Fan
Apr 12, 2007

Let it post, let it post, can't wait to shit post anymore~
Let it go, let it go, gonna vote one and move onnnnnn~
I've set it up so that my protective custody guys have to go through all the other cell blocks to get to their canteen. It's like a video game, first min > med > max > super. There's no guards in the shared hallways they use, only cameras.

Sometimes they make it.

ZobarStyl
Oct 24, 2005

This isn't a war, it's a moider.

The REAL Gtab Fan posted:

I've set it up so that my protective custody guys have to go through all the other cell blocks to get to their canteen. It's like a video game, first min > med > max > super. There's no guards in the shared hallways they use, only cameras.

Sometimes they make it.

Maybe just put protective custody into a single holding cell at the center of all the other blocks. Less gauntlet, more Thunderdome.

dogstile
May 1, 2012

fucking clocks
how do they work?
I tend to have an administrative building in the middle of my prison. That way if you build two wings, a canteen in the middle and have the yard at the bottom you get a lot of movement. Good for interesting gameplay.

cyclonic
Dec 15, 2005

Just picked this game up and I can't believe how polished it is for an alpha.

I mean I've run into some bugs here and there but there are some final-release games that don't have as many options and detail this game does. I've also been burned on a few other alpha games on Steam that definitely are NOT ready to be played but this was a pleasant surprise.

I mean I've run into some things that definitely need work (does the execution chamber even do anything); and I don't mind that there's no campaign, "story," or fleshed-out tutorial because figuring things out on my own was a lot of fun.

The only thing I'm worried about is that my second prison is huge (~375 inmates) and the game is a little sluggish. Is this a "bug" that happened to affect this specific prison, or does the game actually slow down for everyone when it gets too big? Either way I don't mind because I plan to eventually sell this one and build another one with some knowledge I've gained with this prison.

If you sell your prison, does the game "retain" it in any way? I assume there's no sort of "trophy room" for prisons you've sold, but is there at least something saved so you can look at it later? For nostalgia or something. To look at old prisons and laugh at how bad they are.

Or do prisons get wiped with new alpha releases and updates?

Trabisnikof
Dec 24, 2005

cyclonic posted:

If you sell your prison, does the game "retain" it in any way? I assume there's no sort of "trophy room" for prisons you've sold, but is there at least something saved so you can look at it later? For nostalgia or something. To look at old prisons and laugh at how bad they are.

If you sell your prison you can keep playing it but you don't get to ever sell it again.

Pornographic Memory
Dec 17, 2008

cyclonic posted:

Just picked this game up and I can't believe how polished it is for an alpha.

I mean I've run into some bugs here and there but there are some final-release games that don't have as many options and detail this game does. I've also been burned on a few other alpha games on Steam that definitely are NOT ready to be played but this was a pleasant surprise.

I mean I've run into some things that definitely need work (does the execution chamber even do anything); and I don't mind that there's no campaign, "story," or fleshed-out tutorial because figuring things out on my own was a lot of fun.

The only thing I'm worried about is that my second prison is huge (~375 inmates) and the game is a little sluggish. Is this a "bug" that happened to affect this specific prison, or does the game actually slow down for everyone when it gets too big? Either way I don't mind because I plan to eventually sell this one and build another one with some knowledge I've gained with this prison.

If you sell your prison, does the game "retain" it in any way? I assume there's no sort of "trophy room" for prisons you've sold, but is there at least something saved so you can look at it later? For nostalgia or something. To look at old prisons and laugh at how bad they are.

Or do prisons get wiped with new alpha releases and updates?

The execution chamber does nothing currently, your game is probably slow because you're running up against the your computer's hardware limitations (because 375 prisons is a really huge prison and I wouldn't be surprised if you also had well over 100 staff to simulate too), and to look at your old prisons there's really nothing you can do except keep your old save files.

And no your prisons don't get wiped with new updates. You can load up old prisons in new alphas and even have them work fine pretty often, but it can be glitchy sometimes or cause some new/changed features to just flat out not work so it's probably best to just start a new prison with each new patch, especially if it makes big changes. I'm pretty sure whenever you sell your prison and start a new one it's just as good as starting from scratch, though, so you can just sell your prison from last version and make a new prison in the new version that won't have any problems from carrying over the old save.

Brightman
Feb 24, 2005

I've seen fun you people wouldn't believe.
Tiki torches on fire off the summit of Kilauea.
I watched disco balls glitter in the dark near the Brandenburg Gate.
All those moments will be lost in time, like crowds in rain.

Time to sleep.

Trabisnikof posted:

If you sell your prison you can keep playing it but you don't get to ever sell it again.

Unless you save in a different slot, then sell it, and save the new prison over that slot.

cyclonic
Dec 15, 2005

Pornographic Memory posted:

The execution chamber does nothing currently, your game is probably slow because you're running up against the your computer's hardware limitations (because 375 prisons is a really huge prison and I wouldn't be surprised if you also had well over 100 staff to simulate too), and to look at your old prisons there's really nothing you can do except keep your old save files.

And no your prisons don't get wiped with new updates. You can load up old prisons in new alphas and even have them work fine pretty often, but it can be glitchy sometimes or cause some new/changed features to just flat out not work so it's probably best to just start a new prison with each new patch, especially if it makes big changes. I'm pretty sure whenever you sell your prison and start a new one it's just as good as starting from scratch, though, so you can just sell your prison from last version and make a new prison in the new version that won't have any problems from carrying over the old save.

By sluggish I meant it seems like when I increase the game speed it doesn't make as big of a difference as when I had a smaller prison. But probably for similar reasons - including staff that's about 500 people to simulate. After Sim City I just worry about simulation with a lot of units, as sad as that is.

Game runs smooth, I just wish I could fast forward a little faster when I'm building new cell blocks. Guess I'm just impatient.

edit-
Also found a prisoner serving 7 years - pleaded guilty for wrongful imprisonment :psyduck:

cyclonic fucked around with this message at 00:11 on Dec 3, 2014

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Wrongful Imprisonment doesn't mean he was wrongfully jailed. It means he detained someone else against their will. Its a sort of kidnapping basically.

FronzelNeekburm
Jun 1, 2001

STOP, MORTTIME

cyclonic posted:

By sluggish I meant it seems like when I increase the game speed it doesn't make as big of a difference as when I had a smaller prison. But probably for similar reasons - including staff that's about 500 people to simulate. After Sim City I just worry about simulation with a lot of units, as sad as that is.

Game runs smooth, I just wish I could fast forward a little faster when I'm building new cell blocks. Guess I'm just impatient.
Yeah, currently, the game starts to chug after a few hundred prisoners. Adding additional plots of land is usually the worst performance hit, but hopefully they do another performance-improvement pass one of these months.

Away all Goats
Jul 5, 2005

Goose's rebellion

FronzelNeekburm posted:

Yeah, currently, the game starts to chug after a few hundred prisoners. Adding additional plots of land is usually the worst performance hit, but hopefully they do another performance-improvement pass one of these months.

Yeah I notice a bigger performance hit with bigger plots of land, but generally once my prisons start hitting the 300~ mark it does become noticeably slower as well.

This game does keep track of a lot of stuff, including staff, visitors, food, contraband, workshop input/output, laundry, etc

Propaganda Hour
Aug 25, 2008



after editing wikipedia as a joke for 16 years, i ve convinced myself that homer simpson's japanese name translates to the "The beer goblin"
PA tracks a significantly larger amount of actors and entities as an early access game than SimCity ever will. For example: I've seen prisoners turn both left and right.

vanity slug
Jul 20, 2010

Should I make a snake prison like in SimCity? Maybe that will help with pathfinding.

cyclonic
Dec 15, 2005

Propaganda Hour posted:

PA tracks a significantly larger amount of actors and entities as an early access game than SimCity ever will. For example: I've seen prisoners turn both left and right.

For such basic sprites, the animation is very smooth and I really like it. It's sad that SimCity is in the back of my mind when I play this game and realize how terrible SimCity is.

The only pathing glitch I've seen is sometimes the dogs stray from their handlers and the leash runs through entire cell blocks.

Or sometimes when I have riots my guards never get there - is there a way to sort of alert them and force them to report to a specific location en mass, like dispatching firefighters/cops in previous SimCity games?

nielsm
Jun 1, 2009



cyclonic posted:

Or sometimes when I have riots my guards never get there - is there a way to sort of alert them and force them to report to a specific location en mass, like dispatching firefighters/cops in previous SimCity games?

Def. been missing that, a better way to "catch" some guards and have them move somewhere. Somewhat similar to picking up units in Dungeon Keeper but without the teleporting action. Also maybe designate your own guard idling areas instead of having to rely on some particular rooms to act as that, or having to deploy everyone to specific rooms or patrols.

Slime
Jan 3, 2007

nielsm posted:

Def. been missing that, a better way to "catch" some guards and have them move somewhere. Somewhat similar to picking up units in Dungeon Keeper but without the teleporting action. Also maybe designate your own guard idling areas instead of having to rely on some particular rooms to act as that, or having to deploy everyone to specific rooms or patrols.

The way guards work could definitely use some work. I tried setting up remote access doors, and they worked fine right up until the guard went off for a break and the one who came to replace him on the door control was behind a remote access door. It wouldn't let any other guard take over the job even though the guard couldn't get to the job, so I had to open the door myself.

lament.cfg
Dec 28, 2006

we have such posts
to show you




Slime posted:

The way guards work could definitely use some work. I tried setting up remote access doors, and they worked fine right up until the guard went off for a break and the one who came to replace him on the door control was behind a remote access door. It wouldn't let any other guard take over the job even though the guard couldn't get to the job, so I had to open the door myself.

I never use Remote doors for this exact reason. A Solitary door with a servo is just as good.

cyclonic
Dec 15, 2005

nielsm posted:

Def. been missing that, a better way to "catch" some guards and have them move somewhere. Somewhat similar to picking up units in Dungeon Keeper but without the teleporting action. Also maybe designate your own guard idling areas instead of having to rely on some particular rooms to act as that, or having to deploy everyone to specific rooms or patrols.

I think if guards see a broken door they just pass by it. Which is infuriating during riots because at least for me they tend to break out in the canteens or yards and stay there. If the guards would just charge in as a small group the riot would be over but they keep on walking by the entrances.

Pigbuster
Sep 12, 2010

Fun Shoe

Slime posted:

The way guards work could definitely use some work. I tried setting up remote access doors, and they worked fine right up until the guard went off for a break and the one who came to replace him on the door control was behind a remote access door. It wouldn't let any other guard take over the job even though the guard couldn't get to the job, so I had to open the door myself.

One thing I did to help this was to add a pressure pad right next to the remote door of the security room. Guards inside would go try and open it when another guard wants in, and in the process step on the plate to own the door. I don't think I ever had any problems with remote door shifts since I did that.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

ZobarStyl posted:

Maybe just put protective custody into a single holding cell at the center of all the other blocks. Less gauntlet, more Thunderdome.

Do protective custody prisoners fight each other? I'd think being the target of literally everyone else in the prison might make them avoid starting any poo poo just on principle.

lament.cfg
Dec 28, 2006

we have such posts
to show you




The Cheshire Cat posted:

Do protective custody prisoners fight each other? I'd think being the target of literally everyone else in the prison might make them avoid starting any poo poo just on principle.

Yes. It sucks. I keep my PC prisoners in as much isolation as possible.

The REAL Gtab Fan
Apr 12, 2007

Let it post, let it post, can't wait to shit post anymore~
Let it go, let it go, gonna vote one and move onnnnnn~

cyclonic posted:

Or sometimes when I have riots my guards never get there - is there a way to sort of alert them and force them to report to a specific location en mass, like dispatching firefighters/cops in previous SimCity games?

Have you considered putting some guards on patrol in hot spots?

Also, once you get taser training, you shouldn't have to worry about riots.

uXs
May 3, 2005

Mark it zero!

Slime posted:

The way guards work could definitely use some work. I tried setting up remote access doors, and they worked fine right up until the guard went off for a break and the one who came to replace him on the door control was behind a remote access door. It wouldn't let any other guard take over the job even though the guard couldn't get to the job, so I had to open the door myself.

You can wire two control stations to the same door as a backup too.

FronzelNeekburm
Jun 1, 2001

STOP, MORTTIME
Of all the places in the prison I'd be worried about a riot invading, the room packed full of guards is probably the lowest on the list. Just stick some solitary doors on it and call it good.

Wallet
Jun 19, 2006

uXs posted:

You can wire two control stations to the same door as a backup too.

Yeah, I just pair my control stations so that instead of each one having, say, 10 doors (depends on traffic volume obviously) to control, they each have twenty doors which they share with one other station. Seems like the game handles it just fine. I use a lot of timers on doors as well, so that they only have to be manually opened by an operator when prisoners aren't allowed through. It should really be changed so that guards only go off-shift on control stations when their replacement arrives, though.

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ravenkult
Feb 3, 2011


I don't think I'm a very good warden. I just throw assholes in solitary for like a week. Talk about rehabilitation.
I almost wish I had recorded a couple of these riots that took place lately, there was a dude with like Very Strong, Very Lethal and a couple of other tags just devastating everyone. Five dead guards, seven dead prisoners. It didn't help that the Taser classes were bugged and no one was carrying a taser.

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