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Pornographic Memory
Dec 17, 2008

cyclonic posted:

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?

You can drag select a bunch of guards and order them to move somewhere RTS-style, but they won't stay there for long because they'll get tasks assigned to them. You could also go into deployment mode and order a bunch of guards stationed in a particular room or along some patrol routes.

cyclonic posted:

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.

If prisoners have taken over a room your regular guards will not go in there on their own IIRC. If you want to take it back you need to get some armed guards or call in riot police and send them in manually. Riots are meant to play as a pseudo-RTS that you need to directly intervene in to put down.

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cyclonic
Dec 15, 2005

The REAL Gtab Fan posted:

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.

I have cops patrolling hot spot but sometimes when a riot breaks out the cops assigned there get...incapacitated. I guess trying to re-assign patrol routes during a riot might fix it.

I haven't tried all the security unlocks yet. I finally figured out CCTVs and wire taps. I'm just testing more stuff with my existing prison while trying to increase the sale value so my next prison design will be a bit smoother. I didn't realize you could designate areas as min/max/high security until I had about 200 inmates. If I isolate my high-risk inmates with armed guards I assume I'll have less riots.

Pornographic Memory posted:

If prisoners have taken over a room your regular guards will not go in there on their own IIRC. If you want to take it back you need to get some armed guards or call in riot police and send them in manually. Riots are meant to play as a pseudo-RTS that you need to directly intervene in to put down.

You can call in riot police?

I just watched my prison fail on purpose and that was a blast - seeing the army take everyone out.

...and go into rooms my guards won't go into.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
Riot cops are kind of a middle ground between armed guards and normal ones. They don't have guns but they're super tough, and you order them around like an RTS unit. They were put in before armed guards when riots were first added to the game - they might have problems if your prisoners have gotten into the armory and armed themselves but otherwise they can usually go into a prisoner controlled part of the prison and clean up no problem (although I imagine the "one-hit-death-punch" prisoners might still give them problems).

AceClown
Sep 11, 2005

I had a fun bug on one of my prisons where I'd call the riot cop and they'd just zoom past and not get out the van.

I wasn't mad, I just assumed they were going "nope, gently caress that" and it made me laugh.

Pornographic Memory
Dec 17, 2008
Armed guards are kind of a double edged sword for riots - sometimes a few shotgun blasts will make a crowd of prisoners surrender, on the other hand not all prisoners are scared of getting shot to death and I'm pretty sure killing dozens of prisoners even in a riot is a game over condition. If I'm using them in a riot it's generally to hold the prison's entrance and any staff only areas while riot police do the actual work of retaking the prison. Plus if prisoners manage to take down an armed guard it's pretty serious poo poo because they'll drop a baton, keys, shotgun, and possibly taser for your prisoners to use against you.

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~
On my serious business prison I only have armed guards patrolling the perimeter, armory, staff areas, and entrances. Always behind many solitary doors. I fear the day a prisoner gets one of my guns.

cyclonic posted:

I have cops patrolling hot spot but sometimes when a riot breaks out the cops assigned there get...incapacitated. I guess trying to re-assign patrol routes during a riot might fix it.

If you really want to nip it in the bud. Zoom out to view your entire prison, drag a selection box over the entire map (this will only select guards). Then right click in the middle of the riot. Watch as every guard in your prison abandons their posts to go fight the riot. Everyone goes back to their normal duties once there's no incidents happening around them.

D34THROW
Jan 29, 2012

RETAIL RETAIL LISTEN TO ME BITCH ABOUT RETAIL
:rant:
Wiring, solenoids, armed guards, protective custody...it's only been 5 months since I played, what the gently caress have I missed? :stare: Gonna have to get back into this here, sounds rather interesting.

cyclonic
Dec 15, 2005

Huh. I did not know I could order my cops around directly like that - can you order janitors to clean up specific spots too? What I've been doing is just hiring new cops next to where I need them - sometimes they wander in the riot zones, sometimes they don't.

AceClown
Sep 11, 2005

cyclonic posted:

Huh. I did not know I could order my cops around directly like that - can you order janitors to clean up specific spots too? What I've been doing is just hiring new cops next to where I need them - sometimes they wander in the riot zones, sometimes they don't.

All my unassigned cops just wander around the canteen most of the time, lazy fat pigs.

nielsm
Jun 1, 2009



AceClown posted:

All my unassigned cops just wander around the canteen most of the time, lazy fat pigs.

Meanwhile, mine love to hang out at the Deliveries area, which is precisely where they are needed the least.

Away all Goats
Jul 5, 2005

Goose's rebellion

nielsm posted:

Meanwhile, mine love to hang out at the Deliveries area, which is precisely where they are needed the least.

My delivery area is the only entrance/exit out of my prison so it's perfect for me :v:

But yeah, it would be nice to designate areas as 'hotspots' for unassigned guards to congregate at. I notice they tend to hang out at the Delivery area, Canteen, Yard, Holding Cell and Security Office if not assigned to a patrol/deployment/job

Nettle Soup
Jan 30, 2010

Oh, and Jones was there too.

The ones that hang out in the holding cell are really annoying. "I built that for the grant, no prisoners have ever been in there, none ever will be, get out!"

AceClown
Sep 11, 2005

Nettle Soup posted:

The ones that hang out in the holding cell are really annoying. "I built that for the grant, no prisoners have ever been in there, none ever will be, get out!"

Once I have the grant I just dismantle the furniture and turn it in to the visitors centre

George Sex - REAL
Dec 1, 2005

Bisssssssexual
So I've been watching this game's development for awhile now, but have been avoiding purchase because I don't want to get burned out during in its unfinished state. I'm wondering where it's at now, how fun is it and how close is it to being a fully featured game?

In too many instances (Starbound, Divinity Original Sin, Endless Space, etc..) have I been burned out on an inferior version of what has become a good title and I seem to regret it. I did purchase it when it was on sale and I have some free time over the holidays, but I don't want to repeat history. Please thread, tell me what to do.

Coolguye
Jul 6, 2011

Required by his programming!
The game as it stands is more fully featured than a number of simulation games I have played, but by the same token if your habit with these games is to binge and bust then you should probably hold off as the game still has a long way to go to be 'done' and I seriously doubt the current incarnation is the best one out there.

nielsm
Jun 1, 2009



Dorkopotamis posted:

So I've been watching this game's development for awhile now, but have been avoiding purchase because I don't want to get burned out during in its unfinished state. I'm wondering where it's at now, how fun is it and how close is it to being a fully featured game?

In too many instances (Starbound, Divinity Original Sin, Endless Space, etc..) have I been burned out on an inferior version of what has become a good title and I seem to regret it. I did purchase it when it was on sale and I have some free time over the holidays, but I don't want to repeat history. Please thread, tell me what to do.

This is a very good game already. They could probably just call it finished tomorrow and nobody would know any better, but they're still promising more to come. With how much new they add every month, coming back every second month will also give you some days more fresh gameplay out of it.

The one thing they're obviously adding but not releasing yet, is a story/campaign mode, you can see traces of it in the developer videos.

Just get it already, if you like Theme Hospital, Dungeon Keeper, Sim Tower or Rollercoaster Tycoon you'll probably love this.

(Prison Architect together with Kerbal Space Program and Minecraft are the early-access-style published games that show how the model is done right. Most end up doing it wrong, PA isn't one of them.)

FronzelNeekburm
Jun 1, 2001

STOP, MORTTIME

Pornographic Memory posted:

Armed guards are kind of a double edged sword for riots - sometimes a few shotgun blasts will make a crowd of prisoners surrender, on the other hand not all prisoners are scared of getting shot to death and I'm pretty sure killing dozens of prisoners even in a riot is a game over condition.
If they haven't changed it since they introduced failure conditions (in alpha 20), you should always get one warning before losing. So, you get one shot at mass murder, and then you get a death counter you can't exceed without losing.

cyclonic posted:

Huh. I did not know I could order my cops around directly like that - can you order janitors to clean up specific spots too? What I've been doing is just hiring new cops next to where I need them - sometimes they wander in the riot zones, sometimes they don't.
If you drag across an area, it will only select cops. You can click on any staff member and order them to move elsewhere -- handy for when they get stuck in a door or something -- but you can't directly give them orders, so they may get to where you want them and wander off to do whatever jobs they prefer.

The Deadly Hume
May 26, 2004

Let's get a little crazy. Let's have some fun.
I thought it'd be interesting to list and summarise each alpha so far.
code:
 1 - 25 Sep 2012 - First public release
 2 - 18 Oct 2012 - Deployment mode. Intake options.
 3 - 01 Nov 2012 - Fog of war. CCTV. 
 4 - 19 Nov 2012 - Fog of war overhaul.
 5 - 14 Dec 2012 - Staff only sectors. Firemen in emergencies. Foundation tool improvements
 6 - 30 Jan 2013 - Prisoner risk categories, traits, rap sheets and history. Security zoning. Intake control.
 7 - 21 Feb 2013 - Only guards can open doors. Lockdown and bangup modes. Mary Sue biographies from backers.
 8 - 20 Mar 2013 - Steam integration. Planning mode. More doors.
 9 - 24 Apr 2013 - Jobs for prisoners, including cleaning, laundry and proper workshops. Visitation.
10 - 30 May 2013 - Steam workshop for sharing prisons. Anger management including riots. Linux version. laundry refinements.
11 - 28 Jun 2013 - Performance optimisations. Land expansion. Prisoner releases. Dirty laundry riots no longer a thing.
12 - 31 Jul 2013 - Contraband. Search powers. Optimisation of the needs system.
13 - 29 Aug 2013 - Escape tunnels. Punishment policies. search refinements.
14 - 02 Oct 2013 - guard dogs and kennels. Sale of prisons.
15 - 29 Nov 2013 - Mod system improvements. Performance optimisations. staffrooms for exhaustion
16 - 27 Dec 2013 - Wood industry. Steam workshop for mods. Medium sec level segregation (before just Max, Min or general)
17 - 31 Jan 2014 - Armed guards. Forestry zones. Further mod system improvements.
18 - 28 Feb 2014 - Reform programs. Prisoner experience. Armoury upgrades.
19 - 27 Mar 2014 - Financial system improvements with more grant types. Game rebalancing. Exports zone.
20 - 29 Apr 2014 - Prisoner and prison grading. Failure conditions. Finance tweaks to curtail share tanking using riots etc.
21 - 30 May 2014 - Narcotics. Advanced regime control. Language selection. Prisoners surrender (sometimes).
22 - 27 Jun 2014 - Bug bash and general tweaking.
23 - 31 Jul 2014 - Remote access. CCTV overhaul. Advanced logic! Contraband smuggling refinements.
24 - 29 Aug 2014 - Mod system upgraded. Confidential informants. Remote access refinements. Canteen spoon nerf.
25 - 25 Sep 2014 - Reputations (i.e. Strong, Cop Killer, etc.). Protective custody and supermax categories. More CI refinements.
26 - 30 Oct 2014 - Bug bash II, focusing on kitchen annoyances.
27 - 28 Nov 2014 - Food supply/demand system. Reform program scheduler. Phone tap object. Reporting for awful contributed bios.
What really struck me was that, month after month, they've put an update out, usually with something new or improved that's worthwhile. The only time they took a longer break was between 14 & 15 when one of the devs' partners had a baby.

There's still a few things to add, the big one obviously being gangs, but they have also mentioned things like a concession stand (i.e. prisoners could buy things with their meagre earnings from work - not sure whether that's going to include a black economy but who knows) and having an actual point for the electric chair (which seems more and more like something they just threw in for the sake of the tutorial).

FronzelNeekburm
Jun 1, 2001

STOP, MORTTIME
Campaign mode (and, perhaps in a related vein, the mysterious Polaroids we've seen occasionally in the alpha demo videos) is a big one that isn't in yet, especially with that button in the developer mode labeled "Cutscenes."

Tehan
Jan 19, 2011
Electric chairs seem like the logical balancing force for superprisoners. Instead of having to keep this guy around forever as he murders ten people every time he gets a little upset, you just have to wait out the clock on the appeals process.

Drone_Fragger
May 9, 2007


FronzelNeekburm posted:

Campaign mode (and, perhaps in a related vein, the mysterious Polaroids we've seen occasionally in the alpha demo videos) is a big one that isn't in yet, especially with that button in the developer mode labeled "Cutscenes."

My guess is that these will be last, since it would make more sense to have freeplay mode finished and working and then working the campaign in feature complete, rather than adding it now and having to update the campaign every version becasue they need to change how prisoners use showers or something.

Pornographic Memory
Dec 17, 2008

Tehan posted:

Electric chairs seem like the logical balancing force for superprisoners. Instead of having to keep this guy around forever as he murders ten people every time he gets a little upset, you just have to wait out the clock on the appeals process.

The appeals thing could also be a way to work lawyers back into the game as staff. You could hire lawyers to fight against appeals to speed up the process of executing prisoners. Maybe make them really expensive and able to handle a limited number of cases at a time so that you can't just make a maximum security execution factory unless you build some weird gimmick prison around cutting costs to the bone for everything but mass lawyers, but you'll still want one around to make sure the occasional guy with a double digit body count and an immunity to tasers goes away sooner rather than later.

The Deadly Hume
May 26, 2004

Let's get a little crazy. Let's have some fun.
Endgame: you end up taking a ride in Old Sparky.

jerichojx
Oct 21, 2010
The Imperial architect mod is amazing. Now I can imprison alien and rebel scum

nielsm
Jun 1, 2009



Does anyone know if prisoners can die of old age? Like this guy:



He should be around 98 years old when he gets released (assuming he doesn't murder anyone else), he should probably croak before that. Right?

Do they change personality as they age?

Acer Pilot
Feb 17, 2007
put the 'the' in therapist

:dukedog:

nielsm posted:

Does anyone know if prisoners can die of old age? Like this guy:



He should be around 98 years old when he gets released (assuming he doesn't murder anyone else), he should probably croak before that. Right?

Do they change personality as they age?

not that i noticed.

Drone_Fragger
May 9, 2007


I have a regular security guy in for 122 years who is currently 61 so it's possible he will die if it's coded in.

Also Tazers are so great. They also don't count as an "incident" so it doesn't upset your free cash for not having incidents.

What did upset that was a Ex law enforcement Snitch getting murdered in the canteen on his first day because it took so loving long for my CI's to get to the security office to tell me he was a snitch and an ex law enforcement.

Tenebrais
Sep 2, 2011

Do prisoners age? Time passes on their release dates but I don't think I've ever seen an age number go up.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
I'm fairly sure they don't. I don't have first hand experience, but I swear in this thread people have posted screenshots of prisoners that have served more time than they've been alive according to their age.

FronzelNeekburm
Jun 1, 2001

STOP, MORTTIME

nielsm posted:

Does anyone know if prisoners can die of old age?
Death from old age is not currently in the game. They mentioned it in the alpha video about failure conditions.

The Kins
Oct 2, 2004
Tis the time for Alpha 28.

https://www.youtube.com/watch?v=OZgJAg4qMkE

This time: UI polish, more sector targeting, guard deployment scheduling, truck drivers, bug fixes and changes to mods and balance.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Truck drivers is a really nice addition.

FronzelNeekburm
Jun 1, 2001

STOP, MORTTIME
The big news here is that they expanded the kitchen planning system from last update to the laundry system, so maybe you can actually have more than one functioning laundry room now.

Also, being able to set time-specific deployment schedules (i.e., more guards in the canteen at lunch, more in the cell blocks at night, etc.) sounds useful. I wonder how well it will work in practice.

cheesetriangles
Jan 5, 2011





Is there a good guide on how to prison layout? I get all autistic about layouts and like to have it optimized but have no idea how to do that.

uXs
May 3, 2005

Mark it zero!

cheesetriangles posted:

Is there a good guide on how to prison layout? I get all autistic about layouts and like to have it optimized but have no idea how to do that.

Optimized how? Cheap? Efficient? Secure? Aesthetically pleasing?

cheesetriangles
Jan 5, 2011





Efficient / secure.

Zedd
Jul 6, 2009

I mean, who would have noticed another madman around here?



cheesetriangles posted:

Efficient / secure.

This goon has you covered: :v:

DropsySufferer posted:

This new version added a few challenges to creating a perfect prison but I feel I achieved my goals.



The one new issue was food which I addressed by sending to them to canteen, only a few feet away. I feel I could do a thousand prisoners but building these kind of prisons is boring.
The Legendary prisoners are only good for getting killed and starting incredibly short riots. No matter what problem it's all solved by large amounts of armed guards.
I think for my next prison I'll build one with the least amount of guards possible.

Armed Guards, freefire.

AceClown
Sep 11, 2005

cheesetriangles posted:

Is there a good guide on how to prison layout? I get all autistic about layouts and like to have it optimized but have no idea how to do that.

The beauty of this game is building something and watching it go to poo poo, selling up quick and then learning from your mistakes :)

Away all Goats
Jul 5, 2005

Goose's rebellion

Surround your plot of land with fencing (optional next step: do an inner circle of fencing at least with at least 9 tiles in between to prevent thrown-in contraband). Have your entrance/exit lead to your deliveries/garbage/export area which is also enclosed with road gates. Now put 3 jail doors between your loading zone and the rest of your prison.

This is how I've started my last 5 prisons and no one has ever escaped (remember to set the road area as staff-only later on) except through tunnels. Deaths on the other hand...

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Jehde
Apr 21, 2010

AceClown posted:

The beauty of this game is building something and watching it go to poo poo, selling up quick and then learning from your mistakes :)

Seriously this. Try what you think is right, you'll eventually figure out where you went wrong, make back as much money as you can selling and then start again.

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