The Cheshire Cat posted:Do you have game overs disabled or do you have it carefully balanced so that the number of daily fatalities is under the limit for getting a warning? Because the latter might make an interesting challenge. Sure you'll let them kill each other, but not TOO much. Game over disabled. 13 dead in the last 24. I have 22 armed guards patrolling. It sounds like a warzone with all the random shooting. Fast edit: I only have holding cells, which makes it more interesting.
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# ? Apr 7, 2015 22:27 |
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# ? May 28, 2024 04:02 |
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https://www.youtube.com/watch?v=lPcnzY49lQY
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# ? Apr 8, 2015 01:32 |
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I sold my old prison to be able to start a new one with a proper death row and everything. After a while, my first death row prisoner shows up. He has a clemency rate of 47%, and has his death sentenced commuted after his first hearing
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# ? Apr 11, 2015 18:53 |
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When they have their sentence commuted, do they leave your prison or do they just get transferred to gen pop?
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# ? Apr 11, 2015 19:10 |
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wilderthanmild posted:I have 22 armed guards patrolling. It sounds like a warzone with all the random shooting. Maybe that's why they riot. Inmates tend not to like too many armed guards
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# ? Apr 11, 2015 19:12 |
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The Cheshire Cat posted:When they have their sentence commuted, do they leave your prison or do they just get transferred to gen pop? He became a max sec prisoner with a 77-year sentence. e: which is good because I'm running a max-sec only prison. Although I understand it's also possible for death row prisoners to get released if the hearing shows that they are innocent.
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# ? Apr 11, 2015 19:19 |
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I bought this game years ago but hadn't touched it yet. Now that there's finally a bit of a release date on the horizon, I figured it'd be sufficiently bug-free and stable to play, and it is, sort of. The feature where you can sell your prison and use the money to start off a new one is the best feature for any kind of game in this genre. I've built a nice big prison for almost 300 dudes, (low/med sec), complete with small wards for protective custody and max sec. I keep the max sec guys fully suppressed using armed guards, the fearless ones get permanent solitary. There has only been an incident when I had a max sec snitch+instigator in there with them. I let the protective custody guys roam the prison during the night when everyone's asleep, it works pretty well but they are tired all the time, as they don't sleep during the day, even when the regime says they should. I added some toilets and showers to the canteen area and I got riots as a result, as it turned into a nice little unwatched corner to murder someone when the prisoners are moody in the morning from being unwashed and unfed. Removing these toilets made all the difference. Permanent solitary/lockup work pretty well, but the prisoners must be manually released when their term is up. I also suspect no food is cooked for them, but they get fed anyway. Which means someone else doesn't. Regular solitary gives food through a bowl that despawns when it's been used, permanent solitary means someone will need to collect the plates. Which the cooks then stack up in the solitary cell before hauling to the kitchen, meaning long delays as they wait for a guard to open the door. I'm a bit confused about the time scale used in the game though. I've played about 100 game-days but that's a few years when it comes to terms served. How long is one year in game-days?
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# ? Apr 14, 2015 01:42 |
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Im having trouble with my guards not feeding prisoners stuck in lockdown as per their regime. For some reason they just arent giving them their little gruel bowls as usual and every one is starving. I have a spare kitchen for them and cooks but no canteen as these are all super max hitlers.
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# ? Apr 14, 2015 01:55 |
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Stick Insect posted:I'm a bit confused about the time scale used in the game though. I've played about 100 game-days but that's a few years when it comes to terms served. How long is one year in game-days? http://forums.somethingawful.com/showthread.php?threadid=3669315&pagenumber=19&perpage=40#post440364927
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# ? Apr 14, 2015 02:17 |
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Thank you. Interesting to see how map size affects speed, and a bunch of other things. Gaj posted:Im having trouble with my guards not feeding prisoners stuck in lockdown as per their regime. For some reason they just arent giving them their little gruel bowls as usual and every one is starving. I have a spare kitchen for them and cooks but no canteen as these are all super max hitlers. Been looking around on the bug tracker to see if the bugs I've experienced needed reporting, ran into this related bug/exploit: http://bugs.introversion.co.uk/view.php?id=8387 Permanent solitary/lockdown and death row create problems with the dishes, which are sometimes stacked in a cell before hauling off to the kitchen. Non-permanent solitary never generates dishes, a bowl is used instead, which appears to vanish after the prisoner finishes eating.
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# ? Apr 14, 2015 04:47 |
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Gaj posted:Im having trouble with my guards not feeding prisoners stuck in lockdown as per their regime. For some reason they just arent giving them their little gruel bowls as usual and every one is starving. I have a spare kitchen for them and cooks but no canteen as these are all super max hitlers. I'm not sure, but wouldn't you need a canteen to have a serving table for the cooks to place the cooked food? If they have no serving tables to supply, then there is no reason for them to cook.
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# ? Apr 14, 2015 07:48 |
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Erm, was timewarpfactor removed?
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# ? Apr 27, 2015 14:18 |
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New Alpha time! https://www.youtube.com/watch?v=AYUJo-hyISw This was a bug bash month (135 fixes this time!), but there's a couple of changes to Death Row like a "Criminal Miscarriage of Justice" Game Over trigger. Oh, also, the game's leaving Early Access at the end of the year!
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# ? Apr 30, 2015 16:26 |
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awesome podcast; I'd listen to them talk about sci fi movies and books any day
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# ? Apr 30, 2015 17:37 |
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Hey all, on my 3rd prison now and I think I finally have the hang of things. Here's my current one: I figure my next step will be to clone the current cell block to make sure I've got plenty of room for the foreseeable future, I'll probably just place it on the other side of the yard for easy access to the facilities. I guess I could hold off on that for the moment though seeing as how my holding cell is more than big enough to prevent overcrowding for the moment. Anybody have any suggestions based on what's visible there? I've already got deployment and prisoner labor at this point.
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# ? May 13, 2015 01:45 |
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I'd probably make a new building for the canteen and kitchen that has room to expand, because more cook stoves and tables to eat at is going to be one of the biggest needs after more jail cells as you let in more prisoners.
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# ? May 13, 2015 01:52 |
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Those look fairly expandable, just need to add on and break down some walls. PantsBandit posted:I figure my next step will be to clone the current cell block to make sure I've got plenty of room for the foreseeable future, I'll probably just place it on the other side of the yard for easy access to the facilities. I guess I could hold off on that for the moment though seeing as how my holding cell is more than big enough to prevent overcrowding for the moment. Needs more guards. Also the generator shouldn't be in a corner like that, you can put capacitors on all four sides (do corners count? I forget, I feel like they don't, like the max is 12 capacitors). You can build another one if needed but just make sure the two generator's wires never connect or they'll short each other out. An official Storage Room might be good, that can be outside, also I generally zone the other side of the street as Exports so things like lumber and license plates can get sold off. Looks like a good start, room for improvement but this one can probably be managed and expanded for a good while.
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# ? May 13, 2015 16:27 |
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Thanks for the suggestions guys. I've finally got a well-run, profitable prison! (I'm unemployed for the next couple weeks so I've been cracking out hardcore on this game) Current prison: Cell block B (Mid-security prisoners): Guard Patrol Routes: I've sort of cornered myself with the canteen but have been cycling my mid and low level security prisoners through at different times of day to try and mitigate that. I think I'm just going to drastically lower intake until I decide to sell this prison. Overall, really addicting game if you've got the time to figure out how the gently caress to play it.
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# ? May 13, 2015 22:32 |
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Looking good, next immediate thing would be dog patrols outside in case someone gets to tunneling I think. Kennel will fit right in outside the Armory I think. There's a decent amount of stuff you can micromanage, and lot of was added since the last time I was playing this a bunch (still fuzzy on how I get CIs). I lost a lot of time with this thing while working full time, it's my fourth most played game on Steam, actually probably third since I'm pretty sure Portal glitched out and I didn't play it for 72 hours. So be careful I guess.
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# ? May 13, 2015 22:59 |
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Is this worth picking up?... Is there a demo or anything like that available?
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# ? May 14, 2015 06:30 |
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Cerebral Wolf posted:Is this worth picking up?... I've enjoyed it a lot so far. I got it for $6 off the humble store the other day. I don't know if I'd pay full price for it right now. Figure it's probably a love it or hate it type of game. It's currently 12 on the humble store so I guess it just depends how valuable 12 dollars is to you.
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# ? May 14, 2015 06:59 |
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This is by far my favorite Steam simulation game (and the only one I'll risk posting in the Games subforum about) and I want to say if you haven't bought this by now, do so. The polish after the last bug bash is pretty great. I do have a question to everyone who has successfully built one: Is there a way to stop prisoners from bottlenecking in the yard/canteen? This is where every murder occurs for me as they enter the area and just sort of stand in a huge clump before gang raping whatever Ex-Cop/Snitch happens to be closest.
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# ? May 14, 2015 07:04 |
PantsFreeZone posted:This is by far my favorite Steam simulation game (and the only one I'll risk posting in the Games subforum about) and I want to say if you haven't bought this by now, do so. The polish after the last bug bash is pretty great. A) Your ex-cops/snitches should not be in gen-pop but in protective custody. B) To lessen the clumping of prisoners there are several options, you could either built more canteen (I have one canteen for every cellblock of 28 prisoners in my standard layout) or you design it in a way that the different prisoner groups enter through different directions/doors which defuses the clumping (e.g. canteen in the center of 4 cellblocks).
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# ? May 14, 2015 07:56 |
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GaussianCopula posted:A) Your ex-cops/snitches should not be in gen-pop but in protective custody. How the hell do you find Snitches before they get ganked? I only place them in PC AFTER they've been attempted murdered on because that's when I see their bio and rarely do they survive that first attempt. I have 6 canteens. One for Max, Normal and Min + one as Shared and Death Row and PC. Each has 4 double jail doors to enter through plus 2 regular sized doors. I'll post a screen shot of my prison if it gives you a better idea, but they still clump up at the entrance when REGIME says Yard.
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# ? May 14, 2015 08:41 |
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Brightman posted:you can put capacitors on all four sides (do corners count? I forget, I feel like they don't, like the max is 12 capacitors).
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# ? May 14, 2015 09:57 |
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PantsFreeZone posted:How the hell do you find Snitches before they get ganked? Confidential Informants reveal prisoner traits, as well as who is marked for death. Get a few prisoners in solitary and recruit then.
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# ? May 14, 2015 12:23 |
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Cerebral Wolf posted:Is this worth picking up?... Yeah, although it might be prudent to wait for the Steam sale...or just get it on Humble Bundle like PantsBandit, 12 bucks is pretty great for this, I think I paid ten during a Steam sale and I've put almost 50 hours into it. They add features almost every month. Huh, didn't realize Humble Bundle was having a Spring Sale thing...do they have encores like Steam? Might be worth waiting to see if this hits 6 again. FronzelNeekburm posted:Yes, corners count. Cool, couldn't remember for sure. BurntCornMuffin posted:Confidential Informants reveal prisoner traits, as well as who is marked for death. Get a few prisoners in solitary and recruit then. I stopped playing right before the CI update and I don't understand how you get them, like I had a decent amount of guys in Solitary and there didn't seem to be a recruit option with any of them. Was it just bad luck or am I missing an option somewhere?
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# ? May 14, 2015 14:57 |
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Brightman posted:I stopped playing right before the CI update and I don't understand how you get them, like I had a decent amount of guys in Solitary and there didn't seem to be a recruit option with any of them. Was it just bad luck or am I missing an option somewhere?
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# ? May 14, 2015 15:34 |
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FronzelNeekburm posted:Yes, corners count. I can't believe I've played so long without knowing this Brightman posted:I stopped playing right before the CI update and I don't understand how you get them, like I had a decent amount of guys in Solitary and there didn't seem to be a recruit option with any of them. Was it just bad luck or am I missing an option somewhere? It's not just about having a guy in solitary confinement, but also how long. You might want to consider jacking up solitary confinement sentences for some prisoner misconducts you see regularly and just checking periodically to see if you get any CI's. They're pretty rare, and in a prison of around 160 guys I might only have three or so. I hope at some point they offer you an alternative way to recruit them, though. If you want to have a hippy-dippy prison where you treat prisoners kindly, it doesn't really jive with that to require you to throw prisoners into solitary confinement just to learn everybody's traits.
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# ? May 14, 2015 16:02 |
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PantsFreeZone posted:How the hell do you find Snitches before they get ganked? I only place them in PC AFTER they've been attempted murdered on because that's when I see their bio and rarely do they survive that first attempt. I don't use Yard in the regime at all, I use Free Time instead. Lots of guys still go to the yard, but some go the the chapel, common room, library, or even back to their cells depending on their needs and preferences. Since everyone isn't doing a zerg rush on the yard they don't really clump up anywhere. No one complains about not having a Yard block in the regime, so it seems fine.
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# ? May 14, 2015 20:16 |
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Yards are a good way to keep your max/medium sec prisoners busy while protective custody prisoners have their work and freetime (mostly for AA and drug treatment). Showers work, too, if you build them into multipurpose gyms.
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# ? May 14, 2015 22:35 |
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Angela Christine posted:I don't use Yard in the regime at all, I use Free Time instead. Lots of guys still go to the yard, but some go the the chapel, common room, library, or even back to their cells depending on their needs and preferences. Since everyone isn't doing a zerg rush on the yard they don't really clump up anywhere. No one complains about not having a Yard block in the regime, so it seems fine. That's a good idea. I usually do Shower>Freetime>Yard>EAT, with the Yard being directly outside the Canteen. Do you find that the prisoners have a problem Eating within the hour (do you double them up, maybe)? BurntCornMuffin posted:Confidential Informants reveal prisoner traits, as well as who is marked for death. Get a few prisoners in solitary and recruit then. You know, I've done this, but I don't think I've ever seen the marked for death notice. Is it in the Prisoner Bio or is it something you can see on the overlay?
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# ? May 15, 2015 09:07 |
PantsFreeZone posted:That's a good idea. I usually do Shower>Freetime>Yard>EAT, with the Yard being directly outside the Canteen. Do you find that the prisoners have a problem Eating within the hour (do you double them up, maybe)? It's a red crosshair over the prisoner when in the intel view.
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# ? May 15, 2015 09:17 |
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PantsFreeZone posted:That's a good idea. I usually do Shower>Freetime>Yard>EAT, with the Yard being directly outside the Canteen. Do you find that the prisoners have a problem Eating within the hour (do you double them up, maybe)? If you could do half-hour increments for the schedule that'd make some things a bit more flexible, like if you choose to have shower time (which is not always advisable because of the aggro) everyone is usually done within half an hour.
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# ? May 15, 2015 09:28 |
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hailthefish posted:It's a red crosshair over the prisoner when in the intel view. Well, I feel dumber than a Patriots fan who doesn't believe Tom Brady is a cheater. I guess I hadn't been thorough on the Intelligence screen for a few alphas. Thanks so much guys, Day 37, not a single murder. My previous prison had 23 of the first 50 prisoners to arrive leave in the hearse.
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# ? May 15, 2015 20:28 |
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PantsFreeZone posted:That's a good idea. I usually do Shower>Freetime>Yard>EAT, with the Yard being directly outside the Canteen. Do you find that the prisoners have a problem Eating within the hour (do you double them up, maybe)? I give them 2 hours and stick the hour of freetime after meals, so last few idiots who were running late can use the free hour to finish eating. They won't start eating during freetime, but if they have their plate they will keep eating during freetime. Hunger is too important and expensive to risk letting half eaten plates go to waste.
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# ? May 16, 2015 01:48 |
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Does anyone have an easy solution to this problem with the automated doors: When my guards try to change who uses the DCS, the shift-ending guard just runs away, and if the next guard is behind those remote doors (outside in my case), I manually have to cancel the job enough times until the game picks someone who is inside the compound. As the guards seem to love hanging outside at the deliveries-spot, this happens far too regularly. Feels a bit stupid to first form a choke point for managing contraband flow, and then create redundant paths inside to avoid deadlocks. Because now the traditional "waterlock with guard deployed" seems to be working much, much better.
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# ? May 17, 2015 08:56 |
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How do you guys manage shakedowns in large prisons? I'm at about 1200 and a shakedown disrupts pathfinding to the point that a few hundred starve to death, riots start and everyone starts to kill each other. After locking everything down and gradually letting people out to eat I had about 300 inmates left
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# ? May 17, 2015 10:23 |
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Der Kyhe posted:Does anyone have an easy solution to this problem with the automated doors: When my guards try to change who uses the DCS, the shift-ending guard just runs away, and if the next guard is behind those remote doors (outside in my case), I manually have to cancel the job enough times until the game picks someone who is inside the compound. As the guards seem to love hanging outside at the deliveries-spot, this happens far too regularly. My solution to this is to over saturate my number of available guards and to station a guard in troublesome chokepoints. I also build minimum size security rooms right next to the rooms that house the Door Controls. Extra guards hang out in security rooms and replace the guys going off duty.
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# ? May 17, 2015 11:56 |
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# ? May 28, 2024 04:02 |
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Der Kyhe posted:Does anyone have an easy solution to this problem with the automated doors: When my guards try to change who uses the DCS, the shift-ending guard just runs away, and if the next guard is behind those remote doors (outside in my case), I manually have to cancel the job enough times until the game picks someone who is inside the compound. As the guards seem to love hanging outside at the deliveries-spot, this happens far too regularly. You can assign multiple stations to a single door, so instead of having 8 doors on station A and 8 on station B just assign all 16 to both, at least for the critical path.
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# ? May 17, 2015 12:50 |