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Hadlock
Nov 9, 2004

Jeoh posted:

Turn the canteen into a morgue? Just send the corpses to the kitchen :eng101:

I did this since the canteen seems to be centrally located in all my prisons and the canteen typically has the best "traffic flow" so it makes an ideal location whenever there's a riot from a very hungry and overpacked prison population breaks out.

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MisterOblivious
Mar 17, 2010

by sebmojo

beats for junkies posted:

A note on the shop in that canteen building: I originally had the shop-window facing into the common room, but nobody seemed to use it (it may have just been because nobody had money yet). I moved it to the western side of the building, so people could get stuff from outside, and that helped. But now I've got guys running around with hundreds of dollars and I'm not making any money from the shop. Min/Medium security each have an hour of free time while the other is working, so there should be someone manning the counter for both groups.


There's a bug with the shop right now: the wall the window is on has to show up as Shop in the deployment screen.

widespread
Aug 5, 2013

I believe I am now no longer in the presence of nice people.


Call me hosed, but for every "successful" prison I look at, I want to make a Gulag. Like, I tried it before but everyone didn't get fed in time, lotsa death, et cetera. Might try again with Fail conditions to see if I could get away with it again.

Hezzy
Dec 4, 2004

Pillbug
Personally I wish there was a way to turn off the auto placement of lights when building foundations. I'd rather that there weren't any lights anyway, the placing of them gets on my nerves!

wilderthanmild
Jun 21, 2010

Posting shit




Grimey Drawer

widespread posted:

Call me hosed, but for every "successful" prison I look at, I want to make a Gulag. Like, I tried it before but everyone didn't get fed in time, lotsa death, et cetera. Might try again with Fail conditions to see if I could get away with it again.

I made one of these. Several large holding cells. It worked out okay until I decided to stop controlling the flow of incoming inmates. It slowly devolved into near constant shooting by the armed guards. There was minimum 1 death every day in the shower, canteen, and yard. Eventually there was a really bad riot that left a LOT of guards and prisoners dead. It only got cleared up by me holding off my armed guards for a little bit so I could concentrate them en masse against the mob.

It sounded like a warzone with all the shooting, even before the riot.

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

MisterOblivious posted:

There's a bug with the shop right now: the wall the window is on has to show up as Shop in the deployment screen.



Thanks, that's helpful! It seems like a quirk with the way rooms are zoned rather than specifically with the shop, since I've noticed it before in other rooms before this last update (the shop window is the first thing that actually uses it, though). Is there a way to control which walls get included, or at least a way to know which walls will belong to which room? In my previous screenshot, I noticed that the canteen took most of the inner walls (between the other rooms in the building), except for the cleaning closet in the upper right (next to the staff-only room that holds the water pump).

For now, I'm just chalking it up to alpha weirdness and working around it as much as possible.

widespread
Aug 5, 2013

I believe I am now no longer in the presence of nice people.


wilderthanmild posted:

I made one of these. Several large holding cells. It worked out okay until I decided to stop controlling the flow of incoming inmates. It slowly devolved into near constant shooting by the armed guards. There was minimum 1 death every day in the shower, canteen, and yard. Eventually there was a really bad riot that left a LOT of guards and prisoners dead. It only got cleared up by me holding off my armed guards for a little bit so I could concentrate them en masse against the mob.

It sounded like a warzone with all the shooting, even before the riot.

Oh. I went with the 1x3 cell route. More bleak that way, I guess. In fact, I'm not sure what'd be better for this kind of stuff: Either the large holding cells for a bit more flow, or more small cells to possibly be fluid.

MisterOblivious
Mar 17, 2010

by sebmojo

beats for junkies posted:

Thanks, that's helpful! It seems like a quirk with the way rooms are zoned rather than specifically with the shop, since I've noticed it before in other rooms before this last update (the shop window is the first thing that actually uses it, though).


Yes, there's that, but the shop window thing specifically is a bug and shouldn't require the zoned wall.
In that screenshot my store front is on the east wall and it's facing an outdoor corridor. To get the wall zoned I demolished it, zoned it shop and rebuilt the wall.
When I attempted to move the shop next to the canteen that procedure didn't work.


quote:

Is there a way to control which walls get included, or at least a way to know which walls will belong to which room? In my previous screenshot, I noticed that the canteen took most of the inner walls (between the other rooms in the building), except for the cleaning closet in the upper right (next to the staff-only room that holds the water pump).

For now, I'm just chalking it up to alpha weirdness and working around it as much as possible.

PA Dev posted:

Your best bet is simply to pick a wall inside the correct[ly zoned] area and you shouldn't have any trouble. If that's no good, you can try experimenting with adding and removing walls to try and get things divided up how you want it, but unfortunately I don't think there's a concrete method for that which will work in all cases. So yeah, not ideal, but if you are having trouble with this you know how to work out which walls will work for you now.

http://forums.introversion.co.uk/viewtopic.php?f=42&t=53556

Bacon Terrorist
May 7, 2010

to ride eternal, shiny and chrome

THUNDERDOME LOSER 2022
How do I stop a riot? My guards won't enter the cell block.

Bondematt
Jan 26, 2007

Not too stupid

Bacon Terrorist posted:

How do I stop a riot? My guards won't enter the cell block.

If you hit lockup then your guards can't open locked doors anymore. I believe SWAT, under emergencies, can though.

Turning off lockup works too.

Hadlock
Nov 9, 2004

Summoning riot guards is a one time fixed cost, right? For $300 I can just bring in 18 riot guards and leave them on site forever? Probably an oversight but they're way cheaper than hiring armed guards.

Pornographic Memory
Dec 17, 2008

Hadlock posted:

Summoning riot guards is a one time fixed cost, right? For $300 I can just bring in 18 riot guards and leave them on site forever? Probably an oversight but they're way cheaper than hiring armed guards.

Riot guards can't be assigned patrol routes and their presence increases the prison "temperature" (likelihood of a riot). I don't think riot cops provide suppression either, so all they do is stand where you tell them to and rush to beat up violent prisoners in their direct line of sight.

Bacon Terrorist posted:

How do I stop a riot? My guards won't enter the cell block.

Call in riot guards from the emergency menu or hire armed guards. Regular guards won't enter rooms taken over by prisoners, but riot and armed guards can be ordered around RTS style.

Three-Phase
Aug 5, 2006

by zen death robot

Bondematt posted:

If you hit lockup then your guards can't open locked doors anymore. I believe SWAT, under emergencies, can though.

Turning off lockup works too.

I believe that armed guards can override doors that are sealed in a lockdown.

RadioDog
May 31, 2005

MisterOblivious posted:

Yes, there's that, but the shop window thing specifically is a bug and shouldn't require the zoned wall.
In that screenshot my store front is on the east wall and it's facing an outdoor corridor. To get the wall zoned I demolished it, zoned it shop and rebuilt the wall.
When I attempted to move the shop next to the canteen that procedure didn't work.

http://forums.introversion.co.uk/viewtopic.php?f=42&t=53556

I tried the demolish trick but it didn't work for me. As soon as I rebuilt the wall the deployment diagrams would update and that wall would not longer be part of the shop. :argh: I tried all four cardinal directions and it did this with every wall except the bad one (against my kitchen, where I didn't want the counter to go).

What I did end up doing was breaking the shop area into two rooms, so it had a "lobby", and put the counter on the wall between the rooms.



It's still goofy because the second I delete that door on the far left, the middle wall changes ownership to the leftmost room and the shop stops working again. I hope they make your fix.

ShootaBoy
Jan 6, 2010

Anime is Bad.
Except for Pokemon, Valkyria Chronicles and 100% OJ.

I haven't played in like, 6 months and I'm wondering if you can have more than 1 inmate in a single regular cell. I'm thinking of trying a bit of a more 'realistic' style when I get back to playing and I wanna do cellmates.

uXs
May 3, 2005

Mark it zero!

ShootaBoy posted:

I haven't played in like, 6 months and I'm wondering if you can have more than 1 inmate in a single regular cell. I'm thinking of trying a bit of a more 'realistic' style when I get back to playing and I wanna do cellmates.

Nope.

ShootaBoy
Jan 6, 2010

Anime is Bad.
Except for Pokemon, Valkyria Chronicles and 100% OJ.

Well poo poo.

DeepQantas
Jan 13, 2008

Ah, to be a Hero... Keeping such company...
You could do cells connected by regular doors

Alchenar
Apr 9, 2008

You can do a holding cell with beds and amenities but obviously people won't be as happy.

ShootaBoy
Jan 6, 2010

Anime is Bad.
Except for Pokemon, Valkyria Chronicles and 100% OJ.

I might just see if I can figure out how to mod it in if I get the spare time.

jordguitar
Jul 7, 2008
Time for Alpha 35

https://www.youtube.com/watch?v=n18NBSRegP0

code:
= Gangs (continued)

- Gang Leaders
Sometimes a Legendary prisoner who arrives through Intake will also be a gang leader.
They will immediately assume control of their gang, and will establish a leadership hierarchy.
Can promote gang members into Lieutenants, up to a maximum of 1 lieutenant per 10 soldiers.
Can recruit non gang members into the gang. (Must visit the prisoner first)

Gang members are fiercly loyal to their leaders:
- They will become angry (temperature increase) if their leader is being punished in Solitary or Lockdown
- If a gang leader is killed, the entire gang will immediately try to start a riot

- Gang Territory Capture
Gangs will attempt to take control of key areas of your prison.
The attempt is called a 'Play', and is led by a Lieutenant.
He will gather a group of gang members together and give them instructions.
The soldiers will then proceed to the zone in question, and assert their authority over that zone.
If they are unchallenged, the territory will turn their colour and they will have ownership of it.
The player cannot build or change room setups within gang territory

- Captured Territory
Once captured, territory shows up in the Gangs view as the colour of the gang who has claimed it
Rival gang members are not permitted into the territory
Non gang members can enter the territory and use the facilities (eg Phones), but must pay Protection Money to the gang
Gangs accumulate money from non gang members this way, and will use the money to buy equipment such as stolen weapons
From time to time a lieutenant will arrange a 'Play' to revisit the territory with a group of soldiers, as a show of force.

- Contested Territories
Sometimes a gang will be strong enough to take a territory from a rival gang.
They will only attempt this if they have sufficient numerical advantage.
A lieutenant will arrange a Play and will send enough soldiers to take the territory by force.

- Eviction
Once a gang has claimed a territory, they must be Evicted to remove their influence.
Click on the EVICT button in the gang view to begin this process.
Any gang members within the territory will immediately turn hostile.
Nearby gang lietenants will arrange new 'Plays' in an attempt to re-capture their territory from your guards.
Once you have defended the territory for 24 hours, the ownership reverts to 'Unclaimed'.

- Securing a territory
With enough guards, you can protect a territory against any gang control.
Nb this can only be done with an unclaimed territory - any gangs must be evicted first.

- Security Rooms
Security rooms also count as territory, and are automatically guard controlled.
Guards can project their power from security rooms to any neighbouring territory.
Eg a security room with 10 guards inside will 'project' 10 guards onto all neighbouring yards, common rooms etc. 
Nb. 'Neighbouring' means there must be a door between the security room and the yard/common room.


= Contraband trading 
All prisoners can now trade their stolen contraband with other prisoners for money.
Prisoners will sell items they don't particularly want, and use that money at the shop or to buy other items from other prisoners.
The price of any item is based on the supply and demand of that item within the prison.
The approximate trade prices of all items can now be seen in the Intelligence / Dangers view.


- Ranged Weapon accuracy 
All ranged weapons have had their accuracy nerfed (previously 100% for anyone).
Tazers: 60% accuracy
Tazers used by Armed guards: 70% accuracy
All other ranged weapons: 70% accuracy
All other ranged weapons used by Armed guards: 90%

- The following rooms now all require Prison Labour to be unlocked:
Shop
Library
Mail Room

- Additional Contraband can now be stolen from the following rooms:
- Forestry : Saw / Axe / Spade

- Guard deployment screen now uses same layout engine as Jobs


= BUG FIXES
- 0008467: [Graphics] Horizontal lines in graphics (John) - resolved.
- 0009547: [Control & User Interface] Mails can be cloned (Icepick) - resolved.
- 0003138: [Graphics] Visitor appears with invisible body (Icepick) - resolved.
- 0009058: [AI & Behaviour] Prisoners are escorted to parole rooms zoned for other security levels. (Icepick) - resolved.
- 0009281: [AI & Behaviour] 500 prisoner grant wont complete (Icepick) - resolved.
- 0009282: [AI & Behaviour] Mailroom - Sorted Mail stacks sit on desks. (Icepick) - resolved.
- 0009236: [AI & Behaviour] Prisoners are not purchasing from Shop and Shop Front on Northern walls are not being manned. (Icepick) - resolved.
- 0005689: [AI & Behaviour] Prisoners should use showers in their cells during shower regime if their cells have it (Icepick) - resolved.
- 0002791: [Gameplay] Foundation-expansions don't complete with doors on the corner (lim_ak) - resolved.
- 0009143: [AI & Behaviour] Guards not escorting, prisonners in handcuffs die (Icepick) - resolved.
- 0006686: [Graphics] Dog Crates don't have proper textures (lim_ak) - resolved.
- 0009171: [Graphics] Road Gate Pillar render layering (lim_ak) - resolved.
- 0002497: [Graphics] Improper layering (lim_ak) - resolved.
- 0002847: [AI & Behaviour] Dog patrols generate door open jobs when patrolling cell blocks. (stargazy) - resolved.
- 0007708: [Platform Specific Issues] Case sensitive filesystem issue (crash) (John) - resolved.
- 0007285: [Control & User Interface] Mouse pointer position is not aligned with the actual click position! (John) - resolved.
- 0007342: [Performance] Game stuttering/freezing every 3-5 seconds for around the same amount of time. This happens constantly. (Icepick) - resolved.
- 0003080: [AI & Behaviour] Dog leashes stretch (stargazy) - resolved.
- 0009256: [AI & Behaviour] Shop works to ineffectiv. (Icepick) - resolved.
- 0009254: [Graphics] Shop fronts placed in the corners of a building freak out. (Icepick) - resolved.
- 0001569: [Gameplay] Build a foundation without lights (Icepick) - resolved.
- 0009230: [Graphics] Shop Front has missing/incorrect Toolbar Sprite (Icepick) - resolved.
- 0007338: [Control & User Interface] GUI unusable with 4k UHD display when using windows dpi scaling set to 150% (John) - resolved.
Game will be released sometime in October. No solid date, just a month. Final alpha video will be broadcasted live on youtube in September.

nielsm
Jun 1, 2009



quote:

- 0001569: [Gameplay] Build a foundation without lights (Icepick) - resolved.
YES!

FronzelNeekburm
Jun 1, 2001

STOP, MORTTIME
Between the new gangs and the accuracy nerf for weapons and tasers, this sounds like a pretty brutal update.

Coolguye
Jul 6, 2011

Required by his programming!
I don't think it fundamentally changes the primary concept of sticking all gang members into SuperMax blocks the instant you see them arrive and then basically treating them like animals for their entire stay. It will modify where the Security room is most optimally placed maybe, but if some gang wants to make a play for their cell block then let them - it's not like anyone but them will go there and you basically never need to make changes to a cell block after it's put up. The critical flaw with gangs is that gang members still cannot be rehabbed in any way, so if someone comes in with tats it's basically carte blanche to lock them up and throw away the key.

Also worth mentioning: legendary prisoners almost never show up unless you're allowing max-sec in, so it's not like the worst parts of a gang will even show up unless you basically ask for it.

Pornographic Memory
Dec 17, 2008

Coolguye posted:

Also worth mentioning: legendary prisoners almost never show up unless you're allowing max-sec in, so it's not like the worst parts of a gang will even show up unless you basically ask for it.

That doesn't seem like a bad thing, though - it makes running min/med/max sec prisons de facto difficulty levels for the game.

Coolguye
Jul 6, 2011

Required by his programming!
It's beyond not being bad, it's completely good. It's just important to recognize that these mechanics aren't gonna show up in your first week when you're still trying to grind through the initial grants and you're just barely getting your poo poo together. It's going to show up when you're established and you click the max-sec intake button, most likely. This substantially limits the brutality of the new mechanics.

ModestMuse
Jun 25, 2011

I see a ship in the harbor
I can and shall obey
But if it wasn't for your GPS
I'd be a heavenly person today
Typically "Legendary" prisoners are ultra-agressive and get in trouble all the time and I put them in SuperMax. Even there, you can put them in permanent lockdown.

Now, will "Legendary" gang members not cause as much trouble themselves since they don't get involved in the mess anymore?

They didn't address what happens when you change the class of gang leaders. His max wing only had the blue gang, and the medium security had both green and red. Since the leader primarily recruits new members, they can only recruit in their security class. Could you just separate your gangs to one in medium, one in max, and one in supermax?

This adds a crazy new layer to this game.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

ModestMuse posted:

Typically "Legendary" prisoners are ultra-agressive and get in trouble all the time and I put them in SuperMax. Even there, you can put them in permanent lockdown.

Now, will "Legendary" gang members not cause as much trouble themselves since they don't get involved in the mess anymore?

They didn't address what happens when you change the class of gang leaders. His max wing only had the blue gang, and the medium security had both green and red. Since the leader primarily recruits new members, they can only recruit in their security class. Could you just separate your gangs to one in medium, one in max, and one in supermax?

This adds a crazy new layer to this game.

I was thinking you could just put your gang leaders all in supermax and keep it isolated from the rest of your prison similar to PC. It won't fully shut down gangs because there will still always be gang members coming in through intake, but it seems like it would prevent any new recruitment happening.

CuddleCryptid
Jan 11, 2013

Things could be going better

The Cheshire Cat posted:

I was thinking you could just put your gang leaders all in supermax and keep it isolated from the rest of your prison similar to PC. It won't fully shut down gangs because there will still always be gang members coming in through intake, but it seems like it would prevent any new recruitment happening.

I thought that gang members get upset if they are separated from The Boss or The Boss gets locked up or punished somehow?

ellbent
May 2, 2007

I NEVER HAD SOUL
Clearly, locking two rival gangs in a common room should lead to them eventually finding peace.

Fishbus
Aug 30, 2006


"Stuck in an RPG Pro-Tour"

DreamShipWrecked posted:

I thought that gang members get upset if they are separated from The Boss or The Boss gets locked up or punished somehow?

I really like all the ways Chris designed stuff to stop people from gaming the system in interesting and wonderful ways. It'll be great to hear about trip reports.

nielsm
Jun 1, 2009



I wonder how well it'll work to put gang members, especially lieutenants, in maxsec, and have those on lockup most of the day. Would that prevent them from organizing plays and hiring more members? Not using punishments, just regular old lockup regime.

Nalesh
Jun 9, 2010

What did the grandma say to the frog?

Something racist, probably.
I still hope they make it so that you can become a corrupt bastard with those gangs.

Or hell, another level of confidential informant that starts cracking heads of other prisoners if he's in a riot.

nielsm posted:

I wonder how well it'll work to put gang members, especially lieutenants, in maxsec, and have those on lockup most of the day. Would that prevent them from organizing plays and hiring more members? Not using punishments, just regular old lockup regime.

I've been thinking of making these like, gang cities to the side of the main prison where all gang members of a certain gang goes in.

dogstile
May 1, 2012

fucking clocks
how do they work?
I'm just going to try a normal prison at first, with mainly med sec with a few max, to see what sort of hierarchy we get going and how many areas they take over, etc. Might just let the gangs rule the prison aside from specific areas, why the hell not.

CuddleCryptid
Jan 11, 2013

Things could be going better

dogstile posted:

I'm just going to try a normal prison at first, with mainly med sec with a few max, to see what sort of hierarchy we get going and how many areas they take over, etc. Might just let the gangs rule the prison aside from specific areas, why the hell not.

It may grind it to a standstill, though. Yeah, who gives a drat if they take the store or workshop, but the canteen, showers, all of that vital infrastructure could fall too

Inevitablelongshot
Mar 26, 2010
I was hoping that they'd address the death row gang members bug. For the big update next month, I'd love to see them implement consequences for prisoner actions, eg. a prisoner who riots and murders could find himself on death row.

Vahakyla
May 3, 2013
Are guards with personalities, hiring limits and possibly unions preventing mass firing or something gonna be a thing?

It'd be cool to have a guard that other guards hate but you can't fire right now and he gets into trouble all the time.

DeepQantas
Jan 13, 2008

Ah, to be a Hero... Keeping such company...
Make one gang min-sec, one med-sec and one max-sec. Enjoy your violence free prison (?)

Kinda makes me wish you had arbitrary "security" ratings. Give em Green clothes... or go Arpaio style and make em wear Pink.


Or spread out the gang members. 33% in min sec, 33% in med sec, 33% in max. That way they won't have enough soldiers to take over any one yard.

DeepQantas fucked around with this message at 19:19 on Jul 31, 2015

Takanago
Jun 2, 2007

You'll see...

DeepQantas posted:

Make one gang min-sec, one med-sec and one max-sec. Enjoy your violence free prison (?)

"Yo don't gently caress with us, we're the tax evasion gang."

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Tercio
Jan 30, 2003

Takanago posted:

"Yo don't gently caress with us, we're the tax evasion gang."

http://www.theonion.com/blogpost/accountz-reeceevin-aint-for-no-candy-rear end-temps-16431

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