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Open Armory challenge is looking like a failure so far. The prisoners never steal any guns from there even though they walk through it every day.
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# ? Nov 3, 2015 17:11 |
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# ? May 30, 2024 08:09 |
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DeepQantas posted:Open Armory challenge is looking like a failure so far. The prisoners never steal any guns from there even though they walk through it every day. a note on the door, in 12 point, uncentered font "no stealing guns from the armory please" everyone complies
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# ? Nov 3, 2015 17:19 |
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Pittsburgh Lambic posted:how the gently caress does a third of my prison manage to convince people to throw phones over the fence to them every loving day The throw distance is ten squares. Double fence your perimeter, leave ten spaces between each fence. You'll still have to worry about contraband coming in through visitation, but it won't be quite as bad.
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# ? Nov 3, 2015 17:31 |
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I tend to build a fence far out so I have room to expand my buildings later. I search any prisoner wandering all the way out to the fence and back
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# ? Nov 3, 2015 17:51 |
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Sounds like a colossal pain in the rear end. Sure, you're practically guaranteed to get contraband on them, but what's the point? What precisely does finding contraband do for you? It's killing a single germ and pretending like you've cured the disease. Double-fence your poo poo around the perimeter of your property, force all deliveries to walk past a metal detector and a dog, and force all inmates to hit both a metal detector and a dog on their way out of visitation. You will still find dozens of cell phones every shakedown, but cell phones are not a big deal. Actually, come to think of it, does the 'suppressed' status effect tamp down on all misbehavior, or just overt misbehavior? If it tamps down on all misbehavior then it may be worth putting an armed guard on the way to visitation just so an inmate's reminded of the stakes when they get offered a bottle of booze by their loving lawyer.
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# ? Nov 3, 2015 18:02 |
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I put Prison Walls across the edges of my entire property after one too many incidents of construction accidentally knocking a hole in a building that extended past the fence areas, and then I use fences and Staff Only zoning to keep prisoners out of the undeveloped areas. For active areas within throw distance, I either try to build buildings to cover them, use staff doors and more Staff Only zones to keep 'em out (they loved to walk in the gaps between buildings to pick up thrown contraband), and that handles the majority of the trouble spots. For the areas I actually need to keep open but can have contrband thrown in, I just keep a guard on tight patrol there. They don't like to make pickup with a guard right there.
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# ? Nov 3, 2015 18:05 |
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Asmodai_00 posted:New thread title? Yes. Please. First time I started segregating all my prisoners by security level, and I've got to say, max security wing is a sight to see. Every day starts with the sound of five or six people getting tased, and that's before they even leave their cells. The hall that all my cellblocks converge onto is quickly gaining a reputation for itself as certain death for any hapless cook that happens to be ambling through when the horde comes pouring down toward the shower room. Other times they just start attacking each other, and recently one of them killed a dog with a power drill, which was loving disgusting. There was also the one guy who made a crazy dash across my prison to the armory, dodging at least six taser bolts as he went. He got all the way out of the max security facility, across the road, pushing his way past a guard escorting a new arrival through one door, pushing his way past more doors in reception, charging past a worker who had opened the door to storage for a moment, and started bashing the armory door with a hammer. Thank God I used a solitary door there. I hate these people so loving much. Pittsburgh Lambic fucked around with this message at 07:14 on Nov 4, 2015 |
# ? Nov 4, 2015 07:11 |
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Pittsburgh Lambic posted:Yes. Please. My Max sec wing isn't nearly as violent, but it certainly requires more attention than min/normal sec. I just posted my 1k capacity prison on the workshop to get the achievement actually. http://steamcommunity.com/sharedfiles/filedetails/?id=545328579 E; Actually I think that's all Max sec. After I posted this I modified it and split the lower half of the map between normal/min by segregating the central yard as well as the outbuildings along the map edge because the Max sec intake wasn't coming in fast enough for my liking. I was trying to get the 1,000 prisoner achievement, but it really started to chug at about the 500 prisoner mark and I lost interest waiting for time to pass from day to day. NatasDog fucked around with this message at 16:02 on Nov 4, 2015 |
# ? Nov 4, 2015 15:56 |
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That's some amazing DF style layout. Incredible.
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# ? Nov 7, 2015 23:12 |
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I just got an achievement called "I May Have Found A Way Out Of Here" for escaping from a "decent" prison. What exactly counts as decent?
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# ? Nov 8, 2015 00:54 |
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FreudianSlippers posted:I just got an achievement called "I May Have Found A Way Out Of Here" for escaping from a "decent" prison. What exactly counts as decent?
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# ? Nov 8, 2015 09:35 |
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It's honestly kinda stupid cause you know people 5 star crappy novelty prisons.
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# ? Nov 8, 2015 09:52 |
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Is there a way to see who is leaving your prison when the 'due for release' alert flashes up?
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# ? Nov 11, 2015 00:27 |
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i'm pretty sure if you click that alert it cycles those guys
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# ? Nov 11, 2015 00:51 |
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I love how much prison designs look like processor designs.
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# ? Nov 11, 2015 19:05 |
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Zaphod42 posted:I love how much prison designs look like processor designs. Yeah, there's a certain zen feeling to designing one that flows well. I started numbering each iteration of my prisons a while ago and that's the 21st since I got tired of coming up with punny names like Colonel Riker's Island. The central yards function as a collection area in the hour preceding lunch/dinner so all my inmates are next to the canteen when meal time starts, making it possible to limit my eating window to 1 hour with an hour of free time afterwards to give slow/late eaters time to finish their meals before the next work detail. I squeeze 10 hours of work out of them each day and very rarely have fights/murders outside my Supermax and PC wings, where I elected long ago to leave free fire on and just clear out the refuse every time a volatile instigator legendary decides to flip his poo poo. All volatiles and gang members go straight to supermax along with legendaries; while instigators, snitches, and ex-LEOs go to PC. That particular design has been scrapped and I'm working on a new one with lessons learned from that version. For example, I did not know that your prisoners would only visit the shop during free time; I think the same may be true with the library since I rarely saw Max Sec guys reading. In the min/normal wing where the shop was shared and work/eat schedules were staggered I got tons of traffic at the shop, while no one ever went to the max sec shop except guys who had no work assignments. The mail room supposedly delivers to the prisoner's cells for them, so I think I may be able to get by without a shared one; though I'm not sure if it's smart enough to deliver max sec mail to the max sec mailroom etc. I might just share all three to be safe. I also scrapped the shared showers and every cell now has its very own combo shower/toilet (shoilet?) to eliminate those early morning shank sessions. I'm rearranging the shop/library/mail to be in the center of the north and south ring around the prison since the outer ring is 16 tiles deep and the north and south wings have an odd width, while the east and west are even. This will allow me to maintain symmetry, but since that's the case I'm going to have to split max to the western two wings and normal/min will share the eastern wings. This is going to gently caress with my breezeways and poo poo too, so I'm going to have to redesign the entire core of the prison to accommodate this new layout. Does anyone know if cell blocks will form properly if I leave the central hallway of a cell block as an outdoor area with a door on either end? If so I figure I can manage to get a window into almost all my cells aside 1x3 level 1 cells. Also, does anyone know what the biggest offenders are for causing lag in this game? I've heard weird poo poo about upgraded floor tiles being counted as a separate entity and so tiling the entire prison is frowned up; is there anything to that? If it's true I may just reserve tile for outdoor areas where the speed increase is needed most. Are remote door controls and the like big contributors? Maybe leaving some doors locked open might be preferable. I'm just trying to figure out a way to make things slow to a crawl at the 500 prisoner mark; so any suggestions to facilitate that would be appreciated. E; Just to explain the 16 tiles thing in case anyone's not aware, the optimal size for things like cleaning cupboards, laundry, and a couple other rooms is 80 tiles, which divides down nicely to 16x5 rooms. Shops, Workshops, the Library, and most other rooms have an optimal size of 240, which can also divide into 16x15 rooms, making 16 the perfect depth to accomodate both size work areas. Also, 16 tiles is too far for people to throw supplies into the outdoor areas, so having them in a ring around the outside of the prison eliminates that problem. It also allows you to keep your cells a nice 18 tiles away from the outer walls, giving your dog patrols plenty of time to uncover tunnels before the escape. Small water pipes have a max distance of 39 tiles, meaning I just use a ring of large pipes 38 tiles from the edge of the map, and small pipes lead to the work areas that need them, making tunneling even harder as well. Double Edit: I put more thought into my prison designs than I do to my network designs at work, I think I may have a problem. NatasDog fucked around with this message at 22:34 on Nov 11, 2015 |
# ? Nov 11, 2015 22:06 |
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Coolguye posted:i'm pretty sure if you click that alert it cycles those guys On the sidebar? Doesn't for me. Bit stumped with it, any Googling I turn turns up reports of prisoner not leaving cells or the prison.
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# ? Nov 12, 2015 00:08 |
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They're baa-aack! What, did you think they'd stop at 1.0? https://www.youtube.com/watch?v=cCszMNlwIwk New features include shared "dormitory" cells with bunk beds, more controls for prisoner intake, nerfs and rebalances to make Escape Mode less easy, and the usual tweaks and bug fixes.
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# ? Nov 13, 2015 13:16 |
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The Kins posted:They're baa-aack! What, did you think they'd stop at 1.0? Please.... Performance tweaks....
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# ? Nov 13, 2015 13:23 |
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Tweaks to prisoner intake is pretty cool, nice QoL adjustment. Also, seeing awesome, interesting prisons like the one in the video makes me sad about my tiny prison made of boxes. Functional.
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# ? Nov 13, 2015 13:28 |
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Bunk beds!!! Dormitories!!! I really have to make a new prison in this new version, it's been way too long since I made one. And who else noticed the '[baby] play' and '[baby] sleep' in the needs screen at the end of the video? Are they going to make bringing up babies in prison a thing? And does that point to having women prisoners too?
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# ? Nov 13, 2015 14:07 |
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Assuming an all-dormitory prison, is there any way to manage Privacy?
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# ? Nov 13, 2015 14:12 |
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uXs posted:Bunk beds!!! Dormitories!!! I like to imagine they're starting a new thing where they throw in some random 'hint' in the UI that means nothing, and then never talk about it, purely as an exercise in winding up the minutiae spergs who immediately go into analysis and speculation overdrive (like what is now happening on YouTube). And then next video it's gone and nobody explains anything My best bet is it's some internal programming term though. I can't possibly imagine they'd put babies in the game, it's just too out there
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# ? Nov 13, 2015 14:18 |
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Maybe they've started on the Hospital Architect game I've always wanted. Or it's an internal nickname for some tiny thing.
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# ? Nov 13, 2015 14:22 |
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I want a whole loving series of architect games.
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# ? Nov 13, 2015 14:35 |
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drat, and here I thought my latest 1100 capacity large prison was going to be my magnum opus. Time to re-zone my min sec to all dorms all the time.
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# ? Nov 13, 2015 14:48 |
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JeremoudCorbynejad posted:I like to imagine they're starting a new thing where they throw in some random 'hint' in the UI that means nothing, and then never talk about it, purely as an exercise in winding up the minutiae spergs who immediately go into analysis and speculation overdrive (like what is now happening on YouTube). And then next video it's gone and nobody explains anything Well it wasn't exactly hard to see, in fact I imagine it would be pretty hard not to notice. Analysis & speculation overdrive mode: once you decide to have female prisoners, what would be the new gameplay mechanics that could make it interesting? You'd have to separate the male & female population (*), but beyond that I can't think of much else. But it's interesting and if they're planning something in that direction I really want to know what they come up with. *: Are there no mixed prisons anywhere? Surely someone somewhere must have tried it.
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# ? Nov 13, 2015 16:12 |
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Bunk beds!
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# ? Nov 13, 2015 16:49 |
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Well, I managed to break escape mode already in Update 1. Loaded a random prison from Steam Workshop, was having a bit of a mess around, got myself in to a fight and stuck in solitary, but for some reason it hadn't ended the fight so I still had the attack / lunge boxes in the bottom centre of the screen. Couldn't skip punishment because I was still in fight mode. Every time I pressed space bar to try to surrender or end the fight in my solitary cell it kept adding points to my rep. Ended up with -2081739248 reputation points in the save file, but the counter in game stays at 0 regardless of how many rep points I earn, so can no longer skip any punishments, or recruit anyone. http://i.imgur.com/hVvUiec.png Enjoying the game though, brute forcing escape mode will be a lot harder with finite ammo and rehiring guards. No more shotgun posse making a break for the door.
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# ? Nov 13, 2015 17:46 |
Oh hey! There is an "Auto lights" toggle in the Foundations build menu now. I think that's new?
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# ? Nov 13, 2015 17:47 |
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I'm almost positive that was there before.
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# ? Nov 13, 2015 17:52 |
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It was there in 1.0, and it is pretty awesome.
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# ? Nov 13, 2015 18:16 |
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Be careful with giant dorms. The prisoners are drat good at teamwork when it comes to digging tunnels
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# ? Nov 14, 2015 01:26 |
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Walton Simons posted:Maybe they've started on the Hospital Architect game I've always wanted. Day care architect. The prisoners are all replaced with babies. There are no other changes to the game.
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# ? Nov 14, 2015 02:17 |
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NatasDog posted:Double Edit: I put more thought into my prison designs than I do to my network designs at work, I think I may have a problem. Could be worse. Much worse. https://www.youtube.com/watch?v=NTJQTc-TqpU INCOMING PHONE CALL Don't pick up don't pick up don't pick up it'll stop ringing soon just don't pick up don't pick up everything is fine everything is normal Three-Phase fucked around with this message at 06:12 on Nov 14, 2015 |
# ? Nov 14, 2015 02:54 |
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The Cheshire Cat posted:Day care architect. The prisoners are all replaced with babies. There are no other changes to the game.
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# ? Nov 14, 2015 10:47 |
When searching a cell block, I found one guy that had like 20 cell phones stashed. Also, it seems like a secret patch hit today that fixed a couple of crash bugs.
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# ? Nov 14, 2015 16:52 |
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He was probably doing that phone prank where you call two numbers and then place the phones on top of each other so the people can hear each other and start arguing about who called. Except at a much higher level than anyone has ever attempted before
FreudianSlippers fucked around with this message at 17:56 on Nov 14, 2015 |
# ? Nov 14, 2015 17:50 |
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FreudianSlippers posted:He was probably doing that phone prank where you call two numbers and then place the phones on top of each other so the people can hear each other and start arguing about who called. Except at a much higher level than anyone has ever attempted before A prank conference call
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# ? Nov 14, 2015 19:12 |
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# ? May 30, 2024 08:09 |
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Pro-click. http://www.dezeen.com/2015/11/11/opinion-will-wiles-prison-architect-computer-game-grim-lesson-real-architects-graveyard-utopian-spirit/ quote:If you desire, you can set up a high-security Hell, a sprawling Panopticon of discipline and punishment that operates like a battery farm, squeezing every luckless convict and square metre for every possible dime. Some of the builds on Introversion's blog are the stuff of nightmares. And design along these lines brings its own administrative challenges.
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# ? Nov 14, 2015 23:26 |