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Prav
Oct 29, 2011

Skippy McPants posted:

Also noteable:

  • Candy machine and coffee maker for low profile hunger and thirst management.
  • Hand Sanitizer for hygiene.
  • Wodden chair so the doctor will sit down rather than wandering while idle.
Goal: Make sure staff never leave their workroom, except for mandatory breaks. To work is to live; to live is to work.

i put a coffee maker in every room until i noticed that my staff had urgent toilet needs pretty much constantly. cutting down on the coffee seems to have helped

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Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me


Gross dude.

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.

TK-42-1 posted:

Is it better to spread GP offices out or have them clustered? Once I spread out of the initial building I tend to lump GP, diagnostic, and treatment buildings all together with wards and staff poo poo on their own. I can’t tell if it’s better for AI pathing to lump it like this or to spread it out evenly.

a patient needs to go to a GP immediately, then (unless the GP aces it immediately) go to a diagnostics room, then back to a GP. This repeats until the diagnostic is 100% and they go to treatment.

Your reception ought to be covered in GPs, then the wing with all your diagnostic rooms ought to have them intermittent.

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

TK-42-1 posted:

Is it better to spread GP offices out or have them clustered? Once I spread out of the initial building I tend to lump GP, diagnostic, and treatment buildings all together with wards and staff poo poo on their own. I can’t tell if it’s better for AI pathing to lump it like this or to spread it out evenly.

i cluster all of the GP offices around my reception area (which is also where the toilets and food areas are so patients dont go wandering all over) then specialized diagnostics near those areas, or diag/treatment like the ward and psychiatrist, then at the far reaches of the hospital where there is no food or toilets go the treatment rooms. since the last stop for a patient is either treatment or death, and they leave the hospital immediately either way, you can put the treatment rooms off on the edges

The Bramble
Mar 16, 2004

While I admit min-maxing your hospital to peak efficiency is most of the fun of the game, I'd like to take a second to note how good the music. I find myself humming it when not playing, and I would buy a DLC of just more tracks by the same composer.

The various radio announcers are all great and entertaining, too. I'm on the public hospital level and I very rarely hear any repeated lines from any of them.

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

The Bramble posted:

While I admit min-maxing your hospital to peak efficiency is most of the fun of the game, I'd like to take a second to note how good the music. I find myself humming it when not playing, and I would buy a DLC of just more tracks by the same composer.

The various radio announcers are all great and entertaining, too. I'm on the public hospital level and I very rarely hear any repeated lines from any of them.

i dont know if you've ever played the original theme hospital but the music there was also extremely good, possibly better, and i'm wondering if there's a mod out there that adds it

https://www.youtube.com/watch?v=t5wtQAxTItQ

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

The Bramble posted:

The various radio announcers are all great and entertaining, too. I'm on the public hospital level and I very rarely hear any repeated lines from any of them.

There's a particular line from bigglesworth that's almost as good as his disdain for reading the weather (that goddamn pause). I wish I could remember it.

Spacedad
Sep 11, 2001

We go play orbital catch around the curvature of the earth, son.
One thing I highly recommend if you are having major GP bottleneck issues: micromanage the queue. By which I mean if characters are high on diagnoses or low on health, send them for treatment.

Also send anyone home if you can't built the treatment for the illness they visibly suffer from. (I.e. if you don't have a resolution lab, kick all the pixelated people out of your hospital until you can.)

If a patient is low on health and has no diagnoses, just have them leave the hospital rather than die and leave a ghost.

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

But free research!

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
But diagnosis payments!

Disgusting Coward
Feb 17, 2014
+100% GP charge, +100% vending machine and gift shop charge, place everything so that the queues intersect and become recursive mobius strips of misery. The Two Point Foundation cordially invites you to buy several thousand dollars' worth of candy, soda, newspapers and worthless diagnoses before you breathe your last in a cold, dirty toilet full of gold certificates.

L0VE
May 3, 2010
Would love to know which genius decided Fire Extinguishers should be single use. On a map with semi-regular lava igniting half the machinery in your hospital. Thinking this might be the same person that considers manually moving Vending machines around to shoot Monobeasts to be the height of gameplay.

The one machine that actually exploded and made me post this did in fact have a fire extinguisher, but a bugged patient was blocking the way. Once I kicked her out my janitor decided to prioritize repairing the AC unit over the inferno blazing beside it.

At least I found out you can manually cancel the Vaccination events with no real downside thankfully. Was not looking forward to hunting down the 5 patients who (occasionally) have a different walking animation, among the 100+ you get milling around late game.

Edit: To not sound like a complete downer I've just tried going without benches and putting vending machines where any lines forming won't interfere with patients on their way to rooms and it's amazing how well it works. Most people just line up outside the rooms and everything is just running smoothly along.

L0VE fucked around with this message at 04:41 on Sep 6, 2018

Pornographic Memory
Dec 17, 2008

Prav posted:

i put a coffee maker in every room until i noticed that my staff had urgent toilet needs pretty much constantly. cutting down on the coffee seems to have helped

as much as im loving this game its pretty funny how much advice amounts to "actually, all forms of amenities in your hospital are traps and your hospital should provide nothing to your patients or doctors that would distract them from queuing up or serving queues"

personally i just want them to fix the drat pathing and AI issues so that patients and doctors don't get stuck, i've got one hospital with at least three patients that are just stuck totally in place, and won't budge even if you pick up and set down the room (which usually sends all occupants flying), and in tumble i have patients get stuck all the time in the wards waiting for nurses to serve them until i pick up the bed or machine and set it down again to reset the queue. i can ignore balance issues because making a pretty hospital is more satisfying to me than an efficient hospital but the buggy AI behaviors drive me nuts

njsykora
Jan 23, 2012

Robots confuse squirrels.


On the subject of not ever feeding, hydrating or entertaining your patients. I was stumped just now as to why my 4 GP's offices with a pair of L4 god GPs had built up huge queues to the point where the reception area was just a sea of people and I eventually noticed they were all clustered around the single entertainment item I'd put down when starting that hospital which to these 30 or so patients was apparently the world's most interesting leaflet rack.

So I deleted that, and the newsagent and gift shop to be sure (firing some assistants while I was at it) and the queues were gone within a few minutes. I need to be more willing to fire people, no reason to hold onto expensive staff with a random mess of skills when I have students with good traits and a handful of specialised skills.

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
i really wish the difficulty of most of these levels wasn't centered around inane layouts

because you can only tetris so hard

CuddleCryptid
Jan 11, 2013

Things could be going better

The worst level I have had so far was the one near the volcano that occasionally drops burning rocks on you, because janitor pathing is awful. I have to manually alter priorities every time the event happens because I know that the trash is very full right now but my equipment is on fire.

uXs
May 3, 2005

Mark it zero!
So, quick check: Tumble really doesn't have any psychiatric patients, right?

Prav
Oct 29, 2011

L0VE posted:

Would love to know which genius decided Fire Extinguishers should be single use. On a map with semi-regular lava igniting half the machinery in your hospital. Thinking this might be the same person that considers manually moving Vending machines around to shoot Monobeasts to be the height of gameplay.

The one machine that actually exploded and made me post this did in fact have a fire extinguisher, but a bugged patient was blocking the way. Once I kicked her out my janitor decided to prioritize repairing the AC unit over the inferno blazing beside it.

i'm just haphazardly stuffing the corridors full of extinguishers on that map, that way i can quickly scan the corridor and see if there's a bunch of red tubes or not.

Tunzie
Aug 9, 2008

Prav posted:

i'm just haphazardly stuffing the corridors full of extinguishers on that map, that way i can quickly scan the corridor and see if there's a bunch of red tubes or not.

I two-starred this tonight, working towards three, and yeah. Fire extinguishers in groups of two or three in pretty much every room except GPS, staffrooms, and toilets. I’ve still lost so many general diagnosis rooms. I’m not sure if it helps, but I’ve even added them in the hallways.

Pornographic Memory
Dec 17, 2008

uXs posted:

So, quick check: Tumble really doesn't have any psychiatric patients, right?

No. You also don't need injection rooms, chromatography, or the circus thing. You just get some potheads, lightheaded people, and a whole bunch of poo poo you need pharmacies for and oh god so many patients for both kinds of wards.

Fans
Jun 27, 2013

A reptile dysfunction

uXs posted:

So, quick check: Tumble really doesn't have any psychiatric patients, right?

I don’t remember any but sometimes new diseases show up much later than others

Skippy McPants
Mar 19, 2009

uXs posted:

So, quick check: Tumble really doesn't have any psychiatric patients, right?

Not a one. I built a single psych room just to be safe, and it was never used for more than diagnostics.

For reference: here's my illness list after finishing 3-star:

Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised.
Most of the early levels have a very limited disease list in general. Good idea to research in them while the pressure's off.

Shooting Blanks
Jun 6, 2007

Real bullets mess up how cool this thing looks.

-Blade



So uh what's the best way to increase attractiveness? I'm trying to 3 star a couple early hospitals and one of them requires 65%, whereas I seem to be stuck at 58%. Adding more wall hangings doesn't seem to do much, should I move along until I unlock more items or ???

Skippy McPants
Mar 19, 2009

Shooting Blanks posted:

So uh what's the best way to increase attractiveness? I'm trying to 3 star a couple early hospitals and one of them requires 65%, whereas I seem to be stuck at 58%. Adding more wall hangings doesn't seem to do much, should I move along until I unlock more items or ???

Slam down a bunch of plants all over the place.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
Activate the attractiveness view filter and put plants down in the white spots.

e. coverage is more important than intensity

Pornographic Memory
Dec 17, 2008

Skippy McPants posted:

Slam down a bunch of plants all over the place.

Yeah it's this. If it's the last objective to three star your hospital then it only needs to be at 65% for a brief moment to trigger the popup then you can sell all your random rear end plants.

The Bramble
Mar 16, 2004

Yes it took me a while to realize that the game weights the busy reception area, and the abandoned, unused, unvisited wing of your hospital equally when determining overall attractiveness.

Pornographic Memory
Dec 17, 2008

The Bramble posted:

Yes it took me a while to realize that the game weights the busy reception area, and the abandoned, unused, unvisited wing of your hospital equally when determining overall attractiveness.

It does this for temperature comfort (or whatever the exact term the game uses) in later levels too, by the way. So if you just bought an entirely new building that's sitting empty you still need to heat it/cool it to a comfortable temperature to complete the objective.

uXs
May 3, 2005

Mark it zero!
Temperature: plop down radiators in wide open spaces to get the percentage up, then sell them again afterwards.

Get a room to level X: plaster the walls in gold awards.

It would be more interesting if there were diminishing returns for duplicates, or just a hard limit on the amount of them you can put down. Or even better if the game could actually check if a room is nicely designed and not just stuffed full of useless crap. Like if you have more than 1 thing per 2 floor squares your prestige actually goes down? Probably have to separately check for floor and wall space because the ratios for square and elongated rooms are different.


Sidenote about the people stuck in wards: I've started checking more regularly for people who are waiting for permission to get into bed, and lifting the bed up and plonking it back down seems to help a lot, most of the time that solves the problem right away. Still looking for the optimal ward and fracture ward design though. I don't want to use the power ward posted here because it's way too cramped, I like my hospitals with a bit (or a lot) more space.

My current fracture ward is way too big though, it takes people like several calendar years to get from one side to the other.

edit: this game is the tits btw, really loving so far

Skippy McPants
Mar 19, 2009

uXs posted:

It would be more interesting if there were diminishing returns for duplicates, or just a hard limit on the amount of them you can put down. Or even better if the game could actually check if a room is nicely designed and not just stuffed full of useless crap. Like if you have more than 1 thing per 2 floor squares your prestige actually goes down? Probably have to separately check for floor and wall space because the ratios for square and elongated rooms are different.

I think a workable solution is to give the biggest trouble items a higher impact for a higher cost and then limit them to one per room. E.g. make cabinets cost 10k and give +10% diagnostics/treatment vs. 1k/+1%, or whatever ratios make sense for the additional space savings. Really, I'd just like it if "optimal" room builds also left a little leeway for also making them look nice.

Skippy McPants fucked around with this message at 14:47 on Sep 6, 2018

SolidSnakesBandana
Jul 1, 2007

Infinite ammo
After hearing about all these late game issues, seems like the best bet is to wait for some patches

uXs
May 3, 2005

Mark it zero!

Skippy McPants posted:

I think a workable solution is to give the biggest trouble items a higher impact for a higher cost and then limit them to one per room. E.g. make cabinets cost 10k and give +10% diagnostics/treatment vs. 1k/+1%, or whatever ratios make sense for the additional space savings. Really, I'd just like it if "optimal" room builds also left a little leeway for also making them look nice.

True. Then again, I did not dislike my huge research room filled with banks of servers and airco units.

Skippy McPants
Mar 19, 2009

SolidSnakesBandana posted:

After hearing about all these late game issues, seems like the best bet is to wait for some patches

It's still totally playable, and a lot of fun but in any management SIM players will always gripe when the optimal play conflicts common sense or pleasing aesthetics.

If you do buy it, though, do yourself a favor and get the Copy Room mod. Without it, every new GP office becomes a bespoke labor of several dozen mouse clicks once you start to go deep on placeables.

uXs posted:

True. Then again, I did not dislike my huge research room filled with banks of servers and airco units.

It works fine for the server racks because, hey, that's what server racks are like! But not even the most narcissistic hoarder of a doctor has a consultation room that looks anything like the award plastered labyrinth of cabinets this game incentivizes.

Skippy McPants fucked around with this message at 14:56 on Sep 6, 2018

uXs
May 3, 2005

Mark it zero!

Skippy McPants posted:

It works fine for the server racks because, hey, that's what server racks are like! But not even the most narcissistic hoarder of a doctor has a consultation room that looks anything like the award plastered labyrinth of cabinets this game incentivizes.

Yeah, I don't do that because it looks too ugly. I agree that the game shouldn't reward it.

I did stack that one research room full of servers and I don't mind how my classrooms look either with 25 racks of books. Makes a bit too easy though, if you have a lot of money. Being able to train staff quickly is very, very useful.

Now if only there was a lobotomy room to remove skills...

explosivo
May 23, 2004

Fueled by Satan

SolidSnakesBandana posted:

After hearing about all these late game issues, seems like the best bet is to wait for some patches

FWIW I only had one hospital that went off the rails with people getting stuck and stuff like once it got huge but it hasn't come up since, and this latest patch seems to have fixed some of the pathing issues. There are also a lot of people crying "BUG" at problems that are supposed to be solved in-game like training your staff and assigning jobs that suit that employee's skills instead of letting them go wherever.

Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised.
The game definitely needs a diminishing returns system for duplicate items. Weigh it differently for stuff like server racks if it makes sense to. Though a lot of rooms do end up looking similar when you plop down the same selection of items, it feels punishing and unintuitive.

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

I ended up purging my ward and only keeping beds with lots of space between them. Was getting weird to check it and see someone that's been in bed for 250~ days threatening that any moment now, any moment, they're going to get up and storm out.

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

Skippy McPants posted:

I think a workable solution is to give the biggest trouble items a higher impact for a higher cost and then limit them to one per room. E.g. make cabinets cost 10k and give +10% diagnostics/treatment vs. 1k/+1%, or whatever ratios make sense for the additional space savings. Really, I'd just like it if "optimal" room builds also left a little leeway for also making them look nice.

Good idea. Even if they're actually capped at to one per room and it warns you that only one gives the benefit, so you can still plaster your wall with bronze and silver swimming certificates if you really want to.

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Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised.
If anything, it seems like boosting your reputation too much may have its downsides as you end up attracting way more patients than you can deal with.

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