Definitely small toilets and staff rooms all over. In original TH I often tried to cluster treatment rooms around the helipad, so emergency patients could get there as fast as possible, but since emergency patients can arrive in more ways in TPH that's probably not a valid strategy any longer.
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# ? Sep 8, 2018 07:05 |
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# ? Jun 7, 2024 02:23 |
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For reference, here are some suggested layouts for the final two Theme Hospital levels. They have the diagnostic buildings off in a wing too, but with a single GP office nearby them to complete diagnosis. Then again, the pattern seems to be different in 2PH from what people are saying? In TH the diagnosis route was GP --> Diag 1 --> Diag 2 --> Diag 3 --> GP, say, but from what people are saying in 2PH it's GP --> Diag 1 --> GP --> Diag 2 --> GP --> Diag 3 --> GP. Paul.Power fucked around with this message at 07:15 on Sep 8, 2018 |
# ? Sep 8, 2018 07:12 |
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Yeah TPH runs GP > Diagnosis > GP and so on. That TH layout does things pretty much the same way I'm doing them in TPH with an admin building effectively with all the staff only rooms (Break room, Training, Marketing and Research) only I'm generally putting that building fairly central so the break room isn't too far away.
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# ? Sep 8, 2018 07:20 |
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Ghost Leviathan posted: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. Yeah but the only penalty to failing to treat people is your reputation goes back down so it kind of resolves itself. A lot of people are stressing out about cluttered/messy hospitals but bear in mind the only way to actually LOSE the game is to run out of money and generally more patients = more money (although there are those cases where your queue gets held up because the person in the front of the line wandered off somewhere and that can be an actual problem, or the odd bug where people get stuck). Huge crowds look bad but they don't actually HURT you, really. Optimization of patient flow is obviously one of the main goals of the game but bear in mind that "OH GOD THERE'S TOO MANY WHERE DO I PUT THEM ALL?" is not actually as big a deal as it feels like.
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# ? Sep 8, 2018 07:23 |
I'm pretty sure TH also requires a visit to GP after every diagnostic room, but checking with an old save it seems some patients apparently get sent to GP twice in a row. Edit: That suggested layout for the final level in TH seems way overbuilt to me. Here's the layout from my last save that runs perfectly smooth and handles the influx of patients. nielsm fucked around with this message at 08:12 on Sep 8, 2018 |
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# ? Sep 8, 2018 07:29 |
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While I refuse to do ridiculous medicine cabinet tricks, GP Offices really need a way to be upgraded.
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# ? Sep 8, 2018 16:42 |
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how do the diagnosis rooms work anyway? i assume different rooms are good for diagnosing different diseases, but i have no idea if i want to have a lot of, cardio offices, or x-rays, or psychiatrists, or so on, to diagnose cubism patients.
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# ? Sep 8, 2018 16:59 |
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I don't think that's the case, diagnosis is mostly interchangeable but the more expensive ones I think are stronger at their base.
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# ? Sep 8, 2018 17:04 |
I think any diagnosis room can diagnose any disease, but a patient can only visit each type of diagnosis room once. So more different diagnosis rooms means better chance of diagnosing difficult patients, if your GP doctors aren't that good.
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# ? Sep 8, 2018 17:29 |
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Can confirm using the cabinet trick with the only other diagnosis room being a ward.
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# ? Sep 8, 2018 18:52 |
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You're not using enough cabinets if you need the ward.
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# ? Sep 8, 2018 18:53 |
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Clearly. Or better doctors! (It's more that starting out with student doctors their diag rates are too low to be multiplied appreciably for the harder patients. Once I got GP office specialists in there, or at least 3-star doctors then it was a very occasional thing. I still ended up with 4 GP's offices gunning for 3-starring the surgery hospital.)
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# ? Sep 8, 2018 19:11 |
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im pretty sure putting a cafe in my hospital completely broke it as all patients abandoned any pretense of waiting near their next appointment for the siren song of a tiny crowded cafeteria
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# ? Sep 8, 2018 22:35 |
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My cafes are always staff only because patients will flood it if they're allowed in.
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# ? Sep 9, 2018 00:56 |
wow the later hospitals sure get lovely i'm glad temperature, epidemics and just bad pathing are all mechanics
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# ? Sep 9, 2018 05:29 |
Gamerofthegame posted:wow the later hospitals sure get lovely I don't even bother with the epidemic minigame anymore. There are so many ways that it can go wrong (oh hey, the one person still affected is a GE that touches everyone but never moves) that it just isn't worth the stress.
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# ? Sep 9, 2018 05:50 |
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Yeah I did the first few but at this point they're useful for tanking reputation while the hospital gets running, and by the time its gotten rolling the reputation hit isn't even noticeable.
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# ? Sep 9, 2018 05:53 |
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The 90% cure objectives can gently caress off and die. Lategame pathing is so bad that you're bound to lose a decent chunk of people to low health and rage quits. The only way I've found to pull them off so far is to get all my staff trained and rooms upgrades, and then, save up enough of a war chest that I can afford to do a full purge of the hospital to clean out the queues and send home all those idiots who walked across the whole campus to get a soda.
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# ? Sep 9, 2018 06:09 |
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That's how I did it, because it counts the last twenty patients to either get cured, fail to get treated, fatally fail treatment, die or rage quit. This includes send homes. There's no pruning you can do *except* that purge.
Sage Grimm fucked around with this message at 06:27 on Sep 9, 2018 |
# ? Sep 9, 2018 06:22 |
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The patient behavior seems odd. Its like they cannot sit still for even a second, and are always trying to do fulfill their lowest need. I went to delete all the vending machines to observe the effect but forgot to delete one. A few minutes later, the massive scrum of bodies fighting over it was ridiculous. Edit: They need to limit the range of need-fulfilling objects. A patient enters its 'range' then they will use it else they should be effectively invisible to them. The vending machine was pulling in patients from the GP queue on the other side of the hospital. Patients should only try to fix needs if they are in the red and not constantly try to find things to use. Double edit: This silly. The mob all went to the sole newsagent stand. I deleted the stand and now they are all standing around the hospital's only public phone. Kore_Fero fucked around with this message at 08:24 on Sep 9, 2018 |
# ? Sep 9, 2018 08:17 |
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Hey, here's a thing: I noticed that you can press ESC or click on the red X when training and emergency e-mails pop up to defer them. They'll stay in the message queue forever, and you can deal with them whenever you like, or never!
Skippy McPants fucked around with this message at 09:29 on Sep 9, 2018 |
# ? Sep 9, 2018 09:24 |
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Whoever is next in line in the queue shouldn't be able to leave to fulfill needs, imo. I don't really care if the guy 5 dudes back leaves to get a soda, but the next guy up shouldn't spend more timing going to his appointment than the appointment itself lasts
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# ? Sep 9, 2018 10:31 |
Also would be nice if you lose your position in line if you don't show up for the appointment within X time limit, so if for whatever reason someone is stuck in the wrong end of the hospital they get booted back to the end of the line.
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# ? Sep 9, 2018 12:06 |
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Also would be nice if patients with under 10% health wouldn't immediately wander off to the other end of the hospital from their lifesaving treatment. I keep having some issues where patients are waiting by a ward bed for ages while the nurses wander around ignoring them, until I pick up and replace the beds.
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# ? Sep 9, 2018 12:17 |
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i've started just sending people home who wouldn't make it all the way to treatment
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# ? Sep 9, 2018 12:25 |
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Prav posted:i've started just sending people home who wouldn't make it all the way to treatment Nobody ever died at Disney World
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# ? Sep 9, 2018 12:26 |
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They really do need to do something about the pathfinding and patient priorities, because as it stands it makes the ideal setup, or even one that won't result in a huge mess of dying patients, very unintuitive and makes a lot of trap options.
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# ? Sep 9, 2018 12:30 |
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Yeah it does kinda suck that actually caring for your patients needs and not just starving, dehydrating and boring them into leaving is the worst thing you can do if you want to actually get poo poo done.
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# ? Sep 9, 2018 12:42 |
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Ghost Leviathan posted:I keep having some issues where patients are waiting by a ward bed for ages while the nurses wander around ignoring them, until I pick up and replace the beds. That's a bug they're working on, should be fixed in the next patch hopefully. It's in the beta patch now.
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# ? Sep 9, 2018 12:55 |
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Ghost Leviathan posted:Also would be nice if patients with under 10% health wouldn't immediately wander off to the other end of the hospital from their lifesaving treatment. Did you opt in to the beta patch? The latest one seems to have fixed that for me, though I also haven't played tumble since before the newest beta patch which is the one where you just get absolute shitloads of ward patients to break the AI.
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# ? Sep 9, 2018 15:01 |
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I thought I'd be okay without that room copy mod, but I installed it last night and my god this needs to be in the game proper.
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# ? Sep 9, 2018 16:58 |
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Ghost Leviathan posted:Also would be nice if patients with under 10% health wouldn't immediately wander off to the other end of the hospital from their lifesaving treatment. I opted into beta and accepted an emergency for 7 fracture patients. Husband and I figured out that before beta the only way to treat fracture patients was to have multiple wards because for some reason after two patients were in the room, the rest of the beds would not be used. Changed to a massive fracture ward to accommodate the emergency, and for the first time ever cured all 7 with a lot of time to spare. Ran very smoothly.
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# ? Sep 9, 2018 17:16 |
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Son of a bitch... ... what? Uh ok, sure, whatever you say. e: thoughts and prayers.
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# ? Sep 9, 2018 17:53 |
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The Cheshire Cat posted:Yeah but the only penalty to failing to treat people is your reputation goes back down so it kind of resolves itself. I lost the last level multiple times trying to get 3 stars because my GP queues got enormous. Some fucker would wonder off and tank my profits since many people wouldn't reach treatment. The key to victory was purging GP queues by sorting patients by diagnosis and just sending a 100 or so home every now and then.
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# ? Sep 9, 2018 20:23 |
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Pornographic Memory posted:im pretty sure putting a cafe in my hospital completely broke it as all patients abandoned any pretense of waiting near their next appointment for the siren song of a tiny crowded cafeteria Don't build cafes. They are a trap. Some dipshits who are in GP line will get in a cafe line and hold up the entire GP line when it's their turn. It's a death knell for a hospital. Also your dumb staff will got to lovely cafes on their break instead of staff room and regenerate less stamina/happiness. You can make cafes patinet only of course, but that leaves the first problem...
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# ? Sep 9, 2018 20:28 |
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lol illness marketing also i really dug myself a hole on this one, six marketers over two rooms got me way, way more patients than i could treat e: 69 bulbheads and counting Prav fucked around with this message at 21:14 on Sep 9, 2018 |
# ? Sep 9, 2018 21:05 |
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At least you’re saving money on your lighting bill.
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# ? Sep 9, 2018 21:52 |
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Prav posted:
My first failed run of the last hospital involved switching my illness marketing from high payout diseases to low payout ones. That was a great self-own.
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# ? Sep 9, 2018 22:02 |
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Prav posted:e: 69 bulbheads and counting nice also, bloody hell your people poo poo like queens, what plush loos
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# ? Sep 9, 2018 22:55 |
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# ? Jun 7, 2024 02:23 |
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Ms Adequate posted:nice They're not golden toilets though?
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# ? Sep 9, 2018 23:37 |