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Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised.
Motivation seems good for Ward nurses, since they do a lot of walking around.

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Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Dad Jokes posted:

I'm about to start the public hospital level, what are some things I should know before diving in? I've heard a lot of bad things about it.

Based on what I've read so far, it seems like the strat to staying afloat is to let things go to poo poo and never build/promote/upgrade anything unless you're asked to do so for a grant.

Is getting a researcher running the $20,000 research constantly worth the tradeoff of paying a researcher? I know you can repeatedly get to 99% in another hospital and jump back to get the money instantly, but that seems like a bit of a hassle to keep doing.

Just go with it, one star is pretty easy, and I found the level very entertaining (I only got a single star on it).

Pornographic Memory
Dec 17, 2008

Torrannor posted:

I imagine you can give all of your GP doctors a black shirt, all your psychiatrists a red one, all your surgeons a green one, etc. That way you can see on a glace where your specialists are. I think it could be handy to get a better overview of what's going wrong in your hospital.

Knowing at a glance which janitors are ghost busters stands out to me. So many times I'll see a ghost terrorizing some wing of the hospital and the nearest janitor that can vacuum it up is in another building. Would be great to know at a glance which janitor to pluck out from the crowd to carry them over.


Dad Jokes posted:

I'm about to start the public hospital level, what are some things I should know before diving in? I've heard a lot of bad things about it.

Based on what I've read so far, it seems like the strat to staying afloat is to let things go to poo poo and never build/promote/upgrade anything unless you're asked to do so for a grant.

Is getting a researcher running the $20,000 research constantly worth the tradeoff of paying a researcher? I know you can repeatedly get to 99% in another hospital and jump back to get the money instantly, but that seems like a bit of a hassle to keep doing.

I found research worth it on that level. The $20,000 research isn't much, but the Lord assigns grants for 200 research points relatively often.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
The things I hope they add:

1. The ability to retrain a doctor's skill: One at a time or the last one trained, at a very high cost, whatever. Just let me fix this one doctor who has every good trait but 1-2 useless points in research/treatment/surgery and 2 in GP.
2. The built in slider to send dudes to treatment at less than full diagnosis. There's a mod out on Nexus to do this now, but it was a thing in Theme Hospital and they really need it here in the later levels. Being able to automatically send to treatment at lower certainty would help immensely in a lot of cases.

I'd also like some kind of true sandbox mode but I don't know how they'd best go about it (besides like a random map generator but that sounds like a good amount of work by itself).

Mazz fucked around with this message at 02:14 on Oct 3, 2018

Dervyn
Feb 16, 2014
Definitely going to change the uniform colours of my ghost busters. Them and mechanics are those I micro the most.

Spacedad
Sep 11, 2001

We go play orbital catch around the curvature of the earth, son.

Mazz posted:

The things I hope they add:

1. The ability to retrain a doctor's skill: One at a time or the last one trained, at a very high cost, whatever. Just let me fix this one doctor who has every good trait but 1-2 useless points in research/treatment/surgery and 2 in GP.
2. The built in slider to send dudes to treatment at less than full diagnosis. There's a mod out on Nexus to do this now, but it was a thing in Theme Hospital and they really need it here in the later levels. Being able to automatically send to treatment at lower certainty would help immensely in a lot of cases.

I'd also like some kind of true sandbox mode but I don't know how they'd best go about it (besides like a random map generator but that sounds like a good amount of work by itself).

I'd like a five-star mode added to every existing hospital.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Why do you want to get rid of ghosts? They are useful since they make people run to their destination.

Maybe suck them up if you get a vip, but even then, just have enough gold star awards everywhere, including the hallways.

Efficiency people. Efficiency make money, which is the goal here, right?

njsykora
Jan 23, 2012

Robots confuse squirrels.


Ghost give research points which I can turn into money. Also they poop in the halls.

Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised.
Being possessed by a ghost would be a hilarious Halloween condition.

uXs
May 3, 2005

Mark it zero!
Just started Duckworth-Upon-Bilge and while I had read about it before, when I now actually see it, it makes no sense whatsoever.

Not getting money for each treatment, sure why not. You could do something interesting with fixed subsidies and penalties if you kill too many patients, and just receiving a fixed sum for everybody you cure, no matter if they just had a cold or required surgery. It would be a nice balancing act between making a quality hospital while still trying to keep everything cheap and not investing too much in expensive machines that are almost never used.

But a hospital with absolutely zero regular income, just bonus money for things like training a janitor or watering a bunch of plants? Stupid. I 3-starred all the other hospitals before this but I'm probably going to 1-star this and be done with it. Probably going to steal research money from my teaching hospital too.

less than three
Aug 9, 2007



Fallen Rib
:siren: Patch 1.06 is now available through the Beta branch. In addition to employee dress-up they've made changes to the patient AI, queuing and some of those other dumb problems so you should probably do it!

1. Right-click Two Point Hospital in your game library and select Properties.
2. Select the BETAS tab.
3. Choose twopointhospital_patch_beta from the drop-down menu.

quote:

Character customisation - you can now change the colour of outfits for nurses, assistants, janitors and doctors. To do this select a character and click on the clothes hanger icon on their UI.
Ability to change the name of all staff, patients and rooms. To do this select a character or room and click on its name to edit.
Ability to set priority for adviser pop up messages in the settings screen. You can also turn the adviser off.
You can now drag and drop patients from the room queue list to other rooms of the same type.
AI: Patient and staff needs, queues and janitor improvements. We are still working on this.
Patient and staff needs increase at a slightly slower rate
Use interaction start position when calculating queue distances as character position may be off the nav mesh.
Reduced urgent need search distance for boredom, litter and food/drink. Reduction based on queue position
Fixed fire extinguishers not being initialised correctly and Janitors behaving a bit strange with fires in corridors.
Fixed Janitors not properly completing fire jobs.
Interaction scoring is now additive, based on distance plus penalties for queue length, and interaction already in use or reserved. Should help with things like: picking a changing booth in the ward, etc.
Toilet Behavior: Don't bother drying hands if no hand dryers are free
Fixed a few potential time issues that could cause characters to 'hang around' longer than they should.
Various fixes to improve patient needs and behaviors
Fix for Janitors continuing to look for extinguishers after the machine has exploded.
Characters leave the hospital as soon as they're ready to depart instead of when they've completed their departure sequence i.e. using a subway.
Queue Bumping: Use path distance rather than straight-line distance for queue-bumping decisions.
Patients sit on bench for longer before looking for a nicer place to sit
Saved training sessions are correctly cancelled so Guest Trainers are sent out of the hospital.
Further fixes to training and guest trainers
Fixed some money exploits
Optimisations
Retina support is enabled but resolution is limited to 1800 vertical res (due to performance issues). There is also a command line option to disable the limit --disable-mac-resolution-limit
If you hold down Ctrl+Shift+U the HUD will be disabled. This is an experimental feature for screenshots or video capture. The game will pause if an event happens and you will need to re enable the HUD to continue.

Spacedad
Sep 11, 2001

We go play orbital catch around the curvature of the earth, son.

Dunno-Lars posted:

Why do you want to get rid of ghosts? They are useful since they make people run to their destination.

Maybe suck them up if you get a vip, but even then, just have enough gold star awards everywhere, including the hallways.

Efficiency people. Efficiency make money, which is the goal here, right?

They reduce happiness which reduces patient health and staff effectiveness. Also they have a tendency to disrupt queues.

Last night though I figured out a winning formula of a ratio of GP offices and basic/advanced analysis labs (along with well-upgraded treatment labs) that made patient death at my hospital virtually nonexistent. I'm going to try it on other maps.

The map I figured out this formula on was Flemington - the only real difference I see there being is adding in more specialized treatment on some maps, and maximizing my surgery route on maps where there's surgery.



Almost all of my staff are only hired to be dedicated to their specific trained-up jobs, and I only hire staff that have no sills or happen to roll with a good stack of starting skills.

There's probably more efficient ways I could do this but this haphazard arrangement wound up working really well and being extremely profitable. Once the profits started rolling in I also kept bumping up ALL of my staff to maximum raises - this combined with a large dedicated staff-training wing of the hospital resulted in an across-the-board performance boost and more consistent profits.

Also just want to remind people that staff happiness does in fact improve diagnoses and treatment. (Along with performance effectiveness for the assistants and janitors.) You literally get a %10 boost in diagnoses and treatment on every doctor or nurse you keep happy with high pay, decor, and food/bathroom/staffroom amenities.

Screenshot showing off how the happiness stat boosts performance of doctors:


Note that I have a cafe in a few of my buildings to improve both patient and staff happiness. The 'nice meal' stat gives a 10% happiness boost which helps my staff stay happy and perform better. The 'energized' stat comes from having a really good staffroom where they can get their energy levels up.

Fortunately the beta patch's copy-paste feature now makes making new staffrooms, GP offices, toilets, and other things you need in other building a snap now. The copy-paste feature should have been in the game when it launched - it makes the gameplay so much smoother.

Edit: Also I noticed the beta patch for customizing my staff looks and names was out so I gave my staff a makeover just now.


My impression is that there needs to be more color options in future patches, and the staff outfits that make the most impact are the high-visibility orange-and-yellow jumpsuits for the janitors. (They look really cool and give the facility a weird nuclear mad-scientist vibe.)

Color-coding your specialized staff though can go a long way to informing you at a glance which parts of you staff are on break or wandering the halls idle too much I think.

Spacedad fucked around with this message at 23:21 on Oct 3, 2018

Not So Fast
Dec 27, 2007


uXs posted:

Just started Duckworth-Upon-Bilge and while I had read about it before, when I now actually see it, it makes no sense whatsoever.

Not getting money for each treatment, sure why not. You could do something interesting with fixed subsidies and penalties if you kill too many patients, and just receiving a fixed sum for everybody you cure, no matter if they just had a cold or required surgery. It would be a nice balancing act between making a quality hospital while still trying to keep everything cheap and not investing too much in expensive machines that are almost never used.

But a hospital with absolutely zero regular income, just bonus money for things like training a janitor or watering a bunch of plants? Stupid. I 3-starred all the other hospitals before this but I'm probably going to 1-star this and be done with it. Probably going to steal research money from my teaching hospital too.

Duckworth is very weird and playing it is completely different to the other hospitals. You end up not caring about patients beyond getting the diagnostic loop under control, and then just do challenges until you hit 3-stars. It's honestly underwhelming.

uXs
May 3, 2005

Mark it zero!

Not So Fast posted:

Duckworth is very weird and playing it is completely different to the other hospitals. You end up not caring about patients beyond getting the diagnostic loop under control, and then just do challenges until you hit 3-stars. It's honestly underwhelming.

But I already don't care about patients... the only thing that really matters is if your cashflow is positive or not.

Dervyn
Feb 16, 2014
Duckworth sure is polarizing. I put it off it for a long while whilst 3 staring the earlier maps to unlock things, particially because I've read it was supposed to be quite difficult. Once I started it I found it was quite easy to fulfill the public target(s). Managed more in the early stage to quickly fulfill the public targets, but eventually they became part of the flow to meet the star requirements. Iirc the level taught me to take loans earlier than usual. Loan -> fulfill public target -> repay.

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



Dervyn posted:

Duckworth sure is polarizing. I put it off it for a long while whilst 3 staring the earlier maps to unlock things, particially because I've read it was supposed to be quite difficult. Once I started it I found it was quite easy to fulfill the public target(s). Managed more in the early stage to quickly fulfill the public targets, but eventually they became part of the flow to meet the star requirements. Iirc the level taught me to take loans earlier than usual. Loan -> fulfill public target -> repay.

I had to restart it after I stalled out on it. The second time was significantly easier for reasons I can't put my finger on.

Pornographic Memory
Dec 17, 2008
I like Duckworth in concept but the execution is just a little short of the mark. Since you have no real incentive to cure patients, you can just send endless amounts of patients home until you get a grant to make a particular cure room, whereas in other hospitals all those patients going home are money walking out the door. It would be cooler if you had, say, standing grants so that every time you diagnosed or cured X amount of patients, you got money, so you could keep earning it over and over and actually have a reason to worry about curing as many patients as possible. It would also scale up your income with hospital size better - the current implementation can just kill your hospital if you get some bad luck with grants and your hospital is too big.

That all said, I thought it was pretty fun until I had to 3 star it. 90% staff morale is just too much without doing some gamey poo poo like firing a bunch of staff for not being happy enough.

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



The sackings will continue until morale improves

Not So Fast
Dec 27, 2007




Well, finally 3-starred Croquembouche. I'm surprised it didn't take the entire area to do - it didn't seem that busy, even after hitting level 20 in the late game.

Shooting Blanks
Jun 6, 2007

Real bullets mess up how cool this thing looks.

-Blade



Not So Fast posted:



Well, finally 3-starred Croquembouche. I'm surprised it didn't take the entire area to do - it didn't seem that busy, even after hitting level 20 in the late game.

Because it requires so many cures to get each star, it's actually really easy to get a lot of high level staff to keep your queues manageable. I don't think I've gotten more than 110 patients at any given time, even with multiple marketing campaigns running at any given time.

Automatonic Water
Jul 8, 2012

dig thru the ditches
and burn thru the witches
and slam in the back of my.........
.........DRAGULA


Yams Fan
Half the time my surgical staff are perfectly comfortable hanging around the rest of the hospital in their surgical scrubs, and then sometimes they suddenly become compelled to change and wander into the ward to use the screens in there. It's not as if I'm using the ward on this level, so that's cool I guess

edit: sometimes they change into their normal clothes in the ward and then walk directly into surgery to change back again

Pornographic Memory
Dec 17, 2008
Just one starred the volcano level, the frequency of disasters might make that one the least fun/most challenging level so far. It's going to be the first one I move on from without three starring it. Seeing a janitor, who is physically in the room when a machine catches on fire, have to play out his panicking animation for 5 minutes while another janitor on the other side of the building runs over to put out the fire makes me unreasonably angry.

Automatonic Water
Jul 8, 2012

dig thru the ditches
and burn thru the witches
and slam in the back of my.........
.........DRAGULA


Yams Fan
Jesus christ I now have a phantom puddle haunting my hallways in 1 building. It affects the attractiveness surrounding it and people slip and fall when stepping in it, but a janitor cannot recognize it to clean it up. I can get rid of it by placing an object on top of it (and the spot is clear if I remove/sell the object) but then it appears instantly in a different spot. Gross! Well, I'm almost to 3 stars on this hospital and the building is mainly a staff building and the hallway is not well-traveled. I guess I just gotta see if I can manage to move it to the most unobtrusive spot.


edit: the phatom piss has been neutralized

Automatonic Water fucked around with this message at 02:07 on Oct 8, 2018

ninjewtsu
Oct 9, 2012

Hang an award over it

nielsm
Jun 1, 2009



Remember to always put a cannon in the clown clinic.




Also, PYF clown clinic and cryptology rooms.

nielsm
Jun 1, 2009



Also here's a trick I discovered: You can move an upgraded machine from an existing room in to a copied room, and remove the not-upgraded machine. If you're making a bunch of identical rooms with a very different layout from your original room, it's a neat way to save some work either re-layouting the old room or re-upgrading the machine in a new room.

Video of it: https://0x0.st/sgjY.webm


Edit: This doctor has a tray from the cafe glued to his hand!

nielsm fucked around with this message at 20:43 on Oct 8, 2018

Pornographic Memory
Dec 17, 2008

ninjewtsu posted:

Hang an award over it

i like to strategically deploy bronze and silver star awards throughout my hospitals in acknowledgement of the fact that some of my facilities, may, unfortunately, fall short of the highest standards otherwise uniformly found at two point foundation hospitals

"yes, this surgery room may have been the scene of an inexplicable 67% death rate, but take comfort in the fact that this is still the second best surgery room, in this hospital!"

Automatonic Water
Jul 8, 2012

dig thru the ditches
and burn thru the witches
and slam in the back of my.........
.........DRAGULA


Yams Fan

nielsm posted:

Remember to always put a cannon in the clown clinic.




Holy poo poo I didn't know this item was in there!! I'm just now getting clowns in uhhhh Melt Downs after like 6 levels with no clowns, so I haven't had reason to go searching for unlockables in that room.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

nielsm posted:

Also, PYF clown clinic and cryptology rooms.


From a few days ago - but also wanted to give anyone trying this a belated FYI that each of those torches counts as a heat source. Handy for the colder climates but problematic for the warmer ones unless you like paying for ancient Egyptian air conditioners, too.

nielsm
Jun 1, 2009



Psychotic Weasel posted:

From a few days ago - but also wanted to give anyone trying this a belated FYI that each of those torches counts as a heat source. Handy for the colder climates but problematic for the warmer ones unless you like paying for ancient Egyptian air conditioners, too.

They're still very weak. Even with that many torches the room needed a radiator to get up to temperature.

Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised.

nielsm posted:

They're still very weak. Even with that many torches the room needed a radiator to get up to temperature.

Yeah, it's more a flavour thing than anything. Even Servers likely won't heat a room up enough to not need a radiator at all.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Ghost Leviathan posted:

Yeah, it's more a flavour thing than anything. Even Servers likely won't heat a room up enough to not need a radiator at all.

Well, I've built real server blocks some research labs, and had to deploy air conditioners to prevent my researchers from overheating. I will check if you can heat a room with just servers later. It would likely look dumb and waste a bunch of space, but I'm not dismissing the possibility out of hand.

nielsm
Jun 1, 2009



Answer is yes. Eight servers in a small-medium sized Recurvery room is all it needs to be heated, and be level 5. (That's still 80k cost.)

Spacedad
Sep 11, 2001

We go play orbital catch around the curvature of the earth, son.
It's tempting to scrunch restrooms that are two-spaces wide to fill in gaps in your layout, but they are generally a bad idea unless if they are being used only for staff. Patients tend to clog them up bumping into each other and it causes queue death spirals with patients spending way more time in the bathroom than they ought to.

In general a lot of queue clog issues in this game are solved by giving patients plenty of berth to walk around without running into one another. Try to keep your high-traffic hallways 2-3 spaces wide if you can help it.

Dr. Cool Aids
Jul 6, 2009
Just got a code for this recently (perks of having a friend that works for Sega). Game is fun. Definitely scratching a long dormant Theme Hospital itch. Only a few hospitals in, so it's encouraging to hear it'll get harder.

I gather that the "Win all awards in one hospital" achievement is a bit poorly worded? Apparently you have to hit all 8 awards in one year but it is written as if you just need to get them all at least once in a hospital.

On the second hospital purely by chance I got 7 of them. Just missed the janitor award. When I eventually make a serious attempt is it quite difficult or easy to game?

nielsm
Jun 1, 2009



No deaths is very difficult to hit reliably. (I haven't been able to hit it reliably, only won it a total of 3 or 4 times, getting so far 39 of the total 45 stars.)

Pornographic Memory
Dec 17, 2008

Spacedad posted:

It's tempting to scrunch restrooms that are two-spaces wide to fill in gaps in your layout, but they are generally a bad idea unless if they are being used only for staff. Patients tend to clog them up bumping into each other and it causes queue death spirals with patients spending way more time in the bathroom than they ought to.

In general a lot of queue clog issues in this game are solved by giving patients plenty of berth to walk around without running into one another. Try to keep your high-traffic hallways 2-3 spaces wide if you can help it.

Yeah small toilets are killers. Not having enough capacity will also kill you with toilets, if you stick a toilet with two stalls in a busy wing it will gently caress everything up because it'll get super congested since all the patients will see it as the closest toilet and have no recognition that 6 other patients are also going for the same toilets. I'm starting to realize some of these hospitals actually have a lot more space than is necessary, you can afford to stretch out a little and make larger-than-minimum sized rooms, and a little walking won't kill your patients as long as you don't have lovely equipment or staff making them do extra back and forth. Granted, other hospitals really do force you to play tetris, but it's not universal.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

Sudden Javelin posted:

On the second hospital purely by chance I got 7 of them. Just missed the janitor award. When I eventually make a serious attempt is it quite difficult or easy to game?

The janitor award is actually rather difficult to pull off because there's not a whole lot for them to do in the early hospitals. You want to try setting up for all awards in the first hospital that isn't looking at most active type in a year. Once you have highly skilled treatment nurses and doctors, No Deaths becomes a 99.9% surety!

(You will have that one patient die off because the game is an uncaring simulation) :v:

TheOmegaWalrus
Feb 3, 2007

by Hand Knit

Sage Grimm posted:


(You will have that one patient die off because the game is an uncaring simulation) :v:

americanhealthcare.exe

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Shooting Blanks
Jun 6, 2007

Real bullets mess up how cool this thing looks.

-Blade



You can put a cannon in the clown clinic? This changes everything.

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