|
Unclouded posted:New DLC called Pebberley Island coming out March 18th. Trailer here: https://www.youtube.com/watch?v=anB8_Sa3LG4 Also you can pre-order it now for 10% off. It seems the same as last DLC 3 new hospitals, new illnesses, new voice over lines, and new items. The bigfoot DLC was all right. And the additional free content updates the game has gotten since launch have been wonderful. New content for the game will only mean good things. Also I just finished 3-starring the last map on the bigfoot DLC. Throttling your prices in the game makes the game play a hell of a lot faster because you won't be trying to stave off the death spiral of expenses going in the red as much. If your hospital has high rep but you aren't making enough money to cover expenses - raise the gently caress out of your prices. Eventually maxing it out, because in the endgame you'll just get a handful of patients getting mad and storming out, who will clear the queue bottlenecks anyway. But yeah, high quality treatment = high prices. It's as simple as that. If this next DLC goes the way a lot of 'second DLC expansion packs' go then we'll probably see a lot more interesting gameplay additions that mix up the game a bit more. (Third time is usually the charm for DLCs though.) Also from what it looks like - the new DLC is adding map areas where you can make hospital buildings outdoors. This will be fantastic for giving the player way more freedom in designing a hospital layout. Also since it hasn't been posted yet, this game now has Steam Workshop support. Including some free ingame official textures and stuff. https://www.youtube.com/watch?v=5YTN9UQiHC4 They showed off the interior design features in a couple of fairly interesting livestreams. The second one in particular goes over some principles of design from the game's art director to give players tips on how to make nice looking (or hilariously awful-on-purpose) designs. https://www.youtube.com/watch?v=oYKtxBTsA-Y https://www.youtube.com/watch?v=9CjJ_ZT0kRw One of the player-made packs on the workshop also uses textures based on the old Theme Hospital isometric pixel art. Someone also made advert posters of the ingame radio hosts: https://steamcommunity.com/sharedfiles/filedetails/?id=1648853540&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1648850469&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1648856329&searchtext= Spacedad fucked around with this message at 06:37 on Mar 9, 2019 |
# ? Mar 9, 2019 06:19 |
|
|
# ? Jun 7, 2024 22:32 |
|
Free Weekend plus a new update that adds decorative items based on other Sega-published PC games... and also headcrabs from Half-Life because sure, okay.
|
# ? Mar 14, 2019 20:15 |
|
The Kins posted:Free Weekend plus a new update that adds decorative items based on other Sega-published PC games... and also headcrabs from Half-Life because sure, okay. Oh I hope the added imports from other games stay.
|
# ? Mar 15, 2019 14:28 |
|
There's a very Wallace and Grommit feel to this game.
|
# ? Mar 15, 2019 14:31 |
|
I've been wanting to grab this game but always forget. I played a little so far during this free weekend and have been loving it. I feel like a kid playing Theme Hospital again, and I'm here for it.
|
# ? Mar 17, 2019 04:24 |
|
Another new player here. Question to veterans, what is the drawback to the option you can activate for 'quick diagnose' people once they reach the threshold you can set?
|
# ? Mar 17, 2019 09:32 |
|
Turin Turambar posted:Another new player here. Question to veterans, what is the drawback to the option you can activate for 'quick diagnose' people once they reach the threshold you can set? The diagnose may be wrong, which means trying to treat the wrong illness will kill them. It's still usually worthwhile. A few deaths are an acceptable price for speeding up the whole treatment process.
|
# ? Mar 17, 2019 09:53 |
|
Torrannor posted:The diagnose may be wrong, which means trying to treat the wrong illness will kill them. This. Diagnosis is almost always your main bottleneck, outside of emergencies and procedures that take a long time or require specialists, if they are in short supply. There are certain win/star conditions where eliminating deaths is more important though, so play to the goals set for you.
|
# ? Mar 17, 2019 09:58 |
|
Mods, can we change the thread title back?
|
# ? Mar 17, 2019 16:13 |
|
Agree. Definitely needs a thread title change. Preferably something referencing the new expansion DLC that's out now. Also, Rock Paper Shotgun has a video up about some of the weird fun stuff in the expansion: https://www.youtube.com/watch?v=0JiEfU6St-Y They say it's incredibly well-done compared to the bigfoot DLC. Turin Turambar posted:Another new player here. Question to veterans, what is the drawback to the option you can activate for 'quick diagnose' people once they reach the threshold you can set? Slightly increased chance of death. But guess what: Patients will die in your cue from waiting too long too, especially if the GP rooms are backed up (and they WILL get backed up even if you have a ton of them) so it's better to send them for treatment quicker. I play typically at about 85% diagnoses-fast-track. In addition to that I often manually run down the cue of people with 60-80% diagnoses and send them all for treatment to clear up queues and generate quick revenue. You can of course mitigate those death chances by fully upgrading your cure room machinery, and adding in +treatment decorative items (like medicine cabinets) and by fully training up your staff. Also you can make the diagnoses threshold a moot point if you do the same for your diagnostics rooms and your GP rooms/docs. The threshold becomes a way to catch patients that might slip through the cracks and run down their health from waiting in line. Oh and make sure you keep your staff happy with good wages because that +10% diagnoses and treatment bonus also adds up. If you are having trouble paying staff, bump up your prices for your entire hospital a few ticks. Eventually in the endgame where you're giving high-quality treatment with fully upgraded rooms manned by well-trained staff and have tons of incoming patients, you'll have those prices at or close to maxed out. Patients refusing to pay is easily made up for by the patients who do pay. Upping your prices is also key to quickly playing through the game's challenges into 3-star hospitals at a reasonable versus constantly having to deal with off-and-on death spirals of getting to -300k and reloading form your last save, with your play-time spanning several hours. Games go a hell of a lot faster now for me since I started upping prices, and even the training goes faster because I can more rapidly pay for upgrades to staff skills. Remember: Premium quality health care = premium prices.* If you're fully kitting out your rooms and upgrading your staff skills then you need to also up your prices, always. *Barring one public hospital map, this game is definitely not a universal health care setting. Spacedad fucked around with this message at 02:47 on Mar 19, 2019 |
# ? Mar 19, 2019 02:28 |
|
Spacedad posted:But guess what: Patients will die in your cue from waiting too long too, Queue
|
# ? Mar 19, 2019 03:09 |
|
Que?
|
# ? Mar 19, 2019 03:16 |
|
ILL Machina posted:Queue I keep typoing 'cue' unintentionally even though I know it's wrong.
|
# ? Mar 19, 2019 03:35 |
|
If you wait in line for billiards is it a cue queue?
|
# ? Mar 19, 2019 03:47 |
|
?
|
# ? Mar 19, 2019 09:59 |
|
Dirk the Average posted:If you wait in line for billiards is it a cue queue? And if waiting in line upsets you it's a cue queue qq
|
# ? Mar 19, 2019 15:13 |
|
I'm playing the Pebberley DLC and it seems that my janitors are not really doing what they are supposed to? I've trained them and have about 12 of them yet I keep having exploding machines because they are too slow to repair and floors full of sick. I checked the jobs they are allowed to do and even set some of them to do only repairs and not cleaning toilets/watering planets/restocking vending machines etc.
|
# ? Mar 20, 2019 12:18 |
|
The three Pebberly maps seem really interesting. They just look very nice for a start. The map with the trees that demand fulfilling certain criteria to be met before letting you cut them down is a cool concept. I'll definitely check this out once the DLC goes on sale. By the way, the thread title is not acceptable anymore. What would be a good title with Pebberly released? Torrannor fucked around with this message at 12:34 on Mar 20, 2019 |
# ? Mar 20, 2019 12:25 |
|
Is crabheadedness still sticking around or have I missed that boat?
|
# ? Mar 20, 2019 14:32 |
|
The_Doctor posted:Is crabheadedness still sticking around or have I missed that boat? It's still here AFAIK, but I didn't see it until a level 19 or so hospital just recently. On another note, I've been playing Pelican Wharf for a lot longer than I normally have to to get a level 5 researcher, pretty boring. I think the only thing I've interacted with for like 45 minutes is more training for everyone. Put down 5 surgeries to get to level 20 and that achievement while I'm here waiting, making money I don't need. Mazz fucked around with this message at 22:38 on Mar 20, 2019 |
# ? Mar 20, 2019 22:22 |
|
Zadda posted:I'm playing the Pebberley DLC and it seems that my janitors are not really doing what they are supposed to? I've trained them and have about 12 of them yet I keep having exploding machines because they are too slow to repair and floors full of sick. I checked the jobs they are allowed to do and even set some of them to do only repairs and not cleaning toilets/watering planets/restocking vending machines etc. I know I've never had more than one machine explode on me in my entire run of vanilla but had one explode on me early in this DLC. Also the second hospital in the DLC just seems to have a ton of things for janitors to do -- buy tons of fire extinguishers if you get a lot of plots those solar storms just cause fires everywhere on the map.
|
# ? Mar 21, 2019 06:41 |
|
Thanks for the advice! Wasn't aware of the sabotage.
|
# ? Mar 21, 2019 12:28 |
|
Zadda posted:I'm playing the Pebberley DLC and it seems that my janitors are not really doing what they are supposed to? I've trained them and have about 12 of them yet I keep having exploding machines because they are too slow to repair and floors full of sick. I checked the jobs they are allowed to do and even set some of them to do only repairs and not cleaning toilets/watering planets/restocking vending machines etc. the pathfinding on janitors can be a bit weird, and if your hospital is too large the janitors will spend a lot of time walking from task to task. it is always worth it to put the speed boost on janitors
|
# ? Mar 22, 2019 15:28 |
|
Motivated stacks with the other trained boost AFAIK too so janitors should all have motivated if you can get it, that and energy drinks/coffee everywhere.
|
# ? Mar 22, 2019 15:46 |
|
Is there any way of stopping the GP bottlenecking? No matter how many I build, they have super long lines with people coming back after yet another diagnosis.
|
# ? Mar 22, 2019 22:54 |
|
BattyKiara posted:Is there any way of stopping the GP bottlenecking? No matter how many I build, they have super long lines with people coming back after yet another diagnosis. Go into the overview window, and go to policy. Turn diagnosis confirmation to 95-97%, and turn on the fast track so that any diagnosis that pushes them to 95%+ certainty sends them for treatment, instead of back to a GP for final diagnosis. You can play with the settings even more if you want, this is just the settings I can guarantee work. I did this setup for the last few maps of the regular game this week and I could stay ahead of the patient load with 5-6 GPs and maintain 90%+ cure rates through 500+ cure stages for the 3 stars. EDIT: I actually had more, up to 8 on Croq, but its whole deal is high patient count. I had 5 on Pelican. For more generalized advice: If you aren't already, specialize doctors/nurses and tailor their job assignments. It adds up extremely fast. Also try to keep your buildings organized, keep diagnosis and GP offices close together in one building, and treatment in another. This keeps staff localized and keeps travel time for both staff and patients low between steps. Mazz fucked around with this message at 00:14 on Mar 23, 2019 |
# ? Mar 22, 2019 22:57 |
|
Been playing this a lot, I just 3-starred the desert hospitals. I like that it's a hectic sort of sim where you can't just comfortably sit on a steady state and rake in cash till you win, you are constantly doing stuff to keep things working. My favorite activity is picking up vending machines and blasting the monobeasts that scurry out from under it.
|
# ? Mar 23, 2019 10:02 |
|
luxury handset posted:the pathfinding on janitors can be a bit weird, and if your hospital is too large the janitors will spend a lot of time walking from task to task. it is always worth it to put the speed boost on janitors Mazz posted:Motivated stacks with the other trained boost AFAIK too so janitors should all have motivated if you can get it, that and energy drinks/coffee everywhere. Thanks for the tips!
|
# ? Mar 24, 2019 08:47 |
|
Mazz posted:Go into the overview window, and go to policy. Turn diagnosis confirmation to 95-97%, and turn on the fast track so that any diagnosis that pushes them to 95%+ certainty sends them for treatment, instead of back to a GP for final diagnosis. You can play with the settings even more if you want, this is just the settings I can guarantee work. I did this setup for the last few maps of the regular game this week and I could stay ahead of the patient load with 5-6 GPs and maintain 90%+ cure rates through 500+ cure stages for the 3 stars. EDIT: I actually had more, up to 8 on Croq, but its whole deal is high patient count. I had 5 on Pelican. Thank you, that really fixed it!
|
# ? Mar 24, 2019 23:39 |
|
Zadda posted:Thanks for the tips! I tested it a bit more and I’m not sure if motivated (trait) and motivation (training) actually stack, but energy buzz certainly does with either. I’d still probably aim for motivated on all janitors, then you can get something else in training like emotional intel or more maintenance, etc. Janitors don’t get to spend all their time in level 5 rooms for happiness bombing so they do benefit from those 10% happiness boosts. Mazz fucked around with this message at 18:35 on Mar 25, 2019 |
# ? Mar 25, 2019 18:29 |
|
Mazz posted:Go into the overview window, and go to policy. Turn diagnosis confirmation to 95-97%, and turn on the fast track so that any diagnosis that pushes them to 95%+ certainty sends them for treatment, instead of back to a GP for final diagnosis. You can play with the settings even more if you want, this is just the settings I can guarantee work. I did this setup for the last few maps of the regular game this week and I could stay ahead of the patient load with 5-6 GPs and maintain 90%+ cure rates through 500+ cure stages for the 3 stars. EDIT: I actually had more, up to 8 on Croq, but its whole deal is high patient count. I had 5 on Pelican. What exactly is the flow without fast track turned on?
|
# ? Mar 26, 2019 14:11 |
|
Bum the Sad posted:What exactly is the flow without fast track turned on? When they get 95%+ they'll go to GP for a final diagnosis, which will probably push them to 100%. It does mean one extra trip for every single person in your hospital who isn't immediately fully diagnosed and that really adds up.
|
# ? Mar 26, 2019 14:27 |
|
Fans posted:When they get 95%+ they'll go to GP for a final diagnosis, which will probably push them to 100%. It does mean one extra trip for every single person in your hospital who isn't immediately fully diagnosed and that really adds up. Ah so the slider itself does nothing without fast track on?
|
# ? Mar 26, 2019 14:29 |
|
It does. The final visit to the GP office might not put them at 100%, but maybe 96%. Or 90%. Can you set it to 0% and churn out money and dead bodies? So the patient would go from the entrance, to the GP office, doctor takes a wild guess and sends them to some random treatment room, where they pay to be killed (maybe cured!). I will report back when I have tried! Trip report: It goes down to 50%, and it works. But it really reduces the chance of curing people and you will murder a lot of patients. Didn't try for long enough to see the reputation hit, but if you drop the prices on vending machines and stuff, I'm sure you can make them happy. If anyone wants to try a whole level with it, please report back. Dunno-Lars fucked around with this message at 15:02 on Mar 26, 2019 |
# ? Mar 26, 2019 14:49 |
|
God speed noble goon.
|
# ? Mar 26, 2019 15:04 |
|
Bum the Sad posted:What exactly is the flow without fast track turned on? Everyone else covered it well but I’ll add some general info from what I’ve observed. Without changing the rules or doing it manually, a patient needs 100% to get sent to treatment, and only a GP can give 100%. Diagnosis rooms only give up to 99% so every patient needs to see a GP >2 times, unless their first GP visit is 100% diagnosis. Because of how slammed your GP offices get like this it kind of hosed the later maps up and made them more tedious, and led to poo poo like people having GP offices with 200 medicine cabinets as their only form of diagnosis. It works, but it’s lovely and dumb. Thankfully they added this fast track in, something that was in Theme Hospital, and it fixed it. You can set it lower as mentioned, it just lowers the success chance on treatment. I don’t know the exact formula for that since there is a seperate treatment chance too. Additionally, every disease gets different modifiers to diagnosis chance per room type, so it’s good to diversify somewhat. I’ll tend to do a couple fluid diagnosis, DNA, and psych on every map, along with a decent sized (5-8 beds, 2 nurses) ward. Past that I’ll go with the staff and dimensions for rooms the map gives me: lots of 4x4 space means X/Mega, lots of 3 wide means more nurse related diag. You don’t need the full spread any map, just enough to give patients enough options to 100%. I usually end up with like ~4 pairs of diagnostic rooms (2 Fluid, 2 DNA, etc) as one room will get overwhelmed by the queue almost always. I’ve seen no need to specialize diagnostic or treatment in those rooms that do both. Just train 1 more doctor than rooms so you always have one available and you only need 2 per type in the majority of cases. Some hospitals have a higher psych or DNA patient count but as with any other treatment you add that capability as needs shows up, not really before. Every hospital has different patient arrangements, so I just plan ahead on where I can put 4x3 or 4x4 rooms the best and go from there. FWIW the first building on nearly every map is mirrored, which makes it excellent for diagnosis layout. Figure out something efficient on one side and mirror it to the other and you have a complete diagnosis setup. EDIT: Couple posts up but figured I’d add an example of the mirror thing and my layout ideas; same type of rooms in each building, localizing staff, etc Mazz fucked around with this message at 16:48 on Mar 26, 2019 |
# ? Mar 26, 2019 15:26 |
|
From my 5 minutes of testing it, cure chance might be capped to diagnosis progress. But further testing is required, I didn't have time to properly test it. Dragging the slider down will get you more cure money, but also more deaths and failed treatments. So if the goal of the level is to keep a high cure percentage, you want it high. If it's about curing people or money, you might as well drag it down a bit to get more product processed
|
# ? Mar 26, 2019 16:37 |
|
Mazz posted:I’ve seen no need to specialize diagnostic or treatment in those rooms that do both. Really the only reason to do this is if you ONLY want to treat, and you don't want to use the room to diagnose. When you first build like DNA, it will get a huge queue in a few minutes as the diagnosis priority thing kicks in and people want to diagnose there first.
|
# ? Mar 26, 2019 18:30 |
|
SoftNum posted:Really the only reason to do this is if you ONLY want to treat, and you don't want to use the room to diagnose. When you first build like DNA, it will get a huge queue in a few minutes as the diagnosis priority thing kicks in and people want to diagnose there first. True, or you hit the hospital level where those patients start showing up and you don’t have the staff yet. I should add that all my advice is just general stuff, there’s a lot of specifics like the above or the game throwing you curveballs (WHY ARE ALL THESE NURSES GARBAGE?!) where you have to adjust/make do with what you got. Another example: you should deck out all areas, even bathrooms, to be level 5 in time because it’s the single most important metric for happiness besides bathroom/thirst/hunger. Even hallways should have lots of paintings/gold awards. That being said, early on it is way more important to just get the rooms down so you get the income from them and then come back later when poo poo is stable to decorate. Mazz fucked around with this message at 18:43 on Mar 26, 2019 |
# ? Mar 26, 2019 18:38 |
|
|
# ? Jun 7, 2024 22:32 |
|
And hospital level dictates what sort of diseases are able to show up. Keeping it artificially low at the start lets you build the capital necessary to smoothly transition into treating things that require separate rooms. I find that initial cost of setting up those rooms is what kills me, particularly when patients for them are uncommon and ROI is low. You can sort of get around that by building a treatment room, cure/kill the patient, repair the machine and then sell the room, losing none of the capital cost.
|
# ? Mar 26, 2019 19:23 |