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This is quite helpful, thank you very much. So it's not a good idea to make small 2x2 toilet rooms and dot them around your campus? There's a 1gb patch being deployed to TPC, does anybody know where I can find the patch notes?
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# ? Aug 24, 2022 15:56 |
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# ? Jun 8, 2024 07:05 |
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On several maps I feel like the game doesn't give you enough real estate to allow for decent pathfinding. I try to give a buffer in my academic rooms for extra equipment and general walking-around, but that gives me even less to work with for things like bathrooms and showers. I usually end up with a 3x3 or 3x4 bathroom in each building, and then have a shower by each dorm, maybe an extra if there's a far-away building. I never feel like I have enough space to make anything bigger. Spiffinmoore is particularly bad about this. Your initial plot is small, with a small building -- and there are only four small-ish plots available total. And you start with two majors to support! And no money! I really hated that map and was happy to finally three-star it.
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# ? Aug 24, 2022 17:13 |
Yeah that tracks, especially since I was making cramped bathrooms with as many stalls as I could squeeze in there with barely enough space for a temp changer. Does anyone else have the TPC music stuck in their head?
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# ? Aug 24, 2022 19:16 |
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From what I've seen, it's basically more that the number of stalls in a toilet doesn't need to be nearly as high as you'd assume, so long as you don't block pathing to them. A minimum size toilet room where you also have doors everywhere possible on the opposite wall is probably OK because paths shouldn't intersect. Similarly, a slightly larger toilet room (3x4) is almost definitely fine so long as you only put 3/4 stalls and you space them away from the door (and don't add things in the way). I started from scratch on a campus and basically started with the bare minimum (2 stalls in a tiny room) and only started increasing the size once I was seeing more than a couple toilet needs on-screen at once (without any long event causing it). I was up to over 40 students and 10 staff before I needed to scale up past 5 stalls in a 3x5 room, and I didn't even add any extra bathrooms (although granted it was all in one building, separate buildings probably need an extra bathroom). e: Also be aware that some of the objects can trigger interactions, like the dryer/sanitiser, which do interfere with pathing as well. I've started placing them outside of actual rooms in corridors and haven't seen any ill effects.
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# ? Aug 24, 2022 19:34 |
I haven't played TPC, but as far as I remember, in TPH you can also place toilet stalls in the middle of the room, while sinks must be against the wall. So you can make an island of toilets and surround them with sinks. Maybe that helps pathing?
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# ? Aug 24, 2022 21:32 |
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I didn't really know how the pathfinding worked, so interesting to read that here. Time to make some adjustments to my campus Torrannor posted:
Patch notes from Steam: quote:Release notes 1.4: [edit] Noticed some small bugs with the patch, mainly some button mapping that has reverted to the default. The UI scale was reset as well and favorite items were all gone too. Zadda fucked around with this message at 04:03 on Aug 25, 2022 |
# ? Aug 25, 2022 03:15 |
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Probably good to add a disclaimer that I'm not a developer with them (although I did apply unsuccessfully before the game was announced ), but I've got experience with this sort of system in games so I'm making educated guesses at their approach based on their behaviour. It could be that the system they wrote is actually much more intelligent (but bugged/badly tuned/other systems are interfering with it/etc), in which case a bug-fix update could well fix the issues and make my suggestions obsolete.nielsm posted:I haven't played TPC, but as far as I remember, in TPH you can also place toilet stalls in the middle of the room, while sinks must be against the wall. So you can make an island of toilets and surround them with sinks. Maybe that helps pathing? I ran a quick test of this and it can help, especially if you can have 2 doors north/west and 2 doors south/east so the paths don't collide. But it raises the size of the room anyway because you need a gap around the toilet stalls anyway, so for a 2x2 block of stalls you'd need a minimum 4x4 room, whereas you can do 4 toilets with 2 spaces in front of them in a 4x3 room. But like I said before, you actually need a surprisingly low number of toilets anyway so really anything will do so long as you have multiple entrances and don't point stalls at each other.
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# ? Aug 25, 2022 09:46 |
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I don't want a bunch of doors though!
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# ? Aug 25, 2022 15:18 |
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UP AND ADAM posted:I don't want a bunch of doors though! Just lol if you're not entirely building toilet blocks from floor-to-ceiling glass windows
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# ? Aug 25, 2022 22:42 |
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Is it just me or does TPC not have a staff screen where you can easily scan and assign/remove permissions to do jobs to everyone like you could in TPH? The only way I've found it to go to each staff member individually.
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# ? Aug 27, 2022 11:11 |
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Red Mike posted:I'd be up for a golf club simulator in the vein of Sid Meier's SimGolf. orcane posted:This but with a resolution higher than 800x600, please Ghost Leviathan posted:That would fit well with the series' sense of humour and usual targets of satire, too. Being able to play your own courses too would fit right in. skooma512 posted:Aww yeah Simgolf. It's such a chill game to play. For the folks looking for golf, it's not quite the same but Golftopia does exist. You can make a classical course or something right out of a custom Golf With Your Friends map that emulates pinball. it includes playing on your own course.
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# ? Aug 27, 2022 20:39 |
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Is it just me, or are blueprints not that useful? Buildings vary so much in size and layout that any blueprint I use is either too big or too small. And when they're too big, I can't just plop it down and then edit it into the right size. It's frustrating and I'm sure I'm missing something that will make me feel very dumb.
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# ? Aug 29, 2022 16:14 |
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Radiation Cow posted:Is it just me, or are blueprints not that useful? Buildings vary so much in size and layout that any blueprint I use is either too big or too small. And when they're too big, I can't just plop it down and then edit it into the right size. It's frustrating and I'm sure I'm missing something that will make me feel very dumb. You can make buildings bigger to fit in larger room by clicking the Edit button with the building selected. Otherwise for the most part I had a smaller cheaper template of most rooms to use in the early game when money is tight and a more expensive & larger template of the same room for when I'm swimming in cash in the late game (since I'm lazy I just delete the cheap room and replace it with said expensive room template).
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# ? Aug 29, 2022 18:15 |
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Fanatic posted:You can make buildings bigger to fit in larger room by clicking the Edit button with the building selected. Well, that blew my mind. Thanks! This will make plonking down the billionth student lounge so much nicer.
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# ? Aug 30, 2022 09:57 |
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You can also just copy whole-rear end buildings. When you buy new plots just choose the blank slate option and plop down a copy (if it fits in the lot size/shape).
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# ? Aug 30, 2022 13:30 |
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If anyone has tips for upper etching I'd be happy to hear them, it's giving me a lot of trouble.
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# ? Aug 30, 2022 20:57 |
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On the one hand it's annoying that templates are a bit worthless this time around, on the other I very much am in favour of the fact that they've worked hard to make sure that each campus is different enough that you can't just cookie cutter your way through them. e: low key top tip: people don't do jobs between academic years, but they will look after their own needs. Take a couple of months out before mashing the start year button so everyone has time to sleep shower and eat. Alchenar fucked around with this message at 23:27 on Aug 30, 2022 |
# ? Aug 30, 2022 21:15 |
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So as some people have found out there's the whole reduction in prestige from repeating posters. So anything past 2 and maybe 3 gives very diminishing returns. What I just recently found out is that this also works for things that give learning and other assorted buffs. For instance after 3 Medicine cabinets they're worthless. Something to keep in mind when you're building rooms in the future at least.
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# ? Aug 31, 2022 02:42 |
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Alchenar posted:e: low key top tip: people don't do jobs between academic years, but they will look after their own needs. Take a couple of months out before mashing the start year button so everyone has time to sleep shower and eat. It’s also the best time to complete happiness and attractiveness objectives as those tend to go to poo poo when the year starts
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# ? Aug 31, 2022 10:47 |
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Overall like the campus out of the package more than hospital, although map where the goal is to "make X millions of money and get at least Y graduates out of Z different programs, no other gimmicks" somewhere around campus 8-9 would not go amiss. I guess they reserved it for the last scenario? EDIT: As it turns out the campus no. 10 is exactly that; I was running thin on patience with the Blundergrad map just before it, because the place looks miserable, the gimmick requires micromanagement, and the agent school classrooms are more awkward than usual, and it has no synergy with the other major you are forced to start with. Also the 3-star tier throws a curve ball expecting that you have invested course credits on the culinary school, not on the agent school which was the map's theme. Only map I haven't 3-stared as a straight run from start to finish. Der Kyhe fucked around with this message at 23:01 on Sep 3, 2022 |
# ? Sep 2, 2022 17:35 |
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Hah, also map 11 is all about making money by keeping the students happy. So my bad then, although I still maintain that Blundergrad is the low point of the current campaign. Micromanagement-heavy gimmick, ugly, depressing looking map, no synergy between the majors that are forced upon you, and tier objectives that give a whiplash unless you know what they are. When you are already kinda fed up with that map and learn that you have to grind 7 extra campus levels to upgrade culinary school to the level where you can have celebrity showdowns, its not nice.
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# ? Sep 4, 2022 19:41 |
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I don't think this is a game you can mainline. I'm similarly on map 10 and just burnt out on having to shuffle rooms around as I expand the campus. Time for a break.
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# ? Sep 4, 2022 19:50 |
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Alchenar posted:I don't think this is a game you can mainline. I'm similarly on map 10 and just burnt out on having to shuffle rooms around as I expand the campus. Time for a break. It's funny. I haven't gotten around to Campus yet, but I was absolutely having a blast with the main game of Hospital - I mainlined that one hard. But when the DLC rolled around, I just couldn't get into it the same way. I wonder what the reason is, and if Campus will be the same as the Hospital DLC.
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# ? Sep 5, 2022 17:59 |
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I'm stuck in the Spiffinmore map. My students are just too stupid! How do I attract smarter students?
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# ? Sep 5, 2022 18:06 |
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BattyKiara posted:I'm stuck in the Spiffinmore map. My students are just too stupid! How do I attract smarter students? so far my answer to everything has been training up my teachers. You can also level up your course but lower the amount of students you take in. That'll boost their learning.
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# ? Sep 5, 2022 18:30 |
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Yeah in those later levels I had like 3-5 level 3 training rooms training up staff (which is probably overkill but it worked). For teachers I leveled up their core skill as well as inspirational speech (IS), and I had designated tutors trained in high tuition + IS. Also useful is having designated librarian assistants with high library skill.
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# ? Sep 5, 2022 21:26 |
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I actually found the last map to be also a bit of a lackluster, although I have only 1-starred it at the moment. All of the space is open from the get-go, and the objectives for 1 and 2-starring the scenario are rather... conservative. You'd expect that in this type of game the last scenario would be to build "all programs"-university with a hefty profit margin and student happiness. It also seems smaller than the theoretical maximum space given on other maps. Although yes, I posted this before unlocking the 3-star tier so who knows. Honestly it seems that this was the first map ever made and used on the tech demos, just given to you as a small-medium sand lot to play around, not as a capstone challenge.
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# ? Sep 7, 2022 21:16 |
BattyKiara posted:I'm stuck in the Spiffinmore map. My students are just too stupid! How do I attract smarter students? Wizardry and Dark Arts (IIRC) are hard difficulty majors. You need to have leveled up teachers to get their grades up. Have a good library with the major's bookcases.
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# ? Sep 7, 2022 22:47 |
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I did it! They finally got their grades. Now to fill every free spot with tons of flowers and random stuff to get the next star.
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# ? Sep 8, 2022 12:57 |
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Top tip: In the campus finance data and charts, there is a buried setting that says "automatically check staff salary" or so. By putting it to "disabled" you no longer automatically dish out raises when someone completes a course or has been with the uni for another year. This becomes important in the latter maps with "make X dollars in a month"-objectives.
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# ? Sep 8, 2022 18:08 |
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It's weird how some of the administration stuff is actively worse. Why do I have to assign/unassign jobs individually for every staff member?
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# ? Sep 8, 2022 18:16 |
Der Kyhe posted:Top tip: In the campus finance data and charts, there is a buried setting that says "automatically check staff salary" or so. By putting it to "disabled" you no longer automatically dish out raises when someone completes a course or has been with the uni for another year. This becomes important in the latter maps with "make X dollars in a month"-objectives. In IIRC the same menu, in the staff menu you can set the threshold for staff to go fill their needs and the default is too low IMO. I set it to 50%.
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# ? Sep 8, 2022 19:13 |
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Alchenar posted:It's weird how some of the administration stuff is actively worse. Why do I have to assign/unassign jobs individually for every staff member? Maybe it was too difficult with so many courses available, but still it seems weird. It's possible that they had to make all versions of the game similar enough and the Switch version kept this option out.
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# ? Sep 8, 2022 20:36 |
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So I 36/36 starred this game today, and I still like it more than hospital, with the caveat "no DLC or little to no balancing patches". Unless they really screw it up with DLC and related patching, this is better game than hospital, if for nothing else than for the ability to make your own buildings instead of just rooms. When the "make custom course schedules" unlocks I think I will find this more interesting, especially sandboxing the few achievements I missed. However, I still have to mention that the last map is a bit of a let-down; it isn't really a capstone project, its more "make something nice" that isn't actually that difficult to achieve; the only thing messing with me was that 100k/month income, but discovering that "turn off auto raises" and replacing most of the older faculty that got ridiculous salaries considering their skills sorted it out within one year. And the last map isn't even that large; there are at least three university maps that have more ground you can cover.
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# ? Sep 9, 2022 21:04 |
Two maps away from beating the game with 36/36 stars. I don't think I've ever finished a management games campaign since Evil Genius 1 so kudosh to Two Point studios for that. Seems most of the challenge is in the beginning of a map when you don't have money to spare. Now that I have layouts the building itself is becoming more rote, I just flop down some good layouts I've built up over time. This is fine though it would be tedious making a 10 bed dorm over and over. Once I get into my third year I usually have enough students and rent to overcome expenses and then focus on the objectives.
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# ? Sep 19, 2022 20:21 |
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I've been playing in the sandbox with the intention to make that "all majors"-university at the Mitton Uni. map, and it seems like it is right now quite difficult to pull off. I am 4 majors short of achieving the goal and while there is enough space for the missing rooms when running all programs on lvl1 with intake of 10, there seems to be a hard cap on the amount of staff you can hire. Right now the problem is grinding the missing ~120 campus points with level ups since there is no way to get them anywhere else. I need to investigate further and make some calculations if I can circumvent this with double-major teachers, but the locked down scheduling will make this difficult.
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# ? Sep 23, 2022 20:53 |
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New patch today adds the most requested feature so far with being able to bulk assign job assignments: Also a bunch of new items and bug fixes.
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# ? Sep 27, 2022 15:21 |
https://store.steampowered.com/news/app/1649080/view/3315235636204897795 Two Point Campus 1.5 patch Release Notes: Build: 1.5.111944 General/New Release Notes: Build: 1.5.111944 General/New New UI: Job Assignment Screen Updated UI: Added text search to student and staff lists Customisation: New paths and new extendable flower bed Customisation: You can now customise extendable items! We've added this functionality on the wooden fence and will be adding it to more items in the future! New items: See saw, mini golf, mini radiators, mini air conditioning Added temperature filter to the item menus Bug Fixing General stability improvements Balance adjustments for satisfying of needs Students are more likely to prioritise satisfying needs over other activities when needs are low Students try to satisfy needs nearby when waiting in the queue for a room Fix for sandbox plot merging issues which was causing spawning issues with students in sandbox (when unlock all plots is selected as an option or Creative Mode is selected). Fix for Campus events being selected when editing event settings Fix for Campus Overview sometimes not showing information Fix for template button prompts being incorrect when in placement mode Fix for closed event rooms being removed from the timetable Fix area of Blundergrad where it wasn't possible to place items Added more specific messaging in blueprint build mode when buildings or rooms are not completable due to being unreachable Fixed a bug where having plots unlocked in Sandbox options would subtract the value of those plots from your balance on game start Room customisations can now be applied to all rooms and will carry over to newly placed rooms of that type Fixed end of year awards being given when closing countdown message Slightly reduced lecture seating nav bounds to reduce placement and reachability issues Fixed missing SFX on customisation apply button Fixed missing controller bindings for the switch profile input action Added additional UI support for favourite student feature on the students list Added dedicated invalid build position message for outdoor rooms not being built outdoors Prevented dig site door being placed in 1 tile corridors in blueprint mode Fixed issue with temperature items not always working with merged plots Fixed typos in Blundergrad 3 star letter and Noblestead 2 star letter Fix for it being difficult to select some fence posts Fixed timetable objectives being read from the wrong timetable when in summer break Fixed missing item error in the room inspector not updating when item is placed Fixed training menu gamepad scroll not working when the first item is expanded in a long list Fix for modifiers not being applied when upgrading the training pod Shrink nav bounds of big floodlight pole so they don't overlap the insides of buildings Fixed item/room tooltips going out of the screen bounds Prevented dig site door item placement directly opposite dig site wall to fix nav access issues when floor is lowered Removed photo mode keyboard shortcut Updated UI: Added text search to student and staff lists Customisation: New paths and new extendable flower bed Customisation: You can now customise extendable items! We've added this functionality on the wooden fence and will be adding it to more items in the future! New items: See saw, mini golf, mini radiators, mini air conditioning Added temperature filter to the item menus Bug Fixing General stability improvements Balance adjustments for satisfying of needs Students are more likely to prioritise satisfying needs over other activities when needs are low Students try to satisfy needs nearby when waiting in the queue for a room Fix for sandbox plot merging issues which was causing spawning issues with students in sandbox (when unlock all plots is selected as an option or Creative Mode is selected). Fix for Campus events being selected when editing event settings Fix for Campus Overview sometimes not showing information Fix for template button prompts being incorrect when in placement mode Fix for closed event rooms being removed from the timetable Fix area of Blundergrad where it wasn't possible to place items Added more specific messaging in blueprint build mode when buildings or rooms are not completable due to being unreachable Fixed a bug where having plots unlocked in Sandbox options would subtract the value of those plots from your balance on game start Room customisations can now be applied to all rooms and will carry over to newly placed rooms of that type Fixed end of year awards being given when closing countdown message Slightly reduced lecture seating nav bounds to reduce placement and reachability issues Fixed missing SFX on customisation apply button Fixed missing controller bindings for the switch profile input action Added additional UI support for favourite student feature on the students list Added dedicated invalid build position message for outdoor rooms not being built outdoors Prevented dig site door being placed in 1 tile corridors in blueprint mode Fixed issue with temperature items not always working with merged plots Fixed typos in Blundergrad 3 star letter and Noblestead 2 star letter Fix for it being difficult to select some fence posts Fixed timetable objectives being read from the wrong timetable when in summer break Fixed missing item error in the room inspector not updating when item is placed Fixed training menu gamepad scroll not working when the first item is expanded in a long list Fix for modifiers not being applied when upgrading the training pod Shrink nav bounds of big floodlight pole so they don't overlap the insides of buildings Fixed item/room tooltips going out of the screen bounds Prevented dig site door item placement directly opposite dig site wall to fix nav access issues when floor is lowered Removed photo mode keyboard shortcut Some new items too! Emphasis mine on what excites me the most about the patch. I had taken Pinstar's advice and just stopped making medical and pastoral support rooms because the maluses can be overcome and they're counter productive giving how queue students are solely engaged in queuing. I beat this game last week though
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# ? Sep 30, 2022 02:14 |
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Well, don't know what I proved but here: https://imgur.com/gallery/5uQcatk Mitton University, campus with all possible programs, intake to all 8 to keep the amount of major-specific rooms down. Would have been much easier had I known that career mode does not unlock sandbox items; adding the last four programs was just running staff training 24/7 and adding extra staff rooms, bathrooms and showers to all buildings and adding more student accommodation to drive the campus level up without going over staff cap, or running out of space. Also, the program gradings are kinda crappy, B-something on Hard and A or A+ on rest so this isn't actually that great university on the game's metrics, and there realistically are too few campus points left to make any meaningful upgrades anymore. Or the grind to get them needs to be much more than what I will tolerate. Anyway, while this is technically possible to do, the game is also bursting at seams: characters just randomly get that red question mark saying that they are lost, and after running in circles for a while that resolves. I also had to reset the student union near the end, as one of the bands left their stuff onstage and the game just flagged the stage unavailable. I also got 2-3 crashes towards the end, every time when I clicked student dormitory. Definitely designed more for tall than wide build. Der Kyhe fucked around with this message at 21:19 on Oct 2, 2022 |
# ? Oct 2, 2022 20:59 |
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# ? Jun 8, 2024 07:05 |
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I dunno, that seems pretty accurate. I had two buildings on my university campus that were absolute mazes, and people regularly got lost in.
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# ? Oct 2, 2022 21:12 |