Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Pornographic Memory
Dec 17, 2008
Awesome OP.

I put beds and toilets in my solitary cells and it turns out prisoners don't accumulate suppression while they sleep even without the Stoical reputation. So gently caress this guy if he likes sleeping in solitary so much he can have another 6 hours :argh:

edit: I guess he really does like solitary because he's still there after his arbitrarily given solitary sentence extension ended about a day later

Pornographic Memory fucked around with this message at 02:41 on Oct 3, 2014

Adbot
ADBOT LOVES YOU

Pornographic Memory
Dec 17, 2008

Hank Morgan posted:

I'm just getting back into this. How do you recruit informants? I can see the CI view under contraband but I'm not sure what to do next. It mentions having a prisoner under duress so I assume I need something to happen to the prisoner first?

Whenever you get prisoners in Solitary, check to see if you can recruit them. In addition to what hailthefish said, lower security level prisoners are more likely to be willing snitches too. So a minimum security guy is more likely to become an informant than a medium security, and of course maximum security guys are pretty hardcore and even less likely.

So if you really want some CI's chuck some minimum security guys in for 12 hour solitary sentences for no reason and see if they crack, or give longer solitary sentences for common offenses (like set your punishments to 6 hours solitary confinement for drug possession and run some cell block searches).

wow that makes me sound like a terrible person

Lockback posted:

Yeah, this isn't really a typical Early Access game. At this point they could just do bug fixes and a proper introduction menu and it would be essentially ready for release. The fact that updates have been meaty and have added tons of depth is very encouraging.

And there's no signs that they're close to done, either. Even if they said "well this is it the game is feature complete, no new stuff", I'm confident that they'd still do maybe another two or three patches for general bug fixes, polish, and balancing.

Pornographic Memory
Dec 17, 2008

a worthy uhh posted:

Yeah, I didn't get as far into the plan as 'amenities'. It was more of a quick experiment to see if solo canteens was viable. Next round is going to be a real try. And that's going to all go in the Yard. They'll spend basically all day in the Yard minus Eat and Sleep. That way the staff can clean the cell/provide laundry without possibly crossing into the prisoner.

Does anyone know if Janitors try to clean an indoor yard? Or is that what a Groundskeeper would do?

An indoor yard behaves like any other indoor area so that's on Janitors. Also make sure there's a Staff Only area between your Supermax/Protective Custody Yard and any areas you don't want those prisoners to go to. I had a shared Yard, and a Protective Custody Yard, and even though the Yards weren't contiguous, my PC prisoners would go to the shared Yard during Yard time until I made the entrance/exit to my PC zone a double door with the in between area marked Staff Only.

Pornographic Memory
Dec 17, 2008
My current prison looks like this:



The two small cell blocks above the canteen are for Protective Custody and Supermax prisoners - I haven't had any Supermax-worthy prisoners yet, but I figured it's best to be ready since I recently started taking in Max security prisoners. Other than that my cell blocks aren't really segregated. I have Minimum security prisoners on the cell block on the middle-left, but extra Minimum security prisoners go into the bottom cell block too along with Medium and Maximum security prisoners. I had $500,000 from selling a prison from a previous alpha but I've finally reached the end of that as well as all the easy grants so I'm going to have to put some work into making cash, like economizing my staff and reform programs.

Pornographic Memory
Dec 17, 2008
it's a place for your prisoners to steal scissors and knives from

Pornographic Memory
Dec 17, 2008
Jesus christ Maximum Security prisoners are a real handful with this new trait system. I've got 30 of them, maybe 20 of which are bona fide shipped-in-as-maxsec prisoners as opposed to lower security prisoners who were upgraded for in-prison misconduct, and now I've had numerous assaults, murders, and a riot broke out at lunch, getting 70 prisoners to participate, after a morning where an Extremely Tough and Fearless prisoner single handedly fought off a half dozen guards, killing two.

Best alpha yet :allears:

Only lovely thing is that for some reason the game charges you for body armor for each and every riot cop you call in.

Pornographic Memory fucked around with this message at 21:53 on Oct 3, 2014

Pornographic Memory
Dec 17, 2008
The new tunneling mechanics are cool sometimes. This would have been a pretty epic prison break if one of my dogs hadn't flagged this on his way to his designated patrol route (which runs up and down the concrete tiles to the left).



I searched the bottom two cells of that group and it turned out 8 prisoners were working together on one tunnel :stare:

Pornographic Memory
Dec 17, 2008
Man Armed Guards are pretty awesome for breaking up riots. I had a riot break out right at lunch time due to a remodeling SNAFU. I had ordered my armed guards into the cafeteria to keep everybody suppressed but I didn't order it in time so the riot started with ~150 prisoners and guards in a huge crowd right in the entrance of the canteen. As soon as I ordered the guards to go weapons free 70 rioting prisoners turned into 10, and most of those guys had run off to a different area of my prison to try and murder the Protective Custody guys.

Pornographic Memory
Dec 17, 2008
That sounds pretty awesome, especially when it turns into an anticlimax five minutes later when they're forced to go through the metal detector to leave the workshop, have it confiscated, and it's thrown in the trash.

Pornographic Memory
Dec 17, 2008

AzureSkye posted:



This guy must have been the busiest 5 year old on the block.

I went looking through my prisoners to see if there were any amusing age/sentence/family discrepancies (like this one from an older version, where a guy apparently was in jail since he was -6 years old) and found this:


Yep.

Pornographic Memory
Dec 17, 2008

DarkCrawler posted:

Jesus Christ



Two prisoners rioted with scissors and stabbed a doctor. I didn't even know they could kill non-guards!

This has NOT been a good day in my prison.

EDIT: The same crazy motherfucker who stabbed the doctor also had an escape plan going, what the gently caress?! Well he's going to spend the next three days in solitary. I don't mind if he starves.



I've had at least two teachers get killed before I finally relented and put guards in the classrooms instead of just cameras with a guard in the hallway. If anything, staff who are not guards are even more at risk of being murdered since they don't have stab vests and can't fight back. Incidentally I have no idea why anybody would want to teach at my prison with that record. I'd say there must be some sweet rear end pay incentives but I assume PA is set in America where private prisons are a thing and sufficient budgets are not.

Pornographic Memory
Dec 17, 2008

wilderthanmild posted:

This would be interesting. Let prisoners have a chance of taking off and trying to climb the fence based on a variety of factors like guard presence, personal traits, etc.

And prisoners with the fat sprite will fail on every attempt.

Pornographic Memory
Dec 17, 2008

Blackray Jack posted:

I see a drug symbol by the name of a prisoner, does this mean they're currently intoxicated on drugs or what?

By the way I'm still experiences graphical glitches. Does anyone else experience those and if you fixed it, how?

The drug symbol (pill with a round green border right?) means they're overdosing, actually. A job should be created automatically for a guard to grab the prisoner and rush them to the medical ward if you have one.

Pornographic Memory
Dec 17, 2008
Also remember to start with Minimum Security prisoners only. As your prison becomes more complete in terms of facilities and you get a hang of meeting prisoners' needs and keeping them from causing trouble, then bring in the Medium Security prisoners and eventually Maximum Security. Even Minimum Security prisoners can be difficult when you're still learning.

Pornographic Memory
Dec 17, 2008
Nah I'll turn off prisoner flow once I start to get full. Prisoners will never stop testing your defenses, and it's a tricky balancing act to make a prison that has enough security to keep violence and escapes down, satisfies your prisoners needs, makes money, and matches your preferences for aesthetics and punishment/reform.

I think this is also a very satisfying game to take something that more or less works, and experiment with it to see what happens. Like taking a stable prison and tweaking the schedule to see how prisoners behave if you turn some of their Free Time into Yard time instead. Does it totally wreck everything because now your prisoners can't pee and watch TV for two hours a day where previously they could? What if I adjust the punishments upwards or downwards? Does extra solitary time create a large backlog of solitary sentences, does less mean prisoners don't get suppressed enough to keep them in line? etc.

Pornographic Memory fucked around with this message at 04:21 on Oct 10, 2014

Pornographic Memory
Dec 17, 2008

Sillybones posted:

I am finding you need an absurdly large kitchen and cafeteria if https://docs.google.com/spreadsheets/d/19IGs4dUNnORnFhsJhC00zNXR2PjE3FNwEybNQKt_Ef4/edit?pli=1#gid=0 is to be believed. Is this correct? Can I do anything to get away with smaller food areas?

The thing is that that table doesn't take into account you using prisoners to supplement your cooks - so if you're willing to let prisoners into your kitchens, that probably lets you cut down on paid staff by at least 25%. Also, it goes all the way up to a 700 prisoner prison, which itself is an absolutely ridiculously large prison. I think a more typical upper limit for most players is 200-300 prisoners.

I haven't really bothered to figure out the optimal numbers for my kitchen equipment or staff but those fridge and cooker numbers look high to me too. I think it's for "High" meal quantity, instead of the default "Medium", which is probably why.

Pornographic Memory
Dec 17, 2008

MotU posted:

Do people usually expand a small prison into a large one or just plan a large one from the beginning? I'm having issues with planning for expansion while maintaining an effective small prison

I usually expand a small prison into a large one. The only building you really need to plan out expansion for is your canteen/kitchen IMO, so basically plop that down in such a way that it is easy for your cooks to get to the delivery area, and you can expand them in at least one direction. Everything else can really go wherever so my prisons tend to end up as rather disorganized jumbles of cell blocks and other random facilities. I also tend to group offices, break rooms, armories, dog kennels, and security rooms toward the roadside and section them all off into a staff only area.

Lichtenstein posted:

Actually, what's the reason not to keep drugs and luxuries flowing? As in, they make prisoners happier, but what's the actual risk?

Prisoners can trade contraband among each other but there's nothing otherwise harmful about luxuries. Drugs, on the other hand, do what Cheshire Cat said (overdoses, misbehaving while high), and also you are penalized in your evaluation for allowing prisoners to have outstanding drug or alcohol addictions. Obviously prisoners have a hard time kicking their drug habits when they can still easily obtain them. Currently there's no real reason to care either way about your prison evaluation, but it might matter in the future and it still functions as your "score" currently.

Pornographic Memory
Dec 17, 2008
I've never had a prisoner use a lighter to set fire to my prison so I guess I stand corrected :stare:

Pornographic Memory
Dec 17, 2008
I had a fire once and I just called in some firefighters and only lost a couple sections of wall and some work benches.

Pornographic Memory
Dec 17, 2008
Armed guard patrols at the likely exit point would be good too. I'm not sure if they'll shoot escaping prisoners without being told to go weapons free but if they have tasers...

Pornographic Memory
Dec 17, 2008

DropsySufferer posted:

This new version added a few challenges to creating a perfect prison but I feel I achieved my goals.



The one new issue was food which I addressed by sending to them to canteen, only a few feet away. I feel I could do a thousand prisoners but building these kind of prisons is boring.

The Legendary prisoners are only good for getting killed and starting incredibly short riots. No matter what problem it's all solved by large amounts of armed guards.

I think for my next prison I'll build one with the least amount of guards possible.


Armed Guards, freefire.

Now install the WWII PoW camp mod that turns all the max sec prisoners into Russians and the guards into Germans and be disturbed by how you made something very close to reality

Pornographic Memory
Dec 17, 2008

KittyEmpress posted:

I ask because I have them set up with two meals a day currently, and they go to eat the second time and 90% of my prisoners just sit at a table and don't bother grabbing food. I have my food set to the highest quality/variety though, so maybe that's why?

Try spacing them out longer? I usually do two meals a day at medium/medium for quantity and quality and get most of my prisoners not eating the second meal too, but hungry prisoners get pretty rowdy so I've never tried one meal a day.

Of course, the best way to find out is by experimenting. With a well-established prison, a riot isn't a danger, it's entertainment :cop:

Pornographic Memory
Dec 17, 2008

Megasabin posted:

1. How can I force a guard to stand near a metal detector and "use" it? Just station them in the area with the detector?

2. Can someone explain the relationship between foundation and walls to me? Whenever I try to lay new foundation to expand a building, it ends up ripping down every pre-established wall around it. It's really annoying.

3. Is there a way to specify a delivery area for prisoner's separate than the one for goods? I see you can make multiple delivery areas, but I'm not sure if you can do something that specific.

1. Guards don't "use" metal detectors. A metal detector simply passively scans all prisoners that walk through it and will automatically queue up searches on prisoners carrying metal objects. They are not 100% effective, however - some metal objects (not any particular kind, mind you, just random ones) do not get detected, and sometimes it produces false positives and queues up a search on a prisoner who isn't carrying anything. And obviously, anything non-metal will get through. It is generally a good idea to station a guard near a metal detector or have a patrol in the area to ensure quick searches, but even without that queued searches will be conducted eventually.

2. A foundation that begins on the square(s) next to a wall will not demolish the wall, while a foundation that overlaps with an existing wall will demolish all the walls it covers.

3. No. Prisoner and goods deliveries will always be in the same delivery area.

Pornographic Memory
Dec 17, 2008

Hank Morgan posted:



:getin:


Surprisingly he's been convicted of multiple charges of rape. voyeurism and gross indecency without being a user submitted prisoner. I didn't think the game automatically generated those types of prisoner.

I'm pretty sure the rap sheets on user made prisoners are always randomly generated since they rarely match up to the bios

Pornographic Memory
Dec 17, 2008
If for some reason you don't have Yard time in your regime you should put it in, they added some new behaviors for prisoners.

Pornographic Memory
Dec 17, 2008
I don't know how you can really be invested in the stories of the individual prisoners especially much when an average sized, well established prison has over 100 prisoners who are constantly going in and out :shrug:

Pornographic Memory
Dec 17, 2008

cyclonic posted:

Just picked this game up and I can't believe how polished it is for an alpha.

I mean I've run into some bugs here and there but there are some final-release games that don't have as many options and detail this game does. I've also been burned on a few other alpha games on Steam that definitely are NOT ready to be played but this was a pleasant surprise.

I mean I've run into some things that definitely need work (does the execution chamber even do anything); and I don't mind that there's no campaign, "story," or fleshed-out tutorial because figuring things out on my own was a lot of fun.

The only thing I'm worried about is that my second prison is huge (~375 inmates) and the game is a little sluggish. Is this a "bug" that happened to affect this specific prison, or does the game actually slow down for everyone when it gets too big? Either way I don't mind because I plan to eventually sell this one and build another one with some knowledge I've gained with this prison.

If you sell your prison, does the game "retain" it in any way? I assume there's no sort of "trophy room" for prisons you've sold, but is there at least something saved so you can look at it later? For nostalgia or something. To look at old prisons and laugh at how bad they are.

Or do prisons get wiped with new alpha releases and updates?

The execution chamber does nothing currently, your game is probably slow because you're running up against the your computer's hardware limitations (because 375 prisons is a really huge prison and I wouldn't be surprised if you also had well over 100 staff to simulate too), and to look at your old prisons there's really nothing you can do except keep your old save files.

And no your prisons don't get wiped with new updates. You can load up old prisons in new alphas and even have them work fine pretty often, but it can be glitchy sometimes or cause some new/changed features to just flat out not work so it's probably best to just start a new prison with each new patch, especially if it makes big changes. I'm pretty sure whenever you sell your prison and start a new one it's just as good as starting from scratch, though, so you can just sell your prison from last version and make a new prison in the new version that won't have any problems from carrying over the old save.

Pornographic Memory
Dec 17, 2008

cyclonic posted:

For such basic sprites, the animation is very smooth and I really like it. It's sad that SimCity is in the back of my mind when I play this game and realize how terrible SimCity is.

The only pathing glitch I've seen is sometimes the dogs stray from their handlers and the leash runs through entire cell blocks.

Or sometimes when I have riots my guards never get there - is there a way to sort of alert them and force them to report to a specific location en mass, like dispatching firefighters/cops in previous SimCity games?

You can drag select a bunch of guards and order them to move somewhere RTS-style, but they won't stay there for long because they'll get tasks assigned to them. You could also go into deployment mode and order a bunch of guards stationed in a particular room or along some patrol routes.

cyclonic posted:

I think if guards see a broken door they just pass by it. Which is infuriating during riots because at least for me they tend to break out in the canteens or yards and stay there. If the guards would just charge in as a small group the riot would be over but they keep on walking by the entrances.

If prisoners have taken over a room your regular guards will not go in there on their own IIRC. If you want to take it back you need to get some armed guards or call in riot police and send them in manually. Riots are meant to play as a pseudo-RTS that you need to directly intervene in to put down.

Pornographic Memory
Dec 17, 2008
Armed guards are kind of a double edged sword for riots - sometimes a few shotgun blasts will make a crowd of prisoners surrender, on the other hand not all prisoners are scared of getting shot to death and I'm pretty sure killing dozens of prisoners even in a riot is a game over condition. If I'm using them in a riot it's generally to hold the prison's entrance and any staff only areas while riot police do the actual work of retaking the prison. Plus if prisoners manage to take down an armed guard it's pretty serious poo poo because they'll drop a baton, keys, shotgun, and possibly taser for your prisoners to use against you.

Pornographic Memory
Dec 17, 2008

Tehan posted:

Electric chairs seem like the logical balancing force for superprisoners. Instead of having to keep this guy around forever as he murders ten people every time he gets a little upset, you just have to wait out the clock on the appeals process.

The appeals thing could also be a way to work lawyers back into the game as staff. You could hire lawyers to fight against appeals to speed up the process of executing prisoners. Maybe make them really expensive and able to handle a limited number of cases at a time so that you can't just make a maximum security execution factory unless you build some weird gimmick prison around cutting costs to the bone for everything but mass lawyers, but you'll still want one around to make sure the occasional guy with a double digit body count and an immunity to tasers goes away sooner rather than later.

Pornographic Memory
Dec 17, 2008
If you just close off your deliveries area to prisoners entirely (i.e. make it staff-only) your staff should handle hauling all the food, metal, clothes, etc instead of your prisoners.

Pornographic Memory
Dec 17, 2008

Absorbs Smaller Goons posted:

IV software make really fun, easy to enjoy but complex enough to entertain for hours types of games. They're cool as heck.

DEFCON is basically the perfect mix of RTS and Diplomacy (the board game) and anybody who hasn't spent a few hours backstabbing their friends in the midst of a senseless nuclear holocaust is missing out.

Alternatively you can turn on Christmas mode (or is it a mod?) and compete to deliver presents to the world's children with intercontinental ballistic missiles and bombers, just ignore the flash of light that was not mass murder that was millions of happy children.

Pornographic Memory
Dec 17, 2008

nielsm posted:

This is a new thing for me:
Apparently your ability to take out large loans depends on a good credit rating, and the only way to raise your credit rating is to have a loan that you pay interest on.

Therefore, as soon as you start a new prison and unlock loans, take out the minimum loan of $500. That gives you a daily interest payment of $25, and will gradually raise your loan limit from a useless $2500 to $50,000 and even more.

ironically if you sink your credit rating but pay back your loans you can find yourself unable to take out loans at all with no way of raising your credit rating

Pornographic Memory
Dec 17, 2008

Lockback posted:

Plight-Of-The-American-LowerClass.xml

Prison Architect is the LFest tycoon game imo unless you count Tropico as part of that genre.

Pornographic Memory
Dec 17, 2008
I think they really do need to add new ways for prisoners to misbehave, though. I mean, sure, you can design a prison where prisoners will not fight or escape because your guards cover everything, but there should be some milder things prisoners do that can't really be prevented but can't be permitted either. Like have some prisoners attempt to get into staff-only areas even if they don't lead directly outside, or make graffiti, or something. Stuff kind of like the way they'll do drugs now and get high or overdose...it's not violent, and doesn't necessitate a violent response. Or add in the long-awaited gang system.

Pornographic Memory
Dec 17, 2008

Baloogan posted:

I'm pretty sure some people get off to PA.

There was a guy who posted in the last PA thread here who absolutely did. I mean obviously he did not talk about PA-inspired masturbation fantasies (:stonk:) but his posting about his wishes for the game and what he actually did in it legitimately made my skin crawl. Thankfully he was banned because he was a huge creep in general apparently.

Pornographic Memory
Dec 17, 2008

DStecks posted:

:stonklol:

Could somebody please link these posts?

read at your own risk:
http://forums.somethingawful.com/showthread.php?threadid=3504197&userid=201661

Pornographic Memory
Dec 17, 2008

Met posted:

They said in the video that if you don't have a parole room, the overall riot-levels will increase.

I haven't played it yet though. Perhaps they mean that for a future patch.

I think they said they planned that feature for a future alpha, but for now prisoners who are denied parole are supposed to get really pissed off.

Pornographic Memory
Dec 17, 2008
So basically if you have a prison capable of successfully rehabilitating prisoners at a high rate (that is, low reoffending chances) it could actually be beneficial, theoretically, to raise your upper limit because if the vast majority of prisoners don't reoffend, their bonuses will outweigh the penalties of the few bad apples, and it will help keep peace in your prison because all prisoners have to get a parole hearing but less will be denied. And their lack of violent temper tantrums from being denied parole will further give you money by helping you maintain your "time without incident" bonus. Then again it would mean higher turnover of prisoners which means a smaller pool of prison labor to draw from...

Adbot
ADBOT LOVES YOU

Pornographic Memory
Dec 17, 2008

Carecat posted:

It's strange they haven't put in gangs as it's an obvious way to introduce more unpredictability and bad behaviour in the population. It would be complicated sure but there's a lot of room for depth. Low/med/high security only really resulted in separating your populations so you could keep more security on the more dangerous prisoners.

I think the issue is that they haven't come up with a good implementation yet, or whatever implementations they have come up with would simply require a ton of new poo poo so it's on the backburner while more "self-contained" features are introduced. A good, robust gang system would probably need to build off of many existing features and maybe even some that aren't implemented yet - like imagine if prisoners had a system for building relationships with each other. I don't know if that's planned or not, but if it was it would be a pretty perfect fit for a gang system, and probably be easier to implement and test in isolation from a full fledged gang system too. I think gangs would basically be the cherry on top that brings a ton of different systems together and maybe they just want to wait until everything else is in place first.

  • Locked thread