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Yeah, if you want to keep existing walls, zone the foundation up to but not over them.
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# ¿ Oct 22, 2014 04:03 |
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# ¿ May 16, 2024 02:22 |
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I thought it'd be interesting to list and summarise each alpha so far. code:
There's still a few things to add, the big one obviously being gangs, but they have also mentioned things like a concession stand (i.e. prisoners could buy things with their meagre earnings from work - not sure whether that's going to include a black economy but who knows) and having an actual point for the electric chair (which seems more and more like something they just threw in for the sake of the tutorial).
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# ¿ Dec 4, 2014 08:49 |
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Endgame: you end up taking a ride in Old Sparky.
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# ¿ Dec 5, 2014 04:42 |
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Usually I go the Get Smart approach to the entrance, at least two doors to begin with and probably another when you unlock remote access and have that all set up. Obviously you'll also need to think about how you'll use perimeter walls and whether you'll have another inner boundary fence inside to avoid contraband drops - I find that a bit hard to plan ahead when the prison is still expanding. Now that truck drivers are a thing, it makes workers just that little more efficient at bringing stuff in. There really should be no reason to allow prisoners outside unless they've been released.
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# ¿ Dec 22, 2014 05:29 |
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DEFCON gave me the Fear. Sort of like Papers Please, but a lot worse. I thought it was really interesting that they chose to shelve development of Subversion when they realised that while the tech they developed for it was pretty cool (and it was - the procedural city generator was fascinating to watch), they were having trouble making a good game out of it.
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# ¿ Dec 23, 2014 23:27 |
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I've usually gone with something along these lines, tweaking as necessary. 6-7 SHOWER 7-8 FREETIME 8-11 WORK 11-1 EAT 1-2 YARD 2-3 FREETIME 3-6 WORK 6-8 EAT 8-10 FREETIME 10- BED I will stick some toilets, phones and pool tables in the canteen but that's about it. Yardtime is to get everyone out of the canteen when they're done. It's only an hour so I don't put any other crap since they've got plenty of time to sort out their business. It's a regime, not a holiday camp! Main rationale for not having the first meal until 11 is making sure I have prisoners helping out in the kitchen, and to make sure everyone is good and hungry when it's time to eat. I wouldn't mind half-hour increments, though (I would certainly shorten shower time to half an hour and maybe make meal times 90 minutes, possibly fitting in a breakfast) and I think the issue of having prisoners dawdle in the canteen is something that can be addressed.
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# ¿ Jan 3, 2015 23:53 |
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Senso posted:There's already puke everywhere so it's pretty much already like Theme Hospital.
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# ¿ Jan 13, 2015 02:44 |
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Tony Montana posted:Reading those posts was incredible. Always remember our 'community' and 'filter' is 10 bucks. There are pieces of poo poo on these boards that beggar belief. Anyway, assuming they haven't taken all of January off, I wonder what'll be in the next update.
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# ¿ Jan 28, 2015 07:51 |
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Note to self: make sure two guards with tasers are present for any hearings.
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# ¿ Jan 31, 2015 00:27 |
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If you like your base builders/managers it's well worth the sale price I reckon. It'll take you a few new prisons to get the hang of things, then you can start going hogwild with gimmick prisons or go the other route and aim for super-efficiency. The ability to sell a prison when you get bored with it and use the proceeds towards a new build is a real boon from that angle. There aren't too many crazy bugs any more, but on the upside there aren't too many annoying bugs either. Once they introduced traits the prisoners became a bit more distinct, like there's always that one guy who ODs right before work and the guy who's always digging tunnels. Also, I'm bad at snitch management. Even with separate regimes and areas for protective custody, snitches usually don't make it past 48 hours after intake.
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# ¿ Feb 5, 2015 03:11 |
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Yeah, I wonder how effective it would be to quarantine any new prisoners with unknown traits until you find out what they're about. A snitch went to the chapel and he found God. Maybe. That was pretty hosed up.
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# ¿ Feb 5, 2015 03:25 |
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2 hours for each session instead of 4 would be an improvement. I don't mind the concept but I've had to have those guys going 12 hours a day and, like you, it's making no headway on the backlog. At least I've had no reoffenders yet.
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# ¿ Feb 13, 2015 06:22 |
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ModestMuse posted:Wow, my prisoners decided to beat the living crap out of my spiritual leader for about 2 hours. There were 8 or 9 prisoners chasing him from cell to cell just wailing on him until enough guards could eventually KO all the rioters. and this time he didn't die horribly!
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# ¿ Feb 17, 2015 03:15 |
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quote:New staff : The Lawyer Can't be more than a few alphas until, err, beta. Do people pull up and have tailgate parties outside the prison when someone is to be executed? The Deadly Hume fucked around with this message at 23:19 on Mar 27, 2015 |
# ¿ Mar 27, 2015 23:16 |
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The tutorial is grim as gently caress and I've only needed to go through once. At least there's actually a point for Mr Sparky now at least.
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# ¿ Mar 28, 2015 13:25 |
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Yeah, just to be thorough, I will get the workers to dismantle all the toilets in a block if I think the inmates are up to something.
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# ¿ Apr 1, 2015 08:21 |
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Well, with the death row mechanic now in, the only two things that are missing I can think of that they've talked about is gangs and the concessionary (mentioned way back when they introduced jobs for prisoners, so they have something to spend their meagre funds on). Both which I assume will take a bit of nutting out for balancing and such.
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# ¿ Apr 3, 2015 00:18 |
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PantsFreeZone posted:That's a good idea. I usually do Shower>Freetime>Yard>EAT, with the Yard being directly outside the Canteen. Do you find that the prisoners have a problem Eating within the hour (do you double them up, maybe)? If you could do half-hour increments for the schedule that'd make some things a bit more flexible, like if you choose to have shower time (which is not always advisable because of the aggro) everyone is usually done within half an hour.
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# ¿ May 15, 2015 09:28 |
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The Cheshire Cat posted:Yeah you can't actually "run out" of water at all, but the small pipes have a maximum range. I'm not sure what that amount is exactly because I've never actually hit it, but it's certainly low enough that you can't just use little pipes through your entire prison and expect everything to work. I've never had anyone actually manage to escape via the pipeline as I get paranoid and run searches on cell blocks fairly often, but yeah, I'm going to rethink that. Usually my escape attempts have been more of the Benny Hill Yakkety Sax variety where the prisoner bumrushes the front gates.
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# ¿ May 18, 2015 13:02 |
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I've gotten back into the game after a few months and it seems like the prisoners are a lot more cunning with their tunnelling. I did the "don't route large water pipes through cellblocks" thing and that didn't hold them back at all. I started blocking in the perimeter wall but only in stages, since doing the whole lot at once is exxy, so they just make a beeline for the edge. In other matters, hopefully they fix the spam thing so it'll actually be worthwhile having a mailroom. (We might have to wait until their usual monthly update.)
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# ¿ Jun 3, 2015 09:52 |
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If you've been sitting on the fence about picking this up, Prison Architect is $5 on the Steam sale and it is ABSOLUTELY worth it.
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# ¿ Jun 14, 2015 03:07 |
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The only issue I can see with keeping the pump across the road is that the main pipeline is basically a highway for tunnelling escapees.
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# ¿ Jun 19, 2015 05:18 |
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Being the first pass with the new feature I'd expect they'll finesse how gangs over the next couple of alphas. It's starting to look good for the actual full release, since the store's another feature they'd discussed in the past and now put in. Anyway did the mailroom fixes include a nerf on the endless supply of mail or whatever it was that made setting up a mailroom a bad idea?
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# ¿ Jul 1, 2015 01:04 |
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I've never had a fire start in my prisons Then again I don't try to make Boggo Road or whatever.
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# ¿ Jul 7, 2015 02:42 |
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Maybe, if they gave staff traits, they also made it so new staff had to come by bus as well instead of just teleporting exactly where you want them. Which would make things "interesting" if you had a riot kicking off but not enough guards to deal with it.
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# ¿ Aug 5, 2015 02:38 |
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Anyway I don't think it'd add any more fun to the game. Traits for prisoners add a challenge, maybe not so much for employees, and steering around that kind of micromanagement is probably for the better considering the game's focus.
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# ¿ Aug 5, 2015 04:39 |
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Not really sure the "Black Hole of Calcutta" approach to prison management is that sound.
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# ¿ Aug 11, 2015 08:21 |
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When the gently caress did communicable diseases become a thing.
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# ¿ Oct 14, 2015 09:57 |
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hailthefish posted:When they added events in the alpha before release.
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# ¿ Oct 14, 2015 12:07 |
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Pro-click. http://www.dezeen.com/2015/11/11/opinion-will-wiles-prison-architect-computer-game-grim-lesson-real-architects-graveyard-utopian-spirit/ quote:If you desire, you can set up a high-security Hell, a sprawling Panopticon of discipline and punishment that operates like a battery farm, squeezing every luckless convict and square metre for every possible dime. Some of the builds on Introversion's blog are the stuff of nightmares. And design along these lines brings its own administrative challenges.
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# ¿ Nov 14, 2015 23:26 |
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Prison Architect - Riot Grrrls
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# ¿ Dec 19, 2015 11:44 |
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widespread posted:Oh god, please let the extra complexity include multi-tiered floors. It has to at this point.
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# ¿ Mar 10, 2016 02:21 |
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# ¿ May 16, 2024 02:22 |
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It doesn't seem like they spent a huge amount of time on it, although they let PA rest for a while it (and have now had another poke at it, obviously) and seem to be starting something new this week. I like the way they try out things like Subversion and sometimes it doesn't work out but go, "well, we still learned something". They've had a few close scrapes, though.
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# ¿ Jun 25, 2017 13:15 |