Incredible nobody have mentioned a Tower sim yet.
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# ? Aug 17, 2022 07:13 |
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# ? Apr 30, 2024 07:14 |
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I'd be up for a golf club simulator in the vein of Sid Meier's SimGolf. I ran into an odd issue when I started the sixth campus: I pre-emptively set up a second course, upgraded both of them, set everything up (multiples of 8, correct number of lecture halls/rooms/teachers), started the year, then after the first set of lessons almost all of the students came out with absolute bottom grade F. I was busy decorating hallways and the exterior so I didn't pay attention to what was happening. It wasn't a temporary thing either, private tuition/assignments very slowly started increasing the grades. The only thing I can think of that might have happened is that I did mark both lecture hall lecterns to be upgraded right at the start of the year which would have overlapped the first set of lessons in both courses. But I would have expected either a warning that no lecture hall is available for a lesson, or for the upgrading to pause while the lesson continues. I ended up restarting to avoid the issue by scheduling the upgrades between lessons when there would be enough time, and haven't run into it, but I don't know if that really was the issue.
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# ? Aug 17, 2022 09:42 |
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In my experience rooms have remained usable while upgrades take place, so I don’t think that was the issue (or at least, it shouldn’t have been).
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# ? Aug 17, 2022 22:12 |
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Something that's easy to miss when playing the themed campuses in the campaign is that the different student types can help run your uni. E.g. greasers will do maintenance jobs for free, posho's donate cash if they're doing well in their courses, swots give bonus xp to other students etc. Plus members of the Nature Club will maintain plants on campus.
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# ? Aug 17, 2022 23:41 |
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Is the new game more than a reskin of TPH (with or without minor improvements)? I really enjoyed TPH but think I'm exhausted on the gameplay, in the same way that I played the poo poo out of Transport Fever but won't touch the sequel.
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# ? Aug 18, 2022 00:21 |
There's more to do in TPC and more variety in what you have to build for versus spamming GPs and clinics and diagnostics in every place. But at its heart, it's still an object placement optimization puzzle game. (Transport Fever 2 is also really good and an, if incremental, improvement on 1 FWIW)
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# ? Aug 18, 2022 00:28 |
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SuperTeeJay posted:Is the new game more than a reskin of TPH (with or without minor improvements)? I really enjoyed TPH but think I'm exhausted on the gameplay, in the same way that I played the poo poo out of Transport Fever but won't touch the sequel. I'd say it's more different that TF1 was from TF2, but it's clearly a game made in the same series as two point hospital. I sort of had the same worry as you, but I've enjoyed it so far. It has been a bit on the easy side though, with only 4 campuses to go I've not really encountered any challenges getting to level 3.
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# ? Aug 18, 2022 08:49 |
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Red Mike posted:I'd be up for a golf club simulator in the vein of Sid Meier's SimGolf.
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# ? Aug 18, 2022 09:19 |
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Red Mike posted:I'd be up for a golf club simulator in the vein of Sid Meier's SimGolf. 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.
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# ? Aug 18, 2022 10:10 |
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Two Point Resort? Hotels, golf courses, spas, waterpark etc.
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# ? Aug 18, 2022 10:45 |
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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. It would also fit right in with the meeple's intelligence/pathing when you watch them golf and they make the absolute worst choices about where to aim for. Tunzie posted:In my experience rooms have remained usable while upgrades take place, so I don’t think that was the issue (or at least, it shouldn’t have been). That's what I'd expect, especially because the timetable obviously doesn't recalculate when you schedule an upgrade and that's what controls room usage. It could be that there was a pathing issue and the teacher never arrived, or the students never arrived maybe. Or just a bug with calculating the grade maybe. Haven't run into it since. SuperTeeJay posted:Is the new game more than a reskin of TPH (with or without minor improvements)? I really enjoyed TPH but think I'm exhausted on the gameplay, in the same way that I played the poo poo out of Transport Fever but won't touch the sequel. I'd say the core systems work in a pretty different way, from being able to change building layout, to having the non-staff people stick around for a long time. The gameplay is still building the rooms/hiring/firing, but a lot more active time is spent on figuring out which rooms/where to put them. In TPH most of the choices were very simple and didn't change over time, whereas on TPC the choices will actively change on a map at least a couple times as your students progress through the years. That said, I have a feeling that the gameplay will get old on sandbox mode as soon as you reach enough of a student base that you're pretty much going to just be maintaining the ant farm instead of expanding.
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# ? Aug 18, 2022 10:46 |
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I actually ran into the same problem again in a much simpler setup. It seems to be caused by students missing their first class (before they have a grade at all), or by the teacher missing the class. In this case, I had 3 teachers: two 100% ones and a 70% one. I started the year with all three assigned to teaching, but then made the 70% one just do private tuition exclusively (but the other 2 could also do it). Halfway through the year when the second batch of students started going through their classes, the first lecture of the year ended up completely not happening because the teacher that was assigned to it was one of the 100% ones...who was doing private tuition with a student I manually sent to private tuition. Hovering over the timeline at the bottom of the screen showed the lecture as being average grade F (0%), and the timetable view let me see that the assigned teacher was in fact the one that had been in private tuition the entire time. The scheduling system seems a bit buggy, particularly with things that function outside of it like private tuition. I imagine that's part of why they made it so you can't set course times/scheduling yourself right now.
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# ? Aug 18, 2022 22:43 |
Red Mike posted:I'd be up for a golf club simulator in the vein of Sid Meier's SimGolf. Aww yeah Simgolf. It's such a chill game to play. Pro tip: Windows XP on a Virtualbox VM will run the game with no extra tweaks, just install, put on whatever no-cd crack came with it, and play. 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. Even the music (the best part of SG) would fit right in with Two Point.
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# ? Aug 18, 2022 22:52 |
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I want to hear Sir Nigel's golf opinions.
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# ? Aug 18, 2022 22:53 |
That guy's radio broadcasts gives me big Simcopter vibes. Downsampling it to 64k wavs like Simcopter would probably make it sound identical.
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# ? Aug 18, 2022 22:55 |
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Red Mike posted:I actually ran into the same problem again in a much simpler setup. It seems to be caused by students missing their first class (before they have a grade at all), or by the teacher missing the class. In this case, I had 3 teachers: two 100% ones and a 70% one. I started the year with all three assigned to teaching, but then made the 70% one just do private tuition exclusively (but the other 2 could also do it). Interesting; I haven’t messed about with restricting teachers to specific tasks, relying on them only being trained in one course to keep them in the right place (I usually train teachers in one course, and private tutoring; haven’t had a campus run long enough to get that done on my teaching staff). The only role restrictions I’ve done are on assistants, making sure the library trained ones do library, keeping the medic / pastoral ones away from running shops, that sort of thing. Probably explains why I haven’t noticed that issue happening.
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# ? Aug 18, 2022 22:59 |
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Two Point Haunted House (or Escape Room)
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# ? Aug 18, 2022 23:10 |
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A two point factory would fit the way they like to do themed rooms and items.
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# ? Aug 19, 2022 03:32 |
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Two Point Wall Posters Factory. They've gotta all come from somewhere
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# ? Aug 19, 2022 15:10 |
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Having fun with the new game, seems well made but still doing the tutorial. What's the right sequence here: Should I be trying for three stars on the first campus before moving on to the second or are there unlockables from later campuses that are needed to get the higher stars? Or maybe it doesn't matter...
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# ? Aug 21, 2022 02:22 |
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I had no issue three starring as I went, though it might not have been the most optimal? It certainly wasn't hard to do so, though.
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# ? Aug 21, 2022 02:57 |
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It's going to be a lot easier and less grindy to come back for 3 stars later once you have more rooms and upgrades available, though it's not required.
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# ? Aug 21, 2022 04:55 |
Saint Freak posted:Two Point Wall Posters Factory. Gonna put up so many bat castle posters at work. My morale is gonna be so good.
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# ? Aug 21, 2022 05:07 |
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I had no trouble going for three stars as I went, right up until the archeology campus. That one's not hard either, it just has some really obnoxious time-gating on one of the star conditions that I couldn't be bothered with.
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# ? Aug 21, 2022 11:32 |
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I appreciate the fact that items now have diminishing returns in regards to giving prestige, meaning it's better to vary the items (posters, rugs, beds, etc.) you place in order to get your room level up.
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# ? Aug 21, 2022 21:44 |
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I've noticed a glitch, at least in the Gamepass version of the game. If you clone a room you don't get the stacked Learning Bonuses from it. For example the Lecture Hall, if you spam 6 or so Speakers with an upgraded Lecture and some other items you hit about a 65% learning bonus. The bonuses from those items isn't in the room stats if you place a clone. If you pick up and put the items back down it works though.
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# ? Aug 21, 2022 21:48 |
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Croccers posted:I've noticed a glitch, at least in the Gamepass version of the game. There's quite a few cases where this happens that I've run into, including if you clone an item vs placing a new one, or if it becomes invalid randomly when you place a different room; I think if you place an item in a room while editing a different room too. Most of them seem to fix themselves on a quick save/quick load. I've also had tons of issues with the scheduler not respecting the restrictions on rooms correctly or outright getting confused and ignoring rooms, which seems to get worse the more of the same room you have. Quick save/load usually fixes it, but it may take a cycle or two of tweaking restrictions then trying again to see what it decided (if you're trying to get classes scheduled in a particular order/place). I focused on getting 1-stars and making my way through the scenarios entirely before I go back to get the 3-stars, but on the archaeology one I had to back up and go back to a previous session because there were too many things that needed kudosh to unlock and too many things needing research to unlock. If you go back and 3-star one or two scenarios, you'll almost definitely have enough kudosh for the rest of the game if you make sure to redeem your career goals too. On needing varied items to get the room level up, I like it but I really wish most rooms had another couple items that have minor impact (even if just attractiveness) so you can vary them usefully. So many rooms have mostly just wall posters and it gets repetitive and difficult to find room for them (especially if you need air conditioning).
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# ? Aug 22, 2022 11:08 |
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I didn’t have any trouble 3 starring as I went. Hell, for some levels I just went AFK with the game left in fast-forward mode while the 3 star objectives complete.
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# ? Aug 22, 2022 13:51 |
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I've only played a few hours but I'm not sure I like TPC as much as TPH. In TPH I felt like I understood and could track the process for diagnosis/treatment/outcome. In TPC I don't really understand how a student gets a grade or graduates. I just know that if I setup the requisite rooms then they will do so as long as I have enough capacity, it seems like.
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# ? Aug 22, 2022 18:53 |
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I'm still trying to figure out how to get the students entertained enough. Also why do my staff keep randomly loving off?
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# ? Aug 22, 2022 20:27 |
Jeoh posted:I'm still trying to figure out how to get the students entertained enough. Also why do my staff keep randomly loving off? I've been experimenting with putting arcade cabs near where they're queuing for medical or pastoral care, some even for being bored in the first place. They of course don't touch any of that poo poo and just wander off somewhere and complain about how bored they are.
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# ? Aug 22, 2022 20:49 |
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Jeoh posted:I'm still trying to figure out how to get the students entertained enough. - Have easily-accessible Student Lounge and Student Union rooms. Stock these with lots of placeable items that have the "Entertainment" trait. - Place Entertainment items in the dorms. I missed this until pretty far into my playthrough. - Have a blank wall in a corridor? You can put certain Entertainment items there too (but see below). - Several of the Entertainment items are aligned with specific majors; for example, Wizardry students like the Broom Display. Try to target these toward your students' interests, especially the ones placed in dorms and corridors. General items like phones and arcade cabinets seem to get more use in Student Lounge/Union, but major/interest-specific items can gather a crowd, even in a corridor. - Scheduling lots of social events is obvious, but make sure the ones you're scheduling actually give Entertainment. Not all types of movies do, for example. - On a larger campus, you may need to schedule multiple events at the same time. A lecture hall can only hold 12 students, but if you have four lecture halls, you can screen four movies at once. This gets pricey, but it's great for increasing Happiness and other meters. - Socializing does not explicitly give Entertainment rating, but I suspect that the meter goes down slower or pauses while socializing, just based on my own observations. Put down some benches and other friendship/relationship activities; it may slow down the "Bored" status. I also want to test this for participating in a club, as I suspect this also slows or pauses the Entertainment meter from depleting. - The biggest tip is to make all needs as accessible as possible. If someone's walking, their needs aren't being fulfilled. Once you have a very large campus, consider building duplicate facilities and limiting them by major. Otherwise someone might spend a literal month walking to a party at the Student Union, passing up food, drink, toilets, and potentially getting there just in time to rush off to the next class. quote:Also why do my staff keep randomly loving off? If you're limiting the jobs that each staff member can do, make sure that someone (usually a newer hire) didn't jump in and take over for a specialist. For example, if I have one staff member with a high Library skill who is limited to only work the library, and then I hire someone else and forget to uncheck their Library job, they may take over when my specialist goes on break. But as soon as the specialist is ready to go back to work, the library is already occupied, so they just go to the break room or walk around aimlessly.
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# ? Aug 22, 2022 21:05 |
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skooma512 posted:I've been experimenting with putting arcade cabs near where they're queuing for medical or pastoral care, some even for being bored in the first place.
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# ? Aug 22, 2022 21:06 |
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Also, don’t be too quick to start the new year when it comes around - some needs can still be addressed while in the timeless summer period, and your janitors can clean up the campus, without having to fit it in around the timetable.
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# ? Aug 23, 2022 10:59 |
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WhiteHowler posted:major/interest-specific items can gather a crowd, even in a corridor. This can be a source of some of the problems. Make sure your hallways are 2 or ideally 3 tiles wide, or put items like this only in a larger area (or outdoors). WhiteHowler posted:- Scheduling lots of social events is obvious, but make sure the ones you're scheduling actually give Entertainment. Not all types of movies do, for example. This can also be a source of problems. When a social event is on, students will try to attend (up until the room capacity is hit) but during that time they're not fulfilling some/all of their urgent needs. If the social event ends and a class starts immediately, you'll almost definitely have students with unfulfilled needs. The two biggest needs they can't do in a student lounge/union is bathroom/shower, and they won't go for it if there's no time before the next class. The bonus can still be worth the hit to needs though, if it's what you need (happiness and energy are the big ones I think). WhiteHowler posted:- The biggest tip is to make all needs as accessible as possible. If someone's walking, their needs aren't being fulfilled. This applies for most rooms, but the big exception is the dormitories: the students can enter a bed from any direction so it's actually pretty easy to have them stacked pretty full without much impact. I've been experimenting with making layouts that are much wider spaced in terms of hallways, multiple doors, as well as more space around each item, and despite not changing anything else I'm barely seeing unfulfilled needs now unless there's unavoidable long events that are needed for goals and end up just before/after classes (like the cheeseball matches). I wish there were an easy/debug way to see their nav/pathfinding graph, because it seems like there are a number of items that affect it a lot more than the outlines let on. And I have the suspicion that some of the "students being dumb and not fulfilling their needs" issues are partly that pathfinding to the right item isn't possible because there's ephemeral things blocking it like reserved spots in a queue for a different item (with students that haven't arrived yet). This also explains why I've seen students taking very odd winding paths down hallways avoiding apparently empty spaces to go to a far away item that fulfills their need...even though there's one nearby that isn't in use by anyone (and no-one is heading to). e: well to be fair there are also other similar bugs where students end up stuck (moving in place, saying they can't path to accessible things that others can path to, being unable to leave a particular campus building until it's edited, etc), so could well just be artefacts of some other underlying cause.
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# ? Aug 23, 2022 11:40 |
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Tunzie posted:Also, don’t be too quick to start the new year when it comes around - some needs can still be addressed while in the timeless summer period, and your janitors can clean up the campus, without having to fit it in around the timetable. Also when you have money to spare you can set up training for the entire year so you don’t need to worry about it during the year.
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# ? Aug 23, 2022 12:31 |
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Something I didn't get until watching a video, students recover health while being outdoors, so consider constructing attractive spaces outdoors. Put some of these major specific entertainment items between buildings, or some of the club activity items.
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# ? Aug 23, 2022 22:04 |
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Torrannor posted:Something I didn't get until watching a video, students recover health while being outdoors, so consider constructing attractive spaces outdoors. Put some of these major specific entertainment items between buildings, or some of the club activity items. Yeah I always put all the club recruitment stands and their items outside in one area, along with one of each food/drink stand and any other random outdoor item that student's request (park bench, garden plot, duck bush etc). Doing so really helps cut down on the corridor clutter too!
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# ? Aug 23, 2022 22:13 |
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Pro-tip for that (which is also built-in to like the third or fourth campus): you can edit a campus building and switch to the removal tool and make an indoor courtyard/square which counts as outdoors. The only restriction is that you need to use main/side entrances so it's not easy to fit them in to your normal intersections unless you go 3x3 hallways or more. My experiments with wider/looser layouts have turned out to be useful: it looks like some of the oddities around students/teachers not getting their needs met might be because of weird pathing quirks. Bathrooms/showers especially seem to be hit by this. Basically, even if you have a lot of objects (e.g. toilets) available in a room and multiple entrances, it looks like an actor might decide against going to use one of them if the path is blocked (beyond the normal checks of room capacity, etc) even if as far as you can see the path isn't blocked. Presumably because other actors have decided to path to other objects in the room and reserved various tiles for their movement, and there's "no way past them" even though the actor won't arrive for a long time if they're walking from further away. In bathrooms/showers, the common design is basically a big row of toilets/showers (or two rows facing each other) with one tile unblocked and a couple doors at one or both ends. This means that as soon as an actor chooses a middle stall, all the stalls along his path are effectively blocked even though they're not in use. It does look like there are some timing-based checks for this so it's not a strict "if someone else is pathing through here, it's blocked", but more often than not I end up seeing actors choose further away objects or ignoring their urgent needs when a room is even mildly busy. Once I switched to this kind of design for a bathroom, basically two empty rows in front of the objects and with doors dotted along so that any one path won't likely block more than two stalls, the throughput of the bathroom tripled or more. Just moving the stalls one row closer to the doors (and leaving an empty gap behind them) cut throughput down to a third even though the room capacity is the same and there's no other functional difference. I also checked and found the same sort of thing happens when people queue for hallway objects (e.g. arcade machines) and end up blocking easy access to needs items for actors that need to cross the queue to get to a room to fulfill their needs. So for those popular objects I've started making them not face outwards from the wall but instead away from any door, and suddenly it was no longer an issue. e: To put it into terms some people might get: it seems to work like path signals in OpenTTD and similar games, where it'll reserve a chunk of their path ahead of them and no-one can cross that until they're past. But unlike in OpenTTD, they're not restricted to tracks so the people who are blocked will choose weird nonsensical paths (avoiding the invisible reserved tiles) or path to different objects/not do the need at all (because it's too 'expensive' to try to fulfill that need via the object that's blocked). Red Mike fucked around with this message at 11:36 on Aug 24, 2022 |
# ? Aug 24, 2022 11:33 |
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# ? Apr 30, 2024 07:14 |
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If they get blocked on the way too much, they stop and give up.
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# ? Aug 24, 2022 14:06 |