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less than three
Aug 9, 2007



Fallen Rib

Psychepath posted:

Training and promotions are one of the least interesting things about this game to me, since you can't, say, assign pharmacy trained nurses to the pharmacy, and who could even tell if a 10% difference is working.

You can, though! :eng101:

Staff > Job Assignment



Linear Zoetrope posted:

I've never played Theme Hospital so I'm kind of easing into this. I'm a bit confused about how training works. Not like, functionally, I get that, but like am I supposed to deliberately and drastically overstaff so I can rotate people in and out of training? Hell, how much should I be overstaffing in general to cover people on breaks?

I don't overstaff to cover breaks, but I do use disposable cheap people to fill in while I'm training people, then fire them once I have a decent roster.

less than three fucked around with this message at 06:57 on Aug 31, 2018

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less than three
Aug 9, 2007



Fallen Rib
Either yes or almost identical.

less than three
Aug 9, 2007



Fallen Rib
25% discount code, get the game for $26

less than three
Aug 9, 2007



Fallen Rib
Yeah in later levels (Mitton onwards) I leave space for at least 4 GPs next to each other. Tumble I ended up having 6.

less than three
Aug 9, 2007



Fallen Rib

TastyLemonDrops posted:

Does anyone know at what point you stop unlocking new important things? I've just made it to the research hospital, so I'm talking about things like training, research, etc. I wanna go back to previous hospitals to minmax more.

Flemington is the where you unlock Marketing, the last of the 'Facility' rooms.

less than three
Aug 9, 2007



Fallen Rib
Save money and space by not building treatment rooms until you're sure you'll need them. Not all illnesses show up on all maps.

Clowns don't show up in many hospitals, and Smogley doesn't get any Pharmacy patients for example.

less than three
Aug 9, 2007



Fallen Rib
I've been starting hospitals with a GP, Psychiatry and X-ray. If you don't have the X-ray, use something like Fluid Analysis or Cardio.

less than three
Aug 9, 2007



Fallen Rib

Galaga Galaxian posted:

So are Receptionists needed in each building, or just where you want new patients to go?

Initial point of contact only.

less than three
Aug 9, 2007



Fallen Rib

Omobono posted:

How are you guys setting up your wards and fracture wards? Because the stated minimum size is a dirty lie giving you a completely useless room.




If you hold down CTRL when placing the beds, you can squeeze them in tighter than the grid defaults to.

less than three
Aug 9, 2007



Fallen Rib

The Kins posted:

I haven't reached it yet, but apparently one of the later levels is a public hospital where you have a set annual budget and don't get any money for curing people, for a unique challenge.

I just got to that one. Despite breezing through all the previous hospitals, I barely made it to one star there before running dry on cash. I'm probably going to have to restart, keeping costs under control is really important. Promoting all your staff as soon as they're ready is a good way to slowly boil yourself without realising before it's too late.

It did stick out to me that I ended up naturally having a lower bar for their comforts and settling for 'good enough' because there's no cash at the end of the treatment. Seeing a bad, cheap GP three times is more cost efficient than paying an expensive one for the same outcome! When you're handing out Cheesy Gubbins for free you're not going to litter the place with vending machines. Plants need water, janitors cost money! :v:

less than three fucked around with this message at 18:41 on Sep 2, 2018

less than three
Aug 9, 2007



Fallen Rib

Tunzie posted:

Not with GP rooms, but I've been getting gummed up Fracture Wards where patients stop moving through the process and gum everyone up at the Plaster Caster. Maybe I'm making the rooms too cramped, but it's happened in a couple of my hospitals. Same temp fix, though - edit the room to boot them out.

Yeah Fracture Ward seemed bugged, they all get stuck there and the nurses just wander around doing nothing. I'm going to try a larger room on my next hospital because yeah I'm cramming them in there as well.

DreamShipWrecked posted:

It's been hinted at already in the thread but when is the game supposed to get, yknow, challenging? I'm all the way to the fourth hospital where I am being taught to train workers and I feel like I'm breezing through the entire thing without a look back. It's actually kind of boring, like as if Prison Architect was full of white collar prisoners.
I'd say Tumble is where it starts, next is Melt Downs/Smogley where it really starts ramping up.

less than three
Aug 9, 2007



Fallen Rib

explosivo posted:

I'm actually a little worried because I may have broken things at Flemington. I'm at the last objective to get 3* where I need to raise hospital value, yet it keeps fluctuating. I was close to 4.5 mil once, but it's down to ~3 and doesn't move a lot. I have THIRTEEN GP's offices and they all still have massive queues. I'm just about out of space too so I'm not entirely sure how to get out of this one with 3*.

The biggest factor in hospital value is monthly profit. Looking at my Flemington hospital, hospital value is 60% monthly profit, 20% cash on hand, 10% building value. Try raising all your prices, or making more money!

less than three
Aug 9, 2007



Fallen Rib
Aside from an initial doctor to get off the ground, all my GPs start as students with a blank training slate so I can give them 4x GP and a Motivation.

I do that for most staff really. I'd rather train up from student and get the exact skills I want instead of hiring a more experienced staff member that isn't as specialised.

Have two training rooms from the start and always have classes running.

less than three fucked around with this message at 09:21 on Sep 3, 2018

less than three
Aug 9, 2007



Fallen Rib
Pressing Edit on the room they're stuck trying to go to/leave worked for me, clearing the queue and the stuck person.

less than three
Aug 9, 2007



Fallen Rib

Red Mike posted:

Game design-wise that's probably not a good idea if people figure it out, because they'll spend a load of time idling and getting all the unlocks before progressing.

Meh I do this with Mitton. Unlocking a new room and both upgrades takes maybe 10 minutes with a few researchers working.

However the rooms aren't available for research until you unlock the level they're available in, so you can't research everything early. Once a room is available I head back to Mitton for a few minutes instead of building/training research in the other hospitals.

less than three
Aug 9, 2007



Fallen Rib

Dad Jokes posted:

When does the Radiology skill unlock? I researched the X-ray room, but I can't figure out how to give my doc the skill mentioned in the room description.

Once MEGA Scan is researched.

less than three
Aug 9, 2007



Fallen Rib

DreamShipWrecked posted:

If you put a coffee pot in their offices will they generally use them?

Yes, but they'll also have to use the toilet more often.

less than three
Aug 9, 2007



Fallen Rib

Disgusting Coward posted:

Yo is it supposed to be possible to have multiple nurses working a single ward? Cause whenever I try to stick a couple in there one always just wanders off. Bug, or am I missing something?

Extra Staff button below the list:

less than three
Aug 9, 2007



Fallen Rib

Skippy McPants posted:

Also, if you have a patient going in for treatment with a sub 99% success chance, you can just send them home. You don't make any dosh, but you can't kill what you don't treat.

Sending them home also counts against your percentage cured. Might as well give your best, and collect their cash trying!

less than three
Aug 9, 2007



Fallen Rib

TK-42-1 posted:

So restarting a hospital wont erase any global progress? If this bugged out location resets correctly my career might not be hamstrung.

Correct

less than three
Aug 9, 2007



Fallen Rib
You can also get it right now from the Betas tab in Steam.

less than three
Aug 9, 2007



Fallen Rib

DreamShipWrecked posted:

It's kind of stupid but I wish that diseases didn't fully manifest until they were actually diagnosed. It is a bit frustrating to see people lining up for a diagnosis and tests when some of them have LIGHTBULBS for HEADS.

I like to imagine there's variations of the disease, for example the doctor needs to figure out what wattage they are. :haw:

less than three
Aug 9, 2007



Fallen Rib

Nosfereefer posted:

what does the +2% training speed on the encyclopaedia bookcase mean? can i stack 50 of them for 100% speed in the training room?

Yes. There's also a 4% bookcase.

less than three
Aug 9, 2007



Fallen Rib
I am the 0.1% :monocle:

less than three
Aug 9, 2007



Fallen Rib

Mr. Wynand posted:

Anyone know where/when Pharmacy Management II unlocks? I can't train anyone above the first level, despite having plenty of nurses with a free training slot and Pharmacy Management II. Or does it actually only go up to 1?

There's only one level of it.

less than three
Aug 9, 2007



Fallen Rib

luxury handset posted:

does anyone know of a reliable list of skills that your staff can learn? all the guides i've found so far from game guide sites are hasty and low quality with obviously incomplete or inaccurate information


i build 4 wide halls a bunch but i'm not very far into the game

http://two-point-hospital.wikia.com/wiki/Staff_Training

less than three
Aug 9, 2007



Fallen Rib

Skippy McPants posted:

Mind posting a screenshot of you final map layout? I'm curious.

Just finished all 45 stars.

Last level had 57 staff. (26/12/7/12)

less than three
Aug 9, 2007



Fallen Rib

Mazz posted:

Game is fun but a slider to change the send to treatment to like 97% instead of 100% would be pretty nice.

It appears anything over 90% will get sent for treatment, not further diagnosis. I just went and looked for an example in my hospital.



This patient went into the GP with diagnosis progress around 50%. After the GP visit, they went up to 94% and are proceeding to treatment.

I can find patients going for treatment at 90% and higher, but none lower.

less than three
Aug 9, 2007



Fallen Rib

Dad Jokes posted:

What are people's layouts for Tumble? For some reason, I can't figure out a nice looking layout or where to put reception here; all the buildings seem really narrow compared to previous levels.

Yeah the Tumble layout sucks. This is what I did, but there wasn't much effort in making pretty. I wanted to just get that one over with.

less than three
Aug 9, 2007



Fallen Rib
I think it's a memory leak or something. After a few hours my game starts getting microstuttering, especially when in build mode and placing items. Quitting and restarting the game makes it go away.

less than three
Aug 9, 2007



Fallen Rib
In my opinion, for your GPs it's better to wait around to find newbies with zero trained slots (So you can train them in straight GP) even if it means being overwhelmed at first. Don't settle for more experienced but non-optimal skills.

less than three
Aug 9, 2007



Fallen Rib

Mazz posted:

I’m curious if you can get by with no additional diag except the dual-use ones, Psych, Ward and DNA. Those rooms will be a bit more clogged but ultimately that just means more room for patients in a bind and better mixed use of space/staff.

I do this, only DNA/Ward/Psych but you'll need like 4 DNA rooms.

less than three
Aug 9, 2007



Fallen Rib
I do assignments for all doctors and nurses so that they stick to one room type.

Janitors I let do anything, except have a couple that are plants only.

less than three
Aug 9, 2007



Fallen Rib

Sarah posted:

Do you spend time clicking on the plants and having that janitor go water them? I've tried to put one on plants and didn't have a whole LOT of plants and dude still failed to keep cacti alive.

Nope, I've just leave them be.

less than three
Aug 9, 2007



Fallen Rib
-

less than three fucked around with this message at 20:13 on Oct 1, 2018

less than three
Aug 9, 2007



Fallen Rib
Another way to rake in cash from the Lord is hospital attractiveness.

My hospital was at 58/59% attractiveness, which seems to trigger a request to get it up to 60%. I'd plop three or four plants to get the $50-70k, then delete the plants.

A few minutes later it'd check again and see the 58/59 and offer me the quest to get it up to 60 again, repeat as needed.

I ended three-star Duckworth with millions in the bank.

less than three
Aug 9, 2007



Fallen Rib
The next patch lets you customise outfits for your staff which I didn't realise how much I wanted until now. :3:

Playing dress-up aside, it will be nice to be able to visually distinguish between say my GPs and my treatment doctors by using different uniforms.

less than three
Aug 9, 2007



Fallen Rib

Torrannor posted:

Wow, that's cool! Do you have a link to the news? I'm bad at googling and didn't find it :(

No patch notes yet, but comes out Friday.

Here's a preview

https://youtu.be/3IMi3ibMzjg

less than three
Aug 9, 2007



Fallen Rib
:siren: Patch 1.06 is now available through the Beta branch. In addition to employee dress-up they've made changes to the patient AI, queuing and some of those other dumb problems so you should probably do it!

1. Right-click Two Point Hospital in your game library and select Properties.
2. Select the BETAS tab.
3. Choose twopointhospital_patch_beta from the drop-down menu.

quote:

Character customisation - you can now change the colour of outfits for nurses, assistants, janitors and doctors. To do this select a character and click on the clothes hanger icon on their UI.
Ability to change the name of all staff, patients and rooms. To do this select a character or room and click on its name to edit.
Ability to set priority for adviser pop up messages in the settings screen. You can also turn the adviser off.
You can now drag and drop patients from the room queue list to other rooms of the same type.
AI: Patient and staff needs, queues and janitor improvements. We are still working on this.
Patient and staff needs increase at a slightly slower rate
Use interaction start position when calculating queue distances as character position may be off the nav mesh.
Reduced urgent need search distance for boredom, litter and food/drink. Reduction based on queue position
Fixed fire extinguishers not being initialised correctly and Janitors behaving a bit strange with fires in corridors.
Fixed Janitors not properly completing fire jobs.
Interaction scoring is now additive, based on distance plus penalties for queue length, and interaction already in use or reserved. Should help with things like: picking a changing booth in the ward, etc.
Toilet Behavior: Don't bother drying hands if no hand dryers are free
Fixed a few potential time issues that could cause characters to 'hang around' longer than they should.
Various fixes to improve patient needs and behaviors
Fix for Janitors continuing to look for extinguishers after the machine has exploded.
Characters leave the hospital as soon as they're ready to depart instead of when they've completed their departure sequence i.e. using a subway.
Queue Bumping: Use path distance rather than straight-line distance for queue-bumping decisions.
Patients sit on bench for longer before looking for a nicer place to sit
Saved training sessions are correctly cancelled so Guest Trainers are sent out of the hospital.
Further fixes to training and guest trainers
Fixed some money exploits
Optimisations
Retina support is enabled but resolution is limited to 1800 vertical res (due to performance issues). There is also a command line option to disable the limit --disable-mac-resolution-limit
If you hold down Ctrl+Shift+U the HUD will be disabled. This is an experimental feature for screenshots or video capture. The game will pause if an event happens and you will need to re enable the HUD to continue.

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less than three
Aug 9, 2007



Fallen Rib

Fans posted:

Not tried Sandbox yet, is that DLC only or for everyone?

Everyone.

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