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Red Mike
Jul 11, 2011

Sage Grimm posted:

Rooms aside from one exception I've run across (Ward) will do either diagnosis or treatment, not both.

Psychiatrist will also do diagnosis as well as treatment.

Sadly in neither case can you specify that, for example, one room is for diagnoses and one is for treatments, so your doctors/nurses need to be decent in both.

e: Also just realised the very first hospital is actually ideal for research farming, because it's tiny and easy to stabilise at maximum reputation, and you can just focus on getting a few doctors trained up and leave them researching while money accumulates.

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.

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Red Mike
Jul 11, 2011

less than three posted:

Once a room is available I head back to Mitton for a few minutes instead of building/training research in the other hospitals.

Yeah, this is what I mean. From a game design POV, they probably expect you to do it within the level you're meant to use it in. It's one plate we're not spinning in each level, because we go back to another level and spin it there with no risk.

Red Mike
Jul 11, 2011
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.

Red Mike
Jul 11, 2011

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.

Red Mike
Jul 11, 2011
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.

Red Mike
Jul 11, 2011

Croccers posted:

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.

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).

Red Mike
Jul 11, 2011

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 actually needs to go further: you need to make the items that fulfill the needs as accessible as possible within the room. If you heavily fill a room with items to the point where there's only a couple paths to go use items and a queue to an item can block the room, you'll see students milling around trying to make their way to an item for a long time. The same is true in corridors or if you have a high capacity room with only one door (that people constantly mill in and out of). If you can put doors on either side and have interesting things on both sides, you'll have way more traffic in and out.

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.

Red Mike
Jul 11, 2011
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

Red Mike
Jul 11, 2011
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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Red Mike
Jul 11, 2011
Probably good to add a disclaimer that I'm not a developer with them (although I did apply unsuccessfully before the game was announced :v:), 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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