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Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
preloaded. please dont let this game suck

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Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

IcePhoenix posted:

Release date is August 30th, so I assume it's accurate and steam is adjusting for time zones when it says the 29th

i've heard that it releases at 7 am GMT/UTC, so for east coast us that's 2am on the 30th, west coast us is 11pm on the 29th

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Psychepath posted:

Being able to move entire rooms and retain their layout is so, so good.

oh my god

someone put me in a coma that lasts exactly seven hours and thirty five minutes please

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Omobono posted:

How many bloody GP offices do you need later on? In Theme Hospital, each room had a separate queue so I simply built more on the diagnostic path and patients tended to go along with it.

Here, every room of the same type shares the same queue so patients run around from one end of the hospital to the other if I do that because the first free GP is the one in building B and then the other patient that was in front of building B GP now gets called by building A and rooms spend half their time waiting for patients and :argh:

always cluster your diagnostic rooms together. patients will bounce between them as the diagnostic certainty goes up, then they will go for treatment, so your basic hospital layout should be a reception area, then all the diagnostics as packed together as possible, then an array of larger treatment rooms around that

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
someone please call in a bomb threat to my job so i can go home and play this game some more. i promise to donate at least fifty dollars to your prisoner account

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
i keep bumping up against quality of life improvements that weren't possible in theme hospital

irregularly shaped rooms!

when you train, you can bring in a guest trainer - you don't have to hire a doctor to teach other doctors new skills! and nurses can train doctors, etc.!

Krazuel posted:

Is there a way to copy a room? So I can just make one bathroom and them mushroom stamp them where I want them?

not yet

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Merrill Grinch posted:

Yeah, three-wide hallways actually seems to be more efficient, if only to give you room for all the vending machines they seem to want now.

All the new design features seem to be very smartly-thought out. I especially like how you actually need a bunch of nurses now to run all sorts of different rooms rather than the pharmacy/ward/cast remover trifecta in TH. Also people are keeling over dead right and left in my hospitals from failed cures so those +10% bonuses to treatment are actually really valuable and are the prerequisitite to the +20% and +30% upgraded versions. Staffing is going to require a lot more thought than "how many surgeons do I need and do I have two psychologists okay I'm good" from TH.

yeah. from watching streams and playing a few hours it is super important to hire good staff and stuff your rooms full of items, or else you end up with patients dying left and right

Dad Jokes posted:

Does hallway size actually make a difference for people movement? I've been making 2-wide hallways because it looks nice, but I can't help but feel like I'm wasting space.

it does make a difference, pathfinding and traffic jams mandate 2 wide corridors at least. i'd go with 3 wide if you're going to be putting items on both sides of the hallway

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Thom12255 posted:

Are the items generally just for decoration or does it matter what you put in each room? I.e. do coffee machines slow down energy drain from staff?

the items matter. you want to stuff your rooms full of poo poo to get prestige as high as possible - unlocking the bronze, silver, and gold certificates early helps for this. and putting coffee machines everywhere makes your doctors jittery messes who work real fast but have to pee all the time

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Ciaphas posted:

So, good game if I have no nostalgia for ye olde Bullfrog games?

it's still an excellent game, the bullfrog style management game is ripe for a comeback

Spacedad posted:

Anyone have any tips they found work well for stopping the clogged queues of general practitioners? I have like 4-6 of them at a time sometimes and patients keep getting backlogged and dying.

GPs are the foundation of your hospital. the basic patient lifecycle is that they enter, check in at reception, consult with a GP, get diagnosis if necessary, consult again, repeat, repeat until a firm diagnosis is made, then they go for treatment. so they can keep cycling through the GPs office

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Pornographic Memory posted:

I've got a patient whose pathfinding broke and can't find his way to the perfectly clear psychiatry room. I "sent him home" but he still has an appointment anyway and just completely jams up the queue. Anybody know a way to just delete this guy?

pick up the room and move it if you can, or the door. this seems to rejiggle the pathfinding on the stuck person

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

DreamShipWrecked posted:

My kingdom for a chance to replace skills. Come on doc, just forget how to use an MRI

i would like the chance to reorder skills. my ocd is super set off if i have two doctors, one has GP1 > GP2 > Bedside and the other has GP1 > Bedside > GP2 :argh:

Fhqwhgads posted:

Is it possible to go back to an old hospital and just raze it to 'start over' once you've gone ahead and unlocked new things? Sometimes I feel like that would be easier than trying to move everything around as I become better at the game.

yeah there's a restart button once you load the hospital, look in the save menu. it reloads the map fresh with all of your global unlocks and stats

Jim Silly-Balls posted:

One question though, I played through the first hospital and was offered a second, but I declined for the moment so I could work my first one up to a higher level and star rating. When you accept a second hospital does the first go into stasis until you check back in on it, or does it keep running real-time?

If its the latter, how are you supposed to manage like 10 hospitals at a time in the late-game?

part of the game design is that you are supposed to revisit hospitals. sitting there and grinding out each hospital to three stars the first time you play it is definitely the wrong thing to do

each hospital is basically frozen in time until you come back to it so there's no pressure

another tip - don't build a treatment room until a patient needs it. not all diseases show up on each map!

Mr. Fall Down Terror fucked around with this message at 17:20 on Sep 4, 2018

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

explosivo posted:

Yeah this gets me too. "We're only 85% sure that this man who has a tiny green head recessed into his body has Turtle Head syndrome. We could be wrong. What do you want to do doc?"

This is one of those suspension of disbelief things I'm okay with though. The new diseases are all pretty hilarious, I legit lol'd the first time I saw someone walking around with Animal Magnetism.

i just imagine that all the people of two point county are like kerbals, pretty dumb and reckless

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
patients should absolutely leave their place in a queue if they walk away. that's how it works in real life!!!

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
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

Not So Fast posted:

For people having pathing issues, how big are your hallways? It feels like they need to be 2-3 squares so that people aren't constantly bumping into each other (and even then they'll tend to just bump around if they think it'll get them to a drink machine quicker).

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

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

TK-42-1 posted:

Is it better to spread GP offices out or have them clustered? Once I spread out of the initial building I tend to lump GP, diagnostic, and treatment buildings all together with wards and staff poo poo on their own. I can’t tell if it’s better for AI pathing to lump it like this or to spread it out evenly.

i cluster all of the GP offices around my reception area (which is also where the toilets and food areas are so patients dont go wandering all over) then specialized diagnostics near those areas, or diag/treatment like the ward and psychiatrist, then at the far reaches of the hospital where there is no food or toilets go the treatment rooms. since the last stop for a patient is either treatment or death, and they leave the hospital immediately either way, you can put the treatment rooms off on the edges

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

The Bramble posted:

While I admit min-maxing your hospital to peak efficiency is most of the fun of the game, I'd like to take a second to note how good the music. I find myself humming it when not playing, and I would buy a DLC of just more tracks by the same composer.

The various radio announcers are all great and entertaining, too. I'm on the public hospital level and I very rarely hear any repeated lines from any of them.

i dont know if you've ever played the original theme hospital but the music there was also extremely good, possibly better, and i'm wondering if there's a mod out there that adds it

https://www.youtube.com/watch?v=t5wtQAxTItQ

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

explosivo posted:

So is it generally best practice to stack 5 levels of a skill on someone rather than mix in the other misc. skills? I've been getting all the blank slate doctors/nurses and giving them straight Diagnosis, or GP, or Treatment skills and assigning them jobs accordingly. Do you get better returns if you leave one or two open for Efficiency or happiness skills?

for general diagnosis i go three levels of GP then get bedside manner and motivation, because GPs touch patients often for that bonus happiness and you want them to process quickly. same with diagnostic or ward nurses. i'll swap out bedside manner for master trainer on one doctor and nurse of each kind so they can train up others and over time i can weed out anyone with bad traits i may have hired in the early days of a hospital

treatment doctors and nurses i just put motivation on them for the throughput bonus because they are the ones who handle emergencies

everyone else - researchers, psychiatrists, surgeons i would stack to level five

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Knobb Manwich posted:

Cheers. That's a nice ward, but I'm surprised you don't get bottlenecked with only two changing stations.

i'd swap it out for another screen personally, one nurse sits while another points

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Shooting Blanks posted:

Which hospital starts getting difficult? I know I'm not there yet, just curious which one it is (and how many hospitals there even are, really).

mitton university / flemington are where it starts taking off the training wheels, so hospitals 5 or 6 out of like 15

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
personally i feel dirty when i spam a room with gold certificates to get it over some threshold for a staff challenge so i'm not too bugged by people who can't help themselves from pushing the "ez win" button then complaining the game is too ez

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

No Wave posted:

is that even an exploit? It seems like they're playing the game as it was designed to be played.

it is an oversight in the design to some degree, you are supposed to boost rooms with items but not optimize your rooms for item content leaving the agent irrelevant

the game is about managing flows of people instead of min/maxing floor plans. just putting caps or diminishing returns on duplicate items would be a fix. why else would there be four tiers of certificates, or other items with multiple tiers or styles like plants, book cases, magazine racks, etc.

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

DreamShipWrecked posted:

Good to hear about cafes, hopefully my patients don't keep walking a half mile for a burger while their heart is failing.

still really unsure if this game is supposed to model the british or american healthcare system because then this behavior could be a bug, or a feature

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Alpenglow posted:

For anyone who hasn't played this in a couple days, spooooooky things await you!

(and presumably only will for a few more days)

appropriate for my meatgrinder hospital where i accidentally ran three marketing campaigns for surgery at once and the queues are 12 deep, so i have people constantly dying in the surgical wing

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Zadda posted:

I'm playing the Pebberley DLC and it seems that my janitors are not really doing what they are supposed to? I've trained them and have about 12 of them yet I keep having exploding machines because they are too slow to repair and floors full of sick. I checked the jobs they are allowed to do and even set some of them to do only repairs and not cleaning toilets/watering planets/restocking vending machines etc.

the pathfinding on janitors can be a bit weird, and if your hospital is too large the janitors will spend a lot of time walking from task to task. it is always worth it to put the speed boost on janitors

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

nielsm posted:

I haven't played since the initial release, but isn't the way to avoid gaining hospital level basically to make it not-nice? No decorations, small rooms, only bare necessities.

yeah. don't use too many decorations

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

less than three posted:

Hire only student staff with no trained slots, or only the slots you want. Build a training room right at the start and build the perfect staff, instead of hiring the more expensive and imperfectly skilled ones.

imo you should hire the highest star doctors you can at first, with that odd mix of skills. at the beginning of the game having a consultant with no GP specialization running a GP office is pretty good, and with your set of high skill doctors with a grab bag of skills you should be able to cover the important stuff (GP, psychiatry, surgery, radiology) to start filling out your handpicked student doctor crew. pretty soon i'll disable all jobs for the consultants so they just wander around waiting to train without taking away the opportunity to learn on the job for the one and two star docs, selectively enabling jobs if i need a floater to cover some immediate need, and this is the last step before they get sacked

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Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
the additional DLC stuff is just more stuff, and the base game has enough stuff anyway. chances are you won't make it through the base game, there is a fair amount of content there. but if you do make it through the base game content, you may as well pick whichever DLC you find interesting if you want to play more two point hospital

things like, the base game has a water fountain. if you get the hippie DLC, then there is a rainwater fountain which is pretty much the same thing, or not different enough to alter gameplay significantly

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