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Author Topic: Prison Architect - Version 2.0 Release | It's over! *weeping*  (Read 244884 times)

Ghazkull

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Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
« Reply #840 on: January 31, 2014, 01:37:33 pm »

Yup and they are rather overzealous. If you have weapons free prepare for bloodbaths of the worst kind. Also Supression now slows down prisoners terribly....really really terribly.
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Aklyon

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Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
« Reply #841 on: January 31, 2014, 01:43:28 pm »

Oh, armed guards. Nice.
Eventually they're supposed to have weapons that aren't shotguns based on the look of the weapon rack, but only the shotguns are working right now.
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Crystalline (SG)
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Funk

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Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
« Reply #842 on: January 31, 2014, 02:10:50 pm »

Finally no more save hacking for armed guards.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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PanH

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Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
« Reply #843 on: January 31, 2014, 03:59:37 pm »

Yup and they are rather overzealous. If you have weapons free prepare for bloodbaths of the worst kind. Also Supression now slows down prisoners terribly....really really terribly.
How does Suppression works ? I haven't time to play right now.
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Funk

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Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
« Reply #844 on: February 01, 2014, 08:37:55 pm »

Yes Suppression is working.
Its kind of easy mode to use shotgun guards, as long as you keep them out of hand to hand.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

nenjin

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Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
« Reply #845 on: February 01, 2014, 08:39:49 pm »

I wish you could set Zones to be Weapons Free. That way you could always have an armed guard at the gate ready to shoot, without making your other guards trigger happy.
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Descan

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Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
« Reply #846 on: February 01, 2014, 09:27:28 pm »

I think a lot of the game could be improved with zoning. Like that, and to make prisoners in certain cells use certain facilities, so you can have multiple canteens and showers without it becoming a blurgleblurgle.
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Aklyon

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Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
« Reply #847 on: February 01, 2014, 09:28:22 pm »

Descan, they already added zoning. You can split things between sec levels. You can also break pathfinding if you do it wrong, unless they fixed that.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

BigD145

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Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
« Reply #848 on: February 01, 2014, 09:40:29 pm »

Zoning/pathing was made to work right version before this.
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Thexor

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Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
« Reply #849 on: February 02, 2014, 01:32:25 am »

You can still break pathfinding, it just breaks in logical cases. A max sec prisoner will fail to path to a max sec shower that's completely surrounded by min sec corridors, for instance. Otherwise, the pathfinding looks pretty darn intelligent.

Zoning for things like 'weapons free' might be interesting though. A perfect example is the 'front door guard' showcased in the a17 release video; it'd be nice to set the guard by the front gate to Weapons Free, without releasing all the rest of your armed guards.
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nenjin

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Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
« Reply #850 on: February 02, 2014, 02:46:23 am »

I'm also thinking of a "killidor", a corridor long narrow corridor I always have connecting the main gain to the prison proper.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

puke

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Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
« Reply #851 on: February 04, 2014, 11:16:51 pm »

Been a while since I played this. 

First new prison, everyone walked of the cantina through the kitchen and out an open staff door, escaping on the first day.

Second new prison, first meal everyone is in the cantina without observation.  Fog of war kicks in, they wreck the place.  Only 7 come out, and I cant find a body.

How can I tell if he has died or escaped?  Are there reports or logs somewhere?  My prisoner manifest only lists 7 prisoners now, and I'm not sure how to find out what happened.
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Karlito

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Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
« Reply #852 on: February 04, 2014, 11:34:44 pm »

In the Prison Valuation screen (I believe you need the accountant to see it), you can see how many escapes and unsolved murders you've had.
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This sentence contains exactly threee erors.

puke

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Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
« Reply #853 on: February 05, 2014, 12:07:20 am »

Well huh, it says I have none.  You do always start with 8 prisoners, right?

Could one be hiding somewhere or in a tunnel or something?  What would cause them not to be on the prisoner manifest?
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Descan

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Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
« Reply #854 on: February 05, 2014, 12:15:17 am »

As far as I can tell, there are four. Death, Escape, Release, Game-bug.
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Your innocent viking escapades for canadian social justice and immortality make my flagellum wiggle, too.
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Descan confirmed for antichrist.
Quote from: LeoLeonardoIII
I wonder if any of us don't love Descan.
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