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Author Topic: Prison Architect - Version 2.0 Release | It's over! *weeping*  (Read 247769 times)

dennislp3

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Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
« Reply #1140 on: February 10, 2015, 12:15:01 pm »

There is a logistics panel you can go to now that shows you what rooms are connected to what services...have you checked that to see if the rooms are connected to the right service areas?
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puke

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Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
« Reply #1141 on: February 10, 2015, 12:32:23 pm »

wow, no holding cells or food for minsec, eh?

I've been running a high-density medsec prison, everyone in holding cells.  About 36 to a cell was my design, with a giant kitchen and a central yard. 

Unfortunately the multiple holding cell thing isnt working out, it is mainly putting prisoners in the first cell even though it is over-full, and only a few in the second and third cells.  I'm thinking I might have to join them into a single circular cell, or something like that. 

Either this or separate them by security zone.
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puke

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Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
« Reply #1142 on: February 10, 2015, 12:44:18 pm »

Started a new prison, left intake on, lowsec only.  Did not build the holding cell or anything else for weeks.

Wait, if you build *absolutely nothing* and hire *noone* wont they just stay in handcuffs forever?  Couldn't you just fire all your construction workers and leave continuous intake on, leave them in cuffs standing in the delivery zone, and collect moneys?

I thought I was being exploitfull when I hit some of the easy grants and then sold my prison at a profit, so that I could start with more funds.  I stopped doing that and am now playing straight, maybe I'll try to run a cheap minsec garden prison though.

Not a starving-in-handcuffs minsec, but just a regular campground sort of thing.
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Zangi

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Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
« Reply #1143 on: February 10, 2015, 12:46:07 pm »

There is a logistics panel you can go to now that shows you what rooms are connected to what services...have you checked that to see if the rooms are connected to the right service areas?
Yes, I have specifically doodled with that logistical stuff.  The one screwing up is adjacent to the one it doesn't feed.  There is a clear yellow line going to it in the foodie logistics.

Other info of note: The problem Kitchen/Canteen are inside a giant building(that I have not bothered to cordon off from itself, as of yet), which is where the cells assigned to the Canteen are.

Well, actually, its mostly problem Canteen.  Other kitchens assigned to it do not give it food either.

wow, no holding cells or food for minsec, eh?

I've been running a high-density medsec prison, everyone in holding cells.  About 36 to a cell was my design, with a giant kitchen and a central yard. 

Unfortunately the multiple holding cell thing isnt working out, it is mainly putting prisoners in the first cell even though it is over-full, and only a few in the second and third cells.  I'm thinking I might have to join them into a single circular cell, or something like that. 

Either this or separate them by security zone.
You'll have to separate them by security zone, if you want to kinda properly use holding cells.  Clarification: Everyone will still dogpile a single holding cell of their security clearance, totally ignoring the other... or alternating between the 2(or more), like a massive herd of migrating bison that occasionally shivs some of its own while migrating.

Well, I've since built cells/holding cell and other stuff for them, but yea, I had over 150 minsec wandering around the delivery area before building any type of cells.

Minsec can take a hell of a lot of abuse.  (Just don't expect them to do any good with reform programs during the abuse period, cause Terrible concentration.)  Do not be afraid to quarantine all of them inside a barely functional holding cell while doing renovations.

Wait, if you build *absolutely nothing* and hire *noone* wont they just stay in handcuffs forever?  Couldn't you just fire all your construction workers and leave continuous intake on, leave them in cuffs standing in the delivery zone, and collect moneys?

Not a starving-in-handcuffs minsec, but just a regular campground sort of thing.
They will starve.  Apparently some of them will be uncuffed for some reason or another, so you will need some guards.  Put your delivery area in a room.
You might be able to leave them on the trucks if you don't build anything... since delivery trucks will be blocked off by trucks if you don't move them off.  But... I think the prisoners do eventually get ejected after long enough, havn't looked into that myself, cause I was building my giant world spanning building and the light bulbs were coming in fast and furious.

Edited stuff.
« Last Edit: February 10, 2015, 01:35:57 pm by Zangi »
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Sergius

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Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
« Reply #1144 on: February 13, 2015, 11:26:56 am »

So... a couple bugs that are annoying me and maybe someone else noticed these?

Any programs that involve my Foreman or Chief (Tazer class, workshop) get a "NO TEACHER" alert unless I undesignate their offices.

Cameras that are placed in narrow hallways don't seem to work most of the time (maybe because they can't rotate?).
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Zangi

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Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
« Reply #1145 on: February 13, 2015, 02:10:59 pm »

So... a couple bugs that are annoying me and maybe someone else noticed these?

Any programs that involve my Foreman or Chief (Tazer class, workshop) get a "NO TEACHER" alert unless I undesignate their offices.

Cameras that are placed in narrow hallways don't seem to work most of the time (maybe because they can't rotate?).
I tried saving and loading.  That is kinda my go-to fix, for most things.  It eventually started to work right later on.  I forgot if I did anything specific.

Cameras are wonky, their field of view don't go through walls to a different room.  Also, monitors only work on 8 cameras at the same time at most.  If you have one monitor connected with more the 8 cameras...
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Aklyon

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Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
« Reply #1146 on: February 13, 2015, 02:14:45 pm »

My cameras can see through walls sometimes though. (or at least see through foggy walls and make them not so foggy.)
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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.

Zangi

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Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
« Reply #1147 on: February 13, 2015, 03:31:55 pm »

My cameras can see through walls sometimes though. (or at least see through foggy walls and make them not so foggy.)
Ah, sorry, didn't clarify.  Separate rooms.
Like for example, the designated cell/solitary block, you can see through those walls.  That is considered the same room.

Alternatively, if you placed the camera in an enclosed laundry room, it won't see outside the laundry room, unless it is facing the door. 
Err... a good rule of thumb is... does the guard deployment screen consider it the same room or a different room?

... Actually, I don't bother to use cameras that much, other then in cell blocks, but I still prefer to have guards in them anyways.  But I'm pretty sure that is how cameras work.
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Aklyon

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Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
« Reply #1148 on: February 13, 2015, 03:45:57 pm »

I don't use cameras in cellblocks at all. Too cramped, plenty of guards. My cameras go in holding cells, canteen, laundry, workshop, infirmary, cleaning cupboard, visitation, other places that have enough room maybe.
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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.

Sergius

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Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
« Reply #1149 on: February 13, 2015, 03:48:06 pm »

Nah, got less than 8 cameras. Tried disconnecting all but one. They're still dark and stuff.

I'm selling my current prison and trying again with wider corridors.
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Zangi

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Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
« Reply #1150 on: February 13, 2015, 05:56:28 pm »

Hmm...  left my prison running overnight till now...  over 300 bodies.  The cooks where all looping around some garbage bag....
Still only 93 'deaths in custody'.    -51k cash flow per day.
I went to bed with over 600 prisoners, intake still on.  I guess the system managed to clear out a lot of bodies, before it finally grinded to a halt...

Survivors:
13 prisoners, half that only cause they bugged out in solitary, which is set-up right next to the infirmary.  I'm not sure how the other half survived.
All guards and staff still alive, -1 sniffer.
Import Trucks backed up to infinity with food.... and more prisoners.  Yes, this prison can be salvaged.
At 300 population already and still more coming.Edit1: Over 400.  Still more food and prisoners knocking on my door.

Edit2: Final count, 500-ish new prisoners, budget in positive again... or at least close to it.
Oh right, no escapes still.  I'm surprised the place didn't catch fire either.
« Last Edit: February 13, 2015, 06:15:23 pm by Zangi »
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Glloyd

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Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
« Reply #1151 on: February 27, 2015, 05:39:30 pm »

Alpha 30 has been released!
https://www.youtube.com/watch?v=8b6kAjWP0uM

Tablet versions!

We spent a lot of time this month working on the tablet versions of Prison Architect, and the game is now running very nicely indeed on iPads and Android. We will be starting beta testing on the tablet version very soon - sign up to our mailing list if you want to be a tablet tester.


As a result of the tablet focus this month, this alpha update is a touch lighter than usual, but we did find time to add some serious game updates for alpha 30. We hope you enjoy the new build - normal service will resume next month.

Prisoner Intake
You can now control the intake of inmates to your prison, via a new Intake report tab.
Use the controls to set an exact number of inmates you'd like to receive each day.
Any prisoners not accepted will accumulate in a pool, and can be brought in at a later date.
You can use the ratio sliders to alter which categories of prisoner you will receive.

NOTE: The ratio sliders affect which prisoners will be coming next from the pool,
but they ALSO affect which categories of prisoners will be added to your pool each day

- You now receive a one-off payment for each inmate you accept into your prison:
Minimum security : $300
Medium security : $500
Maximum security : $1000

- You now receive a fixed daily grant of $150 per prisoner, regardless of category

- Prisoners now arrive by bus, instead of on the back of a delivery truck


Parole (continued)
- The Warden and Chief are no longer required for Parole hearings.
The Parole program now uses a 'Parole Officer' and a 'Parole Lawyer', both of whom count as external staff
They will arrive on site to hold the parole hearing with a prisoner, and leave when it has completed.
This means you can now run as many parallel parole hearings as required.

- The $10,000 fine incurred if paroled prisoners re-offend has been removed.
The $3,000 bonus is still available, and can be won by paroling a prisoner who does not re-offend.
This can be a significant source of income, if you work to reduce the re-offending chances of your inmates through punishment and reform.

- The failure condition still exists: If 10 of your paroled prisoners re-offend, you will be placed on warning.
If 5 more paroled prisoners re-offend within the next 48 hours, you will be fired.


Wire Tidy Mode
If your wiring diagram is becoming too messy, you can now tidy up the layout using the new tool in Utilities: Tidy Wires.
Click on any Wired object to begin, then you can click on the wires to pin them into fixed positions.
You can click and drag pins around as you wish, and Right click on pins to remove them.


Grant cancellation
You can now cancel any Grant currently in progress, from the Reports/Grants window.
You will have to repay any money advanced as part of the grant, as well as a 10% fine.
The grant can be accepted again at a later date if you wish.
NOTE: Some grants cost you money to acccept, eg the Investment grants.
Cancelling these grants will REFUND the money you invested, but you will still pay a 10% fine.

- Prisoners in solitary confinement or locked-down in their own cells will now have meals brought to them
This should prevent prisoners starving to death in solitary.

- The Logistics/Jobs view now shows the qualification required to work in each room type
Eg the Workshop says "Required: Workshop safety induction"

- The range at which prisoners will surrender when shot at has been reduced from 6 squares to 4
And a maximum of 10 prisoners will now surrender per gun shot
This should stop huge crowds of rioting prisoners being defeated by a single gunshot

- Added new animations for prisoners exercising on a weights bench

- New toolbar icons for Intelligence, Dangers, 7 days/24 hours contraband, and Informants

- Prison Architect now uses significantly less memory, as a result of work done for iPad/Android


BUG FIXES
- Prisoners sent to solitary could sometimes end up stuck there forever
- Extreme performance glitch in the Laundry logistics system, if you had a single extremely large sector with lots (hundreds) of cells

- 0007880: [Control & User Interface] Easier canceling of "dismantle" and "dump"
- 0007864: [AI & Behaviour] guards escort dead prisoners to their cell
- 0006901: [AI & Behaviour] Workmen not installing certain small pipes
- 0004853: [Gameplay] Prisoner 'Home' set to Solitary
- 0006170: [AI & Behaviour] Prisoner keeps getting sent to solitary, can't break out of loop (causing starvation)
- 0007691: [Control & User Interface] "NO TEACHER" glitch when Editing Schedule for Programs



Quote
- Prisoners in solitary confinement or locked-down in their own cells will now have meals brought to them
This should prevent prisoners starving to death in solitary.

Personally, if this works well, this is imo the most important thing in this update. With larger cells, you can have supermax in their cells 24/7 and keep them going. Also, I feel less bad about solitary for 24+ hours.

dennislp3

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Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
« Reply #1152 on: February 27, 2015, 05:51:39 pm »

I am also extremely happy that they fixed the 2 biggest bugs I faced.

"NO TEACHER" issues in the schedule for classes and the parole being done by the Warden.
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nenjin

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Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
« Reply #1153 on: February 28, 2015, 06:22:36 pm »

IMO, the most important feature of this release is that prisoners arrive on an actual prison bus instead of the in back of a dump or flat-bed truck :P

I think it's safe to say at this point, PA is the best prison simulator ever created.

And seriously, tidy wires are amazing. It's exactly the kind of aesthetic thing I'd spend time doing in game for no practical effect other than I like it.
« Last Edit: February 28, 2015, 06:26:29 pm by nenjin »
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martinuzz

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Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
« Reply #1154 on: March 01, 2015, 03:32:07 pm »

This sure sounds like they did a good job at fixing exactly those issues that needed fixing. Nice!
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