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OwlFancier posted:Also I imagine that when building the prison, the engineers unaccountably fail to include an array of secret passages to allow for easy traversal around the prison if only you knew where they were. This probably matters more for old prisons and prisons built in old buildings that weren't originally prisons. Lots of forgotten passages, tunnels and plenum spaces. Unfortunately, there aren't too many of those around.
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# ¿ Oct 9, 2014 04:40 |
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# ¿ Apr 28, 2024 08:18 |
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Just in case anybody doesn't get the reference: http://www.talesofgames.com/related_game/barkley-shut-up-jam-gaiden/
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# ¿ May 21, 2015 01:03 |
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PantsFreeZone posted:I'd love a way to automate connections. Attaching every servo to a DCS is awful. Or even better, a way to automatically add things to a room. Like setup a layout for a cell and then if you create that room, the items are auto-placed. Nothing worse than having to place 500 beds, toilets and jail doors. Uh... this already exists? http://prison-architect.wikia.com/wiki/Clone_Tool
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# ¿ May 21, 2015 17:58 |
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BurntCornMuffin posted:executions are best performed at night. I'm pretty sure they do this in real life, as well.
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# ¿ May 22, 2015 17:07 |
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Not really, because you can't put prisoners in good cells just because. They have to "earn" it. Which makes me feel like you're going to end up with a de facto caste system - prisoners in good cells will keep being good because they like their cells and stay there, while prisoners in bad cells will act up because they are in bad cells, forcing them to stay in bad cells forever.
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# ¿ May 28, 2015 19:27 |
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Jamsque posted:That wasn't what I took from the video. If the average cell quality in your prison is high then you absolutely will give prisoners good cells 'just because' since new intake get average cells. For 3 days. Then they have to earn them. What if they're in a 10 cell? They won't be eligible after the 3 days are up.
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# ¿ May 28, 2015 20:28 |
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No, they explicitly said they would be thrown in a holding cell if there was nothing low enough.
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# ¿ May 28, 2015 20:53 |
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BurntCornMuffin posted:I've seen setups where a door or checkpoint locks down unless a guard is on a plate, and in cell setups where a prisoner is forced to step on a plate to/from a toilet, combined with toggle logic and a light so you know who is pooping (ie tunneling) at night. That's genius.
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# ¿ Jun 3, 2015 02:35 |
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Miss Lonelyhearts posted:Don't use armed guards if you're just doing min sec, needlessly suppressing inmates doesn't help them. If they're being treated fairly they're more likely to go to reform programs. He said "mixed," not "min."
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# ¿ Jul 3, 2015 04:55 |
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Moridin920 posted:This club has been in my prison longer than many of the prisoners Introversion needs to implement legendary weapons. After they get passed around enough, they should have a name and some identifying marks (tally marks carved into the handle, a cloth wrapping, a nail through it, etc.).
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# ¿ Jul 6, 2015 23:51 |
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He was being sarcastic.
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# ¿ Jul 7, 2015 06:03 |
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Tree Farm Simulator 2015
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# ¿ Aug 16, 2015 22:43 |
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I made a mod! In case it's not obvious, it's floor markings that let you split a room's designations. Technically, you can even use it to enclose a cell if you really want honor system cells. It still needs some testing/tweaking, but it should be ready to upload soon. Edit: More pictures! KillHour fucked around with this message at 10:01 on Sep 8, 2015 |
# ¿ Sep 8, 2015 08:16 |
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The Cheshire Cat posted:Do guards have visibility across the lines? I've noticed some weird issues with guards not being able to see into certain "rooms" despite said rooms being completely open. I set them to not block vision, but you're right, it seems finicky. The best answer I have is "usually."
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# ¿ Sep 8, 2015 20:30 |
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Harmburger posted:Any chance you could include a feature that doesn't require rooms to be in particular location(ie indoors)? There's already a mod for this on the workshop, but I don't know if it's been updated. You can do it yourself by extracting the "main.dat" file (it's just a rar archive) and changing the rooms in materials.txt to remove any line that says code:
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# ¿ Sep 8, 2015 23:31 |
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Version 1 of my zone designator mod is published. Let me know what you all think. http://steamcommunity.com/sharedfiles/filedetails/?id=516139086
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# ¿ Sep 11, 2015 07:01 |
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Jamsque posted:Do guards even enforce the regime in fortress mode? I don't think they do, the prisoner AI is what follows the regime. Guards will stop prisoners if they are in an area they shouldn't be or if they are attempting to escape but I have never seen a guard cuff a guy for being in the shower during canteen time. No, they don't. Right now, I expect escape mode to be trivial for the most part. Like they said, the game is 1.0, but escape mode is still in alpha.
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# ¿ Oct 2, 2015 14:33 |
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You don't take one over, you get delivered as a new one.
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# ¿ Oct 5, 2015 12:37 |
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Isn't that just the normal game at that point?
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# ¿ Oct 6, 2015 19:54 |
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Programming for multiple cores is HARD. Like really really hard. The program has to be built from the ground up with that in mind.
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# ¿ Oct 7, 2015 04:16 |
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CapnAndy posted:Two two-hour meals per day. Supermax prisoners who act up during their meal breaks get 24 hour lockdown punishment and their meals brought to them in the cell. In my prisons, ex cops and snitches live on the other side of the road. With no amenities and 24x7 Armed guard service.
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# ¿ Oct 10, 2015 14:36 |
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NatasDog posted:Open-Air hallways don't form proper cell blocks, the hallway needs to be indoors or each cell is its own block, which is dumb imo. I started a small prison just to test this out. This works:
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# ¿ Nov 17, 2015 21:44 |
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zedprime posted:Babies seem like the weirdest bonus feature when the prisoner conflict modes are still firmly rooted in 1930s prison lore despite cameos from more modern conflicts in the campaign. It's very hard to implement meaningful conflicts (in terms of gameplay) in something like this without resorting to cliche and exaggeration. In real life, prison's don't devolve into weekly riots because someone didn't get their clothes washed or whatever.
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# ¿ Dec 25, 2015 04:54 |
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# ¿ Apr 28, 2024 08:18 |
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The Kins posted:I have absolutely no idea how it will control. Poorly.
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# ¿ Jan 23, 2016 21:23 |