Bay 12 Games Forum

Other Projects => Other Games => Topic started by: Tobel on September 25, 2012, 08:52:15 am

Title: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Tobel on September 25, 2012, 08:52:15 am
(http://www.rockpapershotgun.com/images/11/oct/prison.jpg)

Latest version: RELEASED! V 2.0 , August 2016

Prison Architect is done! v2.0 is the last release by IV.


Version 2 changelog:

Spoiler (click to show/hide)


Articles:

RPS launch article (http://www.rockpapershotgun.com/2012/09/26/introversion-unveil-prison-architects-alpha-launch/)

Eurogamer article per Nenjin (http://www.eurogamer.net/articles/2012-09-29-prison-architect-paid-alpha-makes-USD100-000) detailing some possible features coming out later this month including tunneling, guard-opened doors, and riots.

Oct 29 (http://forums.introversion.co.uk/introversion/viewtopic.php?t=3409) - Update from Introversion on sales and future updates

Many dwarves died to bring you these tips:

 - Single common rooms may be/are bugged. Place down two common areas for less boredom.
  - Further, large TV's may not be working properly, use the smaller ones instead.
 - You can edit your save file to turn off new prisoner intake. (c:\users\you\appdata\local\introversion\ for win7).
 - Edit your save file and search for "finance" to give yourself unlimited funds.
 - Workshops give you income without needing workers, although prisoners can gather basket weaving tools murderous devices.
Title: Re: Prison Architect
Post by: nenjin on September 25, 2012, 09:00:44 am
Looking forward to it. Subversion it is not, but I do like Sims and would love to play one from Introversion.
Title: Re: Prison Architect
Post by: Ivefan on September 25, 2012, 09:04:42 am
Looking forward to it. Subversion it is not, but I do like Sims and would love to play one from Introversion.
sims -> prison
I like your comparison.
Title: Re: Prison Architect
Post by: Catastrophic lolcats on September 25, 2012, 09:21:04 am
Will you have to segregate rival gang members to stop them shanking each other? Can I have an old-school "pit prison" where I just dump the meanest people society breeds and throw down supplies every few days and let them "manage" their own hell hole?
These are the questions that must be asked.
Title: Re: Prison Architect
Post by: Neonivek on September 25, 2012, 10:17:42 am
Will you have to segregate rival gang members to stop them shanking each other? Can I have an old-school "pit prison" where I just dump the meanest people society breeds and throw down supplies every few days and let them "manage" their own hell hole?
These are the questions that must be asked.

Oddly enough there are two other prison management games out there... and that is exactly what you try to do.
Title: Re: Prison Architect
Post by: Aboth Ber on September 25, 2012, 10:24:07 am
Will you have to segregate rival gang members to stop them shanking each other? Can I have an old-school "pit prison" where I just dump the meanest people society breeds and throw down supplies every few days and let them "manage" their own hell hole?
These are the questions that must be asked.

Three hundred prisoner going in, only one going out....

Since we at bay12 LOVE to find the SCIENCE in everywhere and casually put dorf lives in danger I like to see what the bay12 resident had their mind when they design 'perfect prison'....

@neonivek
you mean MCDICKIE game???
Title: Re: Prison Architect
Post by: Neonivek on September 25, 2012, 10:31:03 am
No no no...

They weren't eye gougingly terrible games... I cannot remember their names though

If I was forced to guess it would be "Prison Tycoon"
Title: Re: Prison Architect
Post by: Shades on September 25, 2012, 10:33:17 am
Looking forward to it. Subversion it is not, but I do like Sims and would love to play one from Introversion.

Been looking forward to it for months now, but information about it seems minimal. Hopefully whatever the big announcement is will be worth the wait.
Title: Re: Prison Architect
Post by: Catastrophic lolcats on September 25, 2012, 10:44:38 am
Will you have to segregate rival gang members to stop them shanking each other? Can I have an old-school "pit prison" where I just dump the meanest people society breeds and throw down supplies every few days and let them "manage" their own hell hole?
These are the questions that must be asked.

Oddly enough there are two other prison management games out there... and that is exactly what you try to do.

Out of curiosity, what are they? It's a genre I've been mildly interested in for a while and all I've come across is the "Prison: Tycoon" series which got varying reviews across the board. I was asking about the pit thing in a half-jest but also because it's something I would be interested trying in the genre. Mostly to see how the AI would or wouldn't function.
Title: Re: Prison Architect
Post by: Levi on September 25, 2012, 10:52:39 am
I've said it before, but I'll say it again.  I freaking adore the graphics style they went with in this game.  I'm probably going to buy the game just because of that.
Title: Re: Prison Architect
Post by: ScriptWolf on September 25, 2012, 11:03:40 am
yeah i have been waiting for information for so long, really hope tomorrow it is the alpha will be a 1 day buy for me.
Title: Re: Prison Architect
Post by: Aklyon on September 25, 2012, 11:04:20 am
Did we have a thread for this before, or was that just commandeering the Subversion thread before it died?
Title: Re: Prison Architect
Post by: ScriptWolf on September 25, 2012, 11:06:06 am
Did we have a thread for this before, or was that just commandeering the Subversion thread before it died?

im sure we had a thread for this one before, linking all the pc gamer articles
Title: Re: Prison Architect
Post by: Aklyon on September 25, 2012, 11:07:27 am
Either way, tis interesting news.
Title: Re: Prison Architect
Post by: Scelly9 on September 25, 2012, 11:08:52 am
I've said it before, but I'll say it again.  I freaking adore the graphics style they went with in this game.  I'm probably going to buy the game just because of that.
This. Besides, I love the kind of game this looks like it will be.
Title: Re: Prison Architect
Post by: lordcooper on September 25, 2012, 11:15:53 am
Played it for like 4 hours and had an awesome conversation about DF and gaming in general with the developers at Rezzed.  I only left out of a sudden sense of how rude I was being to other convention goers :-\

This is going to be absolutely fantastic.
Title: Re: Prison Architect
Post by: ScriptWolf on September 25, 2012, 11:16:54 am
Played it for like 4 hours and had an awesome conversation about DF and gaming in general with the developers at Rezzed.  I only left out of a sudden sense of how rude I was being to other convention goers :-\

This is going to be absolutely fantastic.

wait..... wait... you have played this already ? O.o
Title: Re: Prison Architect
Post by: Scelly9 on September 25, 2012, 11:17:28 am
Played it for like 4 hours
Lucky bastard. Is it good?
Title: Re: Prison Architect
Post by: lordcooper on September 25, 2012, 11:19:30 am
Played it for like 4 hours
Lucky bastard. Is it good?

Definitely.  The campaign is thoughtful and can pack a surprisingly heavy emotional punch or two, the sandbox has loads of intricate systems working together to create a truly emergent experience, and it's just so darn purty :)
Title: Re: Prison Architect
Post by: Neonivek on September 25, 2012, 11:20:12 am
Does the game have heart though?
Title: Re: Prison Architect
Post by: Scelly9 on September 25, 2012, 11:20:23 am
Played it for like 4 hours
Lucky bastard. Is it good?

Definitely.  The campaign is thoughtful and can pack a surprisingly heavy emotional punch or two, the sandbox has loads of intricate systems working together to create a truly emergent experience, and it's just so darn purty :)
Emotions in a top down prison simulator. Odd.
Title: Re: Prison Architect
Post by: Aklyon on September 25, 2012, 11:23:20 am
Played it for like 4 hours and had an awesome conversation about DF and gaming in general with the developers at Rezzed.  I only left out of a sudden sense of how rude I was being to other convention goers :-\

This is going to be absolutely fantastic.

wait..... wait... you have played this already ? O.o
Highlighted the relevant part. Gaming event.
Title: Re: Prison Architect
Post by: ScriptWolf on September 25, 2012, 11:23:29 am
Played it for like 4 hours
Lucky bastard. Is it good?

Definitely.  The campaign is thoughtful and can pack a surprisingly heavy emotional punch or two, the sandbox has loads of intricate systems working together to create a truly emergent experience, and it's just so darn purty :)

how much detail is there in the game ?, also how finished did it seem when you played it ? close to alpha ?
Title: Re: Prison Architect
Post by: nenjin on September 25, 2012, 11:53:35 am
Did we have a thread for this before, or was that just commandeering the Subversion thread before it died?

I could have sworn I'd made a thread for this, as I remember posting articles about it. A cursory search didn't turn up anything though. Maybe I left that stuff in the old Subversion thread.

Quote
Does the game have heart though?

The signs point to yes, as they want you to feel emotions and things regarding the fate of your prisoners.
Title: Re: Prison Architect
Post by: lordcooper on September 25, 2012, 12:35:18 pm
I really need to sleep so I'll just list a few details that I liked.  Prisoners can attempt to sneak knives out of the kitchen (apparently more likely with Prison Industry), you can call in the emergency services, I saw a guy get beaten to a pulp in the showers about 10 mins into the sandbox, each prisoner has an individually weighted hierarchy of needs, it gets dark and harder for your guards to spot prisoners at night, your guards carry torches, furniture is placed individually and certain rooms/features need access to electricity and/or water, a prisoner flew into a rage and smashed up my generator, the kitchen burned down along with a load of rioting prisoners, you can set the schedules to whatever you want, prisoners can try and dig their way out, rooms get filthy if not cleaned often enough, the electric chair takes up a hell of a lot of electricity, you can zoom in and out an awful lot.

As far as heart goes, the campaign (at least up to the second mission) seem to relay the stories of individual prisoners through a series of pretty darn sweet vignettes.  It never got preachy or tried to push one particular viewpoint on you (although a variety are shown through different characters).  It helps to make them seem a little more human, which is always nice.  One little touch that I absolutely adored is that the music, sound effects and UI gradually change to reflect the 'vibe' of the prison.  Clicks become slams and colour drains away when things start turning sour.

This was about 2-3 months back.  The first two missions were finished and the sandbox mode sure seemed fully playable to me.  I'd have happily paid £15-20 to take a copy home with me there and then.
Title: Re: Prison Architect
Post by: Scelly9 on September 25, 2012, 12:36:21 pm
Oh. GOD. Yes.

That sounds really bloody amazing.
Title: Re: Prison Architect
Post by: ScriptWolf on September 25, 2012, 12:40:00 pm
Oh. GOD. Yes.

That sounds really bloody amazing.

This.

one thing im interested though is how in depth in each character ? will there be prison gangs, do prisoners or even guards have personality's and other stuff
Title: Re: Prison Architect
Post by: nenjin on September 25, 2012, 01:24:43 pm
Oh. GOD. Yes.

That sounds really bloody amazing.

This.

one thing im interested though is how in depth in each character ? will there be prison gangs, do prisoners or even guards have personality's and other stuff

IIRC Prisoners have personalities but guards don't. I think prisoners have little thought bubbles or something while they walk around.

It's not like, DF detailed, but it's more detailed than Prison Tycoon for sure.
Title: Re: Prison Architect
Post by: timferius on September 25, 2012, 01:55:52 pm
I am so incredibly looking forward to this game, when I saw this I thought there was more news.
PTW
Title: Re: Prison Architect
Post by: Catastrophic lolcats on September 25, 2012, 02:08:13 pm
At first I wasn't all that much of a fan of the graphics style. However a few minutes ago I was cleaning up and dropped my Carcassonne board game on the ground and it shocked me how similar they looked (http://upload.wikimedia.org/wikipedia/commons/9/90/Carcassonne-board.jpg).
To me the artstyle now looks more "tile-based-board-game" than the original "blue-print" I saw. Which also seems oddly more pleasing to me, funny how the mind works. Hopefully the clear graphics will also help to visualise what's going on a lot easier as well.
Title: Re: Prison Architect
Post by: nenjin on September 25, 2012, 02:32:02 pm
Derp, nm. Wrong thread.
Title: Re: Prison Architect
Post by: Scelly9 on September 25, 2012, 02:32:47 pm
I'm guessing wrong thread.

DAMN NO NOTIFYING NINJAS.
Title: Re: Prison Architect
Post by: Virtz on September 25, 2012, 03:42:29 pm
Their tweeted bugs sound very DFish (some examples here (http://forums.somethingawful.com/showthread.php?threadid=3504197)).

Also, I'm very much interested in this.
Title: Re: Prison Architect
Post by: nenjin on September 25, 2012, 03:47:10 pm
Those bugs sound amazing.
Title: Re: Prison Architect
Post by: Scelly9 on September 25, 2012, 03:49:02 pm
Wait, the camera shocked them when it got wet in the showers? That is... wow, if the rest of the game is detailed enough to allow that kind of thing, this could be very fun.
Title: Re: Prison Architect
Post by: lastverb on September 25, 2012, 04:04:28 pm
Its Introversion. It will be detailed! Shame that subversion didnt came out.
Title: Re: Prison Architect
Post by: Scelly9 on September 25, 2012, 04:06:21 pm
Oh, I really hope they open the preorders tomorrow.
Title: Re: Prison Architect
Post by: Aklyon on September 25, 2012, 04:11:12 pm
Its Introversion. It will be detailed!
But there may be delays due to almost running out of money at one or more points during the development. Hopefully not this much this time with the preorders and so on.
Title: Re: Prison Architect
Post by: Virtz on September 25, 2012, 04:37:54 pm
Also, they added an intriguing tweet with a youtube video (https://twitter.com/IVSoftware/status/250623004948697088) today.

It kinda reminds me of the sort of thing you'd see in a Kickstarter tier.
Title: Re: Prison Architect
Post by: Scelly9 on September 25, 2012, 04:41:07 pm
Tomorrows deadline... pleasebepreorder/alpha
Title: Re: Prison Architect
Post by: nenjin on September 25, 2012, 04:46:29 pm
I'd be surprised if tomorrow isn't a KS announcement. If any dev would benefit from fan love turning into $$, it'd be Introversion.
Title: Re: Prison Architect
Post by: Aklyon on September 25, 2012, 04:48:08 pm
They've already said they're doing a paid alpha, what would they get from a KS except a more concentrated burst of funds a month from tomorrow?
Title: Re: Prison Architect
Post by: nenjin on September 25, 2012, 04:49:16 pm
Being that this is Introversion, a concentrated blast of funds is something they could probably use :P Plus it would allow them to offer a reward scheme to go with the game.
Title: Re: Prison Architect
Post by: Aklyon on September 25, 2012, 04:50:49 pm
True, but they'd have to wait a month to recieve it. That can be a pretty long time.
Title: Re: Prison Architect
Post by: lemon10 on September 25, 2012, 04:57:06 pm
Quote
Today's bug: In the first major cutscene, everytime one of the characters blinks he gets a temporary bullet hole in his head
Heehe.

Oh god, I want this game so much. Please be a alpha release tommorow.
Title: Re: Prison Architect
Post by: yarr on September 26, 2012, 01:17:00 am
Wow I like the look of this game :)
Title: Re: Prison Architect
Post by: Aboth Ber on September 26, 2012, 03:58:09 am
What kind of prison will born from the derangedbrilliant mind of typical DF-players??? I kinda can't wait to know...

I kinda want to start a prison geared to gang warfare... If it possible...
Title: Re: Prison Architect
Post by: hemmingjay on September 26, 2012, 06:44:14 am
I keep hitting f5 on their twitter page. Will post as soon as I know anything.
Title: Re: Prison Architect
Post by: Mictlantecuhtli on September 26, 2012, 06:45:17 am
I'm ramming money into my hard drive and refreshing their website but the game isn't showing up. This needs to be released, like, now.
Title: Re: Prison Architect
Post by: ScriptWolf on September 26, 2012, 07:22:15 am
I swear there is a mailing list somewhere on the forums, I signed upto that so as soon as the news is released today I will get a email saving my refresh key horrible torture :P

Also what time zone is the team in ?
Title: Re: Prison Architect
Post by: hemmingjay on September 26, 2012, 07:24:06 am
I expect the announcement will be made in 3-6 hours going by their usual pattern of posting on twitter, but that is not good science but rather poor man's speculation. Let's just hope it is not an announcement that they will be on Steam when they release next year. I am hoping for alpha purchase or even a lowly pre-order without access.
Title: Re: Prison Architect
Post by: ScriptWolf on September 26, 2012, 07:25:33 am
Yeah, I would happily pay £20 for a alpha right now, I love these sort of simulation games.
Title: Re: Prison Architect
Post by: hemmingjay on September 26, 2012, 07:27:08 am
I swear there is a mailing list somewhere on the forums, I signed upto that so as soon as the news is released today I will get a email saving my refresh key horrible torture :P

Also what time zone is the team in ?

GMT +1 I assume. The email will probably arrive much later than the announcement since anti-spam regulations limit the number of mass emails sent out and they have to be staggered.
Title: Re: Prison Architect
Post by: Meta on September 26, 2012, 08:53:05 am
Announcement in 70 mins (Twitter).
Title: Re: Prison Architect
Post by: ScriptWolf on September 26, 2012, 09:00:34 am
For some reason they are going to need amazon in those 70 minutes......

Please be alpha please be alpha please be alpha
Title: Re: Prison Architect
Post by: nenjin on September 26, 2012, 09:02:32 am
In this post I express anticipation and excitement.
Title: Re: Prison Architect
Post by: Aklyon on September 26, 2012, 09:05:35 am
In this post I express agreement and quoting of the above post.
Title: Re: Prison Architect
Post by: lordcooper on September 26, 2012, 09:18:49 am
In this post I expresspure, unadulterated SQUEE!
Title: Re: Prison Architect
Post by: Levi on September 26, 2012, 09:27:56 am
What kind of prison will born from the derangedbrilliant mind of typical DF-players??? I kinda can't wait to know...

Minotaur maze.  Oh yeah!
Title: Re: Prison Architect
Post by: lordcooper on September 26, 2012, 09:48:29 am
Quote
Alright, lets hope the Internet is listening. LETS DO THIS THING!
Title: Re: Prison Architect
Post by: Aklyon on September 26, 2012, 09:49:56 am
Suspence!
Title: Re: Prison Architect
Post by: anzki4 on September 26, 2012, 09:52:24 am
Quote
Prison Architect is now in Alpha! Sign up now at http://www.prison-architect.com
Title: Re: Prison Architect
Post by: hemmingjay on September 26, 2012, 09:52:58 am
Alpha bought. My name will be in game!
Title: Re: Prison Architect
Post by: lordcooper on September 26, 2012, 09:53:19 am
Bought!
Title: Re: Prison Architect
Post by: anzki4 on September 26, 2012, 09:54:40 am
Did you get download-link immediately?
Title: Re: Prison Architect
Post by: hemmingjay on September 26, 2012, 09:55:36 am
Sort of. It's a download link to a pdf with key and instructions. The download server is jacked up right now though. Will keep trying.

EDIT: Got it! Also, there is a mac client.
Title: Re: Prison Architect
Post by: Aklyon on September 26, 2012, 09:56:31 am
Augh, I can't afford $30 right now. Good to know that price now though.
Title: Re: Prison Architect
Post by: Shades on September 26, 2012, 10:05:20 am
Bought, now I just have to hope it works under wine....

Might wait a little to download though, for one as hemmingjay stated the servers seem a little overloaded, and secondly I'm at work so people might complain ;)
Title: Re: Prison Architect
Post by: timferius on September 26, 2012, 10:14:40 am
Ok, just read the 1000 dollar tier reward. Now, someone here needs to buy in to that tier and create a warden for the community. Something along the lines of Urist McUrist. And then think of a good power. Some ideas:

Tantrum Spiral: Riots spread faster but are more disorganized, decreaseing the risk of escape.
Hammerer: Warden can dole out beatings to subdue prisoners for any infraction.
Title: Re: Prison Architect
Post by: Meta on September 26, 2012, 10:16:57 am
The pitch video is awesome. "Game Breaking Bugs" :D

I had to stop me from laughing at work.
Title: Re: Prison Architect
Post by: Catastrophic lolcats on September 26, 2012, 10:17:57 am
Ok, just read the 1000 dollar tier reward. Now, someone here needs to buy in to that tier and create a warden for the community. Something along the lines of Urist McUrist. And then think of a good power. Some ideas:

Tantrum Spiral: Riots spread faster but are more disorganized, decreaseing the risk of escape.
Hammerer: Warden can dole out beatings to subdue prisoners for any infraction.

Make a Bay12 pool and have people vote on the Warden personalities. WELCOME TO FUCKING PRISON ARCHITECT.
Title: Re: Prison Architect
Post by: anzki4 on September 26, 2012, 10:24:40 am
Devs seem nice. I don't have a Paypal account ( and I don't wanna make one) so I asked in the sites "now chatting" box for alternative payment methods and they answered to send them an email and they'll try to set up one for next week.
Title: Re: Prison Architect
Post by: Brons on September 26, 2012, 10:25:03 am
If the website would allow me, I would spend money.
Title: Re: Prison Architect
Post by: ndkid on September 26, 2012, 10:26:12 am
So, when I go to their page, I still only see the "First Look" video.
When I try to go to their forums, they're down.
When I saw people talking about donation levels, I checked Kickstarter, and found nothing.
I can't help but feel like these people are trying very hard to *not* take my money. Well, except for the paypal button on the bottom of their homepage (which just takes me straight to paypal to hand them money, with no mention of what I might get for my generosity).
Title: Re: Prison Architect
Post by: Shades on September 26, 2012, 10:27:42 am
So, when I go to their page, I still only see the "First Look" video.
When I try to go to their forums, they're down.
When I saw people talking about donation levels, I checked Kickstarter, and found nothing.
I can't help but feel like these people are trying very hard to *not* take my money. Well, except for the paypal button on the bottom of their homepage (which just takes me straight to paypal to hand them money, with no mention of what I might get for my generosity).

Try shift-refreshing the webpage, it's probably cached in a silly way. Did that to me for a bit.
Title: Re: Prison Architect
Post by: hemmingjay on September 26, 2012, 10:30:07 am
I posted a couple of pics from the tutorial on my Steam page.
Title: Re: Prison Architect
Post by: Aklyon on September 26, 2012, 10:35:51 am
The pitch video is awesome. "Game Breaking Bugs" :D

I had to stop me from laughing at work.
prison HYPHEN ARCHITECT dot com is probably one of the more odd ways to end the video. :)
Title: Re: Prison Architect
Post by: yarr on September 26, 2012, 10:37:44 am
so I was gonna snap-buy this, but 30$ ... wow...
not so sure now :( gonna wait for the first mini reviews here in the thread
Title: Re: Prison Architect
Post by: Brons on September 26, 2012, 10:43:27 am
I think $30 is fine. Gonna buy it later today.
Title: Re: Prison Architect
Post by: ScriptWolf on September 26, 2012, 10:49:56 am
cant seem to log onto the wiki, i put in my forum user and pass but nothing is working :/
Title: Re: Prison Architect
Post by: Aklyon on September 26, 2012, 10:50:50 am
Things are probably overloaded, Script. Though not enough to go down if you could access it.
Title: Re: Prison Architect
Post by: MrWiggles on September 26, 2012, 10:51:44 am
For some reason, I really fuckin like the 'crowd source' like tier levels for buying the game.
Title: Re: Prison Architect
Post by: ScriptWolf on September 26, 2012, 10:56:06 am
Things are probably overloaded, Script. Though not enough to go down if you could access it.

i can get on it fine, but its not accepting my username and pass for some reason :/
Title: Re: Prison Architect
Post by: Scelly9 on September 26, 2012, 11:07:50 am
Aaaannnndddd bought. Let's try this out.
Title: Re: Prison Architect
Post by: AlStar on September 26, 2012, 11:12:51 am
Aaaannnndddd bought. Let's try this out.
Post updates for those of us stuck at work!
Title: Re: Prison Architect
Post by: nenjin on September 26, 2012, 11:19:07 am
Yes prz.

I bought. I think the price is.....a little steep, but I say that without knowing the full breadth of the game.
Title: Re: Prison Architect
Post by: Levi on September 26, 2012, 11:23:31 am
Looks awesome, but I'm going to wait till its finished.  :) 
Title: Re: Prison Architect
Post by: lemon10 on September 26, 2012, 11:35:25 am
Urk. I was expecting it to be 20-25 dollars when it came out. Having it at 30 moved it from instabuy to "possibly wait until a sale or until I break down and buy it anyways".
Title: Re: Prison Architect
Post by: Scelly9 on September 26, 2012, 11:41:56 am
This game is bloody fun.

The first mission is... dark. Somehow. That art style somehow manages to be cartoony and gritty at the same time.
Title: Re: Prison Architect
Post by: nenjin on September 26, 2012, 11:59:39 am
Quote
The first mission is... dark. Somehow. That art style somehow manages to be cartoony and gritty at the same time.

Because.....HYPHEN ARCHITECT! (.com)
Title: Re: Prison Architect
Post by: ScriptWolf on September 26, 2012, 12:00:15 pm
This game is bloody fun.

The first mission is... dark. Somehow. That art style somehow manages to be cartoony and gritty at the same time.

this, im really enjoying it.

but if you decided to put showers in your pit of hell remember to put drains.

also i have piped water to the 1 toilet for the 16 prisoners, do i need to pump the water back out ?
Title: Re: Prison Architect
Post by: Scelly9 on September 26, 2012, 12:14:40 pm
I can't figure out the pipe system. My toilet says it still needs water, but I have pipes hooked up.
Title: Re: Prison Architect
Post by: hemmingjay on September 26, 2012, 12:22:14 pm
OK, I have a couple of hours logged now and want to offer a preliminary impression.
The game is a prison building/management sim. I have yet to encounter anything "dwarfy", no riots, no psycho behavior, etc. The game is very good for an alpha and a lot of the systems seem to be in place and working. There are some minor oddities on occasion, such as needing to use large pipes instead of small for no real reason or explanation. Some of the systems need better descriptions as well. The building is mildly awkward for a little while but you will get to understand it after some tweaking. You are issued a serious of contracts/grants that require you to build systems, etc.

The game is going to be great and I am happy to be able to be a part of the progression. I have submitted the only bug I have found so far and will continue to try to help. I am looking forward to anything "fun!" that may be coming.
Title: Re: Prison Architect
Post by: Scelly9 on September 26, 2012, 12:23:35 pm
Do you know how water works? This game appears to hate me.
Title: Re: Prison Architect
Post by: ScriptWolf on September 26, 2012, 12:35:36 pm
im not sure on water, but i seem to keep running out of money after i get 1 sort of largish holding cell, kitchen and then a canteen then after i get power room and water room up thats it im out of cash >,<
Title: Re: Prison Architect
Post by: hemmingjay on September 26, 2012, 12:41:36 pm
Water need a pump with large pipes running from it. Then use small pipes off the large ones to connect to fixtures.

As for running out of money, in the bottom right hand corner is a REPORTS folder. Click on one of the assignments(the one for $40,000 aligns with what you need to do anyway) and it gives you the cash so you can build the stuff.
Title: Re: Prison Architect
Post by: ScriptWolf on September 26, 2012, 12:45:32 pm
Water need a pump with large pipes running from it. Then use small pipes off the large ones to connect to fixtures.

As for running out of money, in the bottom right hand corner is a REPORTS folder. Click on one of the assignments(the one for $40,000 aligns with what you need to do anyway) and it gives you the cash so you can build the stuff.

damn it >,< i missed that thanks hemming haha
Title: Re: Prison Architect
Post by: Aklyon on September 26, 2012, 12:48:40 pm
When in doubt, read everything.
Title: Re: Prison Architect
Post by: lordcooper on September 26, 2012, 01:53:47 pm
also i have piped water to the 1 toilet for the 16 prisoners, do i need to pump the water back out ?

Nope!

I can't figure out the pipe system. My toilet says it still needs water, but I have pipes hooked up.

You need a small pipe on the same tile as the toilet.

Title: Re: Prison Architect
Post by: Brons on September 26, 2012, 02:14:36 pm
The large pipes transport the water through your prison (and I think they can't rund under walls) and the small pipes send the water to the objects that need water.
Title: Re: Prison Architect
Post by: Dohon on September 26, 2012, 02:20:31 pm
Goddamnit, this game looks so darn amazing. Lack of money, why do you torment me so? :(
Title: Re: Prison Architect
Post by: Scelly9 on September 26, 2012, 02:28:13 pm
I can't figure out the pipe system. My toilet says it still needs water, but I have pipes hooked up.

You need a small pipe on the same tile as the toilet.
Oh. God dammit.
Title: Re: Prison Architect
Post by: Catastrophic lolcats on September 26, 2012, 03:07:15 pm
All this talk about pipes got me wondering if prisoners can escape through the larger ones Shawshank Redemption style. It would be interesting to have every prison have a possible security flaw. I suppose it's a bit out of the scope of what the game is aiming for though.
Title: Re: Prison Architect
Post by: Brons on September 26, 2012, 03:34:52 pm
This game is hard. My prisoners start rioting all the time and their main complaint is that they're bored. Not sure how to fix that. Also, building enough cells is expensive.
Title: Re: Prison Architect
Post by: hemmingjay on September 26, 2012, 04:03:28 pm
Boredom is alleviated by scheduling more time in the yard or common rooms. See the clipboard in bottom right for that. Also, until you can station guards and set up patrols, escapes and riots will be expected. Make sure to keep your kitchen separated from your prisoners. I make it so that the kitchen can only be accessed from outside and the canteen only from the inside. Once they get hold of a knife from your kitchen things get bad since your guards are slow and stupid. Also, make sure you have lots of prison doors/gates between your cells and the outside. Another tip is don't put connect new construction to existing construction until it is finished, otherwise workers coming and going allow prisoners to slip out the doors/gates.
Title: Re: Prison Architect
Post by: woose1 on September 26, 2012, 04:04:53 pm
This game is hard. My prisoners start rioting all the time and their main complaint is that they're bored.
The prisoners are... bored.

No shit. This isn't fucking Norway, man, this is goddamn 'murica and you're going to sit in your cell and like it, boy!
Title: Re: Prison Architect
Post by: nenjin on September 26, 2012, 04:41:57 pm
This game is hard. My prisoners start rioting all the time and their main complaint is that they're bored.
The prisoners are... bored.

No shit. This isn't fucking Norway, man, this is goddamn 'murica and you're going to sit in your cell and like it, boy!

Yes, in 'murica prisons, your choices for entertainment are: being shived, being raped, being raped with a shiv, or being raped while being shived.
Title: Re: Prison Architect
Post by: Neonivek on September 26, 2012, 04:43:31 pm
This game is hard. My prisoners start rioting all the time and their main complaint is that they're bored.
The prisoners are... bored.

No shit. This isn't fucking Norway, man, this is goddamn 'murica and you're going to sit in your cell and like it, boy!

Yes, in 'murica prisons, your choices for entertainment are: being shived, being raped, being raped with a shiv, or being raped while being shived.

There is a lot on the philosophy and science on prisons.

Honestly it is a VERY interesting topic if you get into it and I doubt this game really gets into it, but you won't regret getting into the topic.
Title: Re: Prison Architect
Post by: Darvi on September 26, 2012, 04:46:23 pm
The only thing that would keep me from paying 50$ is the fact that I own every single other game offered in the bundle.


Aaaand my monthly spending limit, I guess.
Title: Re: Prison Architect
Post by: ScriptWolf on September 26, 2012, 05:21:08 pm
I know its a bit late but im not sure why people are complaining at $30 being steep, i saw many people paying $30-40 for planetry annihilation and the game does not even exist yet! but with PA there is a fully working game.
Title: Re: Prison Architect
Post by: MrWiggles on September 26, 2012, 05:22:08 pm
I wouldn't say fully. But working, sure.
Title: Re: Prison Architect
Post by: ScriptWolf on September 26, 2012, 05:23:09 pm
I wouldn't say fully. But working, sure.

wellll it plays better than alot of alphas i have played. Fully working for a alpha
Title: Re: Prison Architect
Post by: Graknorke on September 26, 2012, 05:40:22 pm
Buying this for sure.
Sorry Tokyo Jungle, you can wait.
Title: Re: Prison Architect
Post by: Knight of Fools on September 26, 2012, 06:36:03 pm
Looks dang sexy. Most Introversion games aren't my cup of cola, but I think I'm going to go ahead and buy this one.
Title: Re: Prison Architect
Post by: Mini on September 26, 2012, 07:58:32 pm
I know its a bit late but im not sure why people are complaining at $30 being steep, i saw many people paying $30-40 for planetry annihilation and the game does not even exist yet! but with PA there is a fully working game.
Oh the wonders of acronyms.
Title: Re: Prison Architect
Post by: timferius on September 26, 2012, 08:22:24 pm
I know its a bit late but im not sure why people are complaining at $30 being steep, i saw many people paying $30-40 for planetry annihilation and the game does not even exist yet! but with PA there is a fully working game.

So, PA isn't a complete game, but PA is. So 30 dollars is good for both PA AND PA? I wonder if PA will review PA or PA, since they've started doing reviews and such lately.
Title: Re: Prison Architect
Post by: Knight of Fools on September 26, 2012, 08:56:46 pm
I'm definitely getting PA, but I'm still thinking about PA.
Title: Re: Prison Architect
Post by: Scelly9 on September 26, 2012, 08:58:17 pm
I'm definitely getting PA, but I'm still thinking about PA.
Don't get PA! Pants Arachnids are terrible!
Title: Re: Prison Architect
Post by: Tilla on September 26, 2012, 09:03:04 pm
This is really good for an Alpha. Definitely feel the Dwarf Fortress and Theme Hospital inspirations. the prisoners currently seem a bit drab though - no thoughts/meters that I can tell showing their states. Relatively unbuggy too
Title: Re: Prison Architect
Post by: hemmingjay on September 26, 2012, 09:41:02 pm
Want to know what's going on in the minds of your prisoners? Hire a psychiatrist.

My game has crashed twice now at the same point, exactly 7:59 until my 4th group of prisoners arrives. Btb, you REALLY want to make sure that you get each group of prisoners in cells before the next arrives. I had a spiral tantrum.
Title: Re: Prison Architect
Post by: Roboboy33 on September 26, 2012, 10:09:11 pm
(http://i47.tinypic.com/302tidw.png)
Title: Re: Prison Architect
Post by: Aklyon on September 26, 2012, 10:10:16 pm
(http://i47.tinypic.com/302tidw.png)

This game.
It is going to be hilarious in its buggery.
Title: Re: Prison Architect
Post by: Girlinhat on September 26, 2012, 10:11:32 pm
This game is amazing simply because the front video advertises the bugs.

"Watch as these prisoners grab their food, go to the shower, take off their clothes, and eat.  NAKED!"
"Want to help this guard?  YOU CAN'T!"

Time to find $30...
Title: Re: Prison Architect
Post by: Dr. Johbson on September 26, 2012, 10:48:37 pm
Game looks fantastic and advertising the bugs is both refreshing and funny, but $30 is WAY too steep for an alpha indie title. I've read the PC Gamer interview where they say that if you pay less you're more likely to complain about the bugs but that seems like the complete opposite of what makes sense, surely expecting someone to pay $30 would imply its worth it? I've also heard people say they'll lower the price when the game becomes more finished, but thats even worse! Why would you treat your early customers like that? Buying before the game is done is supposed to be cheaper, not more expensive. Oh well, as they've said, they work closely with the Humble Indie Bundle guys, so I'll pick it up when its finished and on there, if they aren't lowering the price. A finished Prison Architect would be worth $20-$25 to me. For an unfinished alpha indie title, anything over 15 is too steep. I hate asking this, because its always a stupid question, but am I the only one who feels this way? Am I being unreasonable here? Lowering the price as the game is finished seems like a middle finger to the early purchasers, but it staying as it is or perhaps even going higher is also really bad.

Edit- And if they need money really badly, I wish they'd have a few tiers below 30 that maybe just has the music or something.
Title: Re: Prison Architect
Post by: Girlinhat on September 26, 2012, 10:51:10 pm
Well, you're not paying for an alpha game.  You're paying for a finished game, and everything they do before that.  It's not as if you have to re-pay for the full version.
Title: Re: Prison Architect
Post by: Scelly9 on September 26, 2012, 10:52:20 pm
I don't believe Introversion counts as indie anymore. Personally, I think that even in this state the game is great, and considering that it's going to improve, I think my money was well spent.

Well, you're not paying for an alpha game.  You're paying for a finished game, and everything they do before that.  It's not as if you have to re-pay for the full version.
This, as well.
Title: Re: Prison Architect
Post by: Goron on September 26, 2012, 10:54:04 pm
but am I the only one who feels this way? Am I being unreasonable here? Lowering the price as the game is finished seems like a middle finger to the early purchasers, but it staying as it is or perhaps even going higher is also really bad.
I just paid $50. I am not just buying a product, I am supporting the development of said product. I feel confident that my money is helping to expedite and/or ensure a better product and/or delay release due to it being a better product and/or ensure it gets released at all.
Title: Re: Prison Architect
Post by: Dr. Johbson on September 26, 2012, 10:57:04 pm
Well, you're not paying for an alpha game.  You're paying for a finished game, and everything they do before that.  It's not as if you have to re-pay for the full version.
Interesting point. I guess I'm just used to the minecraft model being very popular.

On another note, I've never actually played an Introversion game before.
Title: Re: Prison Architect
Post by: nenjin on September 26, 2012, 11:04:36 pm
I don't believe Introversion counts as indie anymore. Personally, I think that even in this state the game is great, and considering that it's going to improve, I think my money was well spent.

I disagree. To me, Introversion is still very indie in the way many of the more recent successes (Minecraft, Terraria, ect...) stopped being long, long ago. I believe this because, even though they've had several successful titles, they've had plenty of down periods too and have even struggled to continuing making games despite their successes. I think there are only a handful of guys working for them, and what they do still has that "garage development" vibe that I'm not getting from a lot of the "indie" stuff that now appears on Steam and Humble Bundles and Kickstarter in droves.

I dunno, I get a sense of humility from Introversion that has persisted despite having made games for over 10 years and actually succeeded at doing so. And the games they make are smart and novel in design and execution, instead of phoning in ideas and content as many people start to do after their 3rd, 4th or 5th title.
Title: Re: Prison Architect
Post by: Aklyon on September 26, 2012, 11:07:32 pm
Introversion has made Darwinia (an interesting thing), Uplink (one of the best hacking games I've seen), DEFCON (good multiplayer tactics game, of the nuke everything variety), and Multiwinia (multiplayer darwinia), Johbson.
Title: Re: Prison Architect
Post by: Girlinhat on September 26, 2012, 11:09:37 pm
I just realized something that strikes me... dunno, I guess I like it.  This game looks like a flash game done by a professional studio.  It's kept much of the simple interface and low-key graphics, but it's expanded to have more depth of play without adding more breadth of buttons to remember.
Title: Re: Prison Architect
Post by: Dr. Johbson on September 26, 2012, 11:14:42 pm
Introversion has made Darwinia (an interesting thing), Uplink (one of the best hacking games I've seen), DEFCON (good multiplayer tactics game, of the nuke everything variety), and Multiwinia (multiplayer darwinia), Johbson.
I know of them, and the games they make, I've just never personally played any of them.
Title: Re: Prison Architect
Post by: nenjin on September 26, 2012, 11:18:57 pm
I just realized something that strikes me... dunno, I guess I like it.  This game looks like a flash game done by a professional studio.  It's kept much of the simple interface and low-key graphics, but it's expanded to have more depth of play without adding more breadth of buttons to remember.

Yeah, it strikes the same cord in me that Binding of Isaac did. I hate games that look and feel of Flash and I had the same initial reaction to both this and BoI...but I quickly came to over look BoI because I realized the simplicity of Flash allowed McMillen to really, really focus on the game play. Now it's one of my favorite games ever. Prison Architect has the same thing going for it.
Title: Re: Prison Architect
Post by: Neonivek on September 26, 2012, 11:36:36 pm
Well, you're not paying for an alpha game.  You're paying for a finished game, and everything they do before that.  It's not as if you have to re-pay for the full version.

Yes but remember free market.

A lot of indie developers offer discounts for jumping on early. In fact quite a few non-indies offer pre-order discounts.
Title: Re: Prison Architect
Post by: mikefictiti0us on September 26, 2012, 11:38:59 pm
Yeah, it strikes the same cord in me that Binding of Isaac did. I hate games that look and feel of Flash and I had the same initial reaction to both this and BoI...but I quickly came to over look BoI because I realized the simplicity of Flash allowed McMillen to really, really focus on the game play. Now it's one of my favorite games ever. Prison Architect has the same thing going for it.

Agreed. I've only completed the first mission thus far but I can see that, with a little work, this is going to be something special. Definitely not regretting the money spent. You also have to admire devs who specifically demonstrate in the promotional video that their game is full of significant (and often hilarious) bugs.
Title: Re: Prison Architect
Post by: Neonivek on September 26, 2012, 11:40:57 pm
I didn't even consider buying Binding of Isaac because while I do like classic games... I liked a certain quality of classic gameplay.

I wouldn't buy a game that, for example, plays like the first Zelda because there is no reason for me to go back to that quality of gameplay.

As for this the issue is mostly that the gameplay could be overly simplistic. Hense why I keep it at an arm's length and refuse to get even slightly hyped until I learn more (or I win that giveaway)
Title: Re: Prison Architect
Post by: sneakey pete on September 26, 2012, 11:51:34 pm
An indie company needs to fail to be indie?

To me.. an indie company is one that is independent. Be it 1 employee or BIS's dozens and dozens.
Title: Re: Prison Architect
Post by: Goron on September 27, 2012, 12:04:30 am

To me.. an indie company is one that is independent.
Exactly.
It frustrates me when people use 'indie' to mean some emo elitist crap. Indie=independent. Period.
Title: Re: Prison Architect
Post by: Viken on September 27, 2012, 12:14:13 am
Independant (Indie) developers are just that.  Large, established developement studios are stuck with one or two very specific limitations when it comes to funding, requiring massive investments from already generating publishing firms, like Activision.  While in most cases this is an 'okay' thing, in alot of smaller groups this causes a problem because they tend to appeal more to a niche market, and cannot abide the same restrictions (time constraints, subject matter, ect.) that larger studios can overcome with their publishers breathing down their necks.

In this case, Introversion is very much an indie studio.

$30 is a rather steep though, but only a drop in the bucket compared to $60+ AAA titles.  The last Prison Tycoon game I saw was still $40 online the last time I looked.
Title: Re: Prison Architect
Post by: LoSboccacc on September 27, 2012, 12:14:19 am
Does it auto update or do I have to chase patches all over the internets?
Title: Re: Prison Architect
Post by: Goron on September 27, 2012, 12:24:46 am
I *think* you need to check the wiki and manually update...
Title: Re: Prison Architect
Post by: LoSboccacc on September 27, 2012, 12:30:03 am
.. Do they have at least a rss?
Title: Re: Prison Architect
Post by: yarr on September 27, 2012, 12:39:22 am
Game looks fantastic and advertising the bugs is both refreshing and funny, but $30 is WAY too steep for an alpha indie title. I've read the PC Gamer interview where they say that if you pay less you're more likely to complain about the bugs but that seems like the complete opposite of what makes sense, surely expecting someone to pay $30 would imply its worth it? I've also heard people say they'll lower the price when the game becomes more finished, but thats even worse! Why would you treat your early customers like that? Buying before the game is done is supposed to be cheaper, not more expensive. Oh well, as they've said, they work closely with the Humble Indie Bundle guys, so I'll pick it up when its finished and on there, if they aren't lowering the price. A finished Prison Architect would be worth $20-$25 to me. For an unfinished alpha indie title, anything over 15 is too steep. I hate asking this, because its always a stupid question, but am I the only one who feels this way? Am I being unreasonable here? Lowering the price as the game is finished seems like a middle finger to the early purchasers, but it staying as it is or perhaps even going higher is also really bad.

Edit- And if they need money really badly, I wish they'd have a few tiers below 30 that maybe just has the music or something.

No, you're not the only one that feels this way :). 30$ is just greedy imo and punishing early customers is probably not the way to go.
Title: Re: Prison Architect
Post by: lemon10 on September 27, 2012, 12:48:58 am
$30 for a game isn't greedy. Its expensive, more so that it probably should be, but its not greedy.
But I do agree that alpha purchasers should get a little discount (even if its only 5 dollars).
Title: Re: Prison Architect
Post by: LoSboccacc on September 27, 2012, 12:51:23 am
development costs and sale prices are only a part of the figure.

you need to factor in the potential sales, and probably they don't see this game becoming viral.

they already have one year development to pay for, with at least one more to come.

that's at least 40k copies to sell at 30$, over the small internet population which likes ultra hard games and doesn't mind adult theming - and this is if just two devs and a graphic artist are involved. (which I doubt because they have leader this and leader that doeing the trailer, implying a larger team)
Title: Re: Prison Architect
Post by: Tilla on September 27, 2012, 01:03:23 am
I have absolutely no problem with $30 to a company with a track record like Introversion. This is only for 1> the diehard fans and 2> those who are bright enough to realize what an Alpha really means. They want to deter casual purchases at this point.
Title: Re: Prison Architect
Post by: sneakey pete on September 27, 2012, 01:13:13 am
For the record, $30 bucks seems like a fair price for it. I'll probably hold off purchasing for now since I simply have zero money to spend on games right now, but in general 30 bucks is not a lot at all.

Secondly, the debate about pre-releases being expensive. Most of the time the angle is taken is that you're buying a lesser product, hence pay less. It seems, however, that the argument in this case is that you're paying lots for the privilege of getting it before others do. Honestly I don't care either way. If you don't think its worth it? wait. It doesn't effect you. If other people are willing to pay for it, then that's their choice. (and perhaps, its validating their pricing strategy, since the people moaning about it being to expensive are probably moaning about not being able to play it)
Title: Re: Prison Architect
Post by: LoSboccacc on September 27, 2012, 01:52:40 am
Wiki asks for a password?!?
Title: Re: Prison Architect
Post by: Scelly9 on September 27, 2012, 01:53:09 am
The download is there, so yes.
Title: Re: Prison Architect
Post by: Dr. Johbson on September 27, 2012, 01:57:32 am
I appreciate the replies from both sides of the fence.

To those who have bought it, if the price goes down in the future, would that bother you? I know all games get cheaper for the longer they've been released, but what I mean is instead of the standard 'cheaper price before release, then the standard price, and then it gets cheaper again over time', it skips the first step, the cheaper price one might expect with an alpha, and instead starts at full price in the alpha, and then gets cheaper the more its finished? I hope that made sense.

Would that bother you, where the early adopters are buying early to, instead of trying to find a good deal, are there to promote the company and the game? I'm seen alot of people say things like that, that the price point is for the hardcore fans, and is, as the developers said, a "quality bar."

I think its an interesting idea, to get the ones who really care about your game in first and then the people who just want to play a good game in later.
Title: Re: Prison Architect
Post by: Scelly9 on September 27, 2012, 02:00:20 am
It wouldn't bother me, since I'm paying for early access to the beta as well as the full game. Besides, I'm helping them pay for the development of it.
Title: Re: Prison Architect
Post by: Shades on September 27, 2012, 02:19:35 am
I had more fun playing this, very buggy, alpha than pretty much any other game I've played recently. Well worth the $30 from my point of view, might help that I was a big theme hospital fan and it feels very similar.

The bugs are crazy for the most part, I've only had a couple of out right crashes though.

The most irritating bug so far is that escaped prisoners appear to keep their cell assignments so it doesn't get allocated to someone new.
Title: Re: Prison Architect
Post by: Knight of Fools on September 27, 2012, 02:49:05 am
I think the main issue with the pricing is precedence. Indie companies tend to do the Minecraft payment thing, and big studios do the full price pre-order thing. Indie games are $20 at most, triple-A games are $50 - $60. Hardly anyone goes out of that range, because it's easy and expected. I'm alright with people breaking out of the cycle because, hey, capitalism.

What I don't want to see is some sort of extra charge for early access, especially if they're not going to be up front about it. Post-launch sales and price drops don't bug me one bit. If prices are going to change from now to launch, though, but be up front about it. Tell us why you're doing it, and how things are going to work out. With that information, I would gladly make an informed decision and I won't feel cheated if I prepurchase. If I wasn't given that information up front, though, in spite of my willingness to pay the prepurchase premium I would feel cheated. Really, though, if you want to have a prepurchase premium, isn't that what the payment tiers are for?

Of course, I'm basing this most of this on rumors about rumors. Is there any official word on what's going to happen?
Title: Re: Prison Architect
Post by: Dr. Johbson on September 27, 2012, 03:54:52 am
I think the main issue with the pricing is precedence. Indie companies tend to do the Minecraft payment thing, and big studios do the full price pre-order thing. Indie games are $20 at most, triple-A games are $50 - $60. Hardly anyone goes out of that range, because it's easy and expected. I'm alright with people breaking out of the cycle because, hey, capitalism.

What I don't want to see is some sort of extra charge for early access, especially if they're not going to be up front about it. Post-launch sales and price drops don't bug me one bit. If prices are going to change from now to launch, though, but be up front about it. Tell us why you're doing it, and how things are going to work out. With that information, I would gladly make an informed decision and I won't feel cheated if I prepurchase. If I wasn't given that information up front, though, in spite of my willingness to pay the prepurchase premium I would feel cheated. Really, though, if you want to have a prepurchase premium, isn't that what the payment tiers are for?

Of course, I'm basing this most of this on rumors about rumors. Is there any official word on what's going to happen?

I completely agree with this. And for official word, I don't think theres been anything, I've looked but I could have missed it.
Title: Re: Prison Architect
Post by: Viken on September 27, 2012, 04:05:22 am
I got a friend to let me demo PA on his laptop while he was over.  Its cool, but I found the starting restrictions to be rather... hard.  Less than 10K in cash to start a prison is really tough. Lol.

But I did finally get into having roughly 40 inmates all at once, which was nifty.  But the one thing I couldn't figure out how to do was to set guard patrols, even with the required tech.  No button for it or anything that I could find.  Bugged the hell out of me, just watching the guards stand there like idiots.
Title: Re: Prison Architect
Post by: Darvi on September 27, 2012, 04:06:32 am
Obvious explanation (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheGuardsMustBeCrazy).
Title: Re: Prison Architect
Post by: Knight of Fools on September 27, 2012, 04:10:33 am
Hey.

It's 4:00 AM. I need sleep, not TV tropes.

Dang kids.
Title: Re: Prison Architect
Post by: Shades on September 27, 2012, 04:46:16 am
I got a friend to let me demo PA on his laptop while he was over.  Its cool, but I found the starting restrictions to be rather... hard.  Less than 10K in cash to start a prison is really tough. Lol.

In the reports you can get grants for building other parts of the prison, I found it impossible to do anything useful without them so I'd recommend getting them when you start. Impressed you managed to build something with just 10k

Another suggestion I'd make is to mark your entrance doors as staff only, that way during a prisoner escape the doors don't just open automatically for them ¬_¬
Prisoners are still escorted through doors marked staff only so no worries on that part.
Title: Re: Prison Architect
Post by: Virtz on September 27, 2012, 06:20:26 am
The game sorta killed me when I ran out of grants to fulfill and they suddenly announced they're sending in 24 prisoners my way (even though I had like 3 or 4 cafeteria riots resulting in prisoner and staff injuries and deaths).

Is there a way to get a decent income once the grants are gone? Cause I had like 500 bucks daily once that happened. Also, can you expand a building? Like without double walls in between?
Title: Re: Prison Architect
Post by: Goron on September 27, 2012, 06:25:43 am
I appreciate the replies from both sides of the fence.

To those who have bought it, if the price goes down in the future, would that bother you? I know all games get cheaper for the longer they've been released, but what I mean is instead of the standard 'cheaper price before release, then the standard price, and then it gets cheaper again over time', it skips the first step, the cheaper price one might expect with an alpha, and instead starts at full price in the alpha, and then gets cheaper the more its finished? I hope that made sense.

Would that bother you, where the early adopters are buying early to, instead of trying to find a good deal, are there to promote the company and the game? I'm seen alot of people say things like that, that the price point is for the hardcore fans, and is, as the developers said, a "quality bar."

I think its an interesting idea, to get the ones who really care about your game in first and then the people who just want to play a good game in later.
I couldn't care less if they give it away for free in a few months. I have it now. A movie ticket costs me 10 dollars for less than 2 hours of fun. The full experience (drink, snack, popcorn, ticket) will cost me 3 times that. Looking at it from your 'only considering the monetary exchange and completely ignoring the development support aspect' angle I can safely say thati am getting a bargain for the hours and hours and hours I will be playing the game while it is in alpha. I am getting more therefore it is perfectly acceptable for me to pay for it.
That said, as I wrote a while back it is not about the cost of the final game for me... I am paying to support development-and considering I paid 50$ I can assure you I know that price will go down from my cost at release and I am fine with that.
Title: Re: Prison Architect
Post by: ThtblovesDF on September 27, 2012, 06:35:42 am
Arrggg...

I have showers (room designated, shower heads, drains, water supplyed) - yet my prisoners don't use them (angry about no showers)
I have a canteen (+kitchen, tables, food, cooks, power...) - yet my prisoners take the food, but never eat it (angry about no food)

Whats wrong here?


*** hehe, just like teenagers they are better (For a limited time) after being beaten.

Edit2: This is the shower... http://i.imgur.com/wT4dg.jpg

Edit3: After 3x beatings, they started to use the shower. Ah well...
Title: Re: Prison Architect
Post by: Darvi on September 27, 2012, 06:36:17 am
Are your prisoners, by chance, teenagers?
Title: Re: Prison Architect
Post by: LoSboccacc on September 27, 2012, 08:27:20 am
How you get a pass to the wiki?
Title: Re: Prison Architect
Post by: Meta on September 27, 2012, 08:31:40 am
The download link of the game is on the wiki. That's why you need a password to access it. You should receive yours by mail if you bought the alpha access.

...but I'm not sure this is how it works. I did not yet buy the game. :)
Title: Re: Prison Architect
Post by: Charmander on September 27, 2012, 08:35:27 am
Quote
PCG: Isn’t $30 a little higher than normal for alpha or beta access?

MM: There are a couple of reasons for that. We’ve got a pretty close relationship with the Humble Bundle guys, and we were talking to them a lot about how they do things. Another is that we’re more interested in a smaller number of players that are more engaged in what we’re doing, than a huge audience that want to pay less. There’s a quality bar we’re putting in there.

Imagine the [alpha] went on sale for $10. This is all “ifs”, right? But imagine it goes on sale for $10 or $20, and people chose to buy it, and it doesn’t work for them, and they say, “This is bollocks. I hate this. It’s crap. It’s broken. It doesn’t work.”

Also, when I ordered it, they were all, "whoops, the keys fucked up, download it through the thing you downloaded the PDF telling you how to download it", so.
Title: Re: Prison Architect
Post by: ThtblovesDF on September 27, 2012, 11:56:57 am
First wave: 8
2end wave: 8
3rd wave: 10
4th wave: 66!!!

Well fuck
Title: Re: Prison Architect
Post by: ScriptWolf on September 27, 2012, 12:13:54 pm
post your best prison !

here is mine, as you can see i have been the lord of all stingyness

Spoiler (click to show/hide)
Title: Re: Prison Architect
Post by: LoSboccacc on September 27, 2012, 12:16:21 pm
Hiw do you rotate doors and stuffs?
Title: Re: Prison Architect
Post by: ThtblovesDF on September 27, 2012, 12:22:06 pm
Middle mouse

This be mine, just before the 66 prisoners started fucking everything up.

Spoiler (click to show/hide)

This is the same prison afterwards. Notice my attempts to simply wall the now 89 or so shiff-wielding prisoners in.

Spoiler (click to show/hide)
Title: Re: Prison Architect
Post by: LoSboccacc on September 27, 2012, 12:26:33 pm
What if I have no middle mouse?
Title: Re: Prison Architect
Post by: Vherid on September 27, 2012, 12:29:52 pm
Anyone else having an issue of not getting drains to work in the showers? Or is it supposed to fill up with water?
Title: Re: Prison Architect
Post by: nenjin on September 27, 2012, 12:38:57 pm
I have not yet had a chance to play more than 2 minutes of the intro ><
Title: Re: Prison Architect
Post by: Virtz on September 27, 2012, 12:40:50 pm
Anyone else having an issue of not getting drains to work in the showers? Or is it supposed to fill up with water?
I think you're supposed to place drains at the entrance to the showers so that it doesn't spill to other rooms.
Title: Re: Prison Architect
Post by: Vherid on September 27, 2012, 12:50:03 pm
Anyone else having an issue of not getting drains to work in the showers? Or is it supposed to fill up with water?
I think you're supposed to place drains at the entrance to the showers so that it doesn't spill to other rooms.

Ill have to try that then, cause I tried drains in the middle like a real shower room, and then drains directly under the shower heads.
Title: Re: Prison Architect
Post by: ScriptWolf on September 27, 2012, 01:00:30 pm
yeah i tested this you put them at the entrance.


also where is the patrol button ? cant seem to be able to find where to set patrols
Title: Re: Prison Architect
Post by: lordcooper on September 27, 2012, 01:01:59 pm
Anyone else having an issue of not getting drains to work in the showers? Or is it supposed to fill up with water?
I think you're supposed to place drains at the entrance to the showers so that it doesn't spill to other rooms.

This human speaks truth.

Also, has anyone else noticed their medical wards getting ridiculously full of already healed patients?
Title: Re: Prison Architect
Post by: Vherid on September 27, 2012, 01:03:58 pm
Anyone else having an issue of not getting drains to work in the showers? Or is it supposed to fill up with water?
I think you're supposed to place drains at the entrance to the showers so that it doesn't spill to other rooms.

This human speaks truth.

Also, has anyone else noticed their medical wards getting ridiculously full of already healed patients?

Yeah there's a bug where they kinda just get stuck there.
Title: Re: Prison Architect
Post by: mikefictiti0us on September 27, 2012, 01:33:40 pm
Here's mine. I was doing great with this one.... until the zerg rush of some 60+ prisoners arrived. Now I'm barely scraping by. I get a few thousand a day in profits, but almost of all that goes towards fixing the objects that the prisoners break when they get pissed. And they get pissed often, since there isn't enough food or individual cells to go around. The holding cell and yard in particular have devolved into gladiatorial arenas. Not a day, or even a few hours pass without a fight breaking out. The unconscious and injured are strewn about the facility, as I have 6 hospital beds versus 41 currently injured inmates and guards.

Good times, basically.

Spoiler (click to show/hide)
Title: Re: Prison Architect
Post by: ThtblovesDF on September 27, 2012, 01:35:58 pm
I may or may not have broken the system :I

Fence-cells are cheap, but make your jail look a bit creepy


**Do execution rooms do anything?
Spoiler (click to show/hide)
Title: Re: Prison Architect
Post by: LoSboccacc on September 27, 2012, 01:38:30 pm
How do you start off? Jus generator and water eats your whole budget  ???
Title: Re: Prison Architect
Post by: mikefictiti0us on September 27, 2012, 01:39:58 pm
Click reports and go to grants. Start off with administration and basic, that gives you $50k. More than enough for the starting facilities.

Do execution rooms do anything?

I'm not sure actually. I built a chamber in my last prison yet no death row inmates turned up. But then I didn't play long, as the huge migrant wave problem/bug reared its head and I started a new game.
Title: Re: Prison Architect
Post by: Girlinhat on September 27, 2012, 01:43:44 pm
Do prisoners ever leave?

If no: If a prisoner has poor behavior (killing inmates) will they be eligible for execution?

If yes: Is it possible to set up gladiator pits where the loser dies, and the winner dies an hour later?
Title: Re: Prison Architect
Post by: ThtblovesDF on September 27, 2012, 01:57:47 pm
Long Term plays with the current payout system are sadly impossible, (beyond murdering your prisoners or not giving them a cell) - 100$ a day could maybe work (bed + room + toilett + utlity = around 12 days for a prisoner to start turning a profit) - but the fact that there are at least 8 new ones every 24h kills it : I

Change it to 200$ a day?


I slightly doubt that the 100$ are good for anything but covering onging expenses caused by that prisoner.
Title: Re: Prison Architect
Post by: lordcooper on September 27, 2012, 01:59:12 pm
Maybe a slower immigration incarceration rate?  With an extra fast forward button or two.
Title: Re: Prison Architect
Post by: mikefictiti0us on September 27, 2012, 02:06:03 pm
Agreed. I don't think prisoners ever get released in this version (I've never seen it or read of it happening at least), so they pile on until you can no longer sustain enough cash to build the cells, fridges and cookers and so on to support them. Then the tantrum spirals and budget woes begin. It'd be much less punishing if the wave came every 48 hours, with the number randomized between 0-8 so you don't always get a full load.
Title: Re: Prison Architect
Post by: Neonivek on September 27, 2012, 02:09:46 pm
Agreed. I don't think prisoners ever get released in this version (I've never seen it or read of it happening at least), so they pile on until you can no longer sustain enough cash to build the cells, fridges and cookers and so on to support them. Then the tantrum spirals and budget woes begin. It'd be much less punishing if the wave came every 48 hours, with the number randomized between 0-8 so you don't always get a full load.

If this was an artsy game this would make total sense.

It would be a message about the prison system.
Title: Re: Prison Architect
Post by: nenjin on September 27, 2012, 02:11:48 pm
Agreed. I don't think prisoners ever get released in this version (I've never seen it or read of it happening at least), so they pile on until you can no longer sustain enough cash to build the cells, fridges and cookers and so on to support them. Then the tantrum spirals and budget woes begin. It'd be much less punishing if the wave came every 48 hours, with the number randomized between 0-8 so you don't always get a full load.

If this was an artsy game this would make total sense.

It would be a message about the prison system.

I think you have a bright future in sociological studies Neo :p

Shame the sim doesn't seem capable of supporting long-term play right now.
Title: Re: Prison Architect
Post by: Aklyon on September 27, 2012, 02:27:30 pm
What if I have no middle mouse?
Get a proper mouse.
If you're using a trackpad try clicking both buttons at once.
Title: Re: Prison Architect
Post by: Knight of Fools on September 27, 2012, 02:31:30 pm
Yeah, from what I've seen this game is a great commentary for a paper I wrote a few semesters back. American prisons are too full, and it's not the prisons' fault.
Title: Re: Prison Architect
Post by: Girlinhat on September 27, 2012, 02:42:10 pm
What if I have no middle mouse?
Get a proper mouse.
If you're using a trackpad try clicking both buttons at once.
Trackballs are amazing.  Don't be hatin'.  Hate on the devs for not letting you remap keys.
Title: Re: Prison Architect
Post by: Aklyon on September 27, 2012, 02:44:40 pm
There isn't keys on a mouse though. Theres button :P

Still, its an alpha. Do they even have an options menu?
Title: Re: Prison Architect
Post by: mikefictiti0us on September 27, 2012, 02:55:13 pm
Poked around the files and I found that the main.dat file is a readable archive. All the scripts and settings are there in text/lua files. I'm gonna see if I can find the parameters that controls inmate wave times and numbers.

Edit : Foiled! They aren't in there. Must be hard coded.
Title: Re: Prison Architect
Post by: nenjin on September 27, 2012, 02:56:55 pm
It sounds like the game needs it as badly as DF needs the pop_cap .ini line.
Title: Re: Prison Architect
Post by: LoSboccacc on September 27, 2012, 03:13:48 pm
I keep adding power station but they keep to get overloaded

What gives?

I'Ve three of them for just the starting kitchen and holding cell!!
Title: Re: Prison Architect
Post by: AlStar on September 27, 2012, 03:29:34 pm
I keep adding power station but they keep to get overloaded

What gives?

I'Ve three of them for just the starting kitchen and holding cell!!

Are you using just power stations, or power station + capacitor(s) (like they show you in the first mission?)
Title: Re: Prison Architect
Post by: dennislp3 on September 27, 2012, 03:36:12 pm
Anyone used metal detectors much?

I think I need to...cause...my inmates keep ending up fully loaded...when fights go down its a gladiator arena to the max XD

Also need to reposition my kitchen it seems...which is where they get the knives is my understanding.

Not sure how they work exactly though!
Title: Re: Prison Architect
Post by: hemmingjay on September 27, 2012, 03:39:07 pm
Anyone used metal detectors much?

I think I need to...cause...my inmates keep ending up fully loaded...when fights go down its a gladiator arena to the max XD

Also need to reposition my kitchen it seems...which is where they get the knives is my understanding.

Not sure how they work exactly though!

Separate your kitchen and canteen with a gate set to staff only. It prevents their access to knives, but they seem to still occasionally smuggle a spoon. You can direct gurads to search a suspicious or upset inmate too!. I have been unable to properly set up metal detectors so far.
Title: Re: Prison Architect
Post by: LoSboccacc on September 27, 2012, 03:39:33 pm
I missed the first mission because bugs (hidpi related crash)

Also I can't pass their forum cachpa and I'm barred from the wiki.

Maybe I'm just being dumb for having to work on a retarded projet for a year or so
Title: Re: Prison Architect
Post by: dennislp3 on September 27, 2012, 03:52:09 pm
Anyone used metal detectors much?

I think I need to...cause...my inmates keep ending up fully loaded...when fights go down its a gladiator arena to the max XD

Also need to reposition my kitchen it seems...which is where they get the knives is my understanding.

Not sure how they work exactly though!

Separate your kitchen and canteen with a gate set to staff only. It prevents their access to knives, but they seem to still occasionally smuggle a spoon. You can direct gurads to search a suspicious or upset inmate too!. I have been unable to properly set up metal detectors so far.

Wondering if you need to set one on either side of the door or something...
Title: Re: Prison Architect
Post by: hemmingjay on September 27, 2012, 03:56:03 pm
Antivirus is confirmed to cause problems with the game when launching and playing. http://forums.introversion.co.uk/prisonarchitect/viewtopic.php?t=222
Title: Re: Prison Architect
Post by: Karlito on September 27, 2012, 04:21:54 pm
My inmates never seem to watch any TV, despite being on the brink of revolution due to boredom.
Title: Re: Prison Architect
Post by: Levi on September 27, 2012, 04:30:56 pm
Out of curiosity, does it have libraries yet?  Or are TV's and fist-fights the only option for entertaining your inmates?
Title: Re: Prison Architect
Post by: Girlinhat on September 27, 2012, 04:37:12 pm
Dun have the game, just reading this thread, but it seems time in the yard is entertaining.
Title: Re: Prison Architect
Post by: hemmingjay on September 27, 2012, 05:05:24 pm
Out of curiosity, does it have libraries yet?  Or are TV's and fist-fights the only option for entertaining your inmates?

They use weight benches in the yard and you can include book shelves, but they appear to be like the tv and are not used. I also have had some luck slowing down their riots with phone access.
Title: Re: Prison Architect
Post by: Vherid on September 27, 2012, 05:12:57 pm
My inmates never seem to watch any TV, despite being on the brink of revolution due to boredom.

Large TVs don't work, if you're using those.
Title: Re: Prison Architect
Post by: The Scout on September 27, 2012, 07:26:14 pm
What's the equation for buildings blocks of cells. As in rows and columns. It's 3 across for every cell not on the end, and 6 tall?
Title: Re: Prison Architect
Post by: dennislp3 on September 27, 2012, 07:31:15 pm
I had a nice 11 cell block setup I was using my last game...let me find the dimensions...

5 x 31 is a nice long 10 cell (2x3 size) block.

An individual cell is 4 x 5 (the cell area itself being 2 x 3)

Title: Re: Prison Architect
Post by: Silent_Thunder on September 27, 2012, 07:45:21 pm
Shame I don't have any money. I'd be willing to trade a Nuclear Dawn key for this, although god knows that probably isn't worth anything anymore.
Title: Re: Prison Architect
Post by: Yodamaster on September 27, 2012, 07:52:40 pm
Anyone used metal detectors much?

I think I need to...cause...my inmates keep ending up fully loaded...when fights go down its a gladiator arena to the max XD

Also need to reposition my kitchen it seems...which is where they get the knives is my understanding.

Not sure how they work exactly though!

Separate your kitchen and canteen with a gate set to staff only. It prevents their access to knives, but they seem to still occasionally smuggle a spoon. You can direct gurads to search a suspicious or upset inmate too!. I have been unable to properly set up metal detectors so far.

I've also noticed that some inmates with a weapon will flash it occasionally, but it's something you have to be looking for.
Title: Re: Prison Architect
Post by: dennislp3 on September 27, 2012, 08:10:43 pm
Yeah i have seen that...I have gotten into the practice of random searches though...just every time I have a lot of people in one area I pause and select most of them for searches.


They still manage to slip lots of stuff though...which I love...its one of those random elements that helps keep the game interesting.

Oh also search people when you get them in...cause I have found guns and knives and drugs and all kinds of crap on new people lol.
Title: Re: Prison Architect
Post by: Yodamaster on September 27, 2012, 08:14:17 pm
Yeah i have seen that...I have gotten into the practice of random searches though...just every time I have a lot of people in one area I pause and select most of them for searches.


They still manage to slip lots of stuff though...which I love...its one of those random elements that helps keep the game interesting.

Oh also search people when you get them in...cause I have found guns and knives and drugs and all kinds of crap on new people lol.

I think the game should implement a processing center, where new inmates go/get searched/get assigned cells and such.
Title: Re: Prison Architect
Post by: Karlito on September 27, 2012, 08:16:45 pm
I've seen one guy who managed to acquire a ring of keys and another who somehow hid a hacksaw in his jumpsuit.

My inmates never seem to watch any TV, despite being on the brink of revolution due to boredom.

Large TVs don't work, if you're using those.

I am. Thanks, I'll try with some smaller ones.
Title: Re: Prison Architect
Post by: dennislp3 on September 27, 2012, 08:18:25 pm
Not seen a hacksaw myself yet but I know the keys come from guards. I am not sure if prisoners can pick pocket but I do know if they beat up some character then said character drops their possessions.

I am guessing the hacksaw came from the workshop? That or he came in with it.
Title: Re: Prison Architect
Post by: nenjin on September 27, 2012, 09:23:30 pm
I don't think I've restarted a game this many times since DF. I keep figuring out how to make stuff smarter or cheaper and blech.

Useful bug: If you pause the game immediately after start, you can lay down as many walls as you want and only get charged for the first one. (Or you get charged some really small amount.) Doesn't seem to work simply because you build stuff while paused.

Downside: On a small map it's like a good 4 to 5 hours worth of construction to complete.

What generates profit? And is it like, 1 small pipe worth of length before it has to connect to a large pipe?
Title: Re: Prison Architect
Post by: BuriBuriZaemon on September 27, 2012, 09:45:59 pm
This game looks so promising! Is there going to be sandbox mode in the final release?

The prisons look luxurious compared to the real prisons in my country, though.  :P
Title: Re: Prison Architect
Post by: dennislp3 on September 27, 2012, 09:48:13 pm
Prisoners generate profit. 100 per prisoner I believe plus a 1500 government grant per day....so...1500 + (100 x prisoners) per day.

As for your pipe question I am not sure I understand it.
Title: Re: Prison Architect
Post by: Calhoun on September 27, 2012, 09:59:50 pm
I'm going to take a minute and plug myself here as I've actually recorded a small LP of the game. (http://www.youtube.com/playlist?list=PLYo1MvZgKpehE2YTYQN08JqfcuGYOsrFv)

That out of the way, I really like the game. The price point is pretty steep, but its a very promising concept that already is pretty great. I eagerly await the next release, and I think the money is well spent, truthfully.
Title: Re: Prison Architect
Post by: nenjin on September 27, 2012, 10:04:45 pm
Well it said short pipes can't carry pressure too far....and apparently 3 small pipes between appliance and main line was too much. I'd test but I gotta knock off for the night.
Title: Re: Prison Architect
Post by: Yodamaster on September 27, 2012, 10:07:24 pm
Yeah this is promising but there's a lot of tweaking to do. After you use your grant money, you simply can no longer operate due to the influx of prisoners being greater than the amount you can expand with the money they give.

Hopefully there's some rehabilitation option, but it's also fun watching your prison descend into anarchy eventually.
Title: Re: Prison Architect
Post by: Viken on September 27, 2012, 10:19:44 pm
Has anyone figured out how to set up the guard patrol routes yet?  I tried again this afternoon and still couldn't figure it out.  :-[
Title: Re: Prison Architect
Post by: dennislp3 on September 27, 2012, 10:44:37 pm
Well it said short pipes can't carry pressure too far....and apparently 3 small pipes between appliance and main line was too much. I'd test but I gotta knock off for the night.

Nah thats not right...perhaps you had a buggy pipe section (I have had that before).

Yeah this is promising but there's a lot of tweaking to do. After you use your grant money, you simply can no longer operate due to the influx of prisoners being greater than the amount you can expand with the money they give.

Hopefully there's some rehabilitation option, but it's also fun watching your prison descend into anarchy eventually.

I know there is death row for lowering your prisoner count...but yes as it stands in its alpha state there is no way to curb the growth of the pop or keep it stable...except via murder and chaos.

Has anyone figured out how to set up the guard patrol routes yet?  I tried again this afternoon and still couldn't figure it out.  :-[

According to the description it adds a button to your main task bar(?) have yet to actually see this yet...but I assume its just an unfinished feature...I know there are a few.
Title: Re: Prison Architect
Post by: Virtz on September 28, 2012, 02:59:18 am
Yeah i have seen that...I have gotten into the practice of random searches though...just every time I have a lot of people in one area I pause and select most of them for searches.


They still manage to slip lots of stuff though...which I love...its one of those random elements that helps keep the game interesting.

Oh also search people when you get them in...cause I have found guns and knives and drugs and all kinds of crap on new people lol.

I think the game should implement a processing center, where new inmates go/get searched/get assigned cells and such.
You can sort of do that with a metal detector. What it does is it'll alert guards to prisoners carrying something and the guards will automatically search them. I put one at my cafeteria entrance and found a hacksaw and a drill among the first 8 prisoners.
Title: Re: Prison Architect
Post by: Neonivek on September 28, 2012, 03:09:40 am
I wonder if those crooks will learn to use non-metalic weapons.
Title: Re: Prison Architect
Post by: jester on September 28, 2012, 03:25:58 am
Sorry if its been asked, but 15 pages is 15 pages, is this game worth my 30 bucks?
Title: Re: Prison Architect
Post by: Neonivek on September 28, 2012, 03:37:01 am
Sorry if its been asked, but 15 pages is 15 pages, is this game worth my 30 bucks?

It REALLY is up to you.

Remember you are buying an alpha. There are not a lot of games out there with "Must buys" during alpha.
Title: Re: Prison Architect
Post by: Shades on September 28, 2012, 03:40:39 am
It sounds like the game needs it as badly as DF needs the pop_cap .ini line.

If you delete the delivery area near the road prisoners stop being dropped off, items will happy teleport to a delivery area elsewhere though.
Makes it possible to slow down the influx of prisoners to a rate you can handle while you try things out.

Has anyone figured out how to set up the guard patrol routes yet?  I tried again this afternoon and still couldn't figure it out.  :-[

The patrol routes button isn't in the alpha just yet it seems.

Sorry if its been asked, but 15 pages is 15 pages, is this game worth my 30 bucks?

Yes. So far it's managed to eat up both of my evenings since release, probably already have 30 bucks worth of entertainment out of it :)
I'd warn you it's a buggy as can be though, lots of issue everywhere so you can't really 'play' it just try things out.
Title: Re: Prison Architect
Post by: Neonivek on September 28, 2012, 03:41:52 am
Shades can you play devils advocate and tell him why he SHOULDN'T buy the game?
Title: Re: Prison Architect
Post by: jester on September 28, 2012, 04:27:07 am
mmm, so watching calhoun's lets play (rather enjoying it too, nice work there) and the general feel of the game is starting to make it look like a buy for me, ill just get this rather than beer this week i guess.


Edit: can anybody tell me the dl size, turns out my net is going to be a bit limited for a while.
Title: Re: Prison Architect
Post by: Shades on September 28, 2012, 04:29:40 am
Shades can you play devils advocate and tell him why he SHOULDN'T buy the game?

It's not really playable and sometimes crashes is probably the simplest statement I can make.

Although you can survive happily by abusing the fact removing the delivery area stops the endless influx there isn't really much you can do, and no real challenge.

Patrols aren't implemented yet which means the security desk is also useless, and in turn means you can't sensibly lock down your prisons. You instead have to watch in vain as a prisoner hanging out by the staff only doors slowly makes his way past them each time your guys walk past, until he triggers an 'escape' while he is already outside your prison and none of your guards are. So far the only 'solution' I've found to this is to mark the door he's waiting at as closed to everyone and wait till he gets bored. It's either that or just do a DF like wall everyone in solution.

The lack of a balanced cost vs income or grants after the initial ones doesn't help either as it's very hard to make any significant amount of money each day (even if your willing to plaster your whole map with 5x5 workshops) so you spend a lot of your time waiting for the midnight daily income, just to burn through it before morning and your back to waiting again. This frustrates even me and I'm happy just to watch things fall apart in most games.

I'd have said if you play fortress mode of DF you will probably enjoy it but even then you'll need a lot of patience and like when things just break because of the endless bugs. If the frustration overrules your glee at the random failings then I imagine you'd get bored very quickly and resentful at the $30 price tag, which might negatively colour your enjoyment of the game at a later, more playable, state.

I realise that isn't exactly a devils advocate view but I tried :)
Title: Re: Prison Architect
Post by: ThtblovesDF on September 28, 2012, 04:30:46 am
Sooo...

Creating a massive holding cell with showers (not a seperate room), tvs, beds, benches and tables seems to be the most price effective way to go (then give them lots of free time, to fullfill various needs) - can be made even cheaper by exploiting the fence-walls. Change the whole room to canteen at food time and you're good to go.
Title: Re: Prison Architect
Post by: hemmingjay on September 28, 2012, 06:02:58 am


Edit: can anybody tell me the dl size, turns out my net is going to be a bit limited for a while.

The dl is 75-80 mb.
Title: Re: Prison Architect
Post by: ThtblovesDF on September 28, 2012, 06:13:16 am
Anyone else didn't get the alpha-wiki/forum access username/Pass after buying it?
Title: Re: Prison Architect
Post by: Gantolandon on September 28, 2012, 06:24:49 am
They have a malfunction - right now you just get the alpha from the download link.
Title: Re: Prison Architect
Post by: Vattic on September 28, 2012, 06:34:25 am
Anyone else didn't get the alpha-wiki/forum access username/Pass after buying it?
You can get the forum and wiki access too. You have to register an account on the forum then go here (http://www.introversion.co.uk/prisonarchitect/developer/register.html) and do what it asks.
Title: Re: Prison Architect
Post by: Zangi on September 28, 2012, 09:30:15 am
Sorry if its been asked, but 15 pages is 15 pages, is this game worth my 30 bucks?

It REALLY is up to you.

Remember you are buying an alpha. There are not a lot of games out there with "Must buys" during alpha.
Huh, was wondering about all the bugs ya folks were talking about...  Price going up on release?
Title: Re: Prison Architect
Post by: nenjin on September 28, 2012, 09:35:22 am
I don't think they can sustain a higher price point on this game, personally. It's a good game but the format and presentation just doesn't lend itself to a $50 sandbox.

I'd say if you like and can put up with DF's level of buginess and open-endedness, it's a good buy. There's lots of moving parts and, like DF, you're constantly under the gun of new "migrants", needs and scaling. So you nose dive a lot, restart, tweak and experiment.

I think it's worth $30 because there's lot of nuanced mechanics. At first blush you think "this isn't really much more complicated than Prison Tycoon" but as you start to drill down you find new behaviors and mechanics interacting.
Title: Re: Prison Architect
Post by: Girlinhat on September 28, 2012, 09:46:51 am
Well, it's also worth noting that you can't really play it right now.  I don't have the game myself, but just looking at it... you get new prisoners every day, and you don't get enough money or room to cope, and prisoners never leave.  The current game is a playtest, you cannot sustain yourself and it's just to show that the game mechanics work.  Walls are built, prisoners arrive, power cables link up.

If you're that person who embarks on DF Terrifying Glaciers with endless zombie revival, then you'd probably enjoy this game.  It assails you with the endless masses, the only difference is that you have to put these hordes inside, instead of destroy the brain or sever the head.

If you don't enjoy losing, then wait a few weeks/months until prisoner intake rate gets balanced.
Title: Re: Prison Architect
Post by: lordcooper on September 28, 2012, 09:48:18 am
Or you could modify the save file to give yourself loadsa money.
Title: Re: Prison Architect
Post by: nenjin on September 28, 2012, 09:51:03 am
Are the save files in plain text?

The break point seems to be about 4 days. The wave mechanics aren't tuned and by that point you get the wave that breaks the prison's back.

I find myself wondering if we're seeing all the objects and constructions we're going to. While there is a goodly amount, the Objects pane makes me feel like there's only so much you can build before it starts becoming redundant.

I'd argue you can play the sandbox now, but it basically defaults to Hard Mode. One real issue I see with the game is you can't ease yourself into a larger prison. The demands of the inmates mean you basically have to start building your ass off from the very first day until you get at least 4 buildings constructed, wired and pumped. If you've got a design or style in mind for your prison, it has to be planned out and implemented ASAP. I hope at some point we have sliders or something to govern how fast you get prisoners. Or at the very least have that tied to difficulty pre-sets.
Title: Re: Prison Architect
Post by: lordcooper on September 28, 2012, 09:55:33 am
Are the save files in plain text?

Yup.  Ctrl + f search for 'finance' and changer the balance to whatever you want.  You can also allow all buildings/objects/staff from the start by changing all the 'Progress 0.00000's into 'Progress 1.00000's.
Title: Re: Prison Architect
Post by: Girlinhat on September 28, 2012, 10:02:55 am
I think ideally the prisoner intake rate would be matched against your number of cells, as balanced by your performance rating.  More cells means they're more likely to send you prisoners.  Lower safety record and a high number of escapes or shivings, and they're less likely to send you prisoners.  So you should never have more prisoners than you have cells, unless the state says "we're boned, we gotta send these guys somewhere!" and you toss them in the holding cell until you build new cells or they get transferred out.

Be interesting to see how prisoners leave.  Some would get out on good behavior, some would be transferred to other prisons, and some would arrive with an execution date.  Not to mention those who die in the gladiator pits.

Now to hope mechanics improve and we can see the first utopian prisoners with a 99% safety record - that 1% margin of error is when the warden sends starved prisoners into solitary with hacksaws and forgets to turn off the camera.  Conveniently.
Title: Re: Prison Architect
Post by: nenjin on September 28, 2012, 10:04:51 am
Are the save files in plain text?

Yup.  Ctrl + f search for 'finance' and changer the balance to whatever you want.  You can also allow all buildings/objects/staff from the start by changing all the 'Progress 0.00000's into 'Progress 1.00000's.

Somehow I think, in the game's current state, it'll be more fun cheating than going up in flames.

So between the save file and removing the delivery zone, can you basically get your prison to sustainable equilibrium?

Quote
I think ideally the prisoner intake rate would be matched against your number of cells, as balanced by your performance rating.

I think it's true to life though that prisons (here in 'Murica) will always get more than they can handle. I think that's their intention in how they modeled things. Have the devs said that prisoners are even intended to leave? One would think if they are, the would list their sentence and term of imprisonment when you selected them.
Title: Re: Prison Architect
Post by: Girlinhat on September 28, 2012, 10:07:53 am
I presume that getting them in was first priority.  Getting them out will come later in development.  I can't imagine a prison game where no one leaves though.  That would get stale pretty fast.

And after all, isn't that what we all want?  To see a repeat offender come back to prison after two days outside?
Title: Re: Prison Architect
Post by: nenjin on September 28, 2012, 10:08:39 am
I was thinking more like a guy who is 1 day away from release getting shived in the canteen line.....but that's just me. :P
Title: Re: Prison Architect
Post by: Girlinhat on September 28, 2012, 10:11:57 am
That works too.  That works especially frequently when the warden installs a shiv dispenser in the showers.

It's sort of like how girls rooms have tampon dispensers, and boys rooms have condom dispensers.  Except this one is cocaine and sharpened spoons.
Title: Re: Prison Architect
Post by: nenjin on September 28, 2012, 10:14:20 am
Quote
Except this one is cocaine and sharpened spoons.

And thus, we found the first inane sub-title for the thread!
Title: Re: Prison Architect
Post by: Karlito on September 28, 2012, 10:45:21 am
I've sort of reached a stable point with my prison. I'm getting about $5,000 dollars a day which isn't nearly enough to build 8 new cells, but it does let me cover food/repair costs and do either some research or hiring. I've got a decent airlock system controlling access to the kitchen, so most of the fights are with fists and enough prisoners get bug-stuck in medical bay or some other lockdown position that the population of prisoners running around doing things isn't increasing that fast.
Title: Re: Prison Architect
Post by: Detrevni|inverteD on September 28, 2012, 11:46:38 am
Is anyone else getting a problem where lots of prisoners are missing their families?
I've tried to alleviate it by creating phone booths, but they don't seem to want to use them.
Title: Re: Prison Architect
Post by: jester on September 28, 2012, 12:12:09 pm
Hmmm, im gonna leave it for a few weeks and see what the next release or two look like I believe.  Im definitely very interested in the game (again, thanks for the lets play, watching someone play a game always seems to beat a review for me) its the 30 bucks that is the sticking point for me atm I guess.
Title: Re: Prison Architect
Post by: AlStar on September 28, 2012, 12:36:37 pm
Is anyone else getting a problem where lots of prisoners are missing their families?
I've tried to alleviate it by creating phone booths, but they don't seem to want to use them.

Where do you have the phones? I put mine in the yard and they use them.
Title: Re: Prison Architect
Post by: ThtblovesDF on September 28, 2012, 12:50:24 pm
Boy do I hope that the prisoners all will get a lot of subtypes and feats, to say so. Some may be peaceful, even adding to your other prisoners needs and making them better - some may be leaders, others may enjoy messing with plumbing, some may simply be brutes/followers, others may fear crowds...
Title: Re: Prison Architect
Post by: dennislp3 on September 28, 2012, 02:13:47 pm
There is supposed to be prison gang mechanics involved so I imagine personalities and the like will all get fleshed out a lot more.
Title: Re: Prison Architect
Post by: Girlinhat on September 28, 2012, 02:14:21 pm
Leaders are the ones that scare me.  They're the ones who instil riots and overturn guards.  They're the ones who seek the downfall of the criminal justice system and a return to anarchy.

And by "scare me" I really mean "All shanks 1/2 off this weekend MEGA BLOWOUT SALE!"
Title: Re: Prison Architect
Post by: ScriptWolf on September 28, 2012, 02:17:17 pm
so are the inmates going to have different sorts of personality's then ? e.g. leader
Title: Re: Prison Architect
Post by: nenjin on September 28, 2012, 07:03:57 pm
Hey LC, do you know where the save files are stored on Win 7 x64? None in the game directory, and none in the various AppData/blahblah folders I've checked.

edit

NM, found it. C:\Users\<Your User>\AppData\Local\Introversion\Prison Architect
Title: Re: Prison Architect
Post by: Geen on September 28, 2012, 07:15:30 pm
Oh god... Why do we give them shank-dispensers... I MEAN TOOTHBRUSHES. Definitely not been bribed to give the prisoners weapons, boss, definitely not.
Title: Re: Prison Architect
Post by: Knight of Fools on September 28, 2012, 07:52:38 pm
Quote
I think ideally the prisoner intake rate would be matched against your number of cells, as balanced by your performance rating.

I think it's true to life though that prisons (here in 'Murica) will always get more than they can handle. I think that's their intention in how they modeled things. Have the devs said that prisoners are even intended to leave? One would think if they are, the would list their sentence and term of imprisonment when you selected them.

California's probably the worst, as far as prison overpopulation goes. It got so bad that they started releasing them by the hundreds, because there was no way to hold on to them.

That's one of the things I'm really liking this game. You play for a bit, have some fun, things go crazy and you laugh a bit. Then you realize that this is a simplified version of what's actually going on in the world, and you never consider committing a crime again.
Title: Re: Prison Architect
Post by: nenjin on September 28, 2012, 09:00:03 pm
So it turns out setting IntakeEnabled in your save file turns off new prisoners. Problem solved?
Title: Re: Prison Architect
Post by: Knight of Fools on September 28, 2012, 09:52:47 pm
New bit of news: The devs are planning on releasing at least one more execution method. The only one they've confirmed is this one:

Spoiler (click to show/hide)
Title: Re: Prison Architect
Post by: Girlinhat on September 28, 2012, 09:56:38 pm
Great, now I'm gonna have to play Rollercoaster Tycoon again.  I hope you're happy!
Title: Re: Prison Architect
Post by: Tilla on September 29, 2012, 02:40:51 am
New bit of news: The devs are planning on releasing at least one more execution method. The only one they've confirmed is this one:

Spoiler (click to show/hide)
Is this a joke or serious? Please the latter.
Title: Re: Prison Architect
Post by: Viken on September 29, 2012, 02:46:11 am
Appearantly, the Authanasia Coaster is real.

Wiki: http://en.wikipedia.org/wiki/Euthanasia_Coaster (http://en.wikipedia.org/wiki/Euthanasia_Coaster)

As for using it in the game, I doubt it.  I'm thinking more along... gas chamber. Mwhahahah!  8)
Title: Re: Prison Architect
Post by: Vherid on September 29, 2012, 12:04:38 pm
Somebody has already found it extremely easy to mod the game and has been adding grants already in the dev forums. That's certainly a good sign.
Title: Re: Prison Architect
Post by: Neonivek on September 29, 2012, 12:10:34 pm
Appearantly, the Authanasia Coaster is real.

Wiki: http://en.wikipedia.org/wiki/Euthanasia_Coaster (http://en.wikipedia.org/wiki/Euthanasia_Coaster)

As for using it in the game, I doubt it.  I'm thinking more along... gas chamber. Mwhahahah!  8)

Sorta real... not really.

There needs to be a word created that means "Someone other then the creator or poster came up with it, but it was never made or intended to actually be used"
Title: Re: Prison Architect
Post by: MrWiggles on September 29, 2012, 01:07:33 pm
Theoretical, Postulation.
Title: Re: Prison Architect
Post by: LoSboccacc on September 30, 2012, 04:29:59 am
I have unsolved murder. Is there a way of solving it?
Title: Re: Prison Architect
Post by: Virtz on September 30, 2012, 05:11:40 am
I have unsolved murder. Is there a way of solving it?
Build a morgue?
Title: Re: Prison Architect
Post by: LoSboccacc on September 30, 2012, 06:00:56 am
yeah did that already, but the murder stays unsolved in the report page.

I've the chief, now I'll try with a lawyer
Title: Re: Prison Architect
Post by: lordcooper on September 30, 2012, 01:25:34 pm
Title: Re: Prison Architect
Post by: Slayerhero90 on September 30, 2012, 02:31:20 pm
First off, prison HYPHEN ARCHITECT.

Second, I like how they refer to DF.
Title: Re: Prison Architect
Post by: lordcooper on September 30, 2012, 03:09:15 pm
On sales and new features. (http://www.eurogamer.net/articles/2012-09-29-prison-architect-paid-alpha-makes-USD100-000)
Title: Re: Prison Architect
Post by: Viken on September 30, 2012, 03:26:30 pm
Now those features look cool.  No more prisoners being able to run throughout the prison.  I do hope they figure out a good system for gangs and contriband, though.   It'll make the game more realistic, and give a wider range to the things you have to keep control of.  8)
Title: Re: Prison Architect
Post by: megaloptus on September 30, 2012, 03:35:13 pm
Alright, so I had most of my prison in one huge super building, and guys in the holding cells are spontaneously conjuring power drills out of thin air.

And no matter how many drains I put in the showers ( I covered every inch of flooring with them  >:( ) mass flooding occurs.
Title: Re: Prison Architect
Post by: Blah on September 30, 2012, 03:56:20 pm
Alright, so I had most of my prison in one huge super building, and guys in the holding cells are spontaneously conjuring power drills out of thin air.

And no matter how many drains I put in the showers ( I covered every inch of flooring with them  >:( ) mass flooding occurs.

You need pipes underneath those drains I believe. The drains are only needed at the exit.
Title: Re: Prison Architect
Post by: forsaken1111 on September 30, 2012, 04:02:54 pm
Alright, so I had most of my prison in one huge super building, and guys in the holding cells are spontaneously conjuring power drills out of thin air.

And no matter how many drains I put in the showers ( I covered every inch of flooring with them  >:( ) mass flooding occurs.
Yay Alpha!
Title: Re: Prison HYPHEN Architect
Post by: Neonivek on October 01, 2012, 12:19:36 am
I hope they keep the sort of "No space, everything sucks" aspect of the game as it goes on with no possible way to avoid trouble (as in... you are GOING to have riots)

There is a reason why it is "Prison" Architect and not "Fantastic Funland" Architect.
Title: Re: Prison HYPHEN Architect
Post by: Knight of Fools on October 01, 2012, 12:31:33 am
Depends on your perspective, really.
Title: Re: Prison HYPHEN Architect
Post by: Neonivek on October 01, 2012, 01:04:06 am
True

My only other concern is that staff will continue to be faceless workers.

Be a bit nice if they had personality as well... or at least needed a staff room.
Title: Re: Prison HYPHEN Architect
Post by: LoSboccacc on October 01, 2012, 01:20:39 am
Sadic: -1 happiness, searches 25% more effective


Soo much potential here  :P
Title: Re: Prison HYPHEN Architect
Post by: Goron on October 01, 2012, 08:18:13 am
I hope they keep the sort of "No space, everything sucks" aspect of the game as it goes on with no possible way to avoid trouble (as in... you are GOING to have riots)

There is a reason why it is "Prison" Architect and not "Fantastic Funland" Architect.
I agree.
 I tried a round using the 'move the delivery area away from road a few tiles' trick to stop prisoner arrivals while I built a prison and frankly it got stale quickly. I can house too many prisoners with too few issues. I like the race against time (not saying it can't be tweaked, it is a little too fast for the money, as is, i think) and I like the constant need to worry a riot is just seconds away...
It doesn't need to be an impossible viciousness, but I hope it stays gritty.
Title: Re: Prison HYPHEN Architect
Post by: Aklyon on October 01, 2012, 08:19:12 am
Isn't it supposed to be Prison HYPHEN ARCHITECT?
Title: Re: Prison HYPHEN Architect
Post by: forsaken1111 on October 01, 2012, 08:53:00 am
I've been doing the small prison and have had more than enough money for 2 cooks, 2 guards and a warden as well as a shower, holding cell, kitchen/galley, common room, yard, utilities, and an office. Just been tweaking my designs. I haven't yet found a good arrangement for the bathroom and showers in the large holding cell to allow all of the prisoners to use them as they need.

Also its annoying that large water pipes can't seem to go under walls... am I missing something? I can put a small pipe through a wall.. bug?
Title: Re: Prison HYPHEN Architect
Post by: Girlinhat on October 01, 2012, 09:06:19 am
Apparently, you can build a large pipe and then build walls, but you cannot build a wall and then pipes.  I think this is a bug?
Title: Re: Prison HYPHEN Architect
Post by: nenjin on October 01, 2012, 09:18:38 am
Seems like it. At least electrical cable can do either.

I somewhat agree on keeping the tension, and sort of disagree. On the one hand, while cheating, yes, the game does get a little stale. It's not like DF where there's millions of non-combaty activities to pursue and deep character personalities. The threat of things really is what moves this game.

On the other hand, necessity forces you to make so many compromises that it kind of spoiled my fun a lil. It's hard to do anything creative, novel or different when you're staring down the barrel of prisoners overflowing your prison. And I can't conceive of building stuff in the prison only needing to rip it down later during a massive overhaul. In a sense that's quite realistic, but not necessarily fun to me.

So I hope all those save file configuration options get put up front when we start a sandbox game.

Unrelated, I got a shipment of prisoners and noticed that they hadn't moved for several hours from the bus. I check and there are two dead guards there and a prisoner with a long list of crimes and who is trying to escape (despite going no where.) Other than the obvious bugginess, I wonder if you occasionally get delivered some hardcore, badass prisoner who is likely to make trouble as soon as the bus reaches the prison.
Title: Re: Prison HYPHEN Architect
Post by: Girlinhat on October 01, 2012, 09:28:52 am
I think later you'll have plenty to do with your existing prisoners, what with gang dynamics and all, you won't want for overcrowding, you'll be busy enough dealing with shivs and drug lords already in place.
Title: Re: Prison HYPHEN Architect
Post by: Aklyon on October 01, 2012, 09:30:17 am
I think later you'll have plenty to do with your existing prisoners, what with gang dynamics and all, you won't want for overcrowding, you'll be busy enough dealing with shivs and drug lords already in place.
And also shived drug lords and drug lords with shivs?
Title: Re: Prison HYPHEN Architect
Post by: forsaken1111 on October 01, 2012, 09:30:41 am
So I hope all those save file configuration options get put up front when we start a sandbox game.
What savegame customizations are these now? I'd quite like if I could slow down the prisoner input a bit until I get a handle on the game.
Title: Re: Prison HYPHEN Architect
Post by: nenjin on October 01, 2012, 09:52:10 am
So I hope all those save file configuration options get put up front when we start a sandbox game.
What savegame customizations are these now? I'd quite like if I could slow down the prisoner input a bit until I get a handle on the game.

There are settings eerily similar to the DF.ini, right at the top of your Prison Architect save file. You can disable prisoner intake entirely, turn off flooding, fire, turn off water and power requirements, and one or two other things as well.
Title: Re: Prison HYPHEN Architect
Post by: forsaken1111 on October 01, 2012, 09:55:50 am
Can you, say, turn off prisoner intake and run the game for a few days and then turn it on? Given 3 days to prepare I'd be on much better footing.

Or can you turn off prisoner intake after you've already gotten some prisoners?

The scramble is fun, but I need to learn and experiment.
Title: Re: Prison HYPHEN Architect
Post by: beefy on October 01, 2012, 10:12:18 am
I just played the intro mission. Just... wow. I liked it. Good way to get the players interested.
Title: Re: Prison HYPHEN Architect
Post by: nenjin on October 01, 2012, 10:23:44 am
Quote
Can you, say, turn off prisoner intake and run the game for a few days and then turn it on? Given 3 days to prepare I'd be on much better footing.

Or can you turn off prisoner intake after you've already gotten some prisoners?

Both work. When you turn it off it seems to simply nuke the "X hours until prisoners arrive" task.
Title: Re: Prison HYPHEN Architect
Post by: forsaken1111 on October 01, 2012, 10:32:20 am
Quote
Can you, say, turn off prisoner intake and run the game for a few days and then turn it on? Given 3 days to prepare I'd be on much better footing.

Or can you turn off prisoner intake after you've already gotten some prisoners?

Both work. When you turn it off it seems to simply nuke the "X hours until prisoners arrive" task.
And turning it back on restores the task? Excellent.
Title: Re: Prison HYPHEN Architect
Post by: dennislp3 on October 01, 2012, 02:31:03 pm
Apparently, you can build a large pipe and then build walls, but you cannot build a wall and then pipes.  I think this is a bug?


The pipe thing is NOT a bug...but the developers said they might change it.

The reasoning being that a main water line is a very large and intrusive thing. Walls are built on foundations. Its not being able to make a main pipe though a foundation. Not a bug.
Title: Re: Prison HYPHEN Architect
Post by: forsaken1111 on October 01, 2012, 02:42:04 pm
Apparently, you can build a large pipe and then build walls, but you cannot build a wall and then pipes.  I think this is a bug?


The pipe thing is NOT a bug...but the developers said they might change it.

The reasoning being that a main water line is a very large and intrusive thing. Walls are built on foundations. Its not being able to make a main pipe though a foundation. Not a bug.
So you can't build a pipe through a wall but you can build a wall around a pipe? Seems a bit strange. Either way you can just put a small pipe in the wall which works fine
Title: Re: Prison HYPHEN Architect
Post by: 10ebbor10 on October 01, 2012, 02:46:15 pm
Apparently, you can build a large pipe and then build walls, but you cannot build a wall and then pipes.  I think this is a bug?


The pipe thing is NOT a bug...but the developers said they might change it.

The reasoning being that a main water line is a very large and intrusive thing. Walls are built on foundations. Its not being able to make a main pipe though a foundation. Not a bug.
So you can't build a pipe through a wall but you can build a wall around a pipe? Seems a bit strange. Either way you can just put a small pipe in the wall which works fine
It's a bit hard to drill a perfectly pipe shaped hole in the foundation, but it's much easier to let concrete flow around a pipe. Also, making a pipe go under a wall would require digging a pit on both sides, and then shoving the pipe through, which is a bit hard.
Title: Re: Prison HYPHEN Architect
Post by: Girlinhat on October 01, 2012, 02:56:09 pm
Well, real-world physics aside, it seems to slow down gameplay and make things more annoying.
Title: Re: Prison HYPHEN Architect
Post by: forsaken1111 on October 01, 2012, 03:05:56 pm
Apparently, you can build a large pipe and then build walls, but you cannot build a wall and then pipes.  I think this is a bug?


The pipe thing is NOT a bug...but the developers said they might change it.

The reasoning being that a main water line is a very large and intrusive thing. Walls are built on foundations. Its not being able to make a main pipe though a foundation. Not a bug.
So you can't build a pipe through a wall but you can build a wall around a pipe? Seems a bit strange. Either way you can just put a small pipe in the wall which works fine
It's a bit hard to drill a perfectly pipe shaped hole in the foundation, but it's much easier to let concrete flow around a pipe. Also, making a pipe go under a wall would require digging a pit on both sides, and then shoving the pipe through, which is a bit hard.
This argument still strikes me as nonsensical since you can do the very same thing with a massive power line, running it 'under' an existing foundation which is in fact just as hard as running a water line.
Title: Re: Prison HYPHEN Architect
Post by: The Darkling Wolf on October 01, 2012, 03:08:51 pm
Pipes are much more difficult to run through a wall than cables are. Cables typically stay the same diameter along their whole length.
It still seems a bit silly to have this represented in game though.
Title: Re: Prison HYPHEN Architect
Post by: Aklyon on October 01, 2012, 03:41:46 pm
You know what even sillier? Watching a friend cover an entire map in electrical cables to because he'd edited the money to be able to do so.
Title: Re: Prison HYPHEN Architect
Post by: nenjin on October 01, 2012, 03:46:26 pm
It's a PITA because it essentially asks you to lay piping prior to the foundation. Which, if you're like me, you need the foundation blue print first to even have an idea HOW you want to build.

That said, you can destroy the wall the pipe needs to go through and build back over it, and it seems to be just fine. It doesn't seem to upset the building foundation at all. Really, foundations seem to just be a short hand way to do stuff that you can already do by hand. (Put down flooring, build walls, add lights.)
Title: Re: Prison HYPHEN Architect
Post by: dennislp3 on October 01, 2012, 03:59:04 pm
They will probably change it.
Title: Re: Prison HYPHEN Architect
Post by: Empty on October 01, 2012, 04:09:53 pm
You can pipe trough doors you know.
And small piping can go trough walls.

Does anyone know how to set up a common room correctly?
My prisoners keep complaining about recreation constantly.
Title: Re: Prison HYPHEN Architect
Post by: LoSboccacc on October 01, 2012, 04:14:29 pm
they say on the dev forum that you need two common rooms as having one is bugged.

also, remember to check your regime and put in more time to eat, shower and fill it  to the brim with free time / yard


or not - if you have single cell you can let them rot in a lockdown :P
Title: Re: Prison HYPHEN Architect
Post by: Knight of Fools on October 01, 2012, 04:32:13 pm
I usually do fine with having a bunch of free time, a bookcase in every room, and a few TV's in the holding cell. I'd put a TV in every cell and have the happiest prisoners in the world, but there's just not enough money for it.

I'm also finding that spacing meal time 12 hours apart is better than the lunch and dinner only default, and two shower times for an hour each seem to work well, too.
Title: Re: Prison HYPHEN Architect
Post by: Neonivek on October 01, 2012, 04:34:23 pm
I wonder how they will balance free time in the future.

My bet is that giving your prisoners a lot of free time means they have a lot of planning time.
Title: Re: Prison HYPHEN Architect
Post by: Graknorke on October 01, 2012, 04:35:56 pm
I wonder how they will balance free time in the future.

My bet is that giving your prisoners a lot of free time means they have a lot of planning time.
On the other hand, the more free time they have, the less that they want to escape.
Title: Re: Prison HYPHEN Architect
Post by: LoSboccacc on October 01, 2012, 04:46:58 pm
More time for smiggling and traffiking  :P

I also think I'd want a corrupted administrator taking a share of gangs commercial operations...
Title: Re: Prison HYPHEN Architect
Post by: nenjin on October 01, 2012, 04:49:18 pm
Anyone figured out a work around for "Missing Family"?

Will putting phones in the (2) Common Rooms solve that? Because inmates seem to do fuck-all with ones placed in the yard.
Title: Re: Prison HYPHEN Architect
Post by: Neonivek on October 01, 2012, 04:49:55 pm
It seems to be that they are for the common room going by a Letsplay I watched.
Title: Re: Prison HYPHEN Architect
Post by: dennislp3 on October 01, 2012, 06:09:33 pm
I wonder how they will balance free time in the future.

My bet is that giving your prisoners a lot of free time means they have a lot of planning time.
On the other hand, the more free time they have, the less that they want to escape.

Not really...no one wants to be in prison for any amount of time lol
Title: Re: Prison HYPHEN Architect
Post by: nenjin on October 01, 2012, 06:20:00 pm
http://www.eurogamer.net/articles/2012-09-29-prison-architect-paid-alpha-makes-USD100-000

Game will be getting updates in "probably a month." Hopefully those are new features and not some bug fixes that would be mighty appreciated sooner rather than later, although I'm content to wait regardless.

Incidentally, the game earned $100,000 worth of preorders in 72 hours. Which, by Kickstarter standards, is pretty tame. But Introversion is thrilled since it's probably the most money they've ever made outside of an official release.

Some talk about new features at a Eurogamer Con thingy that Delay spoke at:

Quote
Chris Delay used his time on stage to demonstrate new features coming to Prison Architect in "probably" a month. One was default locked doors that guards will need to open. Sounds simple, but it changes a lot. Opening doors can take up a lot of a guard's time, and the repercussions can alter the entire design of your prison.

Another feature was tunnelling. It's not realistic, but films like Shawshank have made it prison lore. Your prisoners will pretend to be asleep but secretly be digging tunnels, and they'll try to shift dirt in the yard. They even collaborate and dig tunnels quicker together, the rogues.

Another feature is riots. If prisoners needs aren't met, they'll riot: huddle, hop up and down in rage and duff up any unfortunate guards. You can lose control of entire sectors of a prison to riots. And when you have no guard presence in a sector, a fog of war will creep in and gradually obscure the area. You'll have no idea what's going on in there.

Sectors gripped by riots turn red. Prisoners barricade doors. Guards won't obey your order to go in there. "It's above their pay grade," Delay quipped. "They're not going to go in there because they're going to get dead."

So you call the Riot Police, who are armoured, armed and tough. And you call some paramedics. And maybe a fire engine. Then you need to set about reclaiming the sectors of your prison.

Another feature Introversion is chewing over is gangs. Several iterations have been tried already, apparently. "But it just doesn't work yet," Delay said. He also mentioned contraband, but said it was another "very very difficult" mechanic to implement. Contraband could be thrown over walls or smuggled in through visitation rooms, then dished out via the laundry system. It's complicated.

Chris Delay demonstrated riots and tunnelling and locked doors and patrol routes during the session. The video of that will be uploaded probably next week. If you want a glimpse at the future of Prison Architect, watch it. Morris and Delay are also lovely and chatty, so it's entertaining as well.
Title: Re: Prison HYPHEN Architect
Post by: Ivefan on October 01, 2012, 06:23:57 pm
I never got far, but will it be possible to make a columbian prison or do you have to treat your residents well?
Title: Re: Prison HYPHEN Architect
Post by: Neyvn on October 01, 2012, 06:28:13 pm
Odd... I can't find where I downloaded it from... Where is it???
Title: Re: Prison HYPHEN Architect
Post by: Aklyon on October 01, 2012, 06:30:32 pm
Download is on the wiki I can't access due to not having bought it yet.
Title: Re: Prison HYPHEN Architect
Post by: nenjin on October 01, 2012, 06:32:16 pm
You need to register an account on their main forums, then follow the link that was posted back on page 12 or something. That'll give you access to the wiki.
Title: Re: Prison HYPHEN Architect
Post by: hemmingjay on October 01, 2012, 07:10:51 pm
I never got far, but will it be possible to make a columbian prison or do you have to treat your residents well?

Yes, you can make it a hell hole if you are prepared to manage it that way. You get penalized for dead prisoners/guards, so you will need lots of guards and medical care and nothing else. For that real feel i suggest you put toilets in cells but don't connect them.
Title: Re: Prison HYPHEN Architect
Post by: Girlinhat on October 01, 2012, 07:12:28 pm
How viable is the dark ages prison - that being, you toss everyone into a brick room, lock the door, and put one booze-sodden guard in a wooden stool with a big brass keyring to make sure none of the bloodsplatter drips through the bars?
Title: Re: Prison HYPHEN Architect
Post by: hemmingjay on October 01, 2012, 07:23:36 pm
How viable is the dark ages prison - that being, you toss everyone into a brick room, lock the door, and put one booze-sodden guard in a wooden stool with a big brass keyring to make sure none of the bloodsplatter drips through the bars?

Not at all. They will riot and kill each other and then overtake the guard and prison in just about 2-3 days.
Title: Re: Prison HYPHEN Architect
Post by: Girlinhat on October 01, 2012, 07:28:53 pm
It's fine if they kill each other.  But is it possible to build a secure enough doorway that they can't kill the guards, then?
Title: Re: Prison HYPHEN Architect
Post by: Neonivek on October 01, 2012, 07:38:37 pm
It's fine if they kill each other.  But is it possible to build a secure enough doorway that they can't kill the guards, then?

From what I can tell there is no penelty in having terrible prisons. So a great trick would be to intentionally try to get prisoners to escape and riot so you can continue making money.
Title: Re: Prison HYPHEN Architect
Post by: Girlinhat on October 01, 2012, 07:44:15 pm
My image of a "good prison" is a large open pit, shamelessly designated as cells, with no beds or toilets, or like half as many as needed, nested inside several layers of walls with fresh access to the kitchen and no lights.

Overcrowding will never be an issue, though if it's anything like DF, then one inmate will develop fighting skills and become Highlander.
Title: Re: Prison HYPHEN Architect
Post by: Ivefan on October 01, 2012, 07:58:10 pm
Penalty for dead prisoners? Give me a harsh reprimand and a bonus under the table for letting scum take care of scum :P
Title: Re: Prison HYPHEN Architect
Post by: Hiiri on October 01, 2012, 09:18:00 pm
Penalty for dead prisoners? Give me a harsh reprimand and a bonus under the table for letting scum take care of scum :P

Hmm.. yes. Perhaps you'd be interested in European version of Prison architect (http://a3.mzstatic.com/us/r1000/102/Purple/v4/7d/29/5b/7d295b3b-7f93-b200-53e0-6edba655ff3d/mzl.ssndlajm.480x480-75.jpg) instead?
Title: Re: Prison HYPHEN Architect
Post by: nenjin on October 01, 2012, 09:58:37 pm
It's fine if they kill each other.  But is it possible to build a secure enough doorway that they can't kill the guards, then?

From what I can tell there is no penelty in having terrible prisons. So a great trick would be to intentionally try to get prisoners to escape and riot so you can continue making money.

It affects your prison's valuation. Which is basically like fortress wealth in DF. Time without incident gives you a bonus, unsolved murders, serious injuries and escapes reduce your valuation. Whether or not your prison valuation has anything to do with anything (one would think your monthly stipend would get a bonus from it or something) is unclear. Maybe it's just a "high score."

Quote
How viable is the dark ages prison - that being, you toss everyone into a brick room, lock the door, and put one booze-sodden guard in a wooden stool with a big brass keyring to make sure none of the bloodsplatter drips through the bars?

You can basically reduce a prisoner's standard of living to a 1x1 tile on a dirt floor with no light, laying unconscious in their own blood and filth, by virtue of you not providing them with shit so they riot continuously and then get thrown in solitary confinement. No showers, no rec room, no yard, no medical treatment, trudging pitifully along dirt and mud paths between barbed wire fences and tall concrete walls ....meanwhile your administrative staff sits in a massively overbuilt administrative complex surrounded by well manicured lawns and their offices are floored with nice hard wood. The warden might have solid marble tile in his office while the rest of the administrative complex is bedecked in mosaic and Florentine pattern tiles. Hell, I don't even know if prisoners need to eat, they just want to.

So yeah, I'd say it's very possible to have a medieval style hell hole. Especially with an unlimited budget to hire new security guards the instant the old ones are KIA, who conveniently appear in the thick of a riot the instant they show up for work. Right now the only real danger, when cheating for money, is your prison getting set on fire. The other clincher is that you can't hire more staff than your daily stipend allows for their salary...so you're effectively capped on guards by prisoners.
Title: Re: Prison HYPHEN Architect
Post by: Neonivek on October 01, 2012, 10:02:30 pm
It probably affects your Grants quite extensively (which I bet Lawyers decrease that hit while accountants get better grants for you).

But since you can't get grants except the ones right at the start... there is no need to even care about it.

Thus one of the only ways to have a long lasting prison other then turning off new arivals is to find creative ways to get rid of a few prisoners.
Title: Re: Prison HYPHEN Architect
Post by: Mullet Master on October 01, 2012, 11:23:28 pm

Incidentally, the game earned $100,000 worth of preorders in 72 hours. Which, by Kickstarter standards, is pretty tame. But Introversion is thrilled since it's probably the most money they've ever made outside of an official release.


Novel concept here. Release something... get paid? Not ironic that a developer has "Delay" in his name.Another 6 months and Introversion would have usurped 3dRealms in terms of non productivity.

Glad to see they are finally releasing anything. I've been saving up this pile of rage for a while, so now that I've got it off my chest....The game looks very interesting, but at a high price point. I was really expecting it to be in the $15 range in Alpha, but if it takes $30 alphas for them to finish it so be it, they'll get my money.

Title: Re: Prison HYPHEN Architect
Post by: Aklyon on October 01, 2012, 11:27:57 pm
If you get valuation for 'Days without incident', I'm expecting one of those 'X time since last incident' signs to appear in the game eventually :P
Title: Re: Prison HYPHEN Architect
Post by: lemon10 on October 01, 2012, 11:27:58 pm
Its $30 in the alpha so that only diehard fans get it now and people don't get disillusioned and pissed that the game is entirely unfinished and reduce total future sales (I don't think its that much of a concern really, but that's their logic to some extent).
It will probably be cheaper at release (even if its only $5 cheaper).
Title: Re: Prison HYPHEN Architect
Post by: Mullet Master on October 01, 2012, 11:41:59 pm
Its $30 in the alpha so that only diehard fans get it now and people don't get disillusioned and pissed that the game is entirely unfinished and reduce total future sales (I don't think its that much of a concern really, but that's their logic to some extent).
It will probably be cheaper at release (even if its only $5 cheaper).

That actually makes a lot of sense. Alphas are kind of dangerous for established studios to release, so it is very logical to price it at a point to keep out the very vocal casuals.
Title: Re: Prison HYPHEN Architect
Post by: lemon10 on October 02, 2012, 12:00:28 am
Personally, I think they should have had a lower price level as a regular pre-order for when it gets released above the alpha order to make sure everyone knew that, because I can see some people also getting pissed that they had to pay a higher price for the alpha without knowing it would be cheaper on release, but its not really a huge deal.
Title: Re: Prison HYPHEN Architect
Post by: dennislp3 on October 02, 2012, 12:14:53 am
Eh...the release itself is at least 8 months+ off I am guessing...paying a little extra to help guide development and play it before hand is worth the 5 or 10 dollar price difference I expect it to have.
Title: Re: Prison HYPHEN Architect
Post by: LoSboccacc on October 02, 2012, 12:21:27 am

Incidentally, the game earned $100,000 worth of preorders in 72 hours. Which, by Kickstarter standards, is pretty tame. But Introversion is thrilled since it's probably the most money they've ever made outside of an official release.


Novel concept here. Release something... get paid? Not ironic that a developer has "Delay" in his name.Another 6 months and Introversion would have usurped 3dRealms in terms of non productivity.

Glad to see they are finally releasing anything. I've been saving up this pile of rage for a while, so now that I've got it off my chest....The game looks very interesting, but at a high price point. I was really expecting it to be in the $15 range in Alpha, but if it takes $30 alphas for them to finish it so be it, they'll get my money.

To be fair it is implied that most of the subversion agent code was used in and made possible prison architect.
Title: Re: Prison HYPHEN Architect
Post by: forsaken1111 on October 02, 2012, 03:25:43 am
In fact I could see a subversion type game made using the look and feel of prison architect with some tweaks and the addition of floor selection.

Edit: Oh, I never even noticed the Grants section of the reports. x.x I was doing all of my building on the initial ~9k you get on starting.
Title: Re: Prison HYPHEN Architect
Post by: ScriptWolf on October 02, 2012, 05:06:19 am
So is a death pit where prisoners are kept to kill eachover viable right now ? So just building a airlock and stopping guards would be good enough?


Also will guards go and get them selfs healed up in a medical office ?
Title: Re: Prison HYPHEN Architect
Post by: LoSboccacc on October 02, 2012, 05:10:02 am
Oh, I never even noticed the Grants section of the reports. x.x I was doing all of my building on the initial ~9k you get on starting.

congratulations if you managed that.

edit: changed the quote to highlight the congrats part  :P
Title: Re: Prison HYPHEN Architect
Post by: forsaken1111 on October 02, 2012, 05:12:35 am
In fact I could see a subversion type game made using the look and feel of prison architect with some tweaks and the addition of floor selection.

Edit: Oh, I never even noticed the Grants section of the reports. x.x I was doing all of my building on the initial ~9k you get on starting.


congratulations if you managed that.
Depends on how extensive the modding abilities are.

But I was talking more along the lines of Introversion making the game, not me. :P
Title: Re: Prison HYPHEN Architect
Post by: Shades on October 02, 2012, 05:15:14 am
Edit: Oh, I never even noticed the Grants section of the reports. x.x I was doing all of my building on the initial ~9k you get on starting.

How O_o ...... I could barely do anything until I found the grants (and later the workshop)

So is a death pit where prisoners are kept to kill eachover viable right now ? So just building a airlock and stopping guards would be good enough?

Don't see why not, just change the regime to always yard or something and build a walled in yard area with an airlock, then your guards should be able to drop prisoners off in a nice holding cell and you can use the airlock to shuffle them into the yard area (you'll probably need a temporary yard in the airlock so they move the first step). They will rage all over the yard but lack of weapons means deaths should be low.

Also will guards go and get them selfs healed up in a medical office ?

Sometimes, but if you select and right click them into the medical ward the doctors suddenly rush over to heal them when they arrive.
Title: Re: Prison HYPHEN Architect
Post by: forsaken1111 on October 02, 2012, 05:21:44 am
Edit: Oh, I never even noticed the Grants section of the reports. x.x I was doing all of my building on the initial ~9k you get on starting.

How O_o ...... I could barely do anything until I found the grants (and later the workshop)
I was very very frugal. Had 2 guards, 2 cooks, 1 warden and all the basic (very basic) facilities with about $500 to spare.
Title: Re: Prison HYPHEN Architect
Post by: ScriptWolf on October 02, 2012, 05:59:07 am
Wait the workshop has a use ? O.o
Title: Re: Prison HYPHEN Architect
Post by: Shades on October 02, 2012, 09:03:42 am
Wait the workshop has a use ? O.o

It generates cash, not much each but you can put them down as they cost you nothing to place and don't currently require workers of any kind. Was kinda kind having endless money using them for a while, but really it would have been less effort to just modify the save game file (which is in plain text) so I wouldn't really recommend using them if you want to enjoy the game.
Title: Re: Prison HYPHEN Architect
Post by: hemmingjay on October 02, 2012, 09:16:27 am
Also, they give your prisoners access to weapons, so consider that.
Title: Re: Prison HYPHEN Architect
Post by: Silent_Thunder on October 02, 2012, 11:35:54 am
Also, they give your prisoners access to weapons, so consider that.

This, I had a workshop, and it ended with around 30 of my 70 inmates having power drills. It... did not end well....
Title: Re: Prison HYPHEN Architect
Post by: Knight of Fools on October 02, 2012, 12:08:47 pm
It wouldn't be a problem if Metal Detectors worked consistently. The only time I managed to get one to work was in the one space entrance to the showers... It was kind of funny seeing every single one of my guards suddenly taking a dozen prisoners to their cells for carrying knives and such, but I haven't been able to get them to work since then.

I do like the idea of the workshop, though. I've always felt that prisoners should have something mildly productive to do during their incarceration.
Title: Re: Prison HYPHEN Architect
Post by: Silent_Thunder on October 02, 2012, 12:18:48 pm
Just for the record, THIS is what happens when you give me unlimited money.

Spoiler (click to show/hide)
Title: Re: Prison HYPHEN Architect
Post by: LoSboccacc on October 02, 2012, 12:20:13 pm
You REALLY need some sink in that kitchen  ???
Title: Re: Prison HYPHEN Architect
Post by: lordcooper on October 02, 2012, 12:21:02 pm
Also, moar yard.
Title: Re: Prison HYPHEN Architect
Post by: Silent_Thunder on October 02, 2012, 12:25:53 pm
The worst part of that prison was I discovered prisoners would actually sit still in the hole, so I later had my builders brick in some of my more problematic inmates.
Title: Re: Prison HYPHEN Architect
Post by: dennislp3 on October 02, 2012, 12:36:09 pm
You REALLY need some sink in that kitchen  ???

That was the first thing I thought when I saw that XD
Title: Re: Prison HYPHEN Architect
Post by: forsaken1111 on October 02, 2012, 12:44:40 pm
What sink do?
Title: Re: Prison HYPHEN Architect
Post by: nenjin on October 02, 2012, 01:14:40 pm
Cooks wash dirty trays in them. I think it cuts down on the amount of trash generated. (And gives them something to do between eating times.)
Title: Re: Prison HYPHEN Architect
Post by: LoSboccacc on October 02, 2012, 01:22:39 pm
frees up the serving table faster, too
Title: Re: Prison HYPHEN Architect
Post by: Meta on October 02, 2012, 03:29:50 pm
So, that's why they never washed my dirty trays. Aha! :D

I had to buy new trays every meals. >_>
Title: Re: Prison HYPHEN Architect
Post by: hemmingjay on October 03, 2012, 09:32:45 am
How long until someone mods in Superjail?

http://www.youtube.com/watch?v=qqEwjPIHHIc&feature=related
Title: Re: Prison HYPHEN Architect
Post by: nenjin on October 03, 2012, 09:47:50 am
Much <3 for Superjail. Was watching it the other night and I was like "damn, I need to play some PA now."

Too bad there's no narcotics in the game though.
Title: Re: Prison HYPHEN Architect
Post by: forsaken1111 on October 03, 2012, 09:55:44 am
Too bad there's no narcotics in the game though.
There aren't? I thought that was part of the contraband system, them smuggling things like weapons and such in.
Title: Re: Prison HYPHEN Architect
Post by: miauw62 on October 03, 2012, 09:56:52 am
Hehe, the magma incident in that episode is very dwarven.
Title: Re: Prison HYPHEN Architect
Post by: nenjin on October 03, 2012, 10:01:33 am
Too bad there's no narcotics in the game though.
There aren't? I thought that was part of the contraband system, them smuggling things like weapons and such in.

Probably? But not the kind of mind-bending hallucination that leads to mass acts of violence, like you see in SuperJail. It'd be funny to see LSD circulating through your prisons and having the inmates go berzerk.
Title: Re: Prison HYPHEN Architect
Post by: The Darkling Wolf on October 03, 2012, 10:04:32 am
Too bad there's no narcotics in the game though.
There aren't? I thought that was part of the contraband system, them smuggling things like weapons and such in.

Probably? But not the kind of mind-bending hallucination that leads to mass acts of violence, like you see in SuperJail. It'd be funny to see LSD circulating through your prisons and having the inmates go berzerk.
I read that, and thought you were referring to circulating it through the water system at first.
Title: Re: Prison HYPHEN Architect
Post by: nenjin on October 03, 2012, 10:07:24 am
Too bad there's no narcotics in the game though.
There aren't? I thought that was part of the contraband system, them smuggling things like weapons and such in.

Probably? But not the kind of mind-bending hallucination that leads to mass acts of violence, like you see in SuperJail. It'd be funny to see LSD circulating through your prisons and having the inmates go berzerk.
I read that, and thought you were referring to circulating it through the water system at first.

That is also acceptable, yes. Actually, it'd be as easy as building a thing next to the main water line off the water pump :P
Title: Re: Prison HYPHEN Architect
Post by: Girlinhat on October 03, 2012, 10:53:01 am
I'm already installing cocaine and shiv dispensers.  Is nothing good enough for you people?!
Title: Re: Prison HYPHEN Architect
Post by: hemmingjay on October 03, 2012, 10:54:23 am
This is the 3rd time GirlinHat has posted something about cocaine in the last 10 days or so. Trying to tell us something?  ;D
Title: Re: Prison HYPHEN Architect
Post by: nenjin on October 03, 2012, 10:55:52 am
I think she's saying that if you fuck with her she's going to shiv you repeatedly whilst in the grip of a cocaine-fueled rage.

Either that or she's secretly this guy:

(http://i.imgur.com/PKM0C.jpg)
Title: Re: Prison HYPHEN Architect
Post by: The Darkling Wolf on October 03, 2012, 10:56:22 am
I'm already installing cocaine and shiv dispensers.  Is nothing good enough for you people?!
Do they dispense both cocaine and shivs, or are they sold separately?
Title: Re: Prison HYPHEN Architect
Post by: Puzzlemaker on October 03, 2012, 11:15:19 am
I'm already installing cocaine and shiv dispensers.  Is nothing good enough for you people?!
Do they dispense both cocaine and shivs, or are they sold separately?

Cocaine covered shivs.  Makes the whole stabbing thing a lot nicer on the victim.  It's all about making your prisoners comfortable.
Title: Re: Prison HYPHEN Architect
Post by: Girlinhat on October 03, 2012, 12:20:58 pm
It works rather like a snack machine.  You insert a token and select which to dispense.  Tokens are given to inmates by guards for good behavior.  "Every day you don't kill a guard, you get a token."
Title: Re: Prison HYPHEN Architect
Post by: The Darkling Wolf on October 03, 2012, 12:22:36 pm
I find the idea of a Fennec Fox sitting at a board meeting coming up with this idea hilarious and terrifying.
Title: Re: Prison HYPHEN Architect
Post by: LoSboccacc on October 03, 2012, 12:28:23 pm
Do you get a token if maiming a guard?
Title: Re: Prison HYPHEN Architect
Post by: PTTG?? on October 03, 2012, 01:04:53 pm
I'm thinking all I have to do is add a bunch of computers, no exercise yards, and stock the cafeteria with only twinkies. Keep each new guy in solitary with all the food they can eat and nothing else to do.

My perfectly spherical prisoners will be unable to harm one another, the guards, or themselves.
Title: Re: Prison HYPHEN Architect
Post by: hemmingjay on October 03, 2012, 01:11:42 pm
I love having a prisoner who escapes only to run into the warden's office and sit at the computer.
I imagine he's checking these boards.
Title: Re: Prison HYPHEN Architect
Post by: LoSboccacc on October 03, 2012, 01:12:13 pm
that reminds me... anyone tried to run a prison in permanent lockdown mode? and what is that?
Title: Re: Prison HYPHEN Architect
Post by: forsaken1111 on October 03, 2012, 01:25:28 pm
Here's a question. Why will none of my three chefs GO FUCKING COOK FOOD BECAUSE IT IS EATING TIME AND THERE IS FOOD IN THE FRIDGE AND WHY WON'T YOU COOK IT?!
Title: Re: Prison HYPHEN Architect
Post by: The Darkling Wolf on October 03, 2012, 01:26:09 pm
Chef cancels cook: All knives missing
Title: Re: Prison HYPHEN Architect
Post by: LoSboccacc on October 03, 2012, 01:35:06 pm
Here's a question. Why will none of my three chefs GO FUCKING COOK FOOD BECAUSE IT IS EATING TIME AND THERE IS FOOD IN THE FRIDGE AND WHY WON'T YOU COOK IT?!

check you have enough trays, they will cook at the last time possible to fill the trays and nothing more, it seems.

and sinks if you have red things around.
Title: Re: Prison HYPHEN Architect
Post by: forsaken1111 on October 03, 2012, 02:42:14 pm
Here's a question. Why will none of my three chefs GO FUCKING COOK FOOD BECAUSE IT IS EATING TIME AND THERE IS FOOD IN THE FRIDGE AND WHY WON'T YOU COOK IT?!

check you have enough trays, they will cook at the last time possible to fill the trays and nothing more, it seems.

and sinks if you have red things around.
I have sinks and I have 10 trays on the serving line. The problem is they have placed 2 ingredients on to cook and they will not move the cooked food onto the serving line and then after a while they throw it away.
Title: Re: Prison HYPHEN Architect
Post by: Ghazkull on October 04, 2012, 01:20:11 pm
sooo...how do i get my hands on those riot guards? Or somebody earlier mentioned that you could call ons ecurity services from outside? And another thing can my guards get some pistols or shotguns too?
Title: Re: Prison HYPHEN Architect
Post by: LoSboccacc on October 04, 2012, 01:23:12 pm
don't know I did the research but I didn't get riots guard anywhere.
Title: Re: Prison HYPHEN Architect
Post by: Peewee on October 04, 2012, 03:26:32 pm
I have sinks and I have 10 trays on the serving line. The problem is they have placed 2 ingredients on to cook and they will not move the cooked food onto the serving line and then after a while they throw it away.
Try re-designating your canteen, they randomly turn into kitchens sometimes. (I swear, some of these bugs must have been put in intentionally...)
Title: Re: Prison HYPHEN Architect
Post by: Djohaal on October 04, 2012, 04:24:01 pm
The game's engine solidity (in spite of bugs) impresses me. I do hope in the future introversion looks into licensing it to other devs so we can get hospital-HYPHEN-architect or even dungeon-HYPHEN-architect (not related to DROD)
Title: Re: Prison HYPHEN Architect
Post by: Levi on October 04, 2012, 04:33:12 pm
The game's engine solidity (in spite of bugs) impresses me. I do hope in the future introversion looks into licensing it to other devs so we can get hospital-HYPHEN-architect or even dungeon-HYPHEN-architect (not related to DROD)

Sounds like a good idea.  I can't wait to play Jurassic Parkhitect!
Title: Re: Prison HYPHEN Architect
Post by: LoSboccacc on October 04, 2012, 06:21:21 pm
monasterytect! but also sim ant 2020 looks a possibility for this engine
Title: Re: Prison HYPHEN Architect
Post by: Djohaal on October 04, 2012, 06:24:42 pm
Dwarf-fortress-HYPHEN-architect?  :P
Although that'd be more a game about an alcoaholic midget who never does his design jobs in time and gets crushed by a drawbridge.
Title: Re: Prison HYPHEN Architect
Post by: Knight of Fools on October 04, 2012, 08:08:15 pm
This (http://www.folkingmetal.com/pickors/swedish-prisoners.jpg) should totally be possible.

Some inmates aren't locked in their cells during the night, but instead of escaping, killing, or stealing stuff, they make cake and watch TV.
Title: Re: Prison HYPHEN Architect
Post by: Catastrophic lolcats on October 04, 2012, 08:37:30 pm
It's okay, they weren't real murderers. They only killed some Norwegians.
Title: Re: Prison HYPHEN Architect
Post by: Puzzlemaker on October 05, 2012, 08:26:41 am
This (http://www.folkingmetal.com/pickors/swedish-prisoners.jpg) should totally be possible.

Some inmates aren't locked in their cells during the night, but instead of escaping, killing, or stealing stuff, they make cake and watch TV.

That's adorable.

I also feel like that would never happen in american jails...
Title: Re: Prison HYPHEN Architect
Post by: lordcooper on October 05, 2012, 09:56:07 am
Yeah, that's definitely my kind of murderer.
Title: Re: Prison HYPHEN Architect
Post by: Graknorke on October 05, 2012, 01:39:30 pm
This (http://www.folkingmetal.com/pickors/swedish-prisoners.jpg) should totally be possible.

Some inmates aren't locked in their cells during the night, but instead of escaping, killing, or stealing stuff, they make cake and watch TV.

That's adorable.

I also feel like that would never happen in american jails...
Probably because of the Nice Management = Nice Prisoners rule that should hopefully get more expansion in this game. If you're nice enough the prisoners will see you as reasonable and decide that they probably should stay.
Title: Re: Prison HYPHEN Architect
Post by: BigD145 on October 05, 2012, 02:27:56 pm
This (http://www.folkingmetal.com/pickors/swedish-prisoners.jpg) should totally be possible.

Some inmates aren't locked in their cells during the night, but instead of escaping, killing, or stealing stuff, they make cake and watch TV.

That's adorable.

I also feel like that would never happen in american jails...
Probably because of the Nice Management = Nice Prisoners rule that should hopefully get more expansion in this game. If you're nice enough the prisoners will see you as reasonable and decide that they probably should stay.

Do your time, maybe get it reduced, and you won't have the cops on your butt as you run forever.
Title: Re: Prison HYPHEN Architect
Post by: Thexor on October 05, 2012, 02:36:49 pm
Fun discovery of the day: when inmates want to sit down, they pick a random bench/chair on the map, and go for it, obstacles be damned.

I built my offices outside the prison core. I then noticed a steady stream of inmates take on the 'sitting' task, and proceed to stand by the front doors of the prison, waiting for a workman to open them. Once they got through the airlock, they'd walk halfway to the offices and then realize, "Wait, I'm outside. Freedom!"

At first I thought the inmates were lying - they were claiming to be "sitting" while they were actually planning a devious escape. Then I discovered they just wanted to relax in the Psychologist's office.  ::)
Title: Re: Prison HYPHEN Architect
Post by: Girlinhat on October 05, 2012, 02:40:05 pm
This sounds rather similar to dwarven socks.
Title: Re: Prison HYPHEN Architect
Post by: Thexor on October 05, 2012, 07:54:33 pm
On the plus side, that prison hasn't yet collapsed due to overpopulation. Maybe I'll just pretend that they've been released - after all, the workmen are happy to let them leave, the guards don't try to stop them, and there's no real penalty for escapees...
Title: Re: Prison HYPHEN Architect
Post by: Paul on October 05, 2012, 08:37:32 pm
Haha, I was just watching a friend play this (still haven't bought it myself, too many games on my "to play" list and not enough free time).

Apparently the obstacles be damned thing applies to knives from kitchens too. I watched him build a kitchen way across the map from the canteen with a maze-like zig-zagging path between the two completely covered in staff-only doors. The prisoners would suddenly start acting strangely and make their way to the canteen and just sit there by the staff-only door until a cook came by, then follow them through a few hundred staff-only doors along the path across the map until making it to the kitchen. Then they'd get a knife and wait by the door again for the next cook making a trip to the canteen, repeating the trip all the way back, then go about their business as if nothing had happened (with their new knife).

It's just another in his long list of attempts at keeping the knives from the prisoners, which all failed miserably (including an attempt with a metal detector that he couldn't get to work). He loaded up and showed me one of his early ones that had led to all his prisoners escaping, as they went for knives to the kitchen that was outside the prison, then suddenly realized they were out and escaped. The cooks never seemed to mind that prisoners were following them outside or getting knives right in front of them, even guards stationed in the kitchen did nothing to stop them. On the one where the prisoners were escaping, guards stationed outside were too slow to actually catch any of the escapees, with them running off right through a bunch of guards before they reacted.

I then watched him build a 5x5 building (walls and a 3x3 area in the center) and pile 20 prisoners into it, then remove the door and wall it off with brick. Soon the prisoners inside were all destroying and fighting and beating each other up (with various weapons they had brought in from outside, ranging from clubs to knives to what looked like glass). But all his guards spazzed out outside the room trying to path to the "escaping" prisoners and he wasn't able to do anything with the next batch of prisoners to arrive.

It looks like a funny game with lots of potential, but it's definitely an alpha with all the bugs. I'll be keeping an eye on this one.
Title: Re: Prison HYPHEN Architect
Post by: Thexor on October 05, 2012, 08:42:45 pm
It looks like a funny game with lots of potential, but it's definitely an alpha with all the bugs.

To be fair, a chunk of the amusement is from the bugs.  ;)

But yeah, there's a good reason they spent half the release trailer explaining that the game was still in alpha, and even showing off some of the main show-stopping bugs. The main reason to buy the game now is if you're interested in game development, or are otherwise interested in watching a game develop from 'first playable' to 'release'. (Or if you've got $1000 to spare and want to create your own warden - last I checked, there was still one warden package available!)
Title: Re: Prison HYPHEN Architect
Post by: lordcooper on October 18, 2012, 02:41:33 pm
Alpha 2 is out now.

Quote
This build contains an update to the guard control system allowing you to assign guards to a specific sector and give them patrols to walk.  You can adjust the prisoner intake rate and there's some mystery additions to the food system too!
Title: Re: Prison HYPHEN Architect
Post by: Girlinhat on October 18, 2012, 02:46:01 pm
"Mystery additions to the food system" sounds more accurate than was probably intended.
Title: Re: Prison HYPHEN Architect
Post by: Scelly9 on October 18, 2012, 02:48:52 pm
Mystery additions, eh? Let's see what happens.
Title: Re: Prison HYPHEN Architect
Post by: nenjin on October 18, 2012, 03:24:06 pm
Oh goodie. I'd just remembered that the update was coming soon but i'd forgotten about it.
Title: Re: Prison HYPHEN Architect
Post by: Scelly9 on October 18, 2012, 03:26:05 pm
Prisoner control is wonderful. I can finally build prisons without swarms of escaping inmates!
Title: Re: Prison HYPHEN Architect
Post by: Thexor on October 18, 2012, 03:31:41 pm
God damn it, I was supposed to get some work done today. And then I see this thread bumped. With news of an update.

Welp, there goes the afternoon.
Title: Re: Prison HYPHEN Architect
Post by: forsaken1111 on October 18, 2012, 06:55:37 pm
God damn it, I was supposed to get some work done today. And then I see this thread bumped. With news of an update.

Welp, there goes the afternoon.
Pretty much my sentiment.
Title: Re: Prison HYPHEN Architect
Post by: JWNoctis on October 19, 2012, 01:53:35 am
Yeah, there goes what's left of my monthly bandwidth.

Hopefully this one won't go Subversion!
Title: Re: Prison HYPHEN Architect
Post by: dennislp3 on October 19, 2012, 02:35:04 am
"Mystery additions to the food system" sounds more accurate than was probably intended.

So far it seems to be the addition of adjusting food cost by food quantity and variety...anything else? Certainly a welcome addition.
Title: Re: Prison HYPHEN Architect
Post by: JWNoctis on October 20, 2012, 10:24:59 pm
At least things will last pretty more or less indefinitely now, assuming that you didn't create a huge holding cell, give the prisoner some free time, and the game didn't crash.

Still, these prisoners are a bit less intelligent than our average dwarf in satifying their needs in a remotely logical manner, cue sleepy guy complaining about boredom keeping themselves -as well as each and every one of the other prisoners in the same cell block- awake in their standard issue sleep hour, and then decides to stay in the cell napping in their free time. This is a vicious cycle.
Title: Re: Prison HYPHEN Architect
Post by: dennislp3 on October 20, 2012, 11:36:33 pm
Yeah best way to break the cycle is eliminate free time until everyone is "acclimated"  or make the free time 1 hour spurts to avoid lots of sleeping.
Title: Re: Prison HYPHEN Architect
Post by: Peewee on October 21, 2012, 10:10:39 pm
Or you can just go with it. 6 hours free time + 2 hours food, looped three times a day. They'll sleep when they feel like it.
Title: Re: Prison HYPHEN Architect
Post by: lordcooper on October 21, 2012, 10:33:24 pm
Or you can just go with it. 6 hours free time + 2 hours food, looped three times a day. They'll sleep when they feel like it.

That's less a prison and more a holiday.
Title: Re: Prison HYPHEN Architect
Post by: Thexor on October 21, 2012, 11:25:02 pm
Or you can just go with it. 6 hours free time + 2 hours food, looped three times a day. They'll sleep when they feel like it.

That's less a prison and more a holiday.

Once escape tunnels, contraband, etc. are functional, I imagine 'free time' will be a bad thing.

Until then, I feel that the need-satisfying power of free time balances the incompetent time-management skills of the prisoners.  ;)


(Unless you like your 1-hour shower becoming the daily prisoner bloodletting!)
Title: Re: Prison HYPHEN Architect
Post by: debvon on October 21, 2012, 11:36:06 pm
Am I doing something incorrectly with my kitchen? I have a couple of issues. First of all my filthy cooks will run all the way out to the delivery zone or storage zone to grab a box (or a single piece) of food while the fridges next to them have plenty. Are they going for the freshest stuff that spawns in the delivery zone or what? This costs a lot of precious time and it forced me to hire an extra cook or two to cut down on hungry brawlers.
Second of all, cookers will sometimes get placed away from the wall. They're in the two squares, but the graphic is not, and they don't align with nearby cookers. This only happens in specific tiles and dismantling/replacing the cooker doesn't fix it. Placing it elsewhere,  however, sometimes works out.  This happens with fridges as well.


Anyway this is shaping up to be a great game. Introversion just has an amazing charm about all of their games, I've never really been disappointed by them.
Title: Re: Prison HYPHEN Architect
Post by: Tobel on November 01, 2012, 09:01:40 am
Alpha 3 is out. From the Introversion email:
Quote
We've now introduced a "fog of war" which kicks in when your guards abandon a wing.  The new CCTV system gives you some coverage, but prisoners have a habit of finding the blind spots!
 
We've also created an automated system for handling the personalisation of prisoners and prisoner bios.  This allows you to update your entry as many times as you like.  If you have bought the name in the game tier please take a couple of minutes to complete the form.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: nenjin on November 01, 2012, 09:49:56 am
Ok, that Fog of War is dead sexy.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Shades on November 01, 2012, 10:00:42 am
Ok, that Fog of War is dead sexy.

I don't like that the radius effect doesn't seem to be effected by walls, or at least not predictably. From the a3 video it didn't reveal inside the cell block until the doors opened but then areas outside the cellblock, but behind walls did, as did the whole of the shower block (although that could be the way zoning is done)
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: nenjin on November 01, 2012, 12:33:31 pm
It is a little weird that doors with bars block FoW. Still, it's nice and smooth and I really like how the CCTV cameras interact with it.

Quote
(although that could be the way zoning is done)

I do think it's indeed built off zoning like patrol routes are.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Shakerag on November 02, 2012, 11:53:26 am
Can you still buy into the alpha?  I didn't have the money earlier ...
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Aklyon on November 02, 2012, 11:54:52 am
Is there a reason to think you can't? It might be KS-like somewhat but its not a kickstarter.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: MrWiggles on November 02, 2012, 09:41:13 pm
Wouldnt it have taken less time to just check the website, instead of writing a post, waiting for a response? As an extra bonus, you wouldnt have gotten two posts, wondering why you're asking silly questions.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: lordcooper on November 02, 2012, 09:45:01 pm
Wouldnt it have taken less time to just check the website, instead of writing a post, waiting for a response? As an extra bonus, you wouldnt have gotten two posts, wondering why you're asking silly questions.

Sure you mean ≥3 posts?
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Goron on November 05, 2012, 04:13:32 pm
Wowzorz, I just watched the eurogamer presentation for the first time ( http://www.youtube.com/watch?v=Xh93sAN_P7k&sns=em ). While the game is already very enjoyable in these early alpha states, I have full faith in it becoming a very well fleshed out game, even better than I was originally hoping... The stuff he talked about really jazzed my willies.
The sheer level of fun I have restarting prison after prison to try a new approach is only mirrored by games like aurora and DF.. Honestly, any time I can't get past the first short time unit of in-game play because I am too excited to retry it another way I know I have a good game on my hands... Because I know as soon as I do eventually get past that point I can repeat the fun over and over again at the more advanced point!
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Scelly9 on November 08, 2012, 04:57:08 pm
So, one of my prisoners has a very odd sickness.
(http://i814.photobucket.com/albums/zz61/Nafar_photos/Prisonerdoor.png?t=1352411805)
I must admit, I've never seen that before.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: The Darkling Wolf on November 08, 2012, 04:59:25 pm
He's trying to get you to install him as your main entrance, it's a cunning plan.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: forsaken1111 on November 08, 2012, 05:31:27 pm
He's trying to get you to install him as your main entrance, it's a cunning plan.
No, its just a very clever halloween costume.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Scelly9 on November 08, 2012, 05:52:02 pm
Well it appears to be spreading. 6 of my 8 prisoners are currently doors.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Mictlantecuhtli on November 08, 2012, 06:03:59 pm
He's trying to get you to install him as your main entrance, it's a cunning plan.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Thexor on November 08, 2012, 06:35:43 pm
Well it appears to be spreading. 6 of my 8 prisoners are currently doors.

How cunning a plot that is! "Muahaha, my prison has no fewer than 6 locked, impenetrable doors keeping its prisoners locked inside! Surely nobody will be capable of escape now!"

"...wait, why are all my doors running away? NOOO!"
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Karlito on November 08, 2012, 10:05:57 pm
I get that all the time. I can even get several varieties of door.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Neonivek on November 08, 2012, 10:31:25 pm
Is there really 50% more shanking? because personally it needed more shanking.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Scelly9 on November 08, 2012, 10:32:51 pm
I honestly can't wait until they add gangs. Making your prisoner happy and therefore peaceful is entirely too easy.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Neonivek on November 08, 2012, 10:35:23 pm
I honestly can't wait until they add gangs. Making your prisoner happy and therefore peaceful is entirely too easy.

Personally I think "Free time" should be something you don't want to do if you don't have to but to my knowledge... other then dinner you want free time to be all the time.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Goron on November 08, 2012, 11:29:12 pm
I believe that in the near future 'free time' will be synonymous with 'plotting escape time'. So while it is 'best' now that will not last.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: ZebioLizard2 on November 08, 2012, 11:39:45 pm
Of course if they have no free time, they'll likely just get pissed off and start riots. So you gotta figure out the right balance (Or have a guard oversee each and every prisoner)
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Scelly9 on November 08, 2012, 11:48:22 pm
Heh, yeah free time is OP at the moment. I have a schedule of two meals a day, two hours sleep time at night, and free time the rest of the time. Except for the occasional new arrival stirring up things, its a paradise.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: ank on November 09, 2012, 02:09:30 am
Heh, yeah free time is OP at the moment. I have a schedule of two meals a day, two hours sleep time at night, and free time the rest of the time. Except for the occasional new arrival stirring up things, its a paradise.

If your prisoners are having a good time, and not shanking each other, you are clearly doing something wrong  ;)
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Neonivek on November 09, 2012, 02:23:45 am
Heh, yeah free time is OP at the moment. I have a schedule of two meals a day, two hours sleep time at night, and free time the rest of the time. Except for the occasional new arrival stirring up things, its a paradise.

If your prisoners are having a good time, and not shanking each other, you are clearly doing something wrong  ;)

Actually... that is oddly enough not a joke.

Currently in the game the ONLY way to not lose is to make sure you constantly kill off prisoners and allow them to escape.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Scelly9 on November 09, 2012, 02:24:24 am
What are you talking about?
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Neonivek on November 09, 2012, 02:24:41 am
What are you talking about?

Did they fix the money problems?
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Scelly9 on November 09, 2012, 02:26:22 am
Never had an issue with the money, myself.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Neonivek on November 09, 2012, 02:27:36 am
Never had an issue with the money, myself.

I thought the game had this thing where eventually you would get more prisoners then you had the ability to construct more prison and hire more personel.

They must have long fixed it if you had no money problems.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Thexor on November 09, 2012, 02:30:24 am
Never had an issue with the money, myself.

I thought the game had this thing where eventually you would get more prisoners then you had the ability to construct more prison and hire more personel.

They must have long fixed it if you had no money problems.

They added a new feature back in... alpha 2, I believe, where you can disable the constant influx of new prisoners. The game now only sends you as many prisoners as you have space for. It's a toggleable option during map creation, so you can still enjoy the endless stream of new convicts if you really want.

Money's still an issue, but it's less of a problem when you aren't facing a half-dozen new prisoners each day.  ;)
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Scelly9 on November 09, 2012, 02:31:41 am
Never had an issue with the money, myself.

I thought the game had this thing where eventually you would get more prisoners then you had the ability to construct more prison and hire more personel.

They must have long fixed it if you had no money problems.
Yeah, they fixed that a while back. It's a lot more enjoyable now that you don't get 20-30 prisoners a day :P
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Neonivek on November 09, 2012, 02:33:22 am
Back then the only way to continue was to intentionally make your prison terrible. Since your only source of non-starting income was the little the prisoners got you.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Karlito on November 09, 2012, 02:16:26 pm
Also, you can designate everything as a workshop and collect big bucks.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: TripJack on November 09, 2012, 02:30:12 pm
How long until someone mods in Superjail?

http://www.youtube.com/watch?v=qqEwjPIHHIc&feature=related
this game should've been Superjail Architect from the beginning  :D
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Graknorke on November 09, 2012, 04:27:25 pm
Also, you can designate everything as a workshop and collect big bucks.
And then suddenly everyone starts fighting with powered tools. Wonder how that could happen.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: MrWiggles on November 15, 2012, 05:27:13 pm
So how do you handle 'dead' prisoners? Prisoners that are no longer active. They dont roam, their needs dont change.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Aklyon on November 15, 2012, 05:29:55 pm
Also, you can designate everything as a workshop and collect big bucks.
And then suddenly everyone starts fighting with powered tools. Wonder how that could happen.
He probably meant before you get prisoners.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: JWNoctis on November 15, 2012, 09:04:33 pm
So how do you handle 'dead' prisoners? Prisoners that are no longer active. They dont roam, their needs dont change.
If memory serves, you can select them, right click on a cell, and a guard will come to escort them to that cell.

It's a bug.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: MrWiggles on November 15, 2012, 09:10:04 pm
So how do you handle 'dead' prisoners? Prisoners that are no longer active. They dont roam, their needs dont change.
If memory serves, you can select them, right click on a cell, and a guard will come to escort them to that cell.

It's a bug.
Oh cool. Wii bit click intensive, especially since the medical ward makes them all zombies.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Tobel on November 19, 2012, 01:21:58 pm
Alpha 4 out today. Apparently its 3.1, they just changed the way the fog of war works. Now you still see your structure and furniture.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Aklyon on November 19, 2012, 02:14:08 pm
Changelog:
Code: [Select]
= Fog-of-war overhaul in response to community feedback
    - Areas hidden by fog-of-war are now rendered in darkened greyscale instead the solid roof effect
    - Walls, floors and Static objects under fog-of-war remain visible but greyed out.
    - Guards and Cctv now have a longer view range
    - The Chief has a long view range
    - Workmen, Cooks and Doctors have a short view range
   
- The game is now more permissive when loading corrupted saved games. It will no longer crash.
    Errors in the save file will be reported to debug.txt.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Karlito on November 19, 2012, 02:20:08 pm
The devwiki seems to have died under the strain, so I'll have to wait a day or two to get it.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Aklyon on November 19, 2012, 02:58:59 pm
That guy on the release announcement thread certainly has a point about the diff files. It would help the devwiki withstand longer.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Mullet Master on November 19, 2012, 07:06:06 pm
I purchased the alpha within 3 days of release. I'm not very happy with the decision - while the game was initially fairly amusing due to bugs, as they implement more and more "features" the less entertaining it is. I will not be downloading Alpha 4, and will not be returning to the game for a while.

By large, B12 forums are largely pro indie gaming, but I think people need to step back a second and look at the larger picture. Introversion is a company which has had some commercial successes, and has been actively selling their games for the last 10+ years. I've personally purchased multiple copies  of Uplink over the years, and have recommended it to dozens of people. But the way I see it is an established studio is crowdfunding their latest game, and I don't like it. Why are we doing this? Why do we heap praise upon an established studio aspiring to release a game with less polish than other competing indie games?

I think we as PC gamers are sending a strong message to developers right now.

That it is okay to sell an alpha as a product as long as the word "indie" is somewhere near your name.  I don't want to be stuck in a world where all the PC games are perpetually "in development" or "in closed alpha/beta". No wonder why many big studios are shying away from PC gaming - AAA games sell for $15 6 months after they come out because of low sales, but yet everyone throws money at games which may be in paid alpha for multiple years.

As a consumer I think right now we're getting a pretty raw end of the deal. We get unfinished and buggy tech demos in lieu of finished games, big studios continue to abandon or ignore the PC market, and the overall price point gets worse and worse.

 
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: lordcooper on November 19, 2012, 07:19:22 pm
lol
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: forsaken1111 on November 19, 2012, 07:23:22 pm
Silliness
Well you're entitled to your opinion. I happen to disagree on nearly every point, but have no interest in discussing it with you really. If you feel that way, you're welcome to stop purchasing alpha software.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Neonivek on November 19, 2012, 07:42:17 pm
Quote
By large, B12 forums are largely pro indie gaming, but I think people need to step back a second and look at the larger picture.

Bay12 games is not really what I'd call "Pro Indie" as much as I'd call them "Pro-gimic"

You have to try HARD to filter what it is about a game that makes it good outside of buzz words on here.

As well the knee Jerk reaction to looking at a game in purely gameplay related aspects is usually met with hostility as well. Since most people will take it as an attack.

Did this game look good to me when I heard of people talking about it? Absolutely. When I actually did my research and looked at it being played? No it looked a bit boring to me and the game already shows how it will pan out since the tech tree is finished, as well the inmates (one of the big things people advertised) were just so lifeless.

In fact the first disapointment I saw was that Prisoners just magically get weapons by being in areas where they can get weapons.

It goes to show that no matter how hyped something is, trying to be impartial for even a second can find things you would have fallen into.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: lordcooper on November 19, 2012, 07:47:30 pm
Neonivek, you really ought to append "in this incredibly early alpha version of the game" to most of those statements.

Where has the developer stated that the current tech tree is final, or that no more work will be put into inmate behaviour?
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Mullet Master on November 19, 2012, 07:53:58 pm
Quote
By large, B12 forums are largely pro indie gaming, but I think people need to step back a second and look at the larger picture.

Bay12 games is not really what I'd call "Pro Indie" as much as I'd call them "Pro-gimic"

You have to try HARD to filter what it is about a game that makes it good outside of buzz words on here.

As well the knee Jerk reaction to looking at a game in purely gameplay related aspects is usually met with hostility as well. Since most people will take it as an attack.

Did this game look good to me when I heard of people talking about it? Absolutely. When I actually did my research and looked at it being played? No it looked a bit boring to me and the game already shows how it will pan out since the tech tree is finished, as well the inmates (one of the big things people advertised) were just so lifeless.

In fact the first disapointment I saw was that Prisoners just magically get weapons by being in areas where they can get weapons.

It goes to show that no matter how hyped something is, trying to be impartial for even a second can find things you would have fallen into.

You know, most of my vitriol was because of my own filter failing, which is pretty unusual. I definitely should have looked at the game just a little bit closer before hitting buy. I've really bolded what bothers me the most about the game - lifeless inmates. A bunch of prisoners for no reason to be there and indefinite sentences, and they all have the same propensity to shank each other, crap on the floor, and steal weapons from thin air.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Scelly9 on November 19, 2012, 07:55:59 pm
As said before, it's an alpha, it will get better.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: lordcooper on November 19, 2012, 07:58:48 pm
How do you not understand that an alpha is by it's very definition not feature complete?  Judging a WIP game by the features that have not yet been implemented is plain stupid.

I mean, Shakespeare didn't just write "Shall I compare thee to a Summer's day?" and then freak out and decide to scrap it because there's only one line there and where are the other thirteen lines and omg this is utter shit what kind of sonnet has only one line.  No, he wrote the rest of it.  And apparently some people think it was good.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Neonivek on November 19, 2012, 08:10:15 pm
How do you not understand that an alpha is by it's very definition not feature complete?  Judging a WIP game by the features that have not yet been implemented is plain stupid.

I mean, Shakespeare didn't just write "Shall I compare thee to a Summer's day?" and then freak out and decide to scrap it because there's only one line there and where are the other thirteen lines and omg this is utter shit what kind of sonnet has only one line.  No, he wrote the rest of it.  And apparently some people think it was good.

There is a certain extent you can expect things to change. For example Prison breaks in the yards, gangs with members, and stuff.

Then there are others that you shouldn't.

Withholding purchace because what is in the game now is bland and uninteresting is hardly a bad choice.

Quote
As said before, it's an alpha, it will get better

Some aspects, others not so much. Since a lot of the major "Not possitives" of the game are that of design not of non-inclusion.

To put it into perspective. When you looked at "Shall I compare thee to a Summer's day?" you should not expect Shakespear to suddenly change that line to Winter.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Mullet Master on November 19, 2012, 08:14:20 pm
How do you not understand that an alpha is by it's very definition not feature complete?  Judging a WIP game by the features that have not yet been implemented is plain stupid.

There is a long history of overpromised/under-delivered games. Fable series is a good example, as well as Spore, etc - games all which didn't nearly live up to their hype.

What's even more scary is games that really don't make many promises, because then they can never underdeliver. The way I interpret the PA blog is that it is an amorphous blob at this point, with only a few central ideas. Their response to Alpha 3 kinda cements that - change a major feature around due to community whining.  At this point, it is just as likely that there will not be the larger tech tree and better inmate characters if people don't get really vocal about it.

Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: lordcooper on November 19, 2012, 08:21:59 pm
Withholding purchace because what is in the game now is bland and uninteresting is hardly a bad choice.

Not at all.  Making your mind up that it sucks and will always suck is very silly though, especially when you're presenting false and/or currently unverifiable assumptions as facts.

There is a long history of overpromised/under-delivered games. Fable series is a good example, as well as Spore, etc - games all which didn't nearly live up to their hype.

Yes there is.  I've had a lot of crap meals but I still eat out from time to time :o

Quote
What's even more scary is games that really don't make many promises, because then they can never underdeliver. The way I interpret the PA blog is that it is an amorphous blob at this point, with only a few central ideas. Their response to Alpha 3 kinda cements that - change a major feature around due to community whining.  At this point, it is just as likely that there will not be the larger tech tree and better inmate characters if people don't get really vocal about it.

Taking the time to make a slight adjustment that a lot of fans have requested is not a bad thing.  I'd go so far as to say that it's actually a very good thing and one of the main benefits of alpha funded games.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Neonivek on November 19, 2012, 08:26:19 pm
Quote
Not at all.  Making your mind up that it sucks and will always suck is very silly though, especially when you're presenting false and/or currently unverifiable assumptions as facts.

On the contrary. If the reason you don't like the game has to do something with the design that shows little sign that it will change. Then comming to the conclusion that you will never like it, is hardly an illogical assumption.

Going as far as to say it will "never be good" is also not a too illogical given that its exact opposite is considered appropriate in polite conversation.

Heck every single time someone brings up a point, a point that isn't meant to change, people just say "It will get better". As in they are expecting large fundemental changes to just how the game is. Not every game can be Dwarf Fortress.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Scelly9 on November 19, 2012, 08:40:49 pm
Quote
As said before, it's an alpha, it will get better

Some aspects, others not so much. Since a lot of the major "Not possitives" of the game are that of design not of non-inclusion.

To put it into perspective. When you looked at "Shall I compare thee to a Summer's day?" you should not expect Shakespear to suddenly change that line to Winter.
As I read it, a lot of the dislike was because of the flat prisoners. I think that prisoner background is a planned feature.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: lordcooper on November 19, 2012, 08:41:55 pm
Quote
Not at all.  Making your mind up that it sucks and will always suck is very silly though, especially when you're presenting false and/or currently unverifiable assumptions as facts.

On the contrary. If the reason you don't like the game has to do something with the design that shows little sign that it will change. Then comming to the conclusion that you will never like it, is hardly an illogical assumption.

Going as far as to say it will "never be good" is also not a too illogical given that its exact opposite is considered appropriate in polite conversation.

Heck every single time someone brings up a point, a point that isn't meant to change, people just say "It will get better". As in they are expecting large fundemental changes to just how the game is. Not every game can be Dwarf Fortress.

Could you specify precisely what these set in stone design decisions that you dislike are?
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Neonivek on November 19, 2012, 08:56:17 pm
Ohh nothing I was speaking in general.

If you want to know what I dislike about Prison Archetect that won't likely change. Just the overall feel. It isn't my sort of game.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: nenjin on November 19, 2012, 10:55:04 pm
Ohh nothing I was speaking in general.

If you want to know what I dislike about Prison Archetect that won't likely change. Just the overall feel. It isn't my sort of game.

Dude.

You cannot go from making these BROAD generalizations, about the game, these forums, its culture and the moon, and then retreat to "Oh I guess I just don't like the feel of it." "It's not my kind of game." Either you have a point, and you're willing to explain it, or you're seriously just blowing hot air.

Quote
I think we as PC gamers are sending a strong message to developers right now.

I do too. It's that we're willing to spend money on experimentation and games that show their developers are going to stay with them. That they can spend 2 years developing a game to release and actually pay their bills without having to work under a publisher. That we're willing to stay with and support longer term projects if that means longer active development of the thing we're excited about.

I'm not saying it's not fraught with risk, it is. But it feels like less risky than going out and spending money on Call of Manshooter 4: The Manshoot-ening and hoping it's a meaningful experience that leaves me feeling excited rather than jaded.

I bought in to PA because a) I like Sims, b) I've wanted a good prison sim forever and c) it's Introversion and they've earned my respect and, in no small measure, some of my pity and compassion. The idea of a paid alpha to support development is absolutely nothing new. What has changed is the marketing of that alpha and the buzzword that was coined for it.

So yeah. You guys are both rather guilty of bellyaching about "things" and "stuff" without providing many specifics. The tech tree is most definitely not mapped out because it's already changed since Alpha 1, for example. Personally, most of the new features were things that were inhibiting my entertainment with their absence. Not having Guard routes was a must for me. On the other hand, the game is definitely easier now to an extent. In pure sandbox it pretty much runs itself.

Prisoner detail I agree is lacking, as are a lot of basic flow elements. (Prisoners not ever getting released, the fact they get all the places they aren't supposed to be making all your design work kind of pointless, ect...) On the other hand, it's quite a simulation already. You get a lot of granular control over things, and I like that, as opposed to any other lesser sim there'd be a ton of window dressing for relatively simple things.

They've already said they're going to be in alpha for a long time, my impression was at least a year. And I'm super stoked to see what they come up with in that. I did hit a point in my last jail where'd I'd basically done and set up everything, prisoners were doing stuff but still generally devolving into brawls and hospital trips and I was kinda done. But I'll still put another 6 to 8 hours in the next time I play.

Kinda like I do with DF, a game I'll play until my fort hits stasis and then I stop. I hear that game has been developed for years based on nothing but crowd support....



Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Neonivek on November 19, 2012, 11:24:13 pm
Quote
You cannot go from making these BROAD generalizations, about the game

You are making things up.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: forsaken1111 on November 20, 2012, 08:30:20 am
I think Neonivek just enjoys coming in to let us all know he thinks a game is terrible because its just not his kind of game.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: ank on November 20, 2012, 09:33:28 am
Quote
You cannot go from making these BROAD generalizations, about the game

You are making things up.

No, YOU are making things up!

See what I did there? pretty clever huh?
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: MrWiggles on November 20, 2012, 01:52:35 pm
I'M CAPTIAN KIRK!
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Knight of Fools on November 20, 2012, 02:06:05 pm
It would be a good idea to stop the e-peen contest and get back to some actual discussion. If you don't have anything productive to add to the discussion, please don't add it. A dead topic is better than a locked one.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: dennislp3 on November 20, 2012, 10:07:18 pm
No doubt...not sure the point of complaining...don't play it, cry over your spilled milk money spent on it, and play something else.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Neonivek on November 20, 2012, 10:33:57 pm
I think Neonivek just enjoys coming in to let us all know he thinks a game is terrible because its just not his kind of game.

I never said the game was bad.

The part he made up was what he wrote about what I said. He made it up, it was purely fabricated inside his head.

Quote
It would be a good idea to stop the e-peen contest and get back to some actual discussion

Ohh yeah for sure, I'll pay for it later. Yep perfect ending scenario for me. "Goodness Neonivek you must hate this game as much as Prison Architect"... "I never said I hated Prison Architect"... "But Forsaken AND Nenjin both said you hate Prison architect and they read what you wrote"... "well that is what I get for being the better person and moving on..."

---

Whatever fine... There is no winning for me.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: lordcooper on November 20, 2012, 10:41:38 pm
This outburst of unbridled positivity is brought to you, as always, by Neonivek ;D
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Neonivek on November 20, 2012, 10:49:37 pm
This outburst of unbridled positivity is brought to you, as always, by Neonivek ;D

My goal is to one day be such a demigod of positivity that I can fart rainbows and belch beautiful butterflies.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: JWNoctis on November 21, 2012, 02:01:48 am
Time to put the thread back on rail now, I suppose...But I do hope that this game won't crash and burn the way Subversion did.That is, at least not until we bay12ers can build drowning chambers with watertight doors and rigged sprinkler or, as some would prefer, sewer systems.[/monstermode]

Yeah, time to put this thread back on track now.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: dennislp3 on November 21, 2012, 05:59:10 am
Nah this game is way past the chance of crashing and burning unless they randomly decide to ditch it. They are using code from subversion and stuff as part of the base of this game...so subversion lives on a little bit through prison architect...
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: forsaken1111 on November 21, 2012, 06:48:41 am
"But Forsaken AND Nenjin both said you hate Prison architect and they read what you wrote"
Amazing. You've just berated someone for 'making things up' and now you're making up entire future conversations.

For the record, I never said you hated the game. I said you told us that you didn't like it, which is true. You said it looks boring to you, and claimed you can tell how the whole game will pan out from its current alpha status. That too is pretty amazing, you must be some kind of psychic.

So I did read what you wrote:

No it looked a bit boring to me
In fact the first disapointment I saw
the game now is bland and uninteresting

And I concluded that you didn't like it because it really wasn't your sort of game. Also for the record, these statements ARE broad generalizations about the game, which is what you accused Nenjin of making up about you. You did make these statements.

I have no problem with you having an opinion and expressing that opinion, but don't then tell someone else they're lying about what you said or that they will lambaste you in some hypothetical future thread about some other game in which you are apparently being your relentlessly negative self. (else why would I say the things you decided I would say?)

As another small point, you can't tell how an alpha copy of any software will pan out. They're working with the source code and they're not feature locked when in an alpha state. They could decide to include mutants and aliens and dinosaurs. They probably won't, but they certainly could quite easily.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: MrWiggles on November 21, 2012, 07:44:09 am
NO! I'M CAPTAIN KIRK!
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: ragnar119 on November 21, 2012, 06:23:55 pm
I like how the game looks, but why is it little expensive for this type of games? Is there something that I am missing?
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Aklyon on November 21, 2012, 06:36:36 pm
I like how the game looks, but why is it little expensive for this type of games? Is there something that I am missing?
Its expensive because they don't just want everyone and their oranges to try the alpha builds and then say it sucks because its missing a,b,c,d,e,f,g and also h.
If you seriously want to try the alpha, go ahead and get it. But its not done, it will have bugs, and you aren't missing anything by waiting except early access.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: dennislp3 on November 21, 2012, 06:37:24 pm
Its "expensive" cause it can be...though when main stream big name games that are shallow and shitty go for $60+ on the regular I am not sure how $30 for a full game + early access to alpha/beta stages is exactly expensive.

Plus...as was ninja'd above...the main aim was to make it less available to everyone to avoid bad peer to peer reviews due to alpha state...

Lots of people dont understand that alpha means unfinished these days.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: BigD145 on November 21, 2012, 06:37:32 pm
I like how the game looks, but why is it little expensive for this type of games? Is there something that I am missing?

I can't think of any other Introversion game that sold for less when new.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: MrWiggles on November 21, 2012, 09:04:53 pm
I like how the game looks, but why is it little expensive for this type of games? Is there something that I am missing?
Little expensive even at the cheapest tier?
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: bluejello on November 21, 2012, 10:21:14 pm
I went for the 40$ tier, due to not owning any of their previous games.  Glad I did.

Can get a prison running fairly smoothly but I did resort to cheating to get more than the initial money+grants+most places workshop.  I need to focus on one building at a time more.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Mullet Master on November 22, 2012, 01:24:19 am
Its "expensive" cause it can be...though when main stream big name games that are shallow and shitty go for $60+ on the regular I am not sure how $30 for a full game + early access to alpha/beta stages is exactly expensive.

Plus...as was ninja'd above...the main aim was to make it less available to everyone to avoid bad peer to peer reviews due to alpha state...

Lots of people dont understand that alpha means unfinished these days.

What is the current definition of alpha?  I would argue that the definition of alpha is not absolute.
Ten years ago , alphas were distributed only to PAID playtesters and maybe friends and family of the devs. Betas were meant to be small scale public tests, and often time the beta testing would reside solely in the hands of the paid playtesters. Games were meant to be released finished,considering the limited ability to patch even in the early 2000s, so there was a lot more work "behind the scenes" than what we see today.

So, nowadays, consumers PAY to be alpha testers. Alpha can represent anything from a basic mock up tech demo with mock-up everything to a game that is 98% complete (like minecraft was). Any game released nowadays is unfinished - everything gets at least one or two patches after release. So , if a game 95% done is "finished", that means an alpha can be "finished".

Therefore, I choose to think of an alpha as buying a playable portion of a finished game. I think it should be priced and judged relative to amount of content it has compared to other games - "finished" or "unfinished" in it's niche.
 
$30 is a high price point for this game.

Reasons why :

1) Graphics are placeholder quality. GUI is above average but still needs some work. I really doubt they will improve basic graphics beyond where they are now... they've never really said it's much of a priority, at all. There are thousands of games on google play/itunes for <$5 with much better graphics and polish.
Not to mention a lot , lot more indie games for cheap with fantastic graphics. I specifically have Vessel in my mind when I'm thinking of this.

2)  The first PA demo was displayed at a gaming convention, and the public was allowed to play it. A casual google search reveals the first gameplay video was in Nov 2011... so what the public is seeing now is a game with a year of development. We can consider the 11/11 version to be the true "alpha" - and I am not impressed by differences between what we currently have , and what is released now.

So, in my estimation of this being a game development cycle of 3 years, this should be worth 1/3 of the final value. I put the final value at around $40 maximum, so this "alpha" should be priced at no more than $13.50. I can tell you one thing - with the current amount of well funded games coming out from the kickstarter frenzies of lately, PA will be irrelevant if they can't launch in a timely manner.

3) There are serious holes in the game play experience. Prisoners with no history, no differentiating personalities, and no release date.  Seriously - why hasn't this been prioritized? Why is fog of war more important than this?  That's like playing dwarf fortress without the ability to mine. What happened to getting core gameplay in place and working first?

4) I think Introversion is getting greedy. 99% of people reading this post is just going to dismiss this claim, but if you want to do your own research, you can start here. Keep in mind it's two people, they've earned several hundred thousand dollars so far off their alpha.  http://www.pcgamer.com/2012/10/31/prison-architect-introversion-console-microsoft-sony/ (http://www.pcgamer.com/2012/10/31/prison-architect-introversion-console-microsoft-sony/)


Once again, I am making my evaluation on this game not for it's potential - which everyone readily admits is unknown - but from my evaluation of where it stands today after ~1 year of development, and a SOLID amount of funding from the community.  I judge it very harshly against other alphas, such as Towns or even Survivors of Ragnarok, which are priced at much more reasonable levels.
 



Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: The13thRonin on November 22, 2012, 02:00:25 am
I love the idea but there's no way that I can justify dropping $30 on an alpha right now :-\.

Usually companies reward people for supporting games in the initial phase with lower prices not higher...
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Scelly9 on November 22, 2012, 02:05:30 am
Usually companies reward people for supporting games in the initial phase with lower prices not higher...
And in return they get bad reviews because of all the bugs in their alpha.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Neonivek on November 22, 2012, 02:22:19 am
the definition of Alpha has pretty much disolved Mullet Master

However the rule of thumb is that a Beta is close to the final product where no major changes are hopefully made (there are exceptions) and Alpha is simply any stage where the game is playable.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: The13thRonin on November 22, 2012, 02:27:11 am
Usually companies reward people for supporting games in the initial phase with lower prices not higher...
And in return they get bad reviews because of all the bugs in their alpha.

I don't see how inflating the price by $20 is going to stop people misunderstanding the state of development. If anything people who shell out $30 are going to be expecting the game to be even more polished and functional than they would if it was a reasonable price. It is an extremely poor justification.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Scelly9 on November 22, 2012, 02:28:26 am
But people picking it up because it's cheap will be dissuaded, which is the real problem. Besides, as it is I think it's reasonably priced as it is. I've played it for at least 20 hours.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: thegoatgod_pan on November 22, 2012, 02:34:14 am
I think the price is a bit of a problem. My approach to Indy games is pay little, then end up donating if I really love it. FTL was worth every penny of the ten bucks I paid for it, but I wouldn't pay 50.

 In my (initial) ignorance, I might second guess paying even 10$ Dwarf fortress when I first got it, but now I am the proud owner of three original drawings by Toady, so I've paid more for Dwarf fortress than for Dishonored or Skyrim, which are pretty standard when it comes to big budget studio prices. Indy games cut the packaging and cover art and intro movies, so they can make smaller, easily distributable files, this means they can get massive turn-around. The indy bundles show the way to go; no one has complained about how well Bastion has done for (at most) 9.99 a download. 
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: The13thRonin on November 22, 2012, 02:38:19 am
But people picking it up because it's cheap will be dissuaded, which is the real problem.

You have not addressed my question. I'll ask it again: How does inflating the price by $20 stop people misunderstanding the state of development? Paying more money does not increase peoples ability to understand the development process. Most other crowd-funded games have charged anywhere from $10-20 and been majorly successful. Charging almost full retail price for an alpha of a game is counter-intuitive if you want people to understand your game does not yet have many features and will take time to be fleshed-out. Just because the developers dropped that terrible justification doesn't mean anyone has to swallow it.

Besides, as it is I think it's reasonably priced as it is. I've played it for at least 20 hours.

You are diverting from your original contention that the price is somehow related to people misunderstanding the state of development here, I will however answer this as well. Obviously what is 'reasonable' is subjective but I think we can all agree that if developers expect you to help 'crowd-fund' their game and alpha-test their product (a process which companies used to PAY people to do) based mostly on the faith that they will eventually deliver on their promises they should probably provide a reward or incentive price-wise. Would you pay full price for a car which was shipped to you one piece at a time and occasionally required a part to be sent back because you found it to be faulty?
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Knight of Fools on November 22, 2012, 03:26:02 am
1) Graphics are placeholder quality. GUI is above average but still needs some work. I really doubt they will improve basic graphics beyond where they are now... they've never really said it's much of a priority, at all. There are thousands of games on google play/itunes for <$5 with much better graphics and polish.
Not to mention a lot , lot more indie games for cheap with fantastic graphics. I specifically have Vessel in my mind when I'm thinking of this.

2)  The first PA demo was displayed at a gaming convention, and the public was allowed to play it. A casual google search reveals the first gameplay video was in Nov 2011... so what the public is seeing now is a game with a year of development. We can consider the 11/11 version to be the true "alpha" - and I am not impressed by differences between what we currently have , and what is released now.

So, in my estimation of this being a game development cycle of 3 years, this should be worth 1/3 of the final value. I put the final value at around $40 maximum, so this "alpha" should be priced at no more than $13.50. I can tell you one thing - with the current amount of well funded games coming out from the kickstarter frenzies of lately, PA will be irrelevant if they can't launch in a timely manner.

3) There are serious holes in the game play experience. Prisoners with no history, no differentiating personalities, and no release date.  Seriously - why hasn't this been prioritized? Why is fog of war more important than this?  That's like playing dwarf fortress without the ability to mine. What happened to getting core gameplay in place and working first?

4) I think Introversion is getting greedy. 99% of people reading this post is just going to dismiss this claim, but if you want to do your own research, you can start here. Keep in mind it's two people, they've earned several hundred thousand dollars so far off their alpha.  http://www.pcgamer.com/2012/10/31/prison-architect-introversion-console-microsoft-sony/ (http://www.pcgamer.com/2012/10/31/prison-architect-introversion-console-microsoft-sony/)

You have brilliantly demonstrated why the Alpha cost was designed around attracting a smaller audience before the final version was released.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: The13thRonin on November 22, 2012, 03:32:35 am
1) Graphics are placeholder quality. GUI is above average but still needs some work. I really doubt they will improve basic graphics beyond where they are now... they've never really said it's much of a priority, at all. There are thousands of games on google play/itunes for <$5 with much better graphics and polish.
Not to mention a lot , lot more indie games for cheap with fantastic graphics. I specifically have Vessel in my mind when I'm thinking of this.

2)  The first PA demo was displayed at a gaming convention, and the public was allowed to play it. A casual google search reveals the first gameplay video was in Nov 2011... so what the public is seeing now is a game with a year of development. We can consider the 11/11 version to be the true "alpha" - and I am not impressed by differences between what we currently have , and what is released now.

So, in my estimation of this being a game development cycle of 3 years, this should be worth 1/3 of the final value. I put the final value at around $40 maximum, so this "alpha" should be priced at no more than $13.50. I can tell you one thing - with the current amount of well funded games coming out from the kickstarter frenzies of lately, PA will be irrelevant if they can't launch in a timely manner.

3) There are serious holes in the game play experience. Prisoners with no history, no differentiating personalities, and no release date.  Seriously - why hasn't this been prioritized? Why is fog of war more important than this?  That's like playing dwarf fortress without the ability to mine. What happened to getting core gameplay in place and working first?

4) I think Introversion is getting greedy. 99% of people reading this post is just going to dismiss this claim, but if you want to do your own research, you can start here. Keep in mind it's two people, they've earned several hundred thousand dollars so far off their alpha.  http://www.pcgamer.com/2012/10/31/prison-architect-introversion-console-microsoft-sony/ (http://www.pcgamer.com/2012/10/31/prison-architect-introversion-console-microsoft-sony/)

You have brilliantly demonstrated why the Alpha cost was designed around attracting a smaller audience before the final version was released.

Hey Knight of Fools... I have this great idea for a game... I don't have art assets, gameplay, a story or anything like that yet... I'm in pre-alpha... What I do have is this single blank piece of paper...

Would you like to buy in for $100? I'm keeping the price high so I can attract a smaller audience of people that will understand its not finished yet. Obviously having less avaliable to offer than prison architect I should charge more right?

Broken logic is broken.

I will eventually get it because I like the idea but I still think the pricing is pretty brutal.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Meta on November 22, 2012, 04:41:10 am
Don't forget guys : crowdfunding is not about paying to get a game, it's about paying to support developers.

Therefore, there are no right prices, and Knight of Fools' logic is not broken.

@Mullet Master
IV getting greedy? You obviously never read their "blog". (http://forums.introversion.co.uk/introversion/viewtopic.php?t=2085&start=0)
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Knight of Fools on November 22, 2012, 05:03:52 am
Hey Knight of Fools... I have this great idea for a game... I don't have art assets, gameplay, a story or anything like that yet... I'm in pre-alpha... What I do have is this single blank piece of paper...

Would you like to buy in for $100? I'm keeping the price high so I can attract a smaller audience of people that will understand its not finished yet. Obviously having less avaliable to offer than prison architect I should charge more right?

Broken logic is broken.

I will eventually get it because I like the idea but I still think the pricing is pretty brutal.

Sure, I'll buy it. Under a few conditions...

Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: ragnar119 on November 22, 2012, 05:04:11 am
I am sorry that I started this debate, it was not my attention to do it. I understand crowdfunding, but does it mean that the released game will be lower than 30$?
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Knight of Fools on November 22, 2012, 05:20:17 am
That's something we don't know. At first I was leery because of that, but then I decided that I liked the guys at Introversion enough to trust them. If I can help them make something better, I don't mind paying a few extra bucks. It would be nice if they were more up front about it, though.

Could I ask what you meant by "this kind of game", though? Are you talking about how it looks more like a game you'd play on your phone while in line rather than a full-blown computer game? If that's the case, I think it comes down to a matter of art style more than anything. The cartoony style belies the serious nature of the game - I think they devs talk about it in one of their videos. As for complexity, I'm guessing it'll be about as complex as any other Tycoon game in the end, except with knife fights during shower time.

Spoiler (click to show/hide)
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: The13thRonin on November 22, 2012, 07:53:44 am
Argument? The worst argument at Bay 12 wouldn't even be the equivalent of the tamest argument on almost any other forum. Our community is pretty cool like that 8).

Check out the Haven and Hearth forums sometime :o.

I'm sure King of Fools knows I've got nothing personal against him :P. I just disagree with his opinion on the pricing structure of crowd-funded games.

Anyway incase anyone is interested I found an old promo code for Prison Architect "folsom". This code gets you 10% off reducing the price to a slightly more reasonable $27. I'll probably end up buying it even though its still kind of pricey.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: lordcooper on November 22, 2012, 12:30:21 pm
You have brilliantly demonstrated why the Alpha cost was designed around attracting a smaller audience before the final version was released.

I'm actually gonna call bullshit on that motivation.  They wouldn't have been advertising on RPS for so long if they weren't after more sales.

Hey Knight of Fools... I have this great idea for a game... I don't have art assets, gameplay, a story or anything like that yet... I'm in pre-alpha... What I do have is this single blank piece of paper...

Would you like to buy in for $100?

Nope.  AFAIK you have no prior experience making games.  I've loved everything Introversion have put (except Multiwinia, haven't played that one yet).  I'm happy to pay a decent amount for this game because Introversion have a brilliant track record, the concept appeals to me and the execution so far is pretty damn good.  Troll harder my friend.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: nenjin on November 22, 2012, 02:35:22 pm
What is the current definition of alpha?  I would argue that the definition of alpha is not absolute.
Ten years ago , alphas were distributed only to PAID playtesters and maybe friends and family of the devs. Betas were meant to be small scale public tests, and often time the beta testing would reside solely in the hands of the paid playtesters. Games were meant to be released finished,considering the limited ability to patch even in the early 2000s, so there was a lot more work "behind the scenes" than what we see today.

So, nowadays, consumers PAY to be alpha testers. Alpha can represent anything from a basic mock up tech demo with mock-up everything to a game that is 98% complete (like minecraft was). Any game released nowadays is unfinished - everything gets at least one or two patches after release. So , if a game 95% done is "finished", that means an alpha can be "finished".

Therefore, I choose to think of an alpha as buying a playable portion of a finished game I think it should be priced and judged relative to amount of content it has compared to other games - "finished" or "unfinished" in it's niche.

There were still paid beta clients back in 2000. You'd be talking the late 80s or early 90s to be accurate with that.

Betas-as-carrot has been a tactic long in use. Now, things still have changed. Which you seem totally aware of. So I'm a little confused why you still cleave to an archaic (and patently one-sided) way of judging games given that they're larger and more complicated, our demands are much higher, the delivery of the product is much faster and the turn over is higher, than even 10 years ago.

I feel like if you really had the courage of your convictions, you simply would never buy alpha products ever. Because the only fair way to judge a game would be at release, wouldn't it? Because even technical or framerate problems in beta, were you to see them, would automatically be judged against the final release whether they were fixed or not.
 
Quote
1) Graphics are placeholder quality. GUI is above average but still needs some work. I really doubt they will improve basic graphics beyond where they are now... they've never really said it's much of a priority, at all. There are thousands of games on google play/itunes for <$5 with much better graphics and polish.
Not to mention a lot , lot more indie games for cheap with fantastic graphics. I specifically have Vessel in my mind when I'm thinking of this.

That's the art style. You either like it or you don't. Yes, it's dirt simple, but they have variety and a very nice lighting system that compensates for how kind of boring it is on its face. Lots of splatter textures for blood and filth. There's nothing placeholder about it. It's the art style you don't like, or don't think enough effort went into.

Quote
2)  The first PA demo was displayed at a gaming convention, and the public was allowed to play it. A casual google search reveals the first gameplay video was in Nov 2011... so what the public is seeing now is a game with a year of development. We can consider the 11/11 version to be the true "alpha" - and I am not impressed by differences between what we currently have , and what is released now.

So, in my estimation of this being a game development cycle of 3 years, this should be worth 1/3 of the final value. I put the final value at around $40 maximum, so this "alpha" should be priced at no more than $13.50. I can tell you one thing - with the current amount of well funded games coming out from the kickstarter frenzies of lately, PA will be irrelevant if they can't launch in a timely manner.

I'm not sure what metrics you're using for your math other than your internal sense of what's fair....but what you're griping about is the split between a paid alpha and crowd-sourcing. The goal is to support the developers in lieu of a publisher. Not nickel and dime them until you get exactly what you want, which is essentially what their publishers do. The best way to achieve that goal for all supporters is just offer the game at release for what they gave at the most basic level.

As for PA being irrelevant....what? Why is their competitiveness an issue? There's already clearly a breakdown among game kickstarters between well-organized and veteran dev houses with name recognition, personal bankrolls, and a long list of things they have done and could do, and virtually everyone else. That's pretty well demonstrated by the funding totals. Introversion's decision to run their own pseudo Kickstarter may have hurt their chances of exposure and therefore funding....but to get to even put the game up for release is ultimately the point. Not "how well did it sell so I can figure out how much not to pay you according to our contract." They're eventually going to offer it on Steam just like everyone else, and the crowd-sourcing thing will largely be forgotten, just like it will with most of these games.

Quote
3) There are serious holes in the game play experience. Prisoners with no history, no differentiating personalities, and no release date.  Seriously - why hasn't this been prioritized? Why is fog of war more important than this?  That's like playing dwarf fortress without the ability to mine. What happened to getting core gameplay in place and working first?

Well, I agree the game is flat in some places. But what you're calling the core of gameplay and what everyone else sees must be very different. To me it's not prisoners being super detailed. There's a whole bunch of mechanical shit like prisoners actually obeying the daily regime, getting them fed, getting enough food out and meeting their needs that's the core of gameplay. And that is pretty solid although there are lots of quirks. This is the first major turn of development and so far they're largely asking backers what they're most concerned with. Fog of War came out of the backers feeling like the guard/threat situation in the prison didn't have enough meat on it, and most of recent development has been on that. So he's fleshing things out and that will continue for at least another year.

Quote
4) I think Introversion is getting greedy. 99% of people reading this post is just going to dismiss this claim, but if you want to do your own research, you can start here. Keep in mind it's two people, they've earned several hundred thousand dollars so far off their alpha.  http://www.pcgamer.com/2012/10/31/prison-architect-introversion-console-microsoft-sony/ (http://www.pcgamer.com/2012/10/31/prison-architect-introversion-console-microsoft-sony/)

It's actually more like 4 people iirc, Chris and Mark, an artist and I think a sound guy.

I'm just going to repeat what other people have said. You haven't really read enough about Introversion. They've lived as bare bones as possible for most of their careers. What you see as them being greedy I see as them finally trying to establish themselves as game developers instead of living and dying with every game. And I'm more than happy to help them a little in that.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: 10ebbor10 on November 22, 2012, 04:20:04 pm
Quote
2)  The first PA demo was displayed at a gaming convention, and the public was allowed to play it. A casual google search reveals the first gameplay video was in Nov 2011... so what the public is seeing now is a game with a year of development. We can consider the 11/11 version to be the true "alpha" - and I am not impressed by differences between what we currently have , and what is released now.

So, in my estimation of this being a game development cycle of 3 years, this should be worth 1/3 of the final value. I put the final value at around $40 maximum, so this "alpha" should be priced at no more than $13.50. I can tell you one thing - with the current amount of well funded games coming out from the kickstarter frenzies of lately, PA will be irrelevant if they can't launch in a timely manner.
An alpha, as in the logic of many game compagnies, is the time during which modifications are made to core gameplay. Beta's when the bugfixing begins.  Unfortunately this started to blur when you got after 1.00 content patches creeping into beta, as well beta's being started early for marketing reasons

Your logic is seriously flawed. The 13.50 prize only makes sense if you didn't recieve the full game when it was complete. (even then it doesn't due to the nonlinear relation of devtime vs game quality, but whatever) What happens know is that you preorder the full game, and get Alpha acces on top of that. So buying the alpha thing gives you more value for your money than the base game, with the only catch that you need to pay before the development of the game is finished.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Neonivek on November 22, 2012, 05:39:02 pm
Wait did someone actually confuse the graphics in Prison Architect for placeholders?

Interesting.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: MrWiggles on November 24, 2012, 05:27:16 am
So, I think I've exhausted what gameplay PA has, for now.

So far, it has this crippling deadness to it. There comes a point where you run out of money to build anything, and have to let the game run so you can start to do things again. This deadness, I found to be incredibly boring, because if you set up good prison, there isnt anyhing notworthy to watch.

Building stuff is cool. Its well executed. I like that. But there nothing there to tide me over between points where I can build stuff.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: LoSboccacc on November 24, 2012, 05:41:39 am
I think that the game is geared toward overcoming scenario challenges, as the sandbox, especially with the mad prisoner influx, is devoid of unstabilizing events that forces maintenance on your prison

Probably gangs and visitors will help that a bit.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: lordcooper on December 14, 2012, 06:59:56 am
Update!

Spoiler: Changelist (click to show/hide)
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: ank on December 14, 2012, 07:12:45 am
Are inmates still getting infected with the zombie virus from the infirmary?
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Scelly9 on December 15, 2012, 12:32:26 am
AWESOME.

This is why I love games in alpha.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Chattox on December 15, 2012, 06:59:52 am
What state is this game in at the moment? I haven't really been following it, but it looks really cool.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Aklyon on December 15, 2012, 11:12:00 am
What state is this game in at the moment? I haven't really been following it, but it looks really cool.
Its in alpha. Pretty cool alpha, with videos and stuff, but right now it seems to have the simcity problem of running out of things to do eventually.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: nenjin on December 15, 2012, 11:47:52 am
When you're playing it normally, I think there's plenty to do. When you're playing it in sandbox mode however, it has issues. A lot of the point of the game is wrapped up in getting to a fully functional prison. So once you've done that you've kind of run out of things to do. The game isn't really ready for persistent gameplay right now.

Although being able to modify existing structures now does help your prison grow...as opposed to be before where you basically had to map out exactly what you wanted because it was a PITA to change anything.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Chattox on December 15, 2012, 12:13:32 pm
When you're playing it normally, I think there's plenty to do. When you're playing it in sandbox mode however, it has issues. A lot of the point of the game is wrapped up in getting to a fully functional prison. So once you've done that you've kind of run out of things to do. The game isn't really ready for persistent gameplay right now.

So, is there some kind of end-game in normal mode? If so, what? And do the devs have plans to make persistent gameplay interesting, like random events etc?
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Thexor on December 15, 2012, 12:20:17 pm
The devs have a lot of plans, mostly centred around campaign mode (which isn't in the alpha yet, but the dev videos have made it clear it's being alpha'd internally).

At this exact moment, you've got two options when creating a prison. You can enable 'continuous intake', which gives you ~8 new prisoners every day until your prison explodes. Without continuous intake, you'll only receive as many prisoners as you have space for, so the game trivially reaches a stable, mostly boring state.

Besides campaign mode, there will also be escape tunnels, gangs, and I'm pretty sure contraband is coming as well, so someday there'll be interesting end-game mechanics once your prison is mostly constructed. At the moment, though, prisons are downright trivial to manage once they've been fully constructed.




My $0.02? It's fun, but I'd hold off on buying it until after a few more patches come down. It's an alpha, intended for developers who like seeing a game progress, and for gamers who want to have influence on the direction/priorities of the game during development. If you're hoping for a finished, enjoyable game, Prison-Architect is not there yet.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Chattox on December 15, 2012, 12:32:19 pm
My $0.02? It's fun, but I'd hold off on buying it until after a few more patches come down.

I'm assuming the current $30 price tag isn't a reduced alpha price that will shoot up once it advances, right? Either way, I think I'll slap my money down early on, to support them and register one more person who thinks games like this look awesome and should be more numerous.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Aklyon on December 15, 2012, 02:08:58 pm
Its an increased alpha price to keep people out, as far as I've heard.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Scelly9 on December 15, 2012, 02:10:06 pm
Yeah. It's a bit weird, but even in this state I believe it's definitely worth your money.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Chattox on December 15, 2012, 02:46:11 pm
Wait what? So the price will drop once it comes out of alpha?
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Knight of Fools on December 15, 2012, 03:21:43 pm
There's no official word on that.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: LoSboccacc on December 15, 2012, 03:26:50 pm
This game is still being developed so lot of core mechanics are fleshed out but totally unbalanched.

In example you need almost one cook each four-five prisoner to maintain them all fed, and costs/revenue still don't make any sense
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: The Darkling Wolf on December 15, 2012, 03:47:28 pm
Wait what? So the price will drop once it comes out of alpha?
I think that is the general consensus.

It's expensive in alpha to discourage the hordes of people buying it then complaining about it not being the best thing evar.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: lordcooper on December 15, 2012, 03:50:31 pm
Wait what? So the price will drop once it comes out of alpha?
I think that is the general consensus.

It's expensive in alpha to discourage the hordes of people buying it then complaining about it not being the best thing evar.

That reasoning falls flat when you consider how much advertising/marketing/PR stuff the devs have been doing.  They're charging as much as they are because they think it is (or will be) worth that much and can get away with doing so.  Which is absolutely fine.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: The Darkling Wolf on December 15, 2012, 03:54:34 pm
I thought this was their own stated reasoning. If I'm incorrect, I apologise.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Chattox on December 15, 2012, 04:05:02 pm
Wait what? So the price will drop once it comes out of alpha?
I think that is the general consensus.

It's expensive in alpha to discourage the hordes of people buying it then complaining about it not being the best thing evar.

This makes a lot of sense. (Not even being sarcastic :P)
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: ank on December 15, 2012, 04:12:49 pm
Wait what? So the price will drop once it comes out of alpha?
I think that is the general consensus.

It's expensive in alpha to discourage the hordes of people buying it then complaining about it not being the best thing evar.


And we already had good examples of those folks in this thread.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: PanH on December 15, 2012, 05:09:14 pm
This game is still being developed so lot of core mechanics are fleshed out but totally unbalanched.

In example you need almost one cook each four-five prisoner to maintain them all fed, and costs/revenue still don't make any sense

I haven't tested the new build yet, but if you need money, you can use workshop (basically, it makes that 1 tile = 10$ a day). I used that to double the money you get from prisoners, else, you're nearly stuck once you've used all the starting money.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: forsaken1111 on December 15, 2012, 05:11:17 pm
else, you're nearly stuck once you've used all the starting money.
Government Grants got me a good way towards a functional prison personally.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: ank on December 17, 2012, 12:39:53 pm


I haven't tested the new build yet, but if you need money, you can use workshop (basically, it makes that 1 tile = 10$ a day). I used that to double the money you get from prisoners, else, you're nearly stuck once you've used all the starting money.

How does the workshop work?
I have placed some but never see inmates in there.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Karlito on December 17, 2012, 12:40:54 pm
It doesn't really represent a completed feature. You can designate areas of your prison as workshops, and it'll generate money; that's all there is at this point.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Thexor on December 17, 2012, 12:54:23 pm
Yep. The current implementation is that each workshop tile generates money every day. Prisoners never travel to a workshop; you can build a totally-enclosed prison on half the map, designate the other half of the map as a massive workshop, and be rolling in cash the next day.

In the future, workshops will have to be occupied by prisoners. Presumably, they'll grant extra money, but in return will give prisoners easy access to power drills and other concealed weapons. Not that it really matters when you can drop a metal detector at the exit and catch them all...
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: lordcooper on December 17, 2012, 01:45:57 pm
Yep. The current implementation is that each workshop tile generates money every day. Prisoners never travel to a workshop; you can build a totally-enclosed prison on half the map, designate the other half of the map as a massive workshop, and be rolling in cash the next day.

In the future, workshops will have to be occupied by prisoners. Presumably, they'll grant extra money, but in return will give prisoners easy access to power drills and other concealed weapons. Not that it really matters when you can drop a metal detector at the exit and catch them all...

Technically you still have a room full of convicts holding power tools.  Besides, metal detectors can be broken.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Thexor on December 17, 2012, 01:52:37 pm
Short of an outright brawl, I've never seen a metal detector broken. And once people start fighting, searching them for weapons is pretty useless.  ;)

That said, yes, they'll have free access to dangerous weapons while in the workshop. And, unlike the kitchen, you expect prisoners inside the workshop, so it's not as easy to spot the offenders. Easy money has to carry some risks, right?
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Knight of Fools on December 17, 2012, 02:51:19 pm
I will turn my prison into a Uranium Enrichment plant.

There is nothing wrong with this idea.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: ank on December 17, 2012, 05:11:48 pm
But aren't prison shanks traditionally made out of non-metallic items?

Also, think Escape from Alcatraz, where he hides two metal items, and one is found while covering for the other hidden in his shoe.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Scelly9 on December 17, 2012, 05:12:57 pm
But aren't prison shanks traditionally made out of non-metallic items?
Yes, but these are stolen tools, silverware, and knives.
Shanks will probably be added, but their not here yet.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Neonivek on December 17, 2012, 05:57:09 pm
"Today in the workshop we will be making Ivory Swords! Now don't you take any of them with you because the metal detectors wouldn't be able to find you"
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: MrWiggles on December 17, 2012, 07:11:06 pm
I really feel like that each Prisoner should give 150-200 per day, instead of a 100.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: dennislp3 on December 17, 2012, 07:40:24 pm
Lawyer upgrades or actions should lead to the above or something...give them more use.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: MrWiggles on December 17, 2012, 07:44:06 pm
Maybe. I mean, after food costs, each Prisoner is only giving you like 70 bucks. So you need 2 prisoners to pay one employee.

So after you blow your intial load, you dont really get enough to expand again, and repairs can really eat up into that extra money.

When I was sandboxing, and had a 250 prisoner set up, my repair bills would be couple thousand.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: dennislp3 on December 17, 2012, 09:46:58 pm
Yeah...Definitely doesn't scale as well as it initially seems like it might on paper. Should maybe capacity grants...bonus cash per day based on how many people you have in your prison in a tiered fashion.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: MrWiggles on December 17, 2012, 10:27:32 pm
I'd also really like the game to recognized Cell Blocks, with different schedules. The prison I built, on the medium map, I got a 68 capacity prison, and a 72 capacity canteen. I got enough space left over for nother cell block for 60ish prisoner, but not enough space to really double my kitchen area or shower area.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: dennislp3 on December 18, 2012, 07:22:52 am
They are working on that I am pretty sure...so hopefully before long we will have that.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: lordcooper on January 30, 2013, 08:56:26 am
Alpha 6 is out, bringing (amongst other things) rap sheets, prisoner risk categories, the ability to switch off intake for a while, and apparently a fix to the annoying bug that caused prisoners to get stuck.

More details here. (http://www.introversion.co.uk/blog/)
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: nenjin on January 30, 2013, 10:44:00 am
So I assume when a prisoner reaches the parole portion of their sentence, there's a chance they might leave? They didn't specifically say that so I'm guessing it doesn't happen right now. I think I'm probably more happy about prisoner rap sheets than I have any reason to be; but having prisoners with personalities that are actually expressed in ways the player can see really adds a lot for me. I haven't played in a version or two, I should probably fire this up.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Aklyon on January 30, 2013, 10:56:54 am
Looks like its getting better.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Cthulhu on January 30, 2013, 12:06:30 pm
Rap sheets are definitely awesome, I'll download it later today, just started playing the other day and so far I'm having a lot of false starts.  I have trouble planning ahead when I play games like this, and it's not going to be easy to completely renovate later on what with all the dangerous criminals running about.

Also I was wondering why my buildings always seemed really really big, then I realized I was treating meters like feet.  I tried to build a central office and ended up with a gymnasium.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Scelly9 on January 30, 2013, 06:59:45 pm
Oh, this update looks awesome.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: MrWiggles on January 31, 2013, 04:02:44 pm
Since it takes years to reach parolee status, I think its a none issue.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: nenjin on January 31, 2013, 04:06:46 pm
Since it takes years to reach parolee status, I think its a none issue.

I can only assume they put that level of detail in there for a reason.

I mean, maybe? They plan for you to play prisons for hundreds upon hundreds of game days. The passage of time in PA has always been kind of a problematic issue.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: MrWiggles on January 31, 2013, 08:14:41 pm
But even hundred of days wouldnt touch 'several years' before being paroled.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Knight of Fools on January 31, 2013, 09:19:14 pm
My guess is that each "day" will be hand waved as an entire month or three. A year would still be a fairly long while in terms of game play, but you'd see some of the poor suckers finish their sentences before the world ended your prison got out of control.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Rakonas on January 31, 2013, 10:25:32 pm
Hopefully there's also a complex system for prisoners to die in prison. Disease, old age, malnutrition (including hunger strikes!), etc.
Also a potential to be released after re-trial and discovery of innocence or something. Extremely rare presidential pardons.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: MrWiggles on February 01, 2013, 05:46:48 am
Hopefully there's also a complex system for prisoners to die in prison. Disease, old age, malnutrition (including hunger strikes!), etc.
Also a potential to be released after re-trial and discovery of innocence or something. Extremely rare presidential Prime Minster  pardons.
Fixed.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: ank on February 01, 2013, 05:58:45 am
Hopefully there's also a complex system for prisoners to die in prison. Disease, old age, malnutrition (including hunger strikes!), etc.
Also a potential to be released after re-trial and discovery of innocence or something. Extremely rare presidential pardons.

I'm not sure that "prisoners randomly get released" (ie. disapears from the game world) is really that great of a gameplay feature.

I'd like to see a bonus system when prisoners get paroled though.
As a reward for keeping them non-shanked for their entire sentence.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Vattic on February 01, 2013, 06:50:42 am
Hopefully there's also a complex system for prisoners to die in prison. Disease, old age, malnutrition (including hunger strikes!), etc.
Also a potential to be released after re-trial and discovery of innocence or something. Extremely rare presidential Prime Minster  pardons.
Fixed.
Isn't the game based on US prisons more than UK ones? This is why gangs and whether or not to include rape have come up (both not really present in UK prisons). Even the smallest hints of gang culture and everyone involved gets split between different prisons. Without gangs defending their own rape isn't tolerated by the other prisoners.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: lordcooper on February 01, 2013, 07:30:37 am
Hopefully there's also a complex system for prisoners to die in prison. Disease, old age, malnutrition (including hunger strikes!), etc.
Also a potential to be released after re-trial and discovery of innocence or something. Extremely rare presidential Prime Minster  pardons.
Fixed.
Isn't the game based on US prisons more than UK ones? This is why gangs and whether or not to include rape have come up (both not really present in UK prisons). Even the smallest hints of gang culture and everyone involved gets split between different prisons. Without gangs defending their own rape isn't tolerated by the other prisoners.

Also the whole death row thing should have given that away.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Vattic on February 01, 2013, 08:55:19 am
Also the whole death row thing should have given that away.
Not sure how I forgot that.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Cthulhu on February 02, 2013, 03:30:46 pm
This is America, buddy.  Our prisons are fucked up hellholes that turn troubled individuals into recidivists who can no longer function in society, and don't you forget it!

Speaking of people whose natural environment is prison, I'm taking advantage of the new systems to create a prison with 100% maximum security inmates.  Pretty cool so far!
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: forsaken1111 on February 02, 2013, 04:07:55 pm
On the bright side, it does serve as a fairly effective deterrent to normal folks if you know going to prison likely involves being murdered after several gang rapes.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Vattic on February 02, 2013, 05:40:19 pm
On the bright side, it does serve as a fairly effective deterrent to normal folks if you know going to prison likely involves being murdered after several gang rapes.
Because of cinema and other media a lot of people in the UK think our prisons are the same.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Cthulhu on February 02, 2013, 05:47:40 pm
I think I overdid the security.  I mean, the prisoners are basically incapable of doing anything seriously dangerous, but then again the prisoners are basically incapable of doing anything seriously dangerous.  It's boring!
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: PanH on February 02, 2013, 06:07:19 pm
I think I overdid the security.  I mean, the prisoners are basically incapable of doing anything seriously dangerous, but then again the prisoners are basically incapable of doing anything seriously dangerous.  It's boring!
1. Make an annoying schedule
2. Start a fire
3. ???
4. Profit
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Funk on February 02, 2013, 09:17:41 pm
or you can just try to remove your water pump with out turning it off first.
that bit of fun cost me 4 workers lives.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Cthulhu on February 02, 2013, 09:41:54 pm
I don't want to cause something bad to happen, I just want something bad to happen.  My prison is just way too secure as is, does anyone know what different methods prisoners can use to get a hold of weapons?  Can they make them in their cells or anything, and is there any way to get them past metal detectors?  As is, I have metal detectors at the administrative building where new inmates enter the prison, at the cell block entrance, the canteen, and the yard.  Inmates basically can't go anywhere without a guard knowing they have contraband.  There's no way around them either; I use fences (which are free) to funnel inmates along two meter wide paths at all outside locations except the yard.  Unless they can break down a fence, and sneak around, there is literally no way to avoid going through metal detectors to get anywhere they have any business being.

I could remove them, but considering how bad these dudes are (Remember, my prison is all high risk inmates), I would consider that deliberately causing something bad to happen.

Also, does anyone know why certain doors never close?  Just had an escape because one of my doors won't close.  I don't have enough money to build a full wall yet so I just added more fences.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Karlito on February 02, 2013, 09:48:52 pm
As far as I know, they can bring weapons into the prison from the outside when they first are admitted, or they can steal weapons from the kitchen. If you confiscate the contraband they bring in with them and secure the kitchen, then they'll be weapon free.

There's a video where the devs show prisoners digging tunnels to escape, but that and other methods they have to subvert your security have yet to be included in our releases.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Aklyon on February 02, 2013, 10:34:33 pm
I heard they get weapons from workshops too.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Cthulhu on February 02, 2013, 10:41:37 pm
I gave up on that prison after a massive wave of dudes that bankrupted me and turned the prison into a battleground.  Which was actually pretty sweet.  Since they're all MaxSec, literally everyone on the truck was ready and willing to kill people, and there were so many weapons it was basically impossible for security to deal with them all before someone else grabbed them, the Yard was a warzone, bodies everywhere, it was rough.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: PanH on February 02, 2013, 11:28:29 pm

I have a few questions about the recent changes (haven't played since 4, but heard a bit of the changes) :
1. How do you control the intake ? Like, you have only MaxSec, how did you do ? Is it with continuous intake or not ?
2. We can't lock door anymore, but are staff only zone as secure ? I mean, with the open door bug.
3. No MedSec zone ?
4. The workshops still do nothing (except for giving you 2$ a square) ?
5. How to make the firemen go away ? I called them for fun, but I don't know how to make them leave now (though hose is fun, with that range).
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Cthulhu on February 02, 2013, 11:38:55 pm
1.  You go to the prisoner tab in the management clipboard and each security level will have a button to change whether or not you allow that class in your prison.  The continuous intake has to be turned off for it to work.

2.  You can still lock doors, and the open door bug isn't on everything, just a couple doors in one game.  If the doors are open people can escape, but fences will take care of that.

3.  There's a Genpop zone, but I'm not sure if that's Medium Security or nothing.

4.  Dunno?

5.  Dunno.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: PanH on February 02, 2013, 11:40:56 pm

Ok, thank you, I'm gonna make another prison (without continuous intake then), and try to see. Though I didn't managed to lock doors.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Knight of Fools on February 03, 2013, 12:16:29 am
I think you tell the firemen to go back to their engine to make them go away.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: PanH on February 03, 2013, 12:45:57 am
The rap sheets are impressive, but some prisoners are quite wtf. I have a prisoner that is 56, has passed 35 years in prison, over a dozen of little crimes (giving at maximum 6 years), and is now at 0.8 of a year sentence for drunk disordenly behavior. It's a MinSec prisoner.

Btw, am I the only one who loves waking up a whole bloc by cutting the electricity  :D ?

Edit : Ahah, I have a prisoner that has to serve 3 years for "VideoGamePiracy".
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Mini on February 03, 2013, 02:40:29 am
I saw "IndieVideoGamePiracy" on one of my (minsec) prisoners. Can't remember how long it sentence was.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Aklyon on February 03, 2013, 10:07:26 am
Is there also a 'NauticalPiracy' one, or are they not that silly?
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Knight of Fools on February 03, 2013, 11:12:37 am
Well, if Nautical Nonsense be something you wish...
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: PanH on February 03, 2013, 01:48:20 pm
I saw "IndieVideoGamePiracy" on one of my (minsec) prisoners. Can't remember how long it sentence was.
The sentence for Indie is 4 years, and (non indie) is 3 years.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: MrWiggles on February 04, 2013, 09:36:02 pm
Ah...

It doesnt seem like you can cheat in PA anymore.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Neonivek on February 04, 2013, 09:37:23 pm
Wow the prison terms for videogame piracy are rather short compared that they are 5 years in real life.

Also why are they bieng sent to a maximum security prison?
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: PanH on February 04, 2013, 09:47:04 pm

No, Video game piracy (and indie) is LowSec (or MinSec, don't remember). Of course, you can make mixed prison if you want.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Aklyon on February 04, 2013, 09:54:51 pm
Ah...

It doesnt seem like you can cheat in PA anymore.
Have you tried editing the save file?
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: MrWiggles on February 04, 2013, 10:15:06 pm
Ah...

It doesnt seem like you can cheat in PA anymore.
Have you tried editing the save file?

That is to my knowledge the only to cheat. I've tried adjusting my balance number, but when I save the file, it doesnt apply. AND when I've accepted the grants, it also isnt reflected in the save.


Maybe I should just make a cheat grant.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Aklyon on February 04, 2013, 10:26:19 pm
Did you try closing the game before editing it?
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: MrWiggles on February 04, 2013, 10:52:20 pm
Yep.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: ollobrains on February 04, 2013, 10:53:25 pm
did that work?
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: nenjin on February 04, 2013, 11:03:32 pm
I just did it in my game. Are you sure you're editing the right save file?
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: lordcooper on February 04, 2013, 11:03:51 pm
did that work?

Obviously not ::)
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: MrWiggles on February 04, 2013, 11:09:06 pm
I just did it in my game. Are you sure you're editing the right save file?

Are you on a mac too?
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: nenjin on February 05, 2013, 09:58:12 am
I just did it in my game. Are you sure you're editing the right save file?

Are you on a mac too?

No, you didn't state you were on one.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Karlito on February 21, 2013, 12:07:29 pm
Alpha 7 is out (http://www.introversion.co.uk/prisonarchitect/builds.html)! They finally worked out the "only guards open doors" code, so that should have a big influence on prison design. I just downloaded the new version myself, so I can't offer any more feedback than that.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: nenjin on February 21, 2013, 12:33:19 pm
Gah, and I just built my last super prison the week before last. Back to the drawing board.
Title: Re: Prison HYPHEN Architect - Now with 50% more shanking
Post by: Intrinsic on February 21, 2013, 12:38:03 pm
Vid for a7 is great, i lvoe these guys!

http://www.youtube.com/watch?v=dP3PgRP0Vz4
Title: Re: Prison HYPHEN Architect (v. a7) - Now with 50% more shanking
Post by: lordcooper on March 20, 2013, 01:46:42 pm
Now on Steam!
Title: Re: Prison HYPHEN Architect (v. a7) - Now with 50% more shanking
Post by: ScriptWolf on March 20, 2013, 01:47:39 pm
Now on Steam!

D: do we get a steam code ?
Title: Re: Prison HYPHEN Architect (v. a7) - Now with 50% more shanking
Post by: lordcooper on March 20, 2013, 01:49:40 pm
Yes, yes we do. (http://www.introversion.co.uk/blog/index.php)

Also new patch.

Quote
- Fixed: All entities could become trapped in a Medical Bed

Thank fuck.
Title: Re: Prison HYPHEN Architect (v. a7) - Now with 50% more shanking
Post by: Aklyon on March 20, 2013, 01:59:34 pm
The intro to the new video reminds me of earlier in the thread. :P
Quote
Chris Delay's Prison HYPHEN Architect colon Alpha Part 1
Title: Re: Prison HYPHEN Architect (v. a7) - Now with 50% more shanking
Post by: Intrinsic on March 20, 2013, 02:28:01 pm
The latest vid is hilarious, placing Valves, gives Steam...lol.
Title: Re: Prison HYPHEN Architect (v. a7) - Now with 50% more shanking
Post by: nenjin on March 20, 2013, 02:42:32 pm
There's a bug I found the last time I played. Doesn't seem to be addressed by the patch notes and it pretty much ruined my game.

Don't put storage rooms against the edge of the map. Any items placed there become inaccessible by everyone if their tile touches the edge of the map. Even if you destroy the construction, the item is still physically on the property...which means any builders will try to use that object first, won't be able to and your stuff will get built sporadically if at all.
Title: Re: Prison HYPHEN Architect (v. a7) - Now with 50% more shanking
Post by: hemmingjay on March 20, 2013, 02:43:28 pm
There's a bug I found the last time I played. Doesn't seem to be addressed by the patch notes and it pretty much ruined my game.

Don't put storage rooms against the edge of the map. Any items placed there become inaccessible by everyone if their tile touches the edge of the map. Even if you destroy the construction, the item is still physically on the property...which means any builders will try to use that object first, won't be able to and your stuff will get built sporadically if at all.

Did you report this?
Title: Re: Prison HYPHEN Architect (v. a7) - Now with 50% more shanking
Post by: nenjin on March 20, 2013, 02:47:31 pm
There's a bug I found the last time I played. Doesn't seem to be addressed by the patch notes and it pretty much ruined my game.

Don't put storage rooms against the edge of the map. Any items placed there become inaccessible by everyone if their tile touches the edge of the map. Even if you destroy the construction, the item is still physically on the property...which means any builders will try to use that object first, won't be able to and your stuff will get built sporadically if at all.

Did you report this?

I didn't. I've been a pretty poor "tester" for PA. I'll stop by there when I have some time and mention it though.
Title: Re: Prison HYPHEN Architect (v. a7) - Now with 50% more shanking
Post by: Karlito on March 20, 2013, 06:28:52 pm
Prisoners now sleep at night? What madness is this?
Title: Re: Prison HYPHEN Architect (v. a7) - Now with 50% more shanking
Post by: Thexor on April 24, 2013, 12:54:03 pm
*Bump*

Prison Architect 9 is now out! Video link. (http://www.youtube.com/watch?feature=player_embedded&v=GCdknyMWNXw#!)

Prisoners can now be put to work! Prisoners can work your kitchens, clean your floors, build stuff in your workshop, or clean clothes in your laundry. (The workshop no longer generates free money if nobody's working in it!)

Also, visitation hours are now available. Family members can now come visit prisoners (if your prisoners have any family on their bios), as can lawyers.


So far, I don't think there's any potential for cunning escapes or contraband smuggling through these new systems. But it's at least a step in that direction!
Title: Re: Prison HYPHEN Architect (v. a7) - Now with 50% more shanking
Post by: miljan on April 24, 2013, 01:05:43 pm
Any date when they want to finish this game?
Title: Re: Prison HYPHEN Architect (v. a7) - Now with 50% more shanking
Post by: Karlito on April 24, 2013, 01:22:59 pm
They haven't shared anything like that, no. I'd say it's probably going to take them another year, or more.
Title: Re: Prison HYPHEN Architect (v. a7) - Now with 50% more shanking
Post by: Shades on April 25, 2013, 03:22:29 am
I hadn't really played since alpha 2 or 3 until last night and I must say that game is improving greatly, jobs, deployments and the character details add so much to the game. Looking forward to what they add next.
Title: Re: Prison HYPHEN Architect (v. a7) - Now with 50% more shanking
Post by: Mr. Boh on April 25, 2013, 07:34:28 am
They haven't shared anything like that, no. I'd say it's probably going to take them another year, or more.

Yeah, don't hold your breath for it. Introversion updates come only slightly faster than DF ones.
Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: Tobel on April 25, 2013, 12:19:48 pm
I normally wait for about three or four builds before I try to play. It is a lot better than alpha 1 though.
Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: Aklyon on April 25, 2013, 12:23:28 pm
From what I'd seen from the video it looks more like 50% less scheduled free time to me, but laundry also works for a title.
Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: PanH on April 25, 2013, 12:50:00 pm
Just dled it back. It seems like free time has been nerfed, prisoners don't seem to sleep when free time (relax only), or is it me ? Also, it seems it's a bit more CPU intensive than a few alphas before, I think I'm going to go on smaller maps, maybe medium/small.

From what I'd seen from the video it looks more like 50% less scheduled free time to me, but laundry also works for a title.
Well, 100% less free time  :P
Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: MrWiggles on April 25, 2013, 05:23:07 pm
Oh. The game has changed enough where I'm gonna try my hand at making a prison again.
Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: jocan2003 on April 25, 2013, 07:14:39 pm
Call me crazy but the more it goes the more i see some *introversion* in this game, schedule, task, personality, while working on this title they are indeed learning new stuff they would be able to apply in introversion. Basicly the more i see this game the more im hungry for introversion... one day it will come and i am glad to see this game flourish too :)
Title: Re: Prison HYPHEN Architect (v. a7) - Now with 50% more shanking
Post by: Mullet Master on April 25, 2013, 07:20:33 pm
They haven't shared anything like that, no. I'd say it's probably going to take them another year, or more.

Yeah, don't hold your breath for it. Introversion creates games on a schedule that only Valve would be envious of

Fixed for accuracy
Title: Re: Prison HYPHEN Architect (v. a7) - Now with 50% more shanking
Post by: Aklyon on April 25, 2013, 07:30:11 pm
They haven't shared anything like that, no. I'd say it's probably going to take them another year, or more.

Yeah, don't hold your breath for it. Introversion creates games on a schedule that only Valve would be envious of

Fixed for accuracy
Unlike Valve though, they tend to be short on money, which makes it a bit harder to make things constantly.
Title: Re: Prison HYPHEN Architect (v. a7) - Now with 50% more shanking
Post by: Mullet Master on April 25, 2013, 09:34:18 pm
They haven't shared anything like that, no. I'd say it's probably going to take them another year, or more.

Yeah, don't hold your breath for it. Introversion creates games on a schedule that only Valve would be envious of

Fixed for accuracy
Unlike Valve though, they tend to be short on money, which makes it a bit harder to make things constantly.
A two man team (Maybe 3 now.....) has earned over $1,800,000 off a game with really only 1 year of development. Not to mention a lot of money from all the rest of their games.

I don't think most people, other than Fortune 500 CEOs consider $600,000-$900,000 a small amount of money.

(PS: The dollar figure is on top of this page : http://www.introversion.co.uk/prisonarchitect/ )

Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: PanH on April 25, 2013, 09:55:13 pm
They also developped a game for 3 years before abandoning it.
Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: Knight of Fools on April 25, 2013, 09:59:45 pm
Honestly, if more developers could man up and say, "This just isn't fun" and not sell it after three years, we'd have fewer Duke Nukem Forevers and more Prison Architects.

Weren't they going to reuse some of the code from that to make another game? I remember that being mentioned at some point.
Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: PanH on April 25, 2013, 10:05:24 pm
Weren't they going to reuse some of the code from that to make another game? I remember that being mentioned at some point.
I think I read the same thing too, but I understood it as they learnt new things rather than using the same code.
Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: Mullet Master on April 25, 2013, 10:47:01 pm
They also developped a game for 3 years before abandoning it.
They could have released an alpha and still earned a half million off it.
Honestly, if more developers could man up and say, "This just isn't fun" and not sell it after three years, we'd have fewer Duke Nukem Forevers and more Prison Architects.

Weren't they going to reuse some of the code from that to make another game? I remember that being mentioned at some point.

DNF was an entertaining game, but no game could ever live up to 10 years of hype - period. Was it earth shattering? No. Was it entertaining compared to the latest Call of Modern Battlefield Bad Mercenaries 2 Ops Recon released at the time? Hell yes.

Anyway, I'm going to shaddup now until next release.
Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: jocan2003 on April 25, 2013, 11:29:52 pm
Call me crazy but the more it goes the more i see some *introversion* in this game, schedule, task, personality, while working on this title they are indeed learning new stuff they would be able to apply in introversion. Basicly the more i see this game the more im hungry for introversion... one day it will come and i am glad to see this game flourish too :)
Quoting myself since it answer some of the question about the other 3 year game wich was called introversion, and yes it was abandoned because the scope of the game was a too big challenge for their competence, bare with me im not saying this in a negative way because introversion freedom, design and goal was very very big. Think of it as a DF scope project ( i mean think of DF once complete not the current state, see how big the scope was? ). Toady learn and work small steps by small step and keep working on it, but let's be honest toady has a steady-ish income that allow him to focus all his time to DF while they dont have the same chance and knowledge. Hell toady is one of a kind and my *personal indie hero devloper*.

In fact, they did not abandoned it per say, they shelved the project and went on prison architect to implement and work on system on a smaller scale and learn how to do it properly and once the game completed on all point/fixes and done patching they would go back to introversion.

Ive been following introversion since the very first annoncement and thats why i say im seeing some of the mecanics they wanted in introversion at work in prison architect. Without going into the design of Introversion i can say they are nailing it properly and may only need some tweaks for a proper balance/optimisation in the end but the core of what *they wasnt sure how to implement systems* start to appear here in this very game and im happy to see that.

Edit:
They also developped a game for 3 years before abandoning it.
They could have released an alpha and still earned a half million off it.

In fact introversion was not even close to be considered alpha, the only real *play testing* was a single scripted level with no meta-game, tech-demo would be the right word, i could link you a video of it if you want. There is also a few tech demo of multiple system waiting implementation in the game such as procedural city generation and procedural office generation.

City gen
http://www.youtube.com/watch?v=J30i0gABfS8

Office gen
http://www.youtube.com/watch?v=tUwHRc2zpbo
Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: PanH on April 25, 2013, 11:32:02 pm
Introversion is the name of the studio actually. The game was Subversion  ;D
Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: jocan2003 on April 25, 2013, 11:35:04 pm
Yeah you are right... i ALWAYS mix both of them... you knowi its a syndrome when you always mix up the same word i dont know how its called... but well i have it, while typing most of the time i end up finding it just before postiing but this one... ALWAYS ALWAYS slip under my radar....

Edit: Link for the *tactical* tech demo
http://www.youtube.com/watch?v=vV97E8Byeoc

Now i should have given all main tech demo of all main game system generation.
Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: Karlito on April 25, 2013, 11:39:25 pm
[A two man team (Maybe 3 now.....)

There's at least four of them, I think. Chris and Mark are the main introversion guys, and they've got someone doing art and someone doing sound for Prison-Architect. Of course there could be more, I'm not sure how accurate this page (http://www.introversion.co.uk/aboutus.html) is.
Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: Aklyon on April 26, 2013, 12:03:12 am
Also, this is the first time they've had a big public paid alpha.
Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: tryrar on May 10, 2013, 08:16:48 pm
Question: I have prison labor researched, but I'm not sure how to get the lazy bums to become groundskeepers and janitors. Help?
Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: Rakonas on May 10, 2013, 08:38:09 pm
Question: I have prison labor researched, but I'm not sure how to get the lazy bums to become groundskeepers and janitors. Help?
Janitors: Make a cleaning supplies closet.
Groundskeepers: I have no idea not sure if possible.
Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: Knight of Fools on May 10, 2013, 08:47:09 pm
Janitor closets are a bit buggy right now. Sometimes they work, sometimes they have to be exactly 5x5 with walls all the way around.
Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: Rakonas on May 10, 2013, 10:36:37 pm
Yeah the whole version seems a bit too buggy for my tastes. Laundry is terribly time consuming and ridiculously difficult to get running (Foreman-prison labour isn't enough, you need the warden track thing for assigning zones), meaning potential prison riots just because of dirty clothes preventing laundry from getting running if you don't act fast enough. Should be able to hire janitors to do laundry, honestly. On the other hand making license plates is a bit ridiculously profitable.
Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: forsaken1111 on May 11, 2013, 08:35:40 am
Stupid alpha games being all buggy. :P
Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: nenjin on May 30, 2013, 07:28:32 pm
Wow, Alpha 10. Shit just got real.

http://www.youtube.com/watch?v=2AvyvTYhB-E

First, off the top:

-Full Steam Workshop integration for sharing maps.
-Linux Build.

And now the real meat of it...

-Prisons now have a "temperature" based on how prisoners are being treated. The more mistreatment/lack of meeting needs, the higher it goes. Prisoners have a threshold where, if the temperature gets too high, they'll start acting violently. This, in turn, increases the temperature of nearby prisoners. If the temperature of your whole prison is high enough, it becomes self-sustaining, growing and growing out of control until you get a riot.

-While riots were already partially implemented, now they're chalk full of polish. Once a riot kicks off the music changes and you're in "riot mode." Areas that are under attack by prisoners start slowly turning red until they're captured, at which point the fog of war kicks in. The prisoners will then begin flowing out into the rest of the prison, trying to capture more sectors, killing guards and taking their keys and weapons, ect....

-To deal with this, you call in the Riot Squad. They'll deploy and start working their way through the prison, kicking ass and restoring order. They've got a fancy new UI panel on the right to help you manage them as squads (paramedics too.)

-There is a new part of the UI on the top bar that to help manages all this. It tells you, in general terms, what the temperature (danger level) of your prison is, and gives you a snap shot of the factors affecting it. (Like how many prisoners generally feel they've been treated well, how many don't feel their needs are being met, how many are being subjected to arbitrary punishment like bang ups.) This part of the UI is granted by having a Security Chief.

-This doesn't mean all prisons are destined for riots though. Now, when you punish a prisoner for something, it has the opposite effect of mistreatment on the prison's temperature level. It cools your prison down as the "deterrents" raise a prisoner's threshold for lashing out. So in effect, you can run your prison with an iron fist, punishing prisoners immediately for their misbehavior and cowing them. Eventually, by running the tightest, most disciplinary prison with the most guards, you can effectively ignore prisoner needs and they won't riot for fear of punishment.

-So this means you can basically mold your prison into 3 different types: a nice prison where needs are met and everyone is generally willing to do their time without trouble. A gulag where prisoners get nothing and their will to act out is completely broken. Or a medium prison where things can swing out of control and turn into a riot.

-And a crapload of believable, angry sound effects to compliment all this.

I think this is the update that really impressed me the most, not just because core systems are finally getting all their polish but also because it's starting to drill down into the kind of mechanics and living systems that Introversion does so well.
Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: Aklyon on May 30, 2013, 07:32:24 pm
Don't forget they mentioned near the end that you lose sight of the temperature display if the Chief of Security is either killed or not hired.
Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: nenjin on May 30, 2013, 07:38:32 pm
Just caught that :P Wow, so epic. Half the administrative staff murdered during a riot. That almost reaches DF-levels of story generation.
Title: Re: Prison HYPHEN Architect (v. a9) - Now with 50% more laundry
Post by: Puzzlemaker on May 30, 2013, 09:04:19 pm
Just caught that :P Wow, so epic. Half the administrative staff murdered during a riot. That almost reaches DF-levels of story generation.

And the psychologist survived...
Title: Re: Prison HYPHEN Architect (v. a10) - Now with 15% more temperature gauges
Post by: nenjin on June 01, 2013, 05:10:24 pm
Man, every game I start of this ends the same way. Something bugs out either the delivery or garbage trucks and they get stuck in an endless loop of driving by. Either one means the flow of construction gets interrupted until eventually nothing can get built. Argh.
Title: Re: Prison HYPHEN Architect (v. a10) - Now with 15% more temperature gauges
Post by: Rakonas on June 01, 2013, 05:16:17 pm
Man, I haven't had my clothes ironed for casual use since I was a wee lad, why would I need to have my prisoners' jumpsuits ironed? Laundry took long enough already last version.
Title: Re: Prison HYPHEN Architect (v. a10) - Now with 15% more temperature gauges
Post by: Argembarger on June 09, 2013, 01:23:58 pm
Glad this thread exists.

I haven't played Alpha 10 yet; last one I played was 9. Hoping that the temperature system will make things a bit more manageable. Glad to see the deterrence factors working in the video--my biggest problem in this game was always having a few prisoners with all needs at Critical, and they wouldn't take care of anything because they were too busy constantly fighting.
Title: Re: Prison HYPHEN Architect (v. a10) - Now with 15% more temperature gauges
Post by: jocan2003 on June 09, 2013, 06:40:17 pm
Glad this thread exists.

I haven't played Alpha 10 yet; last one I played was 9. Hoping that the temperature system will make things a bit more manageable. Glad to see the deterrence factors working in the video--my biggest problem in this game was always having a few prisoners with all needs at Critical, and they wouldn't take care of anything because they were too busy constantly fighting.
I had a tantrum like that... now half my prison is always rioting even if i have the infrastructre to plase them always... but,... they just keep on fighting and fighting.... and the cry their need isnt filled out...
Title: Re: Prison HYPHEN Architect (v. a10) - Now with 15% more temperature gauges
Post by: forsaken1111 on June 09, 2013, 06:50:01 pm
Glad this thread exists.

I haven't played Alpha 10 yet; last one I played was 9. Hoping that the temperature system will make things a bit more manageable. Glad to see the deterrence factors working in the video--my biggest problem in this game was always having a few prisoners with all needs at Critical, and they wouldn't take care of anything because they were too busy constantly fighting.
I had a tantrum like that... now half my prison is always rioting even if i have the infrastructre to plase them always... but,... they just keep on fighting and fighting.... and the cry their need isnt filled out...
So its just like real prison then? :P
Title: Re: Prison HYPHEN Architect (v. a10) - Now with 15% more temperature gauges
Post by: Azated on June 10, 2013, 04:08:48 am
So, I just had an interesting prison.

It was working really well, I had food, showers, security offices, the works. Then out of the blue, someone pulls a pistol on one of my security guards and everything goes downhill, fast. Queue ten minutes of rioting and every member of my staff dead, plus half the riot guards that game to secure the place. Where the hell do these guys keep getting everything from plastic spoons to shotguns?

My next prison is going to be maximum security. One guard for every two prisoners, security cameras on every corner, at least three redundant fences and plenty of doctors. Let's see how that works out.


Edit: Also, the bangup and lockdown alarm. Is that bugged, or is my game just screwing with me?
Title: Re: Prison HYPHEN Architect (v. a10) - Now with 15% more temperature gauges
Post by: Nelia Hawk on June 10, 2013, 06:34:39 am
Edit: Also, the bangup and lockdown alarm. Is that bugged, or is my game just screwing with me?
i noticed that when you close the research screen you have the chance to hit "bangup/lockdown" too, as they are right below the close button for the research screen.... what is quite annoying that they get pressed too then.
Title: Re: Prison HYPHEN Architect (v. a10) - Now with 15% more temperature gauges
Post by: miljan on June 10, 2013, 02:32:59 pm
When will this game be finished? Any date, this year, next year, anything?
Title: Re: Prison HYPHEN Architect (v. a10) - Now with 15% more temperature gauges
Post by: werty892 on June 10, 2013, 02:45:36 pm
Project HYPHEN Architect-Now with X% more Y!  :P

Other than that this game is really cool, probably wont buy it but I like watching LP's of it.
Title: Re: Prison HYPHEN Architect (v. a10) - Now with 15% more temperature gauges
Post by: Tobel on June 10, 2013, 03:33:45 pm
Project HYPHEN Architect-Now with X% more Y!  :P

Other than that this game is really cool, probably wont buy it but I like watching LP's of it.

Sorry I try to keep it interesting :p
Title: Re: Prison HYPHEN Architect (v. a10) - Now with 15% more temperature gauges
Post by: Karlito on June 11, 2013, 12:04:14 am
When will this game be finished? Any date, this year, next year, anything?

Nope, we've got no clue. They seem to be pretty reliably releasing a new version every month though. In another year I suspect it will start looking pretty complete (but this is just my own guess).
Title: Re: Prison HYPHEN Architect (v. a10) - Now with 15% more temperature gauges
Post by: ank on June 11, 2013, 02:02:32 am
Project HYPHEN Architect-Now with X% more Y!  :P

Other than that this game is really cool, probably wont buy it but I like watching LP's of it.

Sorry I try to keep it interesting :p

I like these updates, much better than the KSP thread that just have the same title, from like 2 years back.
Title: Re: Prison HYPHEN Architect (v. a10) - Now with 15% more temperature gauges
Post by: Azated on June 11, 2013, 06:09:04 am
I think I just won the game... in a manner of speaking.

I constructed a super secure prison that was designed in just the right way not to need any regime other than a few hours of work for the laundry. I had about 50 prisoners, I let it run over night, and when I got back to it in the morning everyone was chugging along quite happily.

I've noticed two problems with the game that really kill it for me.

1: Once you run out of money, that's pretty much it. You can't build much more after you use all your grants.
2: The time it takes to do anything. Days are too long and individual hours are too short. One hour set in the regime to shower generally means some people don't get a wash, and you have to wait an unnecessarily long time before you can get the resources to do anything about it.
Title: Re: Prison HYPHEN Architect (v. a10) - Now with 15% more temperature gauges
Post by: Graknorke on June 11, 2013, 11:43:48 am
There's mods that add grants. They're pretty good.
And protip: replace most of your regime with free time and your prisoners take care of themselves.
Title: Re: Prison HYPHEN Architect (v. a10) - Now with 15% more temperature gauges
Post by: ScriptWolf on June 23, 2013, 05:51:26 am
I talked to chris yesterday at rezzed ( really nice guy ) and found out some interesting stuff for the next or upcoming updates I don't know if this is common knowledge yet. Also I found out chris also comes onto the dwarf fortress forums quite a bit as well and reads the posts here but only lurks we need to fix this and get him to post :D

So first at some point the shotguns and pistols we find about sometimes will be useable by guards and prisoners so you will be able to have perimeters where if a prisoner goes there the guards will shoot.

You will be able to set the punishment regime and dictate how badly prisoners are treated, this effects the thermometer and makes people's rage point much higher due to beatings.

And my final thing you will be able to buy more plots of land if you outgrow your current land ! Very happy to hear this.

I did try and cheekily ask for some of the features which will be in v.11 but he laughed and said they were not ready yet
Title: Re: Prison HYPHEN Architect (v. a10) - Now with 15% more temperature gauges
Post by: Tobel on June 23, 2013, 08:30:51 am
Awesome, nice recon :D I never have a nerdly gathering near me :(
Title: Re: Prison HYPHEN Architect (v. a10) - Now with 15% more temperature gauges
Post by: Aklyon on June 23, 2013, 08:54:39 am
So first at some point the shotguns and pistols we find about sometimes will be useable by guards and prisoners so you will be able to have perimeters where if a prisoner goes there the guards will shoot.
Or the guards will get shot.
Title: Re: Prison HYPHEN Architect (v. a10) - Now with 15% more temperature gauges
Post by: forsaken1111 on June 23, 2013, 09:40:29 am
The mod with the new grants is pretty helpful
Title: Re: Prison HYPHEN Architect (v. a10) - Now with 15% more temperature gauges
Post by: puke on June 23, 2013, 11:45:58 am
oh wow, that sounds cool.  You'd have to have weapon checkpoints, so that guards would take off and lock up their weapons before entering the general prison population.

If you accidentally left a gap in your perimeter where an armed guard walked in through the kitchen or something, a weapon could accidentally be introduced to the population.  Violent (high threat) prisoners would probably be highly incented to mug any guard they saw caring a weapon, then boom, instant riot.

Are hostages a feature yet?  I have not fired up the latest built, but prison riots should totally feature hostages and you should be heavily penalized for guard deaths to disincent you from just having everyone shot.
Title: Re: Prison HYPHEN Architect (v. a10) - Now with 15% more temperature gauges
Post by: PanH on June 23, 2013, 01:18:34 pm
Did he talked about non lethal weapons (as in guns shooting rubber bullets, stuff like that) ? That could make them unconscious instead of killed.
Title: Re: Prison HYPHEN Architect (v. a10) - Now with 15% more temperature gauges
Post by: Thexor on June 23, 2013, 01:39:58 pm
I'd also like to see something like Police Negotiators added for riot control. They'd help get hostages out alive (once hostages are added), and could in theory resolve a riot peacefully. Downside: they'd have to promise better living conditions, so prisoners would have a lower boiling point in the future - if conditions don't improve, there'll be another riot soon, and this time negotiators won't work quite so well.
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: nenjin on June 28, 2013, 02:53:41 pm
Alpha 11 is upon us.

http://www.youtube.com/watch?v=4OsN3OSk8G0

-You can now purchase new plots of land to expand your prison. The size of the map is unlimited, so you can buy as much space as you want. But that will cause the game to run poopier.
-A truck will now arrive to take dead bodies out of the prison.
-Prisoner sentences now count down, and when they've done their time, they'll leave the prison and eventually exit the map. Hurrah for this, the simulation is, in my mind, functional complete now that that's done.
-Items that are germane to the room you're hovering over will now be highlighted in the objects menu.
-You can now take timelapse recordings of your gameplay. You can configure the rate of frame capture and playback, and it outputs it to an .ogg file.
-Lots of performance enhancements and bug fixes. (Hopefully it fixes the game ending bugs I keep running into.)

Happy incarceration.
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: Tobel on June 28, 2013, 02:57:06 pm
If you watch the video the morgue truck leaves a body in the road. I love how the developers are like, eh, close enough, we'll fix it :D
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: LoSboccacc on June 28, 2013, 03:07:54 pm

-Prisoner sentences now count down, and when they've done their time, they'll leave the prison and eventually exit the map.
Happy incarceration.

hurra as well for this.

how do you recognise the escaping from the free?
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: nenjin on June 28, 2013, 03:10:16 pm
The prisoner's name flashes "RELEASED" every few seconds. Eventually they said their families will come to pick them up and the prisoners will get back in civilians clothes before leaving.
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: ank on June 28, 2013, 03:12:05 pm

-Prisoner sentences now count down, and when they've done their time, they'll leave the prison and eventually exit the map.
Happy incarceration.

hurra as well for this.

how do you recognise the escaping from the free?

You kick them and see if a lawyer comes running  8)
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: Graknorke on June 28, 2013, 03:21:18 pm
If you watch the video the morgue truck leaves a body in the road. I love how the developers are like, eh, close enough, we'll fix it :D
This in Introversion. They breathe bugs.
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: PanH on June 28, 2013, 05:42:36 pm
If you watch the video the morgue truck leaves a body in the road. I love how the developers are like, eh, close enough, we'll fix it :D
This in Introversion. They breathe bugs.
Duh, it isn't a bug, it's a feature. Rotting dead bodies on the road.
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: Aklyon on June 28, 2013, 05:58:21 pm
If you watch the video the morgue truck leaves a body in the road. I love how the developers are like, eh, close enough, we'll fix it :D
This in Introversion. They breathe bugs.
Duh, it isn't a bug, it's a feature. Rotting dead bodies on the road.
Now with 5% more dead escapees!
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: PanH on June 28, 2013, 06:00:53 pm
If you watch the video the morgue truck leaves a body in the road. I love how the developers are like, eh, close enough, we'll fix it :D
This in Introversion. They breathe bugs.
Duh, it isn't a bug, it's a feature. Rotting dead bodies on the road.
Now with 5% more dead escapees!
He was just faking death to escape. Sneaky bastards.
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: PanH on June 28, 2013, 06:38:29 pm
If you watch the video the morgue truck leaves a body in the road. I love how the developers are like, eh, close enough, we'll fix it :D
This in Introversion. They breathe bugs.
Duh, it isn't a bug, it's a feature. Rotting dead bodies on the road.
Now with 5% more dead escapees!
He was just faking death to escape. Sneaky bastards.
That has GOT to be a thing.
I hope he knows how to put his head back on his neck after that though.
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: Catastrophic lolcats on June 28, 2013, 07:03:42 pm
Posting to break the quote pyramid.

New patch is looking good but it's still way too bare-bones for me to consider buying, especially at the ridiculous alpha price. It makes sense to be able to buy unlimited land in such early development but I hope that it starts getting limited later. Half the challenge of the tycoon genre is trying to fit your sprawling enterprise in limited space. Although truly overcrowded gaols could probably only be achieved with multiple z levels.
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: nenjin on June 29, 2013, 09:11:27 pm
Well prisoner release is still fairly shaky. Guys are becoming released and then they do nothing, although they seem to move around because I keep finding them in different corners of my map when I go looking for them. I have yet to actually witness one of them moving once they're released though. For two, the time compression on their sentence is way too high. I've got guys with 1 year sentences becoming released the first day they arrive. I get something has to happen to make them two values meet up. But it's hard to predict your available staffing funds when it will go up by $800 at 8am, then drop $400 by 5pm.

So right now I've got one naked guy in handcuffs, hanging out by a metal detector in my hallways. Another guy in handcuffs in the holding cells on a bench. And one guy who, after he was released sat on a toilet in the holding cell for over a day. Now he's off in the unfinished parts of my prison, as far as he could possibly be from his freedom.

Turns out if you order them to be searched, they may snap out of it.

On the plus side, I haven't had a snag with the trucks and deliveries yet. And the game is running super, super smooth on my system now.
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: LordSlowpoke on June 29, 2013, 09:16:23 pm
if you're not making $3000 a day with license plates in a maximum security prison with 40 prisoners you're playing in your own manner which i may or may not approve of yet be assured it is probably not the manner in which i operate my gaol

i spent something 30k on all the workshop equipment but it seems to be worth it
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: nenjin on June 29, 2013, 09:37:54 pm
Reading on the PA forums, apparently guys won't pass through a staff only area when they're released. So you can't have the entrance of your prison be staff only. Or I guess you can flip it back and forth and let prisoners out in waves. I think you still get money for them as long as they're on the premise. But don't do anything, including rage. So kind of a buggy way to get more staff than you have prisoners that need taking care of.
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: forsaken1111 on June 29, 2013, 09:40:55 pm
I've finally hit a good balancing point where I hover around 50 prisoners but have room for 75. I toggle intake one whenever I drop below 50 but they are coming in and releasing in a pretty steady stream. Adding the additional grants helped get everything up and running.
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: nenjin on June 30, 2013, 03:46:31 pm
Well this is what I put together last night, using a pre-saved template I'm made several builds ago.

Spoiler (click to show/hide)

Haven't had a single incident other than contraband seizures since I began. Now that everything is built and I've got a large staff, time to expand the medium and high security blocks to the west, grossly overcrowd this thing, and get the blood flowing :P
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: miljan on June 30, 2013, 04:37:12 pm
I guess it is boring if nothing goes wrong?  :)
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: nenjin on June 30, 2013, 04:43:22 pm
It's a lot like DF in that sense. What PA lacks compared to it is the 3rd dimension. PA also still lacks a lot of cosmetic/non-essential things. It may not get those, who knows.

Now that prisoners leave though, at least the game doesn't hit a stasis point. In the end it's balanced for playing it with a limited budget. How I play it would be like hacking DF to start with 50 legendary dwarves and 20 years worth of materials, with invasions and migrations turned off. If you're playing it according to the game's starting budget, getting to something like that is a feat of gameplay.

I wanna wreck it because there's a fair amount of stuff you don't see when you don't have problems.
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: PanH on June 30, 2013, 05:34:13 pm
It's a lot like DF in that sense. What PA lacks compared to it is the 3rd dimension. PA also still lacks a lot of cosmetic/non-essential things. It may not get those, who knows.
I thought that at first, then I realized 3rd dimension wouldn't add anything to the game, unlike DF. There is no digging, and you can build another building instead of putting a 2nd floor. It would just be a cosmetic change, and with the graphics, it's easier to read in 2D.
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: Graknorke on June 30, 2013, 05:48:45 pm
It's a lot like DF in that sense. What PA lacks compared to it is the 3rd dimension. PA also still lacks a lot of cosmetic/non-essential things. It may not get those, who knows.
I thought that at first, then I realized 3rd dimension wouldn't add anything to the game, unlike DF. There is no digging, and you can build another building instead of putting a 2nd floor. It would just be a cosmetic change, and with the graphics, it's easier to read in 2D.
There's that delicious distance-optimisation to think of. Putting two cell blocks, one stacked on top of the other, results in shorter travel distances than building another cell block next to the first.
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: nenjin on June 30, 2013, 05:56:52 pm
It's a lot like DF in that sense. What PA lacks compared to it is the 3rd dimension. PA also still lacks a lot of cosmetic/non-essential things. It may not get those, who knows.
I thought that at first, then I realized 3rd dimension wouldn't add anything to the game, unlike DF. There is no digging, and you can build another building instead of putting a 2nd floor. It would just be a cosmetic change, and with the graphics, it's easier to read in 2D.

I think with Introversion they could work in things to do with the 3rd dimension that would make it worth it. Plus verticality can be incredibly space saving when done right. Plus there's just the pure visual aesthetic, some people do enjoy that.

It not being there is by no means a huge detractor though.
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: Azated on June 30, 2013, 07:00:16 pm
I guess it is boring if nothing goes wrong?  :)
It's fine to a certain extent. Sometimes it's fun just watching your well-poled machine run.

Then, suddenly, it gets boring, and you purposely make everything go to shit.

A bit like DF, in that sense.

One of my more recent prisons was in a state of permanent riot. It was running well for a few hours, then people started getting all pissy for no reason. I had enough guards and checkpoints to keep the riot running overnight as I slept. I woke up and the only causality was a doctor who more than likely died of exhaustion.
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: Vattic on June 30, 2013, 08:18:23 pm
Plus there's just the pure visual aesthetic, some people do enjoy that.
It's also simpler for the players to understand. I've heard a fair few complaints about how DF handles the world in slices.
Title: Re: Prison HYPHEN Architect (v. a11) - Bring out your dead!
Post by: Tobel on July 31, 2013, 11:00:13 am
Patch day.

http://www.introversion.co.uk/blog/

They also got the cover for PC Gamer. Woot!
Title: Re: Prison HYPHEN Architect (v. a12) - Who wants a cavity search?
Post by: ScriptWolf on July 31, 2013, 11:09:06 am
Did anyone else spy the gangs button on the admin console ? :D
Title: Re: Prison HYPHEN Architect (v. a12) - Who wants a cavity search?
Post by: nenjin on July 31, 2013, 11:45:20 am
Sweet, sweet contraband.
Title: Re: Prison HYPHEN Architect (v. a12) - Who wants a cavity search?
Post by: Thexor on July 31, 2013, 12:59:19 pm
Quick summary for those of you not watching the video:

* Contraband has been revamped! Lots of new sources for contraband (almost every room has something to offer), lots of new types of contraband.

* Contraband tracking! Contraband located by guards will be shown on the map, along with a 'trail' on the map showing where the contraband was obtained, how the prisoner moved it, etc.

* Shakedowns and searches! Order guards to search a prisoner and his cell (every constructed object can be used to hide contraband), or stage a shakedown of the entire prison. Be warned, though - prisoners don't like being searched unnecessarily!


So far, it looks very interesting. This also looks like a first step towards making 'Free Time' less overpowered - too much free time means lots of chances for prisoners to smuggle drugs through the visitation room, or slip into the workshop to snag weapons and tools.

The game still needs some way to circumvent metal detectors, though. Prisoners will now attempt to route around metal detectors when picking up metallic contraband, and are less likely to steal something if there's no safe route. The problem with this is obvious - if you put a metal detector across every exit from the workshop, you've just stopped any workshop contraband from getting out! Maybe make metal detectors 'bottleneck' prisoners, slowing them down if they're moving through in large numbers? Or let prisoners squeeze past metal detectors if there isn't a guard watching?
Title: Re: Prison HYPHEN Architect (v. a12) - Who wants a cavity search?
Post by: nenjin on July 31, 2013, 01:04:16 pm
Well, here's the thing. For those of us playing in sandbox, securing your whole prison with metal detectors is pretty unbreakable.

But for people that are playing by the rules, metal detectors have several set up costs that mean making 30 of them for the prison is a tall order. They carry a pretty hefty power cost iirc. While I wouldn't mind a chance for inmates to dodge the metal detector, I think that'd undercut the usefulness of metal detectors in the actual game.
Title: Re: Prison HYPHEN Architect (v. a12) - Who wants a cavity search?
Post by: Thexor on July 31, 2013, 01:13:44 pm
True, but the costs aren't that extreme. When I can spend a couple thousand dollars to completely and permanently negate a major game feature, there's a bit of a problem.  ;)
Title: Re: Prison HYPHEN Architect (v. a12) - Who wants a cavity search?
Post by: dennislp3 on July 31, 2013, 01:55:01 pm
Umm...the patch notes state that if a detector goes off and catches someone...it is disabled for 3 seconds afterwords...which means in a stream of prisoners they can easily miss lots of contraband.
Title: Re: Prison HYPHEN Architect (v. a12) - Who wants a cavity search?
Post by: Vattic on July 31, 2013, 02:18:19 pm
I wonder if all contraband will be found by the metal detector. Sorry if this is covered already, haven't watched the new video.
Title: Re: Prison HYPHEN Architect (v. a12) - Who wants a cavity search?
Post by: Rhodan on July 31, 2013, 02:27:19 pm
Each contraband item has a number of properties that define what it can be used for (weapon, tool, narcotic, luxury item,...) and how it can be found. So far items with the 'metal' property will set off the detectors. Some of the other contraband items have the 'smelly' tag which implies our guards will get companions in a future update.
Title: Re: Prison HYPHEN Architect (v. a12) - Who wants a cavity search?
Post by: Rakonas on July 31, 2013, 02:56:00 pm
Well that's the classic prison architect logic.
Naked in the shower? Pull your contraband out of your bum to show off to everyone!
Title: Re: Prison HYPHEN Architect (v. a12) - Who wants a cavity search?
Post by: Tobel on August 27, 2013, 12:20:15 pm
That time of the month methinks. I'm hoping for tunnel escapes during a rainstorm.

I wish I could tell you that Andy fought the good fight...
Title: Re: Prison HYPHEN Architect (v. a12) - Who wants a cavity search?
Post by: nenjin on August 27, 2013, 12:41:19 pm
Btw Red, 5 Football fields is not 1/2 a mile. Not even close. Should have taken some basic math classes from ol' Andy before he escaped.
Title: Re: Prison HYPHEN Architect (v. a12) - Who wants a cavity search?
Post by: Rift on August 27, 2013, 12:48:07 pm
Quote
Intro vision Software:Today's bug. Prisoner tunnelled out of perimeter wall and rather than running to freedom, stopped and handcuffed himself.

Yea, heres hoping finally get some prisonners trying to dig out
Title: Re: Prison HYPHEN Architect (v. a12) - Who wants a cavity search?
Post by: Graknorke on August 27, 2013, 01:16:59 pm
Update news? Or what are you talking about?
Title: Re: Prison HYPHEN Architect (v. a12) - Who wants a cavity search?
Post by: Thexor on August 27, 2013, 01:39:35 pm
I think they're predicting possible updates. At the very least, I haven't gotten an email about any new patch.
Title: Re: Prison HYPHEN Architect (v. a12) - Who wants a cavity search?
Post by: Aklyon on August 27, 2013, 01:47:11 pm
I think they're predicting possible updates.
Nope. (https://twitter.com/IVSoftware/status/372290132839510016)
Title: Re: Prison HYPHEN Architect (v. a12) - Who wants a cavity search?
Post by: Thexor on August 27, 2013, 02:06:18 pm
I think they're predicting possible updates.
Nope. (https://twitter.com/IVSoftware/status/372290132839510016)

Well, we've known escapes would be added eventually. This isn't an alpha update that's available to us yet.  ;)
Title: Re: Prison HYPHEN Architect (v. a12) - Who wants a cavity search?
Post by: nenjin on August 27, 2013, 02:19:12 pm
I think they're predicting possible updates.
Nope. (https://twitter.com/IVSoftware/status/372290132839510016)

Well, we've known escapes would be added eventually. This isn't an alpha update that's available to us yet.  ;)

Point in fact though, it's not a prediction when it comes from the dev's twitter.
Title: Re: Prison HYPHEN Architect (v. a12) - Who wants a cavity search?
Post by: Tobel on August 29, 2013, 12:08:42 pm
Update today. Escape tunnels and other things. http://www.introversion.co.uk/blog/

Edit: The video is pretty fun to watch. If anyone else has been waiting to redownload and give it a shot, now might be a good time.
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: Falknor on August 29, 2013, 01:04:01 pm
Fun video. Too bad about not adding the dogs yet.

Steam is selling it for 40% off. I decided to finally own it for myself.  :)
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: nenjin on August 29, 2013, 01:25:54 pm
Escape Tunnels.

Perimeter walls.

Dictating your punishment regime.

Delicious.

Dogs for detecting contraband, tunnels and probably as a form of punishment or suppression will be due next alpha update.

It's really wonderful how every alpha update has just made the game better, and better and better.
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: Aklyon on August 29, 2013, 01:50:53 pm
I really shouldn't get another game right now. But PA 40% off puts it under $20, so I got it.
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: Graknorke on August 30, 2013, 06:03:36 am
I can't wait for them to add execution sentences as well as being a punishment.
Every misdemeanour will be punishable by death. Complaining? Off to the execution chamber with you!

Thankfully there is no Liberal Crime Squad. Yet. I fear that they would not take kindly to that sort of thing.
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: Vattic on August 31, 2013, 02:12:24 am
Thankfully there is no Liberal Crime Squad. Yet. I fear that they would not take kindly to that sort of thing.
Makes me wonder if we'll ever get breakouts being orchestrated from the outside (not including smuggling tools).
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: 10ebbor10 on August 31, 2013, 11:28:17 am
It's really wonderful how every alpha update has just made the game better, and better and better.
\Feature updates usually do.
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: MrWiggles on August 31, 2013, 01:26:12 pm
Thankfully there is no Liberal Crime Squad. Yet. I fear that they would not take kindly to that sort of thing.
Makes me wonder if we'll ever get breakouts being orchestrated from the outside (not including smuggling tools).
Ya know...
Breakout via Helicopter isn't as uncommon as you think, and its pretty successful.
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: dennislp3 on August 31, 2013, 10:05:53 pm
Would be interesting if one of the elements they added was prisoner wealth...I mean would be interesting to have some rich business man bribe you to build him a luxury cell or something of the sort
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: Neonivek on August 31, 2013, 10:14:37 pm
So, as an update (since I don't want to make the same mistake I always do and buy a game before it is good... Which I should remember because it is one of my prime rules)

Are prisons still "everyone" prisons? Or can you be designated a maximum security prison and thus only get the worst of the worst prisoners.
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: Scelly9 on August 31, 2013, 10:18:07 pm
You've been able to do that for several releases now.
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: BigD145 on August 31, 2013, 10:43:45 pm
Maximum security is just hard mode and doesn't always work well if you have a mixed prison. I have never been able to fully segregate and still function.
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: Neonivek on August 31, 2013, 10:44:49 pm
Maximum security is just hard mode and doesn't always work well if you have a mixed prison. I have never been able to fully segregate and still function.

Thanks, that answers my question.

It clearly isn't QUITE ready for purchase.
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: tryrar on September 01, 2013, 12:45:22 am
well damn, having only 2 presses and saws doesn't pump out money quick enough to really let me recover my funds from my building spree. This is especially important as my prison seems to be boiling over, and I need to figure out remedies.

Also, this might be a bug, but it seems my prisonors aren't changing clothes, even though I have a staffed laundry going. What gives?
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: dennislp3 on September 01, 2013, 01:22:59 am
Laundry is a really messy and buggy affair...that is common sadly
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: nenjin on September 01, 2013, 04:44:45 am
You might need another laundry room if you've got a crapload of prisoners. There's only so much laundry the maximum amount of workers can process. I don't know if it's dependent on laundry carts as well, but prisoners having to go long ways to deliver laundry is also an issue, especially the more prisoners you have to clothe.
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: LoSboccacc on September 01, 2013, 05:33:42 am
It clearly isn't QUITE ready for purchase.

of course not, alpha 13 and stuff :D

I hope it will get better, but probably won't be till after the release that the dev team will start debug issues on more complexcrazy fort design
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: BigD145 on September 01, 2013, 08:32:31 am
More laundry rooms equals all your laundry baskets in one of them. This seems to be true for any workplace. Want two cantinas? Only one of them will get food trays.
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: Graknorke on September 01, 2013, 08:36:41 am
Would be interesting if one of the elements they added was prisoner wealth...I mean would be interesting to have some rich business man bribe you to build him a luxury cell or something of the sort
Italian Job much?
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: Nelia Hawk on September 01, 2013, 08:43:40 am
Would be interesting if one of the elements they added was prisoner wealth...I mean would be interesting to have some rich business man bribe you to build him a luxury cell or something of the sort

or something like gangs and "prisoner interest groups"? i.e.:

one "wealth seeking" prisoner has the desire to pile up wealth so he runs around stealing stuff. maybe another prisoner gets angry because he stole something from him and confronts the wealth guy with his fists.
then the wealth guy "talks" to some muscled prisoners of the "fitness room" group (who mostly spend their freetime in the fitnessroom) to be his "bodyguard" forming a little 3 man group who mostly stick together when possible.
maybe he steals again from the guy who first confronted him, but this time the 2 muscle prisoners guard him and beat the other guy up a bit.
the beat up guy might talk to his 3 "laundry group" friends and a little riot breaks out in the yard between the wealth guy and the laundry guys... all that causes the whole cellblock A where both groups live in to be on lockdown for a while...
the lockdown might cause the claustrophobic prisoner (he mostly spends his freetime in the yard), who didnt had anything to do with the riot but who lives in the same cellblock, to go kind of crazy and talks to the "religious group" (a few guys who mostly pray in the church) for help... the religious group is also a secret major drug smuggling group and gets the crazy guy on drugs for money... what might cause him to smuggle stuff to the "wealth group" for money to buy more drugs from the religious group... etc.

maybe groups are build slowly when prisoners are often in the same areas or their cells are near eachother.
or prisoners with similar interests (religion/fitness/books/wealth) could form groups.
or prisoners who are working in the same area (kitchen/laundry/cleaning/etc) form groups.
or prisoners with similar criminal history could form groups based on that i.e. theft/drugs/murder/etc.
or prisoners who dont like what you do to them group up against the prison.

and maybe more evil/criminal groups start as "secret/hidden" from the player i.e. the religious drug smuggle group and it would take a while of observation and investigation to find out such a group exists in your prison. or a group who wants to try to riot, or a group who wants to dig out a tunnel together to breakout.
other groups could be more public like the muscled fitness group who always stick together at yardtime and go to the fitnessroom in their freetime. well or the public religious group who is hiding that they are drug dealers too.

maybe groups could even "demand" stuff from the player... i.e. the religious group wants 5 more bookshelves in their church to make them more happy... (and to have more books to smuggle the drugs around your prison).
or the fitness group wants a bigger fitness room with 6 workbenches.
and you can either fullfill the demands or not with different results. (maybe a bit less drug smuggling because they dont get more books.)
or the groups could bribe the player/guards/administration. (i.e. the wealth guy might bribe the guard of his cellblock to lockdown prisoners who did lend money from the wealth guy but cant pay their loans. and the player might not get informed of this... the player might just see a guy locked in lockdown for no reason and has to investigate whats up.)

different groups could also like and hate different other groups... maybe they mostly try to stay in their own groups and as far away from other groups at i.e. yard time the groups group up away from eachother in different corners or stick to the same table at lunch etc.
depending how much they dislike eachother they could bully the other guys or blame them for something or have fights.


groups could add a ton of interesting stuff to the game... it could also open up room for new buildings i.e. fitnessroom/church/pool(?)/libary... just imagine the "prison tv series" and how people group up in there.
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: dennislp3 on September 01, 2013, 11:29:40 am
Maybe I am wrong but I think they have mentioned fleshing out the contraband "economy" as time goes on...they recently put in a supply and demand model for it sooo yeah
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: Rakonas on September 01, 2013, 04:39:37 pm
well damn, having only 2 presses and saws doesn't pump out money quick enough to really let me recover my funds from my building spree. This is especially important as my prison seems to be boiling over, and I need to figure out remedies.

Also, this might be a bug, but it seems my prisonors aren't changing clothes, even though I have a staffed laundry going. What gives?
Prisoners will get undressed for designated shower time but not if they just want to shower during free time in my experience.
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: nenjin on September 01, 2013, 05:45:44 pm
Maybe I am wrong but I think they have mentioned fleshing out the contraband "economy" as time goes on...they recently put in a supply and demand model for it sooo yeah

Full compartmentalization and segregation is definitely a bullet point on the development list.
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: BigD145 on October 02, 2013, 10:52:00 am
V.14
To be known from here on out as "GRRRRRRRRR"
Spoiler (click to show/hide)
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: Graknorke on October 02, 2013, 10:55:23 am
is a doggy lookitit
So pudgy.
Title: Re: Prison HYPHEN Architect (v. a13) - Can I borrow your rock hammer?
Post by: BigD145 on October 02, 2013, 11:05:31 am
is a doggy lookitit
So pudgy.
I wouldn't point and stare at the dog like *bites your finger off*
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: tryrar on October 02, 2013, 06:54:00 pm
ok WTF every time I let ANYONE out of their cell, they make a break for my double-set of gates and try to break them down, to the point where my guards are doing NOTHING but putting them back to their cell, and/or escort them to the infirmary. The hell's going on??
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Azated on October 02, 2013, 09:16:36 pm
MOAR GATES!
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Descan on October 03, 2013, 12:15:56 am
Wouldn't the laundry-carts situation* be fixed by having carts linked to a laundry room? Or possibly a designated amount per room, and as long as you have enough to fulfill those designations, it doesn't beep at you?

*both saying "YO WE DON'T HAVE CARTS" despite having like a bajillion in the fortprison, and having them all conglomerate into one laundry room.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Chattox on October 03, 2013, 11:11:01 am
I'm having trouble finding tutorials, but my google-fu is weak. Where are some ones for complete beginners? I've had this game practically since release and never been able to get into it xD
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: BigD145 on October 03, 2013, 11:46:38 am
I'd say watch a video or two and then just experiment from there.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Graknorke on October 03, 2013, 11:54:47 am
I'm having trouble finding tutorials, but my google-fu is weak. Where are some ones for complete beginners? I've had this game practically since release and never been able to get into it xD
The same way one learns to play Dwarf Fortress.
Trial and error. Mostly error.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: nenjin on October 03, 2013, 11:57:41 am
A healthy dose of editing your save file so you have money to work with doesn't hurt either :P
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: tryrar on October 03, 2013, 09:23:08 pm
It'd be nice if I can also put my prisoners to work with groundskeeping, so I save money there too
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Sinlessmoon on October 03, 2013, 09:54:54 pm
I'm having trouble finding tutorials, but my google-fu is weak. Where are some ones for complete beginners? I've had this game practically since release and never been able to get into it xD
The same way one learns to play Dwarf Fortress.
Trial and error. Mostly error.

For me Its pretty much just all error.

So playing the last version I created a prison, aaaaanndd It all goes down hill from there. Seeing how Its my first prison I'm not too beat up about it. It didn't end with a glorious riot, more or less people being upset and causing the most amount of mischief possible... Having 24 or so escaped prisoners and only 21 prisoners or so, I do believe Its time to start a new prison in the new version and hope the dogs solve the problem of the prisoners tunneling out of there cells each night...
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: BigD145 on October 03, 2013, 09:58:09 pm
hope the dogs solve the problem of the prisoners tunneling out of there cells each night...

Solve? Oh no. Never. Just help.

I would say grab a highly rated prebuilt starter prison and see how things work. They tend to be balanced.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Descan on October 03, 2013, 10:11:23 pm
Put a fence around your cells (at least), and do a shakedown (search of your cells) every few days. Your guards will find tunnels and mark them as fixing, and the cell won't be used until it's fixed by workers.

The fences are free, and give you time to find the tunnels before they reach freedom. 3-5 tiles away from the walls should do it.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: GobbieMarauder on October 03, 2013, 10:32:48 pm
Put a fence around your cells (at least), and do a shakedown (search of your cells) every few days. Your guards will find tunnels and mark them as fixing, and the cell won't be used until it's fixed by workers.

The fences are free, and give you time to find the tunnels before they reach freedom. 3-5 tiles away from the walls should do it.

I just wait for everyone to be at breakfast or something, then mass-order to search the cell-blocks. You'll still find the tunnels, but the prisoners themselves aren't searched (which is what makes them so mad). I never order searches of prisoners manually at this point, since metal detectors and dogs basically deal with it for me.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Sinlessmoon on October 03, 2013, 10:39:01 pm
hope the dogs solve the problem of the prisoners tunneling out of there cells each night...

Solve? Oh no. Never. Just help.

I would say grab a highly rated prebuilt starter prison and see how things work. They tend to be balanced.

Bah! Who needs to figure out how things work anyways? *Goes into the corner and mutters about why I can't figure out how things work.*

Put a fence around your cells (at least), and do a shakedown (search of your cells) every few days. Your guards will find tunnels and mark them as fixing, and the cell won't be used until it's fixed by workers.

The fences are free, and give you time to find the tunnels before they reach freedom. 3-5 tiles away from the walls should do it.

I've tried (Shoddily at that) to try and put a fence around my prison, but by then It was already too late. I probably should have scrapped that prison and tried to create a new one at that point.

I just wait for everyone to be at breakfast or something, then mass-order to search the cell-blocks. You'll still find the tunnels, but the prisoners themselves aren't searched (which is what makes them so mad). I never order searches of prisoners manually at this point, since metal detectors and dogs basically deal with it for me.

Hm... I suppose that would solve the escaping problem, but having a bunch of my guards disposed each day to try and take care of that isn't ideal.

At this point having every prisoner all at once trying to escape each night is a pretty big nuisance, but I suppose that's because I'm terrible at this game and should try harder the next prison I make. :P
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Aklyon on October 03, 2013, 11:07:33 pm
I'm pretty sure there was a thing in the changelog about not every single prisoner would think of escaping at once or something.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: tryrar on October 03, 2013, 11:12:08 pm
Protip: just search the toilets each day, that'll find all the tunnels since they start from the toilets
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: 10ebbor10 on October 04, 2013, 10:05:43 am
I'm pretty sure there was a thing in the changelog about not every single prisoner would think of escaping at once or something.
Only clever prisoners try digging out now, and only 5%-20% of your prisoners has that trait. They also need digging tools.

Additionally, dogs can find tunnels, but will only reveal them when the prisoner happens to be digging at the time.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: BigD145 on October 04, 2013, 10:12:13 am
I'm pretty sure there was a thing in the changelog about not every single prisoner would think of escaping at once or something.
Only clever prisoners try digging out now, and only 5%-20% of your prisoners has that trait. They also need digging tools.

Additionally, dogs can find tunnels, but will only reveal them when the prisoner happens to be digging at the time.

But they do scratch. You could exploit the thing by just making the upgraded walls everywhere except directly around your kennel. Tunnelers will prefer the easier path and BAM DOGS.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: 10ebbor10 on October 04, 2013, 10:18:53 am
Well no, it's pretty useless. After all, even if you know there's a tunnel there, you still have to trace it back to the beginning.

Though well, you could use it as an urgency alarm, and search everything whenever they start to scratch.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: BigD145 on October 04, 2013, 11:21:48 am
And? You usually have some dog in the kennel, so they'll catch the prisoner. Then you just search the toilets like you have to do anyway.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: 10ebbor10 on October 04, 2013, 11:29:55 am
And? You usually have some dog in the kennel, so they'll catch the prisoner. Then you just search the toilets like you have to do anyway.
I'm pretty certain dogs only do the barking and the detecting when they're not resting. In an optionally managed system, there should be no nonrusting dogs in the kennel.

Though yes, you can just draw a dog patrol route over a small section out of the wall.

Though, by the time you can afford to build such a huge wall, you should have other ways to prevent escapes.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Ghazkull on October 04, 2013, 03:33:25 pm
Does anybody know whether the Electric Chair is useful now? AKA: can i kill annoying prisoners finally?
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: BigD145 on October 04, 2013, 03:47:12 pm
Does anybody know whether the Electric Chair is useful now? AKA: can i kill annoying prisoners finally?

All of them? Not that I know of. You can sell your prison.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: 10ebbor10 on October 04, 2013, 03:52:53 pm
I have seen no mention of Electric chair functionality in any recent updates.

So presumably, no.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Karlito on October 12, 2013, 01:34:23 pm
Well, my first attempt a creating a right-wing hellhole ended in riots that killed a pair of children. I suppose I should have realized that cracking down is an all-or-nothing strategy. If free time isn't enough to satisfy needs completely, all it does it allow them to get into mischief.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Yolan on October 25, 2013, 05:55:56 am
Just bought this a few days ago. Lost a lot of sleep. Loving it.


Things I am hoping/waiting for...

- Fleshed out administration/staff. Right now they are purely basic functionality, and don't have anything really in terms of needs, moods, etc. Ideally you should be keeping an eye on your staff in order to weed out smugglers and lazy bastards.

- The ability to set doors to be open or shut depending on the time of day.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Chattox on October 25, 2013, 06:01:20 am
- The ability to set doors to be open or shut depending on the time of day.

This. ALL OF MY THIS. Having my door between the cell block and canteen open automatically at lunch time would be awesome, and speed things up. You could have it hooked up to a central security computer which could maybe be hacked by particularly techy inmates.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: JWNoctis on October 25, 2013, 08:48:39 am
- The ability to set doors to be open or shut depending on the time of day.

This. ALL OF MY THIS. Having my door between the cell block and canteen open automatically at lunch time would be awesome, and speed things up. You could have it hooked up to a central security computer which could maybe be hacked by particularly techy inmates.
I think it's generally good to bolt all internal interarea doors open, unless there is a riot or something?

Staff doors can also be helpful for efficiency, especially near the main gate of the prison -- with another bolted-open prison door that could be locked at will somewhere behind them, of course.

Though that would be awesome...Imagine hacking the central computer of the prison with a mobile phone or something similar.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: 10ebbor10 on October 25, 2013, 10:19:01 am
Why would any sensible prison have their main computer attached to the Wifi. (Or really any computer network). Closed circuit exists for a reason.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: LordSlowpoke on October 25, 2013, 10:27:22 am
Why would any sensible prison have their main computer attached to the Wifi. (Or really any computer network). Closed circuit exists for a reason.

why would your prison be sensible
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Graknorke on October 25, 2013, 12:00:36 pm
Why would any sensible prison have their main computer attached to the Wifi. (Or really any computer network). Closed circuit exists for a reason.

why would your prison be sensible
Well it does start off with prisoners en-route, despite being only an empty field.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: 10ebbor10 on October 25, 2013, 12:18:55 pm
Why would any sensible prison have their main computer attached to the Wifi. (Or really any computer network). Closed circuit exists for a reason.
why would your prison be sensible
Well it does start off with prisoners en-route, despite being only an empty field.
Not if you turn prisoner intake off at the beginning.

The idea is that there should always be a way to do things properly. I might want to automate everything, and not have the entire complex collapse because a prisoner used leet hacking to magic the computer with his phone. I want the system to fail because I'm underpaying my programmers, or  a power failure, or because I told my prisoners to clean out the administrative department (Giving them acces to systems). 
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Graknorke on October 25, 2013, 12:30:57 pm
I would assume that phones are contraband, so cracking down on electronic contraband should be a way to combat that.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Chattox on October 25, 2013, 12:40:51 pm
It wouldn't necessarily have to be wi-fi, for specifically that reason. You could have the whole system old-school wired with fixed user terminals placed around the prison (probably not in the cell blocks), which would stop prisoners just magically fucking everything up from the safety of their cells with mobiles/wireless tech. They'd have to sneak to a staff only area and then unleash their hax magic to dick with things. That way, if that happens, it's because your guards aren't up to scratch which is more fair imo :P
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Yolan on October 26, 2013, 01:20:05 pm
Well, after re-starting about eight times I finally learned how to make myself solvent. The prisons name is "Cheapside". I thought it was appropriate given its modest goal. So far though my prison pop fluctuates only as high as the high twenties. Still, I am nearly up to day thirty, and no riots or escapes. I might try to make a maximum security wing later. Any suggestions on how I should handle them?

Also, I am up for possible challenges if anybody wants to play competitively. For example, beginning from scratch and only accepting maximum security prisoners. Maybe with restrictions on workshops.


Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: BigD145 on October 26, 2013, 01:28:08 pm
I might try to make a maximum security wing later. Any suggestions on how I should handle them?

Wings are problematic if you want separate dining and cleaning and everything, ie them being self sufficient. It doesn't work well least I checked. You pretty much have to have a mixed cantina and only one cleaning/laundry room.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Yolan on October 26, 2013, 01:43:32 pm
No kidding. So they wont route to more than one dining area? Letting a hundred plus prisoners use a single shared area seems dangerous to me.

If that is the case perhaps I can still deal with it by separating the dining hall into separate walled parts though. Ditto with yards.

Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: BigD145 on October 26, 2013, 02:08:56 pm
If you change them to the green/red/white zones they'll just stop obeying the zoning. I tried before dogs, but I don't remember it being fixed. You'll end up with mixed prisoners in all your zones. Extra laundry rooms will just be ignored. The only thing I've seen respected is cell blocks. Max security prisoners are just bragging rights anyway. Easier to anger and such. No change in income per prisoner.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Aklyon on October 26, 2013, 04:14:11 pm
Eventually it'll probably work, but for now it does not.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: nenjin on October 31, 2013, 09:18:27 am
It's things like this why I love Introversion:

http://www.youtube.com/watch?v=Qx7KU2S_fbQ#t=69
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Graknorke on October 31, 2013, 09:31:05 am
It's things like this why I love Introversion:

http://www.youtube.com/watch?v=Qx7KU2S_fbQ#t=69
Why don't real prisons do this?
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: tryrar on October 31, 2013, 09:33:46 am
That was freaking hilarious! Thumbs up!!
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: 10ebbor10 on October 31, 2013, 12:17:35 pm
It's things like this why I love Introversion:

http://www.youtube.com/watch?v=Qx7KU2S_fbQ#t=69
Why don't real prisons do this?
They do, Actually, I'm pretty sure that the movie is a direct reference to these guys  (http://en.wikipedia.org/wiki/CPDRC_Dancing_Inmates)

Thriller (http://www.youtube.com/watch?v=hMnk7lh9M3o)
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Tyyr on November 18, 2013, 04:04:13 pm
Is there anyway to deal with construction workers getting caught on doors. When my prisoners first show up and the doors start closing workers start to get hung up in doorways. Things look open but they get stuck on the doors. I can't figure out how to get them loose so I wind up sacking them.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: 10ebbor10 on November 18, 2013, 04:30:58 pm
Force the door open?

Or hire guards, who should open them.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: lordcooper on November 18, 2013, 05:58:58 pm
Is there anyway to deal with construction workers getting caught on doors. When my prisoners first show up and the doors start closing workers start to get hung up in doorways. Things look open but they get stuck on the doors. I can't figure out how to get them loose so I wind up sacking them.

Good on you.  I'd fire any employee incapable of figuring out how doors work too.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Tyyr on November 20, 2013, 02:45:05 pm
Force the door open?

Or hire guards, who should open them.
I've got guards and the door is open. The worker gets hung up in the open door, right on the corner. They just will not move. It's lead to me hiring several extra workers at the start to try and build absolutely everything I can before prisoners show up because this bug starts wiping out my workforce fast once the doors start to open and close.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Frank2368 on November 28, 2013, 03:45:01 am
This game is on sale on Steam, is it worth getting?
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Graknorke on November 28, 2013, 12:55:46 pm
This game is on sale on Steam, is it worth getting?
Yes.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: dennislp3 on November 28, 2013, 01:13:50 pm
Very much yes
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: nenjin on November 28, 2013, 01:52:09 pm
An unqualified yes.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Gabeux on November 29, 2013, 06:42:23 am
Just played this, bought on the sale.
A must have, but hopefully they'll sort out the VERY annoying bugs, so I can get even more in love with it.

Made a terrible prison first, to see how bad a tantrum spiral ending could be, then I tried making one without any planning and soon it was in a death-loop with negative 300 cash and riots every day, 5 guards that would be revived and fight those riots, with all money going to repairs automatically in the end of the day.

Third try I planned up, managed to make a 40-capacity prison that was growing steady with a laundry, janitor, workshop and also patrol and deployment 'techs'. No incidents and escapes for a long while once I understood stuff - but I got too annoyed with the bugs for now.
Things that made me give up this current version:
- Vehicles can get stuck if something's on the road (a tree, for instance) - took me a while to notice
- Construction workers and their freaking job bugs - including the "won't put doors", "won't demolish wall", "won't place object", "won't place pipes/cables" (this one is the worst)
- Kitchen prisoner jobs: having two kitchens (one for cooks, other for prisoners) make the cooks go around crazy and soon people will be hungry.
- Janitor prisoner jobs: Janitor prisoners seem to help the janitors instead of working on their own (probably unintended), sometimes they will follow the janitor outside of your prison and they will suddenly realize they are near the edge of the map / they are free, and just run away.

The janitor one was fun for me because I had a "secure gate" with a guard "gatekeeper" stationed..he would let the prisoner janitors go outside and, once the prisoner entered in "escape" mode at the edge of the map, the guard would go after him. And then other prisoners would take their place and escape too.
Since I was too busy trying to make workers put objects down, 10 prisoners escaped before I noticed what was going on.
So I decided to wait until another version.

But it was great fun and I hope they put more speed-up options too, 2x speed isn't enough.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: LoSboccacc on November 29, 2013, 09:06:04 am
ah! new version is now.

no bugfixes in notes, tho.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Mini on November 29, 2013, 09:57:39 am
- Janitor prisoner jobs: Janitor prisoners seem to help the janitors instead of working on their own (probably unintended), sometimes they will follow the janitor outside of your prison and they will suddenly realize they are near the edge of the map / they are free, and just run away.
I've not had problems with this when I've zoned my gate as staff only (which requires it being a double gate). I recall prisoners going to get ingredients from boxes which are outside unless you do this, also.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: BigD145 on November 29, 2013, 10:20:03 am
One kitchen and one cantina only. Anything more causes problems. The same goes for laundry.

0.15 has mod support and a staff room.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Zangi on November 29, 2013, 12:04:37 pm
ah! new version is now.

no bugfixes in notes, tho.
I'd figure performance optimization would be a massive bug fix.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: BigD145 on November 29, 2013, 12:11:51 pm
4x FPS
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Gabeux on November 29, 2013, 03:22:07 pm
For those who want to see the change log quickly:

= Mod system
= Performance optimisations continued
= Staff exhaustion  [Staff Room]
- You will now receive a different federal grant for each category of prisoner [50/100/150]
- New clock speed option : very fast. Runs the game at 5x speed. (Previous fastest speed was 2x)
- The Deployment view is now unlocked by the Chief. [Slight techtree changes]
- You can now scroll by pushing the mouse to the edge of the screen
- The Contraband view now has a sub-toolbar with display options
- Several main menu items have been moved into a new Extras sub menu
- Fixed: Many types of irrelevent equipment will no longer be smuggled into your prison
- Fixed: Power lines were rendered without colour once you'd built more than four power stations
- Fixed: Not all of the Complaints thought bubbles were displaying correctly
- Fixed: Some invalid jobs would appear at the top left of the map as a price

Full version here (http://www.introversion.co.uk/blog/index.php).

They added the fast forward button, ohh yes.
However I wonder if construction bugs got fixed.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Zangi on November 30, 2013, 02:34:36 am
I must ask, do medium prisoners just not take/have contraband in a15?  I know in a14, low prisoners were quite insistent on taking everything, repeat offenders, despite the multiple punishments.  Quite the tunnelers too...

Something be wrong with my game or is this normal?
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Tobel on November 30, 2013, 02:37:21 am
Anyone having a problem with the game crashing in the intro video? I also can't kill the process in task manager.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: forsaken1111 on November 30, 2013, 08:06:50 am
Anyone having a problem with the game crashing in the intro video? I also can't kill the process in task manager.
The fact that you can't kill it in task manager means its likely waiting for some hung kernal resource, which is usually the result of a bad driver. Try updating your drivers?
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Tobel on November 30, 2013, 11:29:59 am
I recently updated my Nvidia drivers, I'll try to find either an older one or a new beta driver. I really never have bothered with any other drivers, is there a way to do a group update?
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Knight of Fools on November 30, 2013, 12:50:57 pm
Even with individual motherboards, not really. You'll have to download and run them one by one unless your manufacturer happens to have some sort of driver manager.
Title: Re: Prison HYPHEN Architect (v. a14) - Now with more PUPPIES!
Post by: Gabeux on November 30, 2013, 04:32:44 pm
I must ask, do medium prisoners just not take/have contraband in a15?  I know in a14, low prisoners were quite insistent on taking everything, repeat offenders, despite the multiple punishments.  Quite the tunnelers too...

Something be wrong with my game or is this normal?

Maybe I'm making everybody too happy, but no one tried anything once I fenced off all my prison and managed to satisfy (most) needs.
Rarely, after visits, dogs will sniff out cigs or drugs.

I had medium prisoners at the start, once I was settled they didn't do anything fun, so I changed to MaxSec prisoners and there was the occasionnal brawl at places where guards weren't stationed (had 3 showers and I just left cameras there).
After I stationed guards there too, some quick rare brawls would occur. I changed the food policy (more food/variety) - everything 100% peaceful, except for those new prisoners that may arrive already pissed off.

I think it's mandatory to have metal detectors on entrances to cell areas, so it guarantees that when prisoners go to their cells, they won't have tools or weapons with them.
This was enough to stop digging attempts since the beggining, I think.
One day there was no power for some hours, and a few days later a guy escaped through a tunnel.
Fences could have slowed that down but I forgot to build them at that point  :P

A screen of my third (first successful) prison. I didn't use the west area because I bought it by accident after I finished it. ::)
Spoiler (click to show/hide)

Also - little security science:
Shakedowns: it's funny to start one on work hours, so guards will confiscate the tools people are using to work with as if they were up to something. And doing it every few days (I do it on sleep hours) is useful to prevent digging and nasty fights. On my prison above I'd find only one prison keys and maybe a fork, but it was rare.
Bangups is very useful when fights start and may get into riots. I also experimented leaving maxsecs 3 days in bangups and could maintain control of them, even after releasing them from the bangup. No deaths and riots, at least.
Lockdowns is just bad. Leave it for a some hours and riots will begin quickly, and you'll probably only fix it with riot police.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Karlito on November 30, 2013, 05:50:51 pm
Lockdown is what you do when the riot is already under way.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Grendus on December 01, 2013, 07:51:15 pm
The tutorial kind of needs work. I had a prison riot that resulted in the death of one of my builders, mostly caused by my not having enough "family" items. It should at least cover the reports menu, prison work, finances, and how to handle riots.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Knight of Fools on December 01, 2013, 10:50:42 pm
My guards can't seem to find any contraband in my High Risk prison. Kind of upsetting, since I went through all the trouble of setting up metal detectors and K9 patrols. It gets detected (Dogs bark, detector goes off), they just can't confiscate it and the prisoner gets off scott free.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Yolan on December 01, 2013, 11:51:32 pm
Yeah I have found last night that contraband just stopped appearing entirely. I know that they are fiddling with things between official updates, so I am guessing it was a tweaking downwards of contraband that went a bit too far, and they will adjust it again soon. Previously I was having too many forks and spoons stolen, which was stupid considering we wouldn't be giving them metal cutlery in the first place, but no contraband at all is also a bit boring.

Oh yeah. Had my first ever riot also. ;-) Nine casualties. Two of them guards. I had to bring in the riot police and ended up with forty injured prisoners or so. What kicked it off was that I combined two cell blocks into one larger cell block, without expanding the shower. Prisoners are always grumpy in the mornings when I troop them off to the showers (so I can then send them to work), and if they are just standing around all grumpy without a spare shower there is going to be a fight.

Thankfully the rioting was limited to the cell blocks. I have noticed prisoners don't tend to cause that much damage in such areas. Your biggest potential for seriously expensive riot damage seems to be the workshops, or laundry, or such places. Unfortunately after my riot everything was in a bit of a mess, and I left my laundry unsupervised. The next thing I know I had another dead (electrocuted) prisoner on my hands and three ruined washing machines.

It is also a shame that once you have one big riot your prison value is likely to be reduced to nothing. I have had a total of fourteen murders now, and I am in the minus-value zone. Lol.

Another interesting thing that happened was an isolated incident of murder. I made a new building for future use as a cell block, but left the door open and forgot to set it as a no-go area. The next thing I know two prisoners were inside and fighting, and before I could get a guard there in time one killed the other. Ouch. You have to keep your eye on them (my prison is fully maximum sec).

Moving on to some things I would like to see in the future ....

- Shower time wakes up prisoners to take a shower, but once they do they are free to shift to "free time". Having fully clothed prisoners milling around in the showers for half an hour looks stupid.

- Theme Hospital style staff. Individual staff have names and personalities. New hires come from a limited pool that updates now and then. Sometimes if you need to make a lot of hires, you may be pressed to get good quality staff.

- Relationships between individuals. Staff to staff, prisoners to prisoners, staff to prisoners, etc. Positive or negative relationships could impact on a variety of things already in game, or be linked to new features such as smuggling, gangs, murder, etc. Rather than a prisoner person losing their shit and just attacking a person who is nearby, it would be better if they have already developed an enemy. They might kill them in a fit of rage, or they might plan it carefully and do it in cold blood.

- Some kind of "wing" system. Currently I have no choice but to let all of my prisoners mingle in certain large areas like the canteen. I now have seventy max sec prisoners, and if I had a choice I would rather break things down into several, smaller scale canteens so as to make any riots more localised. The game needs to reward smart design more.

- Duty control. If I have one guy who is constantly causing trouble, I want to be able to ban him from work. I also want to be able to say, find a few well behaved prisoners and allow them to work in the kitchens. Also, as far as I know the game currently does not allow you to say, only have minimum sec people working in the workshop etc. The function is partially implemented but not fully yet.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Knight of Fools on December 02, 2013, 12:26:42 am
I typically have my prisoners shower for an hour to wake up, and then go to free time. They take care of unhappy stuff sooner and are happier to work later in the day. I usually split their work shifts into four hour segments so they can take breaks. Maximum security, and no problems so far.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Aklyon on December 02, 2013, 12:43:46 am
Part of the value is days without incident I think, ya? Eventually you might even back out In value, but a sign (staff room furniture perhaps?) that displays that would be more nifty.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Gabeux on December 02, 2013, 02:11:05 am
-post

Ha, I thought about the same features you suggested.
I believe they might add those later on..

Random note: I just finished Uplink, that 2001 hacker game from Introversion.
I played it when I was 15 or so, I didn't understand english very well and gave up when LANs and stuff started to appear.
I remember how awesome I felt when robbing a bank "succesfully" for 1 million credits, and feeling like a pro, then getting busted some hours later. Oh, memories... 90's feels.
Now that I can actually understand everything, I finished the game so quickly it feels weird. Never got detected..
I'm in love with introversion  :P
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Grendus on December 02, 2013, 01:29:31 pm
So I'm running into a serious problem with occupancy. After I hit about 24 prisoners, I need to take a few days to get everything locked down, get my income up high enough to build more cell blocs, etc. When I turn occupancy back on, I go from getting 8 prisoners to 18 in one go, and I literally cannot afford to build cells as fast as they keep shoving prisoners on me. Is this normal? A bug?
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: BigD145 on December 02, 2013, 01:35:09 pm
Day to day prisoner allotment is different. Just keep trying and building until you hit a lower count or you have space.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Yolan on December 04, 2013, 02:05:53 am
Making money can be a challenge. I recommend using the sell prison function a few times once you get tired of a certain prison, in order to get your starting cash up. With four hundred thousand in the bank or so you can really get the bulk of a nice prison built right at the start. That might sound like it ruins the challenge, but at least you can enjoy the design aspect.

Myself I have gone through quite a few evolutions in my prison design, but I seem to have settled now on something fairly stable that works nicely. It took about seven or eight prisons to get to my current design though.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Zangi on December 04, 2013, 08:33:22 am
So I'm running into a serious problem with occupancy. After I hit about 24 prisoners, I need to take a few days to get everything locked down, get my income up high enough to build more cell blocs, etc. When I turn occupancy back on, I go from getting 8 prisoners to 18 in one go, and I literally cannot afford to build cells as fast as they keep shoving prisoners on me. Is this normal? A bug?

Holding cells are a godsend.  Throw enough beds, tvs and phone booths in there and the only thing they'd complain about is privacy if you got everything else set-up.  Use the rest of that grant money to set-up the license plate maker and maybe the first 15 cell block.  (Minimal approach on that cell block.)  The fun thing is, if people from the cell block get sent to solitary(many infractions get solitary in my set-up, lockdown is weaksauce), someone else from the holding cell gets the vacant cell.  So you end up getting a revolving door type thing.   With that, you can hold a nice number of vagrants.  I find that with normal security, once you get +60 prisoners, roughly 5 prisoners will be released each day, even up to 8.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Grendus on December 04, 2013, 09:51:17 am
Yea, I have it working pretty well now. I have about 50 prisoners revolving through the prison and get about $10k a day in license plates. Once you have a good prison industry going (I have two workshops side by side with maxed out workers) the money comes in pretty quick. Now I just need to get my net worth back up from the murder and escapes I had early in my prison history. Sucks that those don't eventually drop off your record.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Just Some Guy on December 12, 2013, 06:09:28 pm
I have this game. I'm not exactly good at it though.

Has anyone here tried modding? I want to try, but I'm afraid I'll mess up the game by extracting the main.dat files wrong.

Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: forsaken1111 on December 12, 2013, 06:15:17 pm
I have this game. I'm not exactly good at it though.

Has anyone here tried modding? I want to try, but I'm afraid I'll mess up the game by extracting the main.dat files wrong.
Who cares if you mess it up? Just back up the folder and try it. If it breaks, delete and copy.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Aklyon on December 12, 2013, 06:25:08 pm
I have this game. I'm not exactly good at it though.

Has anyone here tried modding? I want to try, but I'm afraid I'll mess up the game by extracting the main.dat files wrong.
Make sure you're reading current modding instructions, not ones made during Alpha 14 or earlier.

Other than that, I haven't tried modding. But the combo grants mod is nice.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Aklyon on December 24, 2013, 01:07:34 pm
I think I might've overdone it with the amount of kitchen utilities here. (http://cloud-3.steampowered.com/ugc/452908601744073298/57E8C2B96834AE94CF5C8ACEFC01FC0CCAE15B95/) I had to build a second powernet to support the kitchen.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: BigD145 on December 24, 2013, 01:18:17 pm
They walk one direction to the shower and then the opposite direction to leave the cells? And the guards have to walk all the way down the cell block to break up fights? If they go down someone has to rescue them by walking all the way down the cell block? That is one dangerous prison.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Descan on December 24, 2013, 01:25:36 pm
It could work, just needs to have a employee-only door into the showers for the guards to get in. Some security cameras on the cell hallway wouldn't hurt.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: BigD145 on December 24, 2013, 01:48:44 pm
The showers are still on the opposite side of everything else, so the staff door would never be used in pathfinding.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Aklyon on December 24, 2013, 06:33:09 pm
They walk one direction to the shower and then the opposite direction to leave the cells? And the guards have to walk all the way down the cell block to break up fights? If they go down someone has to rescue them by walking all the way down the cell block? That is one dangerous prison.
Its a expansion into Medium sized start from Silent Greens in the workshop, with modifications (the solitary block was not there in the original map, among other minor things)
Also Descan, where do you put cameras though? I couldn't tell where they would be useful instead of just adding more guards.

Its named Mega Verdant Silence in the workshop if you want to poke around in it.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: BigD145 on December 27, 2013, 11:15:16 am
Santa and his elves are forcing the prisoners to make presents. (https://www.youtube.com/watch?v=3cKEBYIjdMs)
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Aklyon on December 27, 2013, 11:19:43 am
Santa and his elves are forcing the prisoners to make presents.
Magical presents that let the AI properly segregate prisons.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: dennislp3 on December 27, 2013, 12:58:43 pm
I am eager to play with this update now...been waiting for ages for this...alas I have to finish work first...
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: BigD145 on December 27, 2013, 01:49:08 pm
Zones working properly is the biggest thing in this update.

This is also on sale for 50% off on Steam.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Glloyd on December 27, 2013, 03:19:47 pm
This is pretty much what we've all been waiting for, can't wait to try it out!
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: nenjin on December 27, 2013, 04:42:54 pm
Such update.

I was about 2/3rds done on my 300+ capacity prison. Guess this means I'll be starting over....again.....

With zones though! I'm not going to fool with lakes for right now as that seems to be an invitation to buginess. It doesn't really apply to the type of prisons I make, but for people playing legit games that's a pretty nice randomization feature to keep things fresh and challenge designs.

The wood industry....I'm kinda meh on. Again, this is probably nice for people who aren't hacking their cash flow. Although it would be pretty cool to zone off a huge agriculture zone for your prison.

Road gates are pretty cool. I just wish the road logic didn't break when you put anything between the road and the joining edge of a delivery zone. I've tried several configurations of protected entryways and delivery zones and the AI usually locks up. I may have to do some tests. Because I'd like to have the deliveries zone be the first actual part of the prison people touch, and have it behind at least two gates. Not sure how that will work.

The zone path finding logic is pretty sweet. Multiple facilities being used intelligently by prisoners will really allow for way more efficient designs. Or at least thematic ones.

And I dunno if anyone noticed, but there were a couple new items on the objects menu that were fairly tantalizing. Arcade Machine, Guard lockers, Shotgun and Rifle cabinets and a library bookcase. I'm guessing those relate to the prison armory and prisoner education centers (the arcade machine being just another variety of entertainment object.)

PA is coming to the point where it's surpassing my initial expectations of the game. Really all it needs now is gangs, better prisoner personalities and the last few features they've talked before I'd personally say it's ready for Beta.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Yolan on December 28, 2013, 06:07:35 am
Agreed. This update basically fixes my largest gripes with the current system.

The only thing is that I have a max security prisoner only policy, and I want to be able to find well-behaved people that I can let work in the kitchen or workshop. Now I can do that. But only by, for example, setting them down to medium or min sec, and marking the kitchen/workshop appropriately. This means I then get less money for those prisoners. So I am kind of reducing my own income. But this is a small gripe really.

Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Knight of Fools on December 28, 2013, 11:01:33 am
Wait, can you do the reverse and take a min-sec prisoner and make them high-sec and earn more money for them?
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: lordcooper on December 28, 2013, 11:56:48 am
Wait, can you do the reverse and take a min-sec prisoner and make them high-sec and earn more money for them?

Skinny 'The Wimp' Hugalot need to be locked in solitary for the safety of his fellow prisoners, who are also locked up in solitary.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Graknorke on December 28, 2013, 12:13:33 pm
There is no overseeing body to actually check on how you're operating your prison, so who's to say what security level a prisoner deserves to be?
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Yolan on December 28, 2013, 12:41:07 pm
So yes, you could get a bunch of docile min-sec guys, grade them high-sec, and get the money benefit. I suppose this is something that a 1.0 version of the game would need to address.

Given how easy prisoners are to control at present, even with max sec only prisoners I tend to get bored.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Descan on December 28, 2013, 12:49:05 pm
Should be de-coupled so that each prisoner has a grade from the start of "Min/med/max security" and any change you make doesn't modify how much money you get, only that starting grade.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Graknorke on December 28, 2013, 01:06:07 pm
Prisoners already have varied temperaments though. It's actually a smooth gradient rather than being one of three possibilities. The Min/Nor/Max sec stuff is just for grouping, as far as I can tell.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Descan on December 28, 2013, 01:40:03 pm
What? What makes you think I was talking about temperments?

I just mean sentencing-level for how much money you get for the prisoner which doesn't change no matter how you arrange security, and then an in-house security level so that prisoners who aren't assholes can be grouped together, no matter what their sentencing-level is.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: PanH on December 29, 2013, 01:16:52 pm
Prisoners already have varied temperaments though. It's actually a smooth gradient rather than being one of three possibilities. The Min/Nor/Max sec stuff is just for grouping, as far as I can tell.
Dunno, I find there's quite a big difference if I'm filling my prison with max as opposed as med. They're really more violent, and I have to put much more guards.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Graknorke on December 29, 2013, 01:27:54 pm
Prisoners already have varied temperaments though. It's actually a smooth gradient rather than being one of three possibilities. The Min/Nor/Max sec stuff is just for grouping, as far as I can tell.
Dunno, I find there's quite a big difference if I'm filling my prison with max as opposed as med. They're really more violent, and I have to put much more guards.
Yes, that would be the case, but the tolerances of the prisoners is more varied that just being either minimum, medium, or maximum security.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: BigD145 on January 24, 2014, 05:48:59 pm
There's an island prison start that's fun. It's on the workshop. "Prison Island (Mini)"

It has a single road/bridge from the main road and a goodly amount of building space. If you use the bridge as your only entry you don't even need to build walls around the compound. Water is your wall. Yes, prisoners can tunnel under the water.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Tobel on January 25, 2014, 09:35:31 am
The developers have a fairly serious discussion about a critique of their game: http://www.youtube.com/watch?v=netYNUAq_ZQ

Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: BigD145 on January 25, 2014, 10:52:18 am
It's not set in bloody fucking America!
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Mictlantecuhtli on January 25, 2014, 02:50:15 pm
Kotaku is pretty godawful if that's their excuse for gaming journalism. Can't tell if the writer was being silly on purpose or was really believing their own BS. Let's see how that person feels after a session of DF.


'Dwarf fortress is supporting inequality and downplaying depression, I say you take on these issues with maturity for me!!'

Actually, maybe they should make it hyper realistic to the point of being monotonous and dull to even start up. Remember how fun Prison Tycoon is??
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: BigD145 on January 25, 2014, 03:03:33 pm
The writer made an assumption and ran with it, all the while asking "why didn't you make this obvious alpha game into a mirror image of life in a specific country?"
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Vattic on January 25, 2014, 03:45:44 pm
Kotaku is pretty godawful if that's their excuse for gaming journalism. Can't tell if the writer was being silly on purpose or was really believing their own BS.
I think this is unfair given how a lot of his criticisms are considered valid by the developers and will disappear as new features are included.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Mictlantecuhtli on January 25, 2014, 03:54:45 pm
Yeah, because they'll continue development. Not because of a ridiculous article.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: nenjin on January 25, 2014, 04:31:13 pm
I'm not really a fan of Kotaku either. They really don't have a claim to being a moral authority. It's practically 'the internet' of games journalism, in that it includes all types of content (from the highbrow to the downright stupid, trivial, sexist and not even games.)

I get the guy's gripe and yeah, in some ways you feel a little weird playing PA if you have any sort of liberal leanings. But it's not a white washing, or a thoughtless cheerleader for the Prison Industry. It's....

A goddamn simulation! And a good one, at that! The statement it makes is the statement the player intends to make. A good simulation covers as many angles and extremes as possible, and when the dots are all connected between various simulation mechanics, you arrive at the outlook the player wanted to express. That covers everything from the newbie who is hopelessly floundering amongst the game mechanics, and is basically the model of inefficiency, to the experts who understand the mechanics and manipulate them to arrive at increasingly different results. That's both the guy who runs a gulag hellhole as a political statement OR like a kid burning ants with a magnifying glass....to the guy who runs a Utopia where every prisoner has an apartment (one of the maps already shown on Steam) because he believes prisons should help people OR because he wants a safe testing ground to observe and experiment on these people.

A good simulation makes room for all these things. If the people making the simulation are decent people, then it's reasonable to assume they prefer good outcomes just as much as you do. (And perhaps the occasional desire to indulge in a nihilistic simulation.) And PA is already doing that pretty well.

To take DF as an example, I actually get a lot of joy from watching my personally named dwarves succeed, get better and be happy. I savescum for this reason, because that's what the game is primarily about to me. I play PA much the same way by default, it just lacks some elements to make you more attached to all occupants of the prison, staff and inmates.

I think the article writer may not really get simulations the same way, or want them to work in less interesting ways. I haven't looked through his games but what they said about Unmanned sounds like a guy who designs a game to make a specific political statement or strike a specific tone. And while I consider myself left-leaning, the kind of game it sounds like he wants is a terrible one, one that points out all the worst of prisons in America so it can be an incessant drum beat of hunger strikes, protests against execution, rape, corrupt staff taking advantage of inmates and outright murder. That's pigeonholing a game to serve a political goal and it's what wrecks simulations. LCS is a little like that, but in his own way, Toady built a scale between violent and non-violent liberal action. To fully realize the simulation would have been to do the CCS in reality.

Anyways, they seem to be taking it alright. And in the process of talking about what the game doesn't yet do, we're getting a look at some longer term goals that I didn't really know about. Dunno if they've talked about them before.

-Linked offenses, rather than seemingly random ones.
-Better, more nuanced prisoner personalities.
-Drug addiction, status effects for them and motivating prisoners to steal for drugs.
-Longer term psychological effects on prisoners from their experiences.
-Rehabilitation and Drug Treatment.
-Decision-based Parole hearings.
-Prison life affecting recidivism rates.

I mean, when it's all said and done, that's a pretty bloody brilliant simulation. Such openness. So connected. And this is why I love Introversion. They get it. Chris says "[The Drug Simulation] isn't in the game because we haven't given the players any tools to deal with it. It's a pointless simulation."

Quote
Remember how fun Prison Tycoon is??

Oh man. Do I. 3 hours of work for literally no pay off. Just watching guys walk in a line and guards occasionally run over to clean up.

I guess I shouldn't really be surprised by this writer's reaction. Other forums I've mentioned PA, I get a distinctly different reaction than what we see around here. Some people are thoroughly creeped out by the idea of playing a prison simulation, because their minds automatically go to the kinds of possibilities that the writer seems to want: i.e. the worst examples the US Prison Industry has to offer. (Yes, that's a DF Forums brag on the sly.) It's kind of a sign of the times I guess that people with good intentions (social justice) are in this industry but they lack the ability to hold any kind of cognitive dissonance when it relates to gameplay. To me, DF wouldn't be as sweet if my dwarves weren't so detailed and could face such horrible ends, possibly by my hand. Likewise, PA wouldn't be as interesting if I couldn't both make my prisoners better people or grind them down into subhumans. The former is currently a bit lacking but there's little doubt it's coming.

At least the guy's article has gotten them to talk more openly about their later development plans and made some good calls for better representation of some mechanics.

Lol, toward the end, I dunno. My opinion of this writer has changed slightly. He sounds like a A#1 candidate for LCS. His bit about affecting the laws in the area your prison exists is along LCS's line of thinking. Personally, I'd be all for that, since Chris and Mark already view it as a scale.

Mark "We need to change the tag line from Prison Architect: Build And Manage A Maximum Security Prison, to Prison Architect: ITS NOT IN THE FUCKING UNITED STATES." God I hope they do that for the next alpha update video.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Graknorke on January 25, 2014, 04:43:23 pm
Well, looking at Paolo's games, it seems like they intent to tell a message to the player by showing them it, rather than having the player draw a conclusion from meaningful mechanics. Noticed it particularly in 'Unmanned', that there were single "correct" branches in conversations, and you would get a medal for following those because you did a good/bad thing.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: nenjin on January 25, 2014, 04:45:44 pm
Well the maxim for writers is "show, don't tell."

What would it be for simulators? "Enable, don't show?"
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Vattic on January 25, 2014, 05:27:28 pm
nenjin I don't fully understand your complaint. I don't think he is arguing for a specific left leaning message to be delivered through the game, but instead for a more nuanced simulation in specific areas. Complaints/suggestions include:
- more unhappiness feedback besides frequent rioting.
- a downside to solitary confinement.
- rehabilitation.
- more interaction with the outside world.
- alternate viable options besides turning your prison into a factory.

Most of these have been confirmed by the devs in the video response.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: nenjin on January 25, 2014, 06:21:05 pm
Partly it's the tone. It's kind of accusatory in places, as though his expectation is that show casing these things should have been a point of development from the outset. Like "The lack of emphasis on drug sentencing is a glaring oversight." (Not actual quote.) Well, no, it's not a glaring oversight. It's just not fleshed out in the alpha build.

It's his seeming desire for atrocities to be up on display that makes me think he's not seeing the idea of a simulation as a whole. You don't start a simulation by going "Ok, how do I make hunger strikes happen." You spend a year and a half building an environment where something like that has context. Which is what Introversion has done.

It's basically a journalist who has spent probably 8 hours on a game, probably not read the forums or listened to developer commentary, getting a little breathless because he wants to address a larger social issue. He doesn't hate the game and they don't hate his review. Tonally though, I have problems with it and I'd question if it comes down to his own perception of what's most important. (i.e, the message not the game or having a great sandbox.) Maybe he was playing an older build before policies, but if not, it tells me he didn't really pay very close attention to the game. I don't expect him to know as much someone playing since Alpha 1, but I'd expect him to know and have played a bit more before he structured and spiced his article the way he did. An interesting review would have been "Prison Architect vis-a-vis the American Prison System" with "Prison Architect of course is still in Alpha" at the end of every couple of paragraphs. But it's not. And as Chris and Mark point out, his one-sided view from the American standpoint (funny because the writer isn't American and should be well aware other kinds of prisons are out there) makes for a lop-sided perspective. Then again, when it comes to social justice, much like the media, good news doesn't get written about as much as bad news.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Vattic on January 25, 2014, 09:16:37 pm
I would agree his tone is accusatory and even combative. The things he mentions are those that would jump out for a left-wing player. Considering the praise he gave the game and the quote bellow I figured it was deliberately written in a passionate style.

Not at the end of every couple of paragraphs, but he does mention it's alpha quite a few times and also lays out his reasons for posting.
Quote
One of the reasons developers pre-release games is to create a community around their titles and involve players in the development process. After hearing concerns about the very existence of a prison simulator, I decided to play it extensively and to start a conversation (in the comment section below) about the political and ethical implications of the game.

Also, unlike myself, he doesn't seem to think it's set in the states as he says it's set in a nation modelled after the USA.

I can understand your position better now.

Edit to add: I'm glad it's not set in UK prisons. The main reason being that at even a hint of gang activity all the suspected members get split up across the country. Looking forward to gang interactions.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Rez on January 26, 2014, 12:47:16 am
o/t: Welcome to gawker journalism friends.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: woose1 on January 26, 2014, 02:27:36 pm
For some reason I can't get any sheet metal imported. After building a workshop and setting prisoners to work there no sheet metal gets delivered and they just end up hanging out in the workshop and then eventually stabbing each other to death with powertools out of boredom. Anyone else getting this?
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: Zangi on January 26, 2014, 03:13:18 pm
For some reason I can't get any sheet metal imported. After building a workshop and setting prisoners to work there no sheet metal gets delivered and they just end up hanging out in the workshop and then eventually stabbing each other to death with powertools out of boredom. Anyone else getting this?
The delivery/storage area, are they restricted?  That is where the sheet metal end up going.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: woose1 on January 26, 2014, 03:18:39 pm
For some reason I can't get any sheet metal imported. After building a workshop and setting prisoners to work there no sheet metal gets delivered and they just end up hanging out in the workshop and then eventually stabbing each other to death with powertools out of boredom. Anyone else getting this?
The delivery/storage area, are they restricted?  That is where the sheet metal end up going.
Nope. They're behind jail doors but I have guards set right near them. The trucks just aren't coming with any sheet metal in them. Wood logs getting turned into wood planks works fine but for some reason they won't import any metal whatsoever. I'll try with a new prison and see if I get the same result.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: PanH on January 26, 2014, 03:37:57 pm
It's possible that they'll work on wood before making metal thingies. I'd try getting rid of all your logs.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: woose1 on January 26, 2014, 03:43:20 pm
It's possible that they'll work on wood before making metal thingies. I'd try getting rid of all your logs.
That's probably it then because in every case I had wood present. Just curious, which one is more profitable? Considering that wood requires an extra step (cutting down trees) I would assume wood planks sell for more but then again license plates require the press machine. Speaking of which they should really change the requirements for workshops to be just a saw machine instead of both the pressing machine and saw machine because if you chose to just use carpentry the other table just takes up space.
Title: Re: Prison HYPHEN Architect (v. a15) - Now with more PUPPIES!
Post by: ank on January 27, 2014, 03:51:02 pm
It's possible that they'll work on wood before making metal thingies. I'd try getting rid of all your logs.
That's probably it then because in every case I had wood present. Just curious, which one is more profitable? Considering that wood requires an extra step (cutting down trees) I would assume wood planks sell for more but then again license plates require the press machine. Speaking of which they should really change the requirements for workshops to be just a saw machine instead of both the pressing machine and saw machine because if you chose to just use carpentry the other table just takes up space.

Wood is by far the most profitable. I haven't run the exact number, but all I know is that in my prison I get 5k for licence plates and 30k from wood each day.
Wood also only requires one work station.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: forsaken1111 on January 31, 2014, 09:42:36 am
So Alpha 17 is out.

Trees take longer to grow and there is a new forestry zone where gardeners will automatically plant trees and trees fully grown will be autoharvested.

There are now armed guards.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: Tobel on January 31, 2014, 09:43:27 am
Patch day. Updated OP.

Changelog:
Spoiler (click to show/hide)
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: PanH on January 31, 2014, 11:45:31 am
Oh, armed guards. Nice.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: Ghazkull 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.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: Aklyon 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.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: Funk on January 31, 2014, 02:10:50 pm
Finally no more save hacking for armed guards.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: PanH 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.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: Funk 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.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: nenjin 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.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: Descan 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.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: Aklyon 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.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: BigD145 on February 01, 2014, 09:40:29 pm
Zoning/pathing was made to work right version before this.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: Thexor 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.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: nenjin 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.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: puke 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.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: Karlito 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.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: puke 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?
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: Descan on February 05, 2014, 12:15:17 am
As far as I can tell, there are four. Death, Escape, Release, Game-bug.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: Aklyon on February 28, 2014, 12:19:37 pm
Update!
They've added prisoner reform things, according to the email. Haven't watched the update video yet.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: BigD145 on February 28, 2014, 12:42:26 pm
Tazers, body armor, workshop requires training, classroom is a new room with outside teachers hired, psych therapy, carpentry, kitchen training, and that's about it. The "dog stuck on door resting" bug appears to have been fixed.

I wish he had gone to see the psychologist before deciding to do this spur of the moment thing.
Spoiler (click to show/hide)
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: Graknorke on February 28, 2014, 01:59:50 pm
What does the taser upgrade do?
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: Isdar on February 28, 2014, 02:03:50 pm
What does the taser upgrade do?
You have a tazer upgrade that gives tazers to armed guards, and one that gives it to guards and dog handlers.
Tasers are a oneshot weapon that knocks a prisoner unconsious and then need 1 hour to recharge.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: Glloyd on February 28, 2014, 03:03:54 pm
Video's here. (http://www.youtube.com/watch?v=2pSoteVB_lE&feature=c4-overview&list=UUuWAgvyiWcBeZ8sT0sJZyBg) I really like the idea of the education systems, it could be an interesting mechanic.

Now I just really want a riot to start in my prison so I can unleash the hordes of tazer wielding guards on them,
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: Graknorke on February 28, 2014, 08:23:24 pm
What does the taser upgrade do?
You have a tazer upgrade that gives tazers to armed guards, and one that gives it to guards and dog handlers.
Tasers are a oneshot weapon that knocks a prisoner unconsious and then need 1 hour to recharge.
Yeah, I meant the second one on the tree. So, for dog handlers eh? I suppose it could prevent situations like this one dead-but-reanimates-to-get-into-fights dog I have laying around after its handler got killed.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: nenjin on February 28, 2014, 08:52:12 pm
Chris said he considers Tazer Deployment a possible game breaker. He wants feedback on what people think about it, because he's not sure it'll stay.

It appears Tasers are good for small scale discipline. In a fight it takes a couple seconds to fire off, and then they're going to go back to whatever method they were using prior. I suppose if you're ultimate goal is least prisoners hurt, you'd want Tasers. If order and discipline is your priorities, Tasers aren't something you want.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: BigD145 on February 28, 2014, 09:12:41 pm
Tazers are more of a "I'm alone and there's two or more prisoners after me" weapon. You reduce your attackers by one and survive long enough for backup.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: nenjin on February 28, 2014, 09:40:59 pm
Tazers are more of a "I'm alone and there's two or more prisoners after me" weapon. You reduce your attackers by one and survive long enough for backup.

They take too long to fire for what I've seen. They basically ensure your prisoner goes down with the minimum damage. With how vicious dogs are, and that prisoners will fight until they're damn well ready to fall down, I think of the taser more as a life-saving-conflict-resolution tool :P
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: Aklyon on February 28, 2014, 09:45:48 pm
What if you have a lot of tasers prepared at once?
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: BigD145 on March 01, 2014, 01:13:29 am
One taser per guard.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: Chiefwaffles on March 01, 2014, 02:24:25 am
In my most recent playthrough, I noticed that the education system really balances the workshop. It's still viable,  but now it's no longer "get grants, get prison labor, get workshop, get all the money." Education system needs a bit of fine tuning and bugfixing, but overall it's wonderful
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: BigD145 on March 01, 2014, 01:47:54 pm
The whole point of the education system is to make prisoners into reformed and productive members of society when they get out, not to make you money. Got a prisoner interested in woodworking and they get released in 4 days? You should still spend the money on them.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: Chiefwaffles on March 01, 2014, 01:55:03 pm
That is true, but it doesn't stop the education system from greatly balancing prison labor.
Title: Re: Prison HYPHEN Architect (v. a17) - Guards have teeth
Post by: nenjin on March 01, 2014, 02:53:05 pm
Woah, totally in the wrong thread.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: BigD145 on March 27, 2014, 10:44:01 am
New update for the month puts your accountant to work.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Glloyd on March 27, 2014, 10:57:39 am
Patch notes?
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: dennislp3 on March 27, 2014, 11:03:54 am
Alpha 19

Video explaining changes:

http://www.youtube.com/watch?v=hLueDnpnTI0&feature=player_embedded (http://www.youtube.com/watch?v=hLueDnpnTI0&feature=player_embedded)


Patch notes:

= Financial system improvements

    - Cashflow is now visible from the very start, without needing an Accountant to unlock it
    - Cashflow is now paid hourly, instead of at midnight as before
    - The starting bank balance has been increased from $10,000 to $30,000
    - The daily federal grant has been increased from $1,500 to $2,000
    - You now receive more daily money for the max security prisoners

    = Cash Bonus : Days without Incident
      You now receive a bonus to your cashflow based on the number of days without incident.
      The bonus accumulates at a rate of $1,000 per day without incident
      So after 1 day you get a $1,000 bonus, but after 2 days you get a $2,000 bonus
      The maximum daily bonus is $10,000 for 10 days straight without incident
      The amount received resets immediately to zero after a death, serious injury, or escape
     
    = Corporation Taxes
      You must now pay tax - 30% of all profits, directly out of your daily cashflow.
      Once you have a profitable prison you can use your accountant to reduce this to 15%
      You can also unlock an offshore tax haven for a whopping $50,000, that reduces your Corporation Taxes to 1%.
        (This is only recommended for prisons with massive daily profits)
       
    = Bank Loans
      You can now borrow lump sums of money from the bank, and pay interest on the amount borrowed.
      Interest payments are made hourly, and each successful payment increases your credit rating.
      As your credit rating increases, so does the amount you can borrow, up to a max of $100,000
           
    = Prison Share Scheme
      You can choose to sell shares in your prison to private investors and venture capitalists.
      They will pay you 10% of the current prison value, in exchange for 10% ownership of your prison.
      You can sell up to 50% of your prison this way, and you can buy back at any time (although the price may have gone up)
      However if you've sold 30% of your prison to investors, you will only receive 70% of the price when you come to sell the entire prison
   
= Game rebalancing
    - The prison 'temperature' now increases quite a bit slower, taking much longer to reach dangerous levels
    - The temperature falls much quicker once the causes of frustration have been resolved
   
    - A prisoner's "time served" now counts up much more slowly, meaning they will spend longer in your jail before release
        Previously one year sentence = 36 game hours (1.5 days)
        Now one year sentence = 120 game hours (5 days)

    - The Workshop Safety Induction can now be taught to 10 prisoners at once (up from 5 previously),
        and prisoners can use a workshop saw OR a workshop press whilst learning

- New room/zone : Exports
    Finished items are taken from the workshop to the new exports zone. Workmen will do the hauling.
    If the exports zone is 'secure' then your prisoners will also do the hauling.
    Items in the Exports zone will be loaded onto passing delivery trucks and taken away.
    You will be paid as they leave the prison site
        NOTE: Logs will be auto-sold if there are no workshop Saws on site
        NOTE: Wood will be auto-sold if there are no carpenters tables, or no qualified carpenters on site

- SDL 2.0
    The game is now using SDL 2.0 for windowing, mouse/keyboard input, and sound. (Previously SDL 1.2)
    This should help with hardware compatibility and reliability
    Also provides better support for high dpi displays, joypads, tablets etc
   
- High DPI mode is now supported on certain displays - eg the Macbook Pro Retina display.
    Enable it from the Graphics menu. This will make the game look significantly sharper on high DPI displays.
    (Eg Retina Mac previously ran the game at 1280x800 - now runs at 2560x1600 on a 13" screen!)

- Greatly improved the display of Jobs in the deployment screen

- You must now keep your Administrators employed if you wish to continue using the facilities they have unlocked

- Prisoners with 'Qualifications' gained from reform programs will now strongly prefer to work in jobs that use those qualifications
    This fixes a problem where all your qualified workshop prisoners went off to do the cleaning

- Tazers are no longer flagged as 'Metal', so wont set off metal detectors

- Trees will no longer leave a stump if they are felled indoors, eg after building new foundations over forest

- The Emergency Services toolbar now shows tooltips for each service type, including the cost of callout

- The Rooms toolbar now highlights rooms you are likely to want to build, due to grants/objectives

- The Bureaucracy screen has been laid out in a new arrangement to make room for all the new unlocks

- The Lawyer has been removed from the game, as he currently serves no purpose. He may return at a later date.

- New graphics for the Teacher

- Fixed : The reform program 'Scheduler' now ensures there will be a teacher available when picking a time slot.
          This fixes a bug with the foreman being expected to teach multiple workshop induction classes at once.
          NOTE: You may need to manually click "Reschedule" if your prison has this problem after loading

- Fixed : Prisoners working as janitors would stand around in the cleaning cupboard doing nothing,
          unless you had at least one janitor hired (or if you had very few janitors in a large jail)

- Fixed : Cutting down a tree near a wall square will no longer demolish that wall square

- Fixed : Experience will no longer tick up on dead prisoners

- Fixed : You can no longer place rooms over lakes

- Fixed : Stolen contraband would still be counted if the prisoner responsible had left the jail.
          This counted towards the overall 'Supply' level, but could never be found by searching.


Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Glloyd on March 27, 2014, 11:14:04 am
Quote
    - A prisoner's "time served" now counts up much more slowly, meaning they will spend longer in your jail before release
        Previously one year sentence = 36 game hours (1.5 days)
        Now one year sentence = 120 game hours (5 days)

Hmm, I don't know how I feel about this. This'll slow down the game, because you'll hit your prisoner cap faster, and bring in new prisoners slower. They really should add a new game speed along with this. Even 3X still feels slow in the scope of things.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: BigD145 on March 27, 2014, 11:18:46 am
Quote
    - A prisoner's "time served" now counts up much more slowly, meaning they will spend longer in your jail before release
        Previously one year sentence = 36 game hours (1.5 days)
        Now one year sentence = 120 game hours (5 days)

Hmm, I don't know how I feel about this. This'll slow down the game, because you'll hit your prisoner cap faster, and bring in new prisoners slower. They really should add a new game speed along with this. Even 3X still feels slow in the scope of things.

Have you used the previous version at all? Before, you'd get prisoners in the process of learning a trade and they'd leave before finishing. They need to stick around. Bringing in new prisoners doesn't matter. Keeping your population up is what matters.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: dennislp3 on March 27, 2014, 11:20:48 am
yeah in the long run its better....sucks to set up your little industry and never making a profit from it because prisoners are eternally in training.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Glloyd on March 27, 2014, 11:21:07 am
Quote
    - A prisoner's "time served" now counts up much more slowly, meaning they will spend longer in your jail before release
        Previously one year sentence = 36 game hours (1.5 days)
        Now one year sentence = 120 game hours (5 days)

Hmm, I don't know how I feel about this. This'll slow down the game, because you'll hit your prisoner cap faster, and bring in new prisoners slower. They really should add a new game speed along with this. Even 3X still feels slow in the scope of things.

Have you used the previous version at all? Before, you'd get prisoners in the process of learning a trade and they'd leave before finishing. They need to stick around.

I did, but the reform system was broken for me, and classes wouldn't start. Either way, I've wanted a faster speed for a while, and this only adds reason for it.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Zangi on March 27, 2014, 11:30:48 am
Quote
    - A prisoner's "time served" now counts up much more slowly, meaning they will spend longer in your jail before release
        Previously one year sentence = 36 game hours (1.5 days)
        Now one year sentence = 120 game hours (5 days)

Hmm, I don't know how I feel about this. This'll slow down the game, because you'll hit your prisoner cap faster, and bring in new prisoners slower. They really should add a new game speed along with this. Even 3X still feels slow in the scope of things.

Have you used the previous version at all? Before, you'd get prisoners in the process of learning a trade and they'd leave before finishing. They need to stick around.

I did, but the reform system was broken for me, and classes wouldn't start. Either way, I've wanted a faster speed for a while, and this only adds reason for it.
The reform system WAS a bit broken.
I personally like this one-year-is-longer thing...  I think I can now actually get a critical number of prisoners in my holding cell, instead of a rotating cap of roughly 80-120 prisoners...
Also, more revenue.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: nenjin on March 27, 2014, 05:11:48 pm
I love the additions, just from a thematic standpoint. It's almost overkill, that amount of detail and execution, but at least now I can RP my evil, non-reforming soul dust factory to the hilt with a fat off-shore bank account enjoying 1%!

From a gameplay standpoint, I don't know if it honestly will affect how I play. Sometimes, I just want to build and experiment and cheating is optimal for that. On the other hand, I'm actually somewhat enticed into playing a legit game since it seems sustainable, and the potential for just having one long game where you build a prison, stop playing, come back, sell it and start a new one is pretty cool. I kinda feel like we should be able to name our corporation ourselves.

I like the logic of all the different financial inputs....but my eyes kinda started to glaze over because, in the end, money management isn't the part of the game I've ever chose to deal with. Plus, finance. Ugh. :P
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: nenjin on March 27, 2014, 05:26:49 pm
I think that's how it has always worked. That's why you build a holding cell first. If you say you're open for business, the game just sends prisoners. I don't think it cares how many open cells you do or don't have.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Zangi on March 27, 2014, 05:38:31 pm
You can manually choose to stop more prisoners from coming.  It also tells you upfront how many prisoners it is sending to you.... or should anyways.  Havn't booted up a19 yet.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Aklyon on March 27, 2014, 07:01:42 pm
Always build the holding cell first, then cells. Otherwise you'll run into problems.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: BigD145 on March 27, 2014, 07:32:15 pm
Yeah, I did stop it so I could build the whole thing. It's just that I've always had my first load of prisoners be 8 of them. Hence my surprise when there was 13.

The 8 prisoner thing was changed ... hmm. Probably a good 5 months ago or more.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: BigD145 on March 27, 2014, 09:56:49 pm
You might want to read the feature lists for the past year.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: ScriptWolf on March 27, 2014, 10:51:06 pm
Tried it again, and my prison was fucked right from the get-go.

Make the prison, use grants to make some extra cash to finish it off, have 8 cells, will expand to accommodate more prisoners later, since only 8 prisoners arrive the first time.

Then, prisoners start arriving. Yay! Wait, why's there a second truck?

Seems they have changed it. There were 13 prisoners, and I didn't have the money to even make a holding cell :I

If you don't have any guards you can leave them in the delivery area for ever, it's a nice trick and earns you a bit of cash.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Thexor on March 28, 2014, 12:51:06 am
My favourite bug of the day:

I had an early skirmish with some max sec prisoners that left a few dead, including one guard. Eh, that's too bad, but it happens. The dead prisoners were stored in the morgue, while the guard apparently died in a medical bed. The prisoners were taken out to a waiting hearse, as expected.

The dead guard, however, remained in a medical bed. For several weeks, his presumably decomposing body lay in respite, surrounded by the doctors that failed to save him. Nobody tried to move his body.

The best part? The hearse kept circling. Every few minutes, like a vehicular vulture, it circled the prison, waiting to see if anyone wanted to bring out the body.


Sadly, I fixed the bug by dismantling the bed. Watching that hearse do laps of my road was mildly hilarious!
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Karlito on March 28, 2014, 12:56:51 am
Wow, with all these new grants I might have to build a money pool for my prisoners to swim in.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: 10ebbor10 on March 28, 2014, 01:21:27 pm
Perhaps he was sheduled to be put in solitary, and you never build any/ didn't have any free spots.

((Or he was to be put on lockdown, but didn't have an individual cell.))
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: BigD145 on March 28, 2014, 01:44:50 pm
You can adjust who ends up in solitary.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Glloyd on March 28, 2014, 01:47:36 pm
Well.

I had an unusual glitch where a prisoner was found with a spoon, and so cuffed.

Thing is, he was never uncuffed. He stayed there, well past his original 3-year sentence, in cuffs, refusing to move, starving, needing a crap, needing a shower, without privacy, comfort...

Cuffs are like some sort of magical torture device in this.

I've had that happen. Just save and quit, when you boot the game up it should fix itself.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Jacob/Lee on March 28, 2014, 04:11:36 pm
My favourite bug of the day:

I had an early skirmish with some max sec prisoners that left a few dead, including one guard. Eh, that's too bad, but it happens. The dead prisoners were stored in the morgue, while the guard apparently died in a medical bed. The prisoners were taken out to a waiting hearse, as expected.

The dead guard, however, remained in a medical bed. For several weeks, his presumably decomposing body lay in respite, surrounded by the doctors that failed to save him. Nobody tried to move his body.

The best part? The hearse kept circling. Every few minutes, like a vehicular vulture, it circled the prison, waiting to see if anyone wanted to bring out the body.


Sadly, I fixed the bug by dismantling the bed. Watching that hearse do laps of my road was mildly hilarious!
I had this bug as well, except there were six dead guards in the beds, after my nearly prison-ending riot. AFAIK you don't actually need a medical bed for doctors to heal people, so all of them were decomposing in the infirmary until I decided to throw out all of the 100+ corpses from the mass riot.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Zangi on March 29, 2014, 02:23:56 pm
Well.

I had an unusual glitch where a prisoner was found with a spoon, and so cuffed.

Thing is, he was never uncuffed. He stayed there, well past his original 3-year sentence, in cuffs, refusing to move, starving, needing a crap, needing a shower, without privacy, comfort...

Cuffs are like some sort of magical torture device in this.

I've had that happen. Just save and quit, when you boot the game up it should fix itself.
Happens, another solution is to click on the guy and right click elsewhere, to move him.  A guard will come by and fix him.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: werty892 on March 30, 2014, 02:27:40 pm
Hnnng. I got this game, got a super prison on my second go, after selling my first normal sized one. My only annoyance so far is the twerking that guards and workmen do, when they get stuck on a corner. But otherwise, fun times. Protip:Feed your prisoners well, it is the best thing you can do to make them happy.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Vgray on April 08, 2014, 10:54:31 pm
Anybody have any tips for getting a basic prison up and running?
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Yolan on April 08, 2014, 11:44:37 pm

Protip. Chain link fence is free. Use it liberally. When in doubt, use more.

Finance is easier since v19, just go easy on the non-essential buildings until you have everything running smoothly.

Plan stuff out with the planning tool at the start so you can get an idea of what goes where.

Think of zones where buildings are clumbed based on if they are prisoner zones, half prisoner half outisde, outsider only.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Zangi on April 09, 2014, 11:35:12 am
As in the lakes?  I believe they can't be dug under or passed through.


Tip:
Holding Cell is best cell.  15x15 or more is good to have, depending on how much you procrastinate on individual cells.
Fed prisoners are content prisoners.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Aklyon on April 09, 2014, 12:08:29 pm
Fed prisoners are content prisoners.
An amount of unfed prisoners on the other hand, are an incoming riot if you don't get on with the foodening.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: BigD145 on April 09, 2014, 12:43:57 pm
Does water act as a completely impermeable barrier? Because I tried adding water, and it's resulted in a large part of the map being covered in the stuff, but enough room for a small prison half-enclosed with water.

It's supposed to be untunnel-able. It's certainly unwalkable. There's a nice 'island' start on the workshop. "Prison Island (Mini)"
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Zangi on April 09, 2014, 12:50:48 pm
Fed prisoners are content prisoners.
An amount of unfed prisoners on the other hand, are an incoming riot if you don't get on with the foodening.
It might be fun to get a huge riot or 2 going though.  So now you know how.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Vgray on April 09, 2014, 01:00:24 pm
I have a 20X20 holding cell, if you count the walls.

Should I reuse the space when I get around to building a cell block?
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Aklyon on April 09, 2014, 01:11:27 pm
I have a 20X20 holding cell, if you count the walls.

Should I reuse the space when I get around to building a cell block?
No, keep the holding cell. Reserve space is always good.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Zangi on April 09, 2014, 01:23:44 pm
I have a 20X20 holding cell, if you count the walls.

Should I reuse the space when I get around to building a cell block?
No, keep the holding cell. Reserve space is always good.
If you are really in need of space... but what about when you decide to expand your prison?  Are you going to immediately turn off incoming prisoners once you fill up your cell blocks?  (You still should have a holding cell somewhere, especially if things break.)
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: tryrar on April 10, 2014, 08:02:09 am
Ok, everyone who takes the kitchen course is failing, what the heck am I doing wrong?
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: BigD145 on April 10, 2014, 09:06:24 am
Some prisoners desire things they are not good at.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Karlito on April 10, 2014, 09:29:24 am
If they have many unmet needs, their concentration will be poor during classes. Also, if they are unable to attend class for whatever reason, they will likely fail.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Descan on April 10, 2014, 09:51:48 am
Ok, everyone who takes the kitchen course is failing, what the heck am I doing wrong?
Follow one of the dudes taking the course and see what he does.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: tryrar on April 10, 2014, 12:25:12 pm
I found out the problem. Turns out, you have to have your cookers positioned NOT against the wall, otherwise there isn't space for the students to stand and watch. >_>. Repositioned the cookers and problem solved
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Aklyon on April 24, 2014, 05:30:48 pm
Man, when Max-sec riots, it riots hard. I've been messing around with the island map in the workshop, and a tiny riot started in the cleaning cupboard, apparently by 11 people or so.

It ended with about 20 dead prisoners and 13 dead guards, and some rather injured dogs. I should've gotten body armor a bit sooner, methinks.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Glloyd on April 24, 2014, 06:12:52 pm
Man, when Max-sec riots, it riots hard. I've been messing around with the island map in the workshop, and a tiny riot started in the cleaning cupboard, apparently by 11 people or so.

It ended with about 20 dead prisoners and 13 dead guards, and some rather injured dogs. I should've gotten body armor a bit sooner, methinks.

I had a 170ish max-sec prison riot recently. I was getting bored of the prison, so I had been pushing the prisoners towards a riot, and when it happened, it HAPPENED. It started with about 30 people in a shower, and ended up with 60 or so dead guards, an entire dead riot team and paramedic team, and most of the staff dead. Took a second riot team combined with about 20 or so armed guards + 20 or so normal guards that I'd purchased to clear the whole thing out.

When the dust settled, there were something like 50 or 60 prisoners left alive.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Graknorke on April 24, 2014, 06:22:28 pm
Man, when Max-sec riots, it riots hard. I've been messing around with the island map in the workshop, and a tiny riot started in the cleaning cupboard, apparently by 11 people or so.

It ended with about 20 dead prisoners and 13 dead guards, and some rather injured dogs. I should've gotten body armor a bit sooner, methinks.
Oddly enough all of my riots seem to start in the shower. It must be the time of day when the prisoners are generally grumpy and all in the same place.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Zangi on April 24, 2014, 06:26:34 pm
Man, when Max-sec riots, it riots hard. I've been messing around with the island map in the workshop, and a tiny riot started in the cleaning cupboard, apparently by 11 people or so.

It ended with about 20 dead prisoners and 13 dead guards, and some rather injured dogs. I should've gotten body armor a bit sooner, methinks.
Oddly enough all of my riots seem to start in the shower. It must be the time of day when the prisoners are generally grumpy and all in the same place.
Might be cause most of us are inclined to make em small....  I also put toilets in my shower.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Graknorke on April 24, 2014, 06:30:59 pm
Might be cause most of us are inclined to make em small....  I also put toilets in my shower.
Hey, the showers were plenty big enough when I built them. It's just that my prison capacity has increased tenfold since then.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Aklyon on April 24, 2014, 06:31:48 pm
Man, when Max-sec riots, it riots hard. I've been messing around with the island map in the workshop, and a tiny riot started in the cleaning cupboard, apparently by 11 people or so.

It ended with about 20 dead prisoners and 13 dead guards, and some rather injured dogs. I should've gotten body armor a bit sooner, methinks.
Oddly enough all of my riots seem to start in the shower. It must be the time of day when the prisoners are generally grumpy and all in the same place.
I replaced shower time with freetime for this, its resulted in much less shower congestion but also sporadic fights. The latter might just be the maxsecs though.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Thexor on April 24, 2014, 06:53:42 pm
The default shower time is right after the sleep block. AKA the time of day when most major needs are unmet thanks to being locked in your cell for ~6 hours.

Until I learned to switch this with free time, my riots always started in the shower.  :o
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: nenjin on April 24, 2014, 07:00:11 pm
Maybe it was playing a while ago, but after messing with the Wake --> Free Time --> Shower order, I found the people wanting showers would start raging because they....couldn't shower? People can relieve themselves pretty quickly when they're already in their cells, so it set up about 30 minutes of actual activity, and I had fights. Conversely, with Shower time coming first, guys would get angry but fights would be rare.

This is only probably at 70 prisoners though. Continued to do it this way up until the last two updates, which I haven't messed with yet, and haven't had a lot of problems in the showers. But it's often close to becoming a fight sometimes.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Descan on April 25, 2014, 08:52:51 pm
Is it working as designed when I have literally zero income when I'm in debt?

I have 7K of debt, and I'm supposed to get 5k a day in income. But I get nothing. And it's only been while I've been in debt.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Aklyon on April 25, 2014, 08:58:25 pm
Is it working as designed when I have literally zero income when I'm in debt?

I have 7K of debt, and I'm supposed to get 5k a day in income. But I get nothing. And it's only been while I've been in debt.
Theres probably a bunch of things trying and failing to purchase because you're in debt (Possible one of the following: Ingredients, sheet metal, tazers, body armor, cloned area items and materials, forestry trees), which for some reason stall all the money. Borrow a bank loan for a moment and see if things clear up.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Descan on April 25, 2014, 09:00:25 pm
... But what does that have to do with income...?

Is income tied with expenses to such a degree that you won't get any income if your people can't buy things?
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Aklyon on April 25, 2014, 09:01:40 pm
Its either a bug or something is confused in the current alpha, because I've been playing the past few days and that has fixed it reliably.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Tobel on April 29, 2014, 08:22:34 am
Patch day. Doesn't look like a whole lot of new content, more administrative changes. I'm still holding out for a second floor one day.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: forsaken1111 on April 29, 2014, 08:25:09 am
Patch day. Doesn't look like a whole lot of new content, more administrative changes. I'm still holding out for a second floor one day.
Not a lot of new content?

The fucking national guard will execute everyone if you don't get your prison under control during a riot, and if you fail then you can be THROWN INTO YOUR OWN PRISON.
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: LordSlowpoke on April 29, 2014, 08:37:48 am
Patch day. Doesn't look like a whole lot of new content, more administrative changes. I'm still holding out for a second floor one day.
Not a lot of new content?

The fucking national guard will execute everyone if you don't get your prison under control during a riot, and if you fail then you can be THROWN INTO YOUR OWN PRISON.

all things considered, this just gives you a reason to build an easy escape route
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: forsaken1111 on April 29, 2014, 09:32:56 am
Patch day. Doesn't look like a whole lot of new content, more administrative changes. I'm still holding out for a second floor one day.
Not a lot of new content?

The fucking national guard will execute everyone if you don't get your prison under control during a riot, and if you fail then you can be THROWN INTO YOUR OWN PRISON.

all things considered, this just gives you a reason to build an easy escape route
It isn't exactly hard to escape in any case since the AI doesn't really cope well with you doing unexpected things
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Descan on April 29, 2014, 10:48:36 am
Pretty sure that by the time you've got a prison that accidentally gets you thrown into it, it's set up that escaping will be relatively easy.

Either that, or dying horribly. Considering you get arrested for mass prisoner deaths...
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Aklyon on April 29, 2014, 11:33:29 am
Descanscan, it was a bug, the negative income thing:
Quote
- Fixed : Having negative cash reserves stopped hourly cashflow from happening
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Levi on April 29, 2014, 12:09:30 pm
Its on sale today on steam.  :)
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: ank on April 29, 2014, 12:27:38 pm
They've just added "adventure mode" to alpha 20 :)
Title: Re: Prison HYPHEN Architect (v. a18) - Don't tase me bro, I'm reformed
Post by: Graknorke on April 29, 2014, 01:04:46 pm
They've just added "adventure mode" to alpha 20 :)
Howsat work then?
Title: Re: Prison HYPHEN Architect (v. a20)
Post by: Aklyon on April 29, 2014, 01:08:15 pm
They've just added "adventure mode" to alpha 20 :)
Howsat work then?
Not very much. You can confuse the guards and escape though, and it might get expanded upon later.
Title: Re: Prison HYPHEN Architect (v. a20)
Post by: Graknorke on April 29, 2014, 04:49:18 pm
They've just added "adventure mode" to alpha 20 :)
Howsat work then?
Not very much. You can confuse the guards and escape though, and it might get expanded upon later.
Ah, I've watched the update video since then.
It'll probably get fleshed out so you can do prisoner things later.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Yolan on April 29, 2014, 11:38:05 pm
Nice little touches. I hope they start putting some time into prisoner AI and how smart they are at forming teams or working with staff to make escape attempts. They also need a new class of prisoner that you can only receive in very small numbers "super max" crazy insane guys that arent even able to be mixed with the general population, or ever released. Keeping these guys in should be the last great challenge of the architect who cares about security above all else. That's the most interesting challenge for me anyway. Keeping them in and avoiding riots.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: MaximumZero on April 30, 2014, 01:02:50 am
Ptw
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Zireael on April 30, 2014, 11:44:40 am
How does one get access to this game?
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Karlito on April 30, 2014, 11:46:31 am
Buy it off Steam or the introversion website. Think it's got a steam sale right now.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Lucidvizion on April 30, 2014, 11:47:13 am
66% off on steam until Friday
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: BigD145 on April 30, 2014, 12:38:43 pm
ADVENTURE MODE GET
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: nenjin on April 30, 2014, 01:03:19 pm
I'm not sure I understand the point of PA's "Adventure Mode" but I guess with feature completeness it would be playable.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Descan on April 30, 2014, 01:09:57 pm
What, you don't see the point of being able to interact with your prison as a prisoner?

Granted, it's pretty bare-bones, but that doesn't make it pointless, any more than the Chicago Pile was pointless because it couldn't destroy a city.

(yes I just compared Prisoner Mode with nuclear weapons development, fuck you)
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: nenjin on April 30, 2014, 01:12:37 pm
What, you don't see the point of being able to interact with your prison as a prisoner?

Granted, it's pretty bare-bones, but that doesn't make it pointless, any more than the Chicago Pile was pointless because it couldn't destroy a city.

(yes I just compared Prisoner Mode with nuclear weapons development, fuck you)

There's just no interactivity. You can't choose to punch a guard, fight a prisoner, steal, escape or any of that. I sorta figured a feature like that would be worth waiting on supporting features.

It would be kind of fun to load into an existing prison as a prisoner though, as long as you have the power to do stuff.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: joey4track on April 30, 2014, 01:22:43 pm
I like it. It's like in Roller Coaster Tycoon how you can ride your own rides
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Graknorke on April 30, 2014, 01:32:12 pm
I like it. It's like in Roller Coaster Tycoon how you can ride your own rides
RCT 3 maybe. Not in 2 which was of course the best one because nostalgia points.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Linenoise on April 30, 2014, 02:05:46 pm
IMO, what this game needs are gangs.

All respectable prisons have them!
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Graknorke on April 30, 2014, 02:13:58 pm
IMO, what this game needs are gangs.

All respectable prisons have them!
I recall gangs being something they want to work towards. So at least they're going to be in. You know. Eventually.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: nenjin on April 30, 2014, 02:15:03 pm
Yeah, there were supposed to be gang warfare and zoning cell blocks based on gang affiliation. Hoping that's back on the list of to do things.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: BigD145 on April 30, 2014, 02:45:34 pm
What, you don't see the point of being able to interact with your prison as a prisoner?

Granted, it's pretty bare-bones, but that doesn't make it pointless, any more than the Chicago Pile was pointless because it couldn't destroy a city.

(yes I just compared Prisoner Mode with nuclear weapons development, fuck you)

There's just no interactivity. You can't choose to punch a guard, fight a prisoner, steal, escape or any of that. I sorta figured a feature like that would be worth waiting on supporting features.

It would be kind of fun to load into an existing prison as a prisoner though, as long as you have the power to do stuff.

It's completely unfinished.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Aklyon on April 30, 2014, 02:49:14 pm
You can see (and they mention) in the video that prisoner mode is barely functional at the moment. Its like the security room, it doesn't do anything yet but its there and looks like it'll be interesting later.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Thexor on April 30, 2014, 02:51:26 pm
What, you don't see the point of being able to interact with your prison as a prisoner?

Granted, it's pretty bare-bones, but that doesn't make it pointless, any more than the Chicago Pile was pointless because it couldn't destroy a city.

(yes I just compared Prisoner Mode with nuclear weapons development, fuck you)

There's just no interactivity. You can't choose to punch a guard, fight a prisoner, steal, escape or any of that. I sorta figured a feature like that would be worth waiting on supporting features.

It would be kind of fun to load into an existing prison as a prisoner though, as long as you have the power to do stuff.

It's completely unfinished.
You might even say it's in alpha.  ;)

It's a feature that shows a lot of promise. On the other hand, it's kind of separate from the main goal of the game, which is managing your prison. So I'd guess it's a 'nice to have', but not a major development goal.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: nenjin on April 30, 2014, 02:53:12 pm
Jesus Christ guys, yes, I know it's unfinished. I watched the ****ing video. I question why you release a completely, utterly unfinished feature. He said because he didn't want them game to just "end." Who in the right mind would key their warden around the prison, fulfill no needs and do nothing is beyond me though.

It's be like Toady putting in Adventure Mode with nothing to kill and no way to attack. But please, continue to pile on as though you're saying anything that is informative or clever.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Zangi on April 30, 2014, 03:00:34 pm
*Shrug* Havn't they released a number of completely, utterly unfinished features before now?
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: nenjin on April 30, 2014, 03:05:06 pm
*Shrug* Havn't they released a number of completely, utterly unfinished features before now?

I think most of what they released has actually has had a function and a point.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Descan on April 30, 2014, 03:14:23 pm
Also, it's less a feature than an easter egg at this point. :P

They even said it was a bit of a spoiler when they mentioned it in the video :P
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Graknorke on April 30, 2014, 04:48:47 pm
*Shrug* Havn't they released a number of completely, utterly unfinished features before now?

I think most of what they released has actually has had a function and a point.
Staff rooms (or was it security?) had no point for a number of versions.
But they got a point eventually.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: nenjin on April 30, 2014, 04:50:57 pm
Security rooms I can see. That stuff was mapped out long in advance of the first alpha. Sort of like how Execution Chambers have still never been hooked up to do much of anything outside of story mode.

This really seems like Chris just got distracted. Which is OK. I just find it a strange feature to add with zero support considering how fast he put in other features with a degree of usability.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: forsaken1111 on April 30, 2014, 05:19:29 pm
Jesus Christ guys, yes, I know it's unfinished. I watched the ****ing video. I question why you release a completely, utterly unfinished feature. He said because he didn't want them game to just "end." Who in the right mind would key their warden around the prison, fulfill no needs and do nothing is beyond me though.

It's be like Toady putting in Adventure Mode with nothing to kill and no way to attack. But please, continue to pile on as though you're saying anything that is informative or clever.
They haven't 'released' anything. You're playing a game which is in alpha development. Every so often they take a snapshot and send it out/make it available to backers. Not everything will be implemented in a 'feature complete' way in between snapshots.

Laundry, when it was put in, was useless and broken for example. Then they fixed it and tweaked it. This is how development works. With the 'adventure mode' thing they implemented a barebones functionality as a fun test feature to see how it worked. If you don't like it, just don't use it. No reason to bitch about it.

It's like whining about free coffee because it didn't come with enough sugar.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: nenjin on April 30, 2014, 05:33:10 pm
When we give software to paying customers, it's a release. Be that an alpha, beta or zeta release, it's a release.

My disappointment comes from the fact I didn't anticipate this feature, am interested in it but it serves zero purpose right now. There are tons of things in PA that could have been released this way but weren't, and it was probably better to keep them until they were ready. This is one feature I feel probably should have stayed in the box until there was something else attached to it.

I'd feel the same way if DF suddenly released a FPS mode where all you can do is turn. Not mad, but definitely puzzled.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Descan on April 30, 2014, 06:37:50 pm
Regardless of that stuff, I have a question?

I know that Teachers come for the program externally, and then leave. So I can't hire one.

I have a classroom, with 1 office desk, 1 chair, and 20+ student desks, behind a "Door" (I.E. not a gaol door or a staff door)

But when I go to turn on the program, it says "All rooms full" or something along those lines. I.E. no program will start, and I'm assuming the teacher won't come.

This broken for everyone else, or is my game going "Lolnoob" at me?
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Karlito on April 30, 2014, 06:59:20 pm
Classes are only held during work regime periods, and you need to have a contiguous three hour block of work scheduled to hold classes.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Descan on April 30, 2014, 07:02:08 pm
Ahhhh, right, I remember sensing something about that when I was doing psychology in my last prison.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Vgray on April 30, 2014, 07:03:33 pm
My prison is entirely too peaceful for some reason.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Descan on April 30, 2014, 07:04:20 pm
Stop feeding them. That'll fix that problem ;P
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Apokaladle on May 01, 2014, 04:25:05 pm
Well, I've finally picked this up. Always glad to play a good DF-inspired game. My first prison's come to a quick and ignomonious end as I apparently neglected to fence in the yard. As soon as I figure out how to lay foundations without tearing down half of my existing prison, I'm sure I'll have even more fun.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Descan on May 01, 2014, 04:33:27 pm
Foundations connecting to any previous foundations (fully constructed or otherwise merely planned/building) will destroy the wall of that connecting portion.

You can fix this by going to materials and manually building a wall where you want it to be after the foundation-structures have been fully built.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Aklyon on May 02, 2014, 11:42:04 am
Foundations connecting to any previous foundations (fully constructed or otherwise merely planned/building) will destroy the wall of that connecting portion.

You can fix this by going to materials and manually building a wall where you want it to be after the foundation-structures have been fully built.
No, only overlapping foundations will destroy walls. Put two foundations touching (but not overlapping), and they'll respect walls. You might need to extend one wall or the other to do this for odd-shapes however.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Descan on May 02, 2014, 11:56:12 am
I could have sworn that a few times where I had foundations touching-but-not-overlapping an already built structure, it destroyed the wall between them. I could be mis-remembering.

I DO know that if you put two non-built foundations touching-but-not-overlapping, when the building is constructed, there won't be a wall between the two.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Aklyon on May 02, 2014, 12:00:25 pm
Yeah, there is that second one. First one only happens of you draw over the existing wall though.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Graknorke on May 21, 2014, 04:36:23 pm
In my first play-around with the new release I made a prison that can exist in permanent lockdown. Tazers and the suppression from armed guards work wonders.
Title: Re: Prison HYPHEN Architect (v. a20) - Something something grading scale
Post by: Yolan on May 30, 2014, 05:52:28 am
Sweet. I've been refreshing their page all day.
Title: Re: Prison HYPHEN Architect (v. a21) - I am the one who knocks
Post by: nenjin on May 30, 2014, 01:07:54 pm
Another brilliant update. The regime-by-prisoner-type is much appreciated.

If you didn't watch the whole video, they announced that Alpha 22 will be nothing but bug fixes. Which, after 21 alphas, I feel like it the right move.
Title: Re: Prison HYPHEN Architect (v. a21) - I am the one who knocks
Post by: Tobel on May 30, 2014, 01:37:56 pm
I'm still really hoping for either a bunkbed system or a Z-level option for prisons, although I imagine adding another floor will require a lot of code time. Perhaps they could create "blocks" that represent two floors but don't require more coding.
Title: Re: Prison HYPHEN Architect (v. a21) - I am the one who knocks
Post by: 10ebbor10 on May 30, 2014, 04:19:57 pm
I doubt they're going to make multiple Z-levels. It's a complete recode, not on the feature list, and might confuse people.
Title: Re: Prison HYPHEN Architect (v. a21) - I am the one who knocks
Post by: LordSlowpoke on May 30, 2014, 04:27:27 pm
it'd be... somewhat interesting, though

i imagine a towering donut of prison surrounding a fuckhuge yard with prisoners on the top floor managing to get like 5 minutes out of two hours due to pathing time
Title: Re: Prison HYPHEN Architect (v. a21) - I am the one who knocks
Post by: FritzPL on May 30, 2014, 04:35:27 pm
Elevators Teleport pads every nth cell?
Title: Re: Prison HYPHEN Architect (v. a21) - I am the one who knocks
Post by: miauw62 on June 22, 2014, 11:32:48 am
I just got this from a steam sale and i have no idea what im doing aaaaaaaa
Title: Re: Prison HYPHEN Architect (v. a21) - I am the one who knocks
Post by: LordSlowpoke on June 22, 2014, 11:40:25 am
you build a prison

so einfach ist das
Title: Re: Prison HYPHEN Architect (v. a21) - I am the one who knocks
Post by: BigD145 on June 22, 2014, 12:09:00 pm
Remember not to feed them or give them beds. They've been bad people, afterall.
Title: Re: Prison HYPHEN Architect (v. a21) - I am the one who knocks
Post by: Graknorke on June 22, 2014, 12:09:47 pm
Remember not to feed them or give them beds. They've been bad people, afterall.
Just make a big box full of armed guards.
Title: Re: Prison HYPHEN Architect (v. a22) - Such bughunting. Many code. Wow.
Post by: dennislp3 on June 27, 2014, 02:18:22 pm
Might actually invest some time into this now...the bugs always bother me a great deal lol
Title: Re: Prison HYPHEN Architect (v. a22) - Such bughunting. Many code. Wow.
Post by: Yolan on July 28, 2014, 04:53:02 am
OK it's been a month already. Where is alpha 23? *refreshes youtube channel page 20 times in an hour*
Title: Re: Prison HYPHEN Architect (v. a22) - Such bughunting. Many code. Wow.
Post by: ScriptWolf on July 29, 2014, 01:18:14 am
OK it's been a month already. Where is alpha 23? *refreshes youtube channel page 20 times in an hour*

It's always between 26-31 of the month when it is released and normally at about 2-5pm so we have some way to go yet sadly
Title: Re: Prison HYPHEN Architect (v. a22) - Such bughunting. Many code. Wow.
Post by: Tobel on July 31, 2014, 07:02:36 am
Alpha 23 dropped.
Title: Re: Prison HYPHEN Architect (v. a22) - Such bughunting. Many code. Wow.
Post by: hemmingjay on July 31, 2014, 07:35:49 am
https://www.youtube.com/watch?feature=player_embedded&v=Rcwr91LOI3g

The update video is highly entertaining! I love this game more and more and I am not of the group that was ever unhappy with it.
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: nenjin on July 31, 2014, 11:51:47 am
Man there is so much awesome in this update.

-Contraband thrown over the wall
-Contraband smuggled into the prison along with other supplies
-Remote Door Control
-Timed Doors
-Filtering the Utilities based on what type you're looking at (OMG Thank you.)
-And then all the insane logic gating and what not that he added simply because he could. (I always knew PA was going to be the proving ground for Subversion ideas, and it seems it is.)
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: Knave on July 31, 2014, 12:24:43 pm
I played the alpha many moons ago, new video definitely has be hankering for a re-install.
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: jhxmt on July 31, 2014, 01:12:29 pm
"I've always wanted to build an 8-bit CPU from first principles, you know, starting with just an AND gate.  Because you can."

*seconds pass*

"So here I've built three out of the five components of a CPU within Prison Architect.  Which I think is cool."

Hell yes it is.
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: Aklyon on July 31, 2014, 01:32:36 pm
You sure it wasn't a NAND gate he mentioned there, jhxmt? It kinda sounded like it to me, but I don't know a ton about logic gates in the first place. It was still pretty cool though.
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: jhxmt on August 01, 2014, 06:14:07 am
You sure it wasn't a NAND gate he mentioned there, jhxmt? It kinda sounded like it to me, but I don't know a ton about logic gates in the first place. It was still pretty cool though.

Very possibly - not my field of expertise either!  ;)
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: Karlito on August 01, 2014, 08:17:11 am
You can build every other logic gate out of NAND (or NOR) gates, and NAND is one of the easiest gates to actually construct electronically.
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: boki on August 01, 2014, 03:33:50 pm
How much close is this game to release, any dates? Dont know should I buy/play it now or wait
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: puke on August 01, 2014, 03:50:30 pm
It looks like one of those perpetually in development things.  They'll probably keep working on it for as long as people keep buying it. 

It's pretty playable right now.  I usually only fool with it every fifth release or so.
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: Aklyon on August 01, 2014, 05:09:38 pm
Introversion just generally takes a long time to finish things. There aren't that many guys there last i knew.
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: dennislp3 on August 01, 2014, 07:23:41 pm
It looks like one of those perpetually in development things.  They'll probably keep working on it for as long as people keep buying it. 

It's pretty playable right now.  I usually only fool with it every fifth release or so.

I would hardly go that far...it was released very early in development and just has a lot of features that still need to go in. They are doing an amazing job of keeping a strong pace and regular releases
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: Aklyon on August 01, 2014, 07:27:05 pm
It was released so early that you could not large pipe through walls. Or anything else thats been added since alpha 2.
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: LordSlowpoke on August 02, 2014, 06:05:40 am
not large piping through walls made sense to me actually

i mean the description is "large enough to crawl through" or something like that

how do you slap that under a wall without tearing down the wall first

tunnel under it?
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: Mattk50 on August 02, 2014, 08:34:15 am
not large piping through walls made sense to me actually

i mean the description is "large enough to crawl through" or something like that

how do you slap that under a wall without tearing down the wall first

tunnel under it?
http://www.ianvisits.co.uk/blog/wp-content/uploads/2014/06/Green-Lane-sewer-TBM-naming-competition_143084.jpg
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: BigD145 on August 02, 2014, 09:06:26 am
not large piping through walls made sense to me actually

i mean the description is "large enough to crawl through" or something like that

how do you slap that under a wall without tearing down the wall first

tunnel under it?
Pipes are usually underground no matter the size.
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: jhxmt on August 03, 2014, 01:06:01 pm
Hmm, I can't recall: have they amended the issue yet where you could take in a load of Min Sec prisoners (so, easy to manage) and then simply reclassify the poor blighters as Max Sec in order to get paid full money for them, regardless of how low-risk they were?
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: puke on August 03, 2014, 05:54:39 pm
You mean in the game or irl?  that's just the bureaucratic part of the simulation.
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: Vgray on August 03, 2014, 06:50:38 pm
I seem to remember reading earlier in the thread that only their original security designation matters for funding purposes.
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: Yolan on August 04, 2014, 02:51:51 am
Hmmm. I was wondering if this release would justify another play, but not yet.

I'm most interested in having a challenge in keeping a bunch of max sec people secure. These changes make it a bit more interesting for newer players, but if you have your design principles down right everything is safe.

1. Have a proper perimeter fence. I was doing this even before it was actually necessary, so people throwing things over the wall is just not going to happen. Nobody is getting anywhere near the damn wall.

2. Same with the smuggling. You should be screening these areas like kitchens and workshops anyway for knives or tools that can be taken directly from there.

Better security systems are a nice feature, but doesn't really chance the game much for me.

Hmmm. So yeah, I am still holding out for prisoners teaming up for smart escapes, or working in cahoots with sympathetic staff. Person to person relationships need to be added/fleshed out as a foundation for more complex arrangements that can actually work their way around the systems you make. At current, you need to be really new for any real breakouts to even be possible. Money is also really easy to come by since a few updates back.

Maybe in a few more months.
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: Graknorke on August 04, 2014, 04:15:24 am
So, someone made an 8 bit computer that can calculate the Fibonacci sequence.
That's pretty neat.
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: Scoops Novel on August 11, 2014, 10:32:37 am
In case this never came up, here's an article from back in January criticizing the handling of a prison game . http://kotaku.com/what-to-do-with-prison-architect-a-video-game-about-b-1505204131/all. Here's a video response from the developers. https://www.youtube.com/watch?v=netYNUAq_ZQ&list=UUuWAgvyiWcBeZ8sT0sJZyBg
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: Graknorke on August 11, 2014, 10:34:31 am
In case this never came up, here's an article from back in January criticizing the handling of a prison game . http://kotaku.com/what-to-do-with-prison-architect-a-video-game-about-b-1505204131/all. Here's a video response from the developers. https://www.youtube.com/watch?v=netYNUAq_ZQ&list=UUuWAgvyiWcBeZ8sT0sJZyBg
It most definitely did come up.
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: Aklyon on August 11, 2014, 10:34:59 am
And you most certainly are late bringing it up. Thats something like half a year ago now.
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: nenjin on August 11, 2014, 10:38:50 am
It was also completely stupid thing for someone to come after PA for.
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: Scoops Novel on August 11, 2014, 10:44:18 am
In case this never came up, here's an article from back in January criticizing the handling of a prison game . http://kotaku.com/what-to-do-with-prison-architect-a-video-game-about-b-1505204131/all. Here's a video response from the developers. https://www.youtube.com/watch?v=netYNUAq_ZQ&list=UUuWAgvyiWcBeZ8sT0sJZyBg
It most definitely did come up.

Link to the relevant page in the thread please?

It was also completely stupid thing for someone to come after PA for.

What can i say, I'm in a sympathetic frame of mind. If i made a thread about games coming up against reality (let's say, the patholgic remake unfortunately coinciding with the Ebola outbreak), and how they can give their due, is it likely to suddenly burn to a crisp?
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: nenjin on August 11, 2014, 10:51:49 am
Maybe. People often get hostile at the intersection of their fun and RL politics. In PA's case in particular, the writer of that article went looking to skewer them for making a prison horror simulator, when in truth most of the features he took as a deliberate omission was just an issue of it being an alpha.
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: Tobel on August 11, 2014, 12:28:22 pm

Link to the relevant page in the thread please?


It was brought up around January of this year. Discussion on the page following.
http://www.bay12forums.com/smf/index.php?topic=116914.msg4950640#msg4950640
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: Scoops Novel on August 11, 2014, 03:01:45 pm

Link to the relevant page in the thread please?


It was brought up around January of this year. Discussion on the page following.
http://www.bay12forums.com/smf/index.php?topic=116914.msg4950640#msg4950640

Thanks.
Title: Re: Prison HYPHEN Architect (v. a23) - Throw my coke over the wall, Urist!
Post by: Graknorke on August 21, 2014, 04:47:42 am
So Introversion's Twitter recently posted a link about prison design:

What Happens When Inmates Design Their Own Prisons? (http://www.fastcodesign.com/3034527/what-happens-when-inmates-design-their-own-prisons)

The fact that they took interest in this makes me think they might be planning on making decorations have a bit of an impact. A reason to have something other than just big concrete blocks everywhere.
Title: Re: Prison HYPHEN Architect (v. a24) - Snitches get stiches
Post by: Tobel on August 29, 2014, 07:51:23 am
Update 24 has dropped.

Spoiler (click to show/hide)
Title: Re: Prison HYPHEN Architect (v. a24) - Snitches get stiches
Post by: Graknorke on August 29, 2014, 08:13:24 am
No more spoon and fork theft? But that was what made up the bulk of my excuses to throw prisoners into solitary and search their cells.
Title: Re: Prison HYPHEN Architect (v. a24) - Snitches get stiches
Post by: hemmingjay on August 29, 2014, 09:54:46 am
I am sad to see spoons and forks go but I have to say that their patch notes have helped me more as a developer than anything else. They are so efficient and exploratory at the same time in their efforts to improve their code. I am truly impressed with their team and management.
Title: Re: Prison HYPHEN Architect (v. a24) - Snitches get stiches
Post by: Mictlantecuhtli on August 29, 2014, 12:26:57 pm
Update 24 has dropped.

Spoiler (click to show/hide)


Brb doing nothing but PA for a few days.
Title: Re: Prison HYPHEN Architect (v. a24) - Snitches get stiches
Post by: lordcooper on August 29, 2014, 05:19:57 pm
Title: Re: Prison HYPHEN Architect (v. a24) - Snitches get stiches
Post by: BigD145 on August 29, 2014, 05:39:13 pm
Buy the surrounding land.
Title: Re: Prison HYPHEN Architect (v. a24) - Snitches get stiches
Post by: Aklyon on August 29, 2014, 05:57:02 pm
That looks like the kind of map people build island maps out of. But with the lake already built instead of the island.
Title: Re: Prison HYPHEN Architect (v. a24) - Snitches get stiches
Post by: Glloyd on August 29, 2014, 06:26:33 pm
Buy the surrounding land.

Then build a beautiful resort prison for your high class white collar criminals.
Title: Re: Prison HYPHEN Architect (v. a24) - Snitches get stiches
Post by: BigD145 on September 25, 2014, 10:48:14 am
Peace and quiet is no longer the norm in Prison Architect. EVERYTHING HAS CHANGED (https://www.youtube.com/watch?v=8Z2W05vvIKU)
Title: Re: Prison HYPHEN Architect (v. a24) - Snitches get stiches
Post by: Karlito on September 25, 2014, 11:38:58 am
Quote
- Prisoners will now be assigned to Rehab programs more reliably, when addicted/alcoholic/withdrawn

Glad to see this fix made it in as well.
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Graknorke on September 25, 2014, 01:13:04 pm
Legendary prisoners.

Time to create a museum of legends. Hopefully they're not too prone to strange moods. I don't want to know what sort of artefact results from a 'cop killer' mood.
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Mictlantecuhtli on September 25, 2014, 04:03:56 pm
I can't even imagine how perfected this game is going to be at v1. My god, this update..
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: nenjin on September 25, 2014, 04:33:24 pm
Just need Gangs and Staff As Characters and basically every single one of my wants from the game have been met.
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Graknorke on September 25, 2014, 04:57:56 pm
I reckon this traits system already sets up something good to build gangs up on. Having positive reputation traits (and skills whenever those come in, it's not too far removed) would make a prisoner more desirable to gangs, and if they were good enough to start a new gang.
Means that you won't just be locking up harmless docile gang leaders, they'll always be someone who can cause a bit of trouble for you.
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: ThtblovesDF on September 26, 2014, 04:25:20 am
Well, guess I have to start a new prison yet again : ) - barly just got the grip of remote doors and thankfully did test out a fully-remote-max-sec prison block already :3
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Yolan on September 26, 2014, 11:23:12 am
This is what I've been waiting for.
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Zangi on September 26, 2014, 05:48:43 pm
My first death came out of 'nowhere'.  (By that, I mean I was blind.  I wasn't keeping up with my snitching.)  I decided to let in normal security and one of em was a Snitch AND Ex-Cop.  He was killed at the Canteen, with 2-3 cops on patrol there.

Well, either way, my current prison isn't really running on a profit, I just had over 1.5m from an older prison to play with... and just about spent it all... so back to the drawing board, with another 1.5m.
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Imofexios on September 27, 2014, 08:53:08 am
Anyone up for some nice fun challenge?

Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: miauw62 on September 27, 2014, 10:19:19 am
How the fuck do you remove tree stumps that are in the way?
Clear Indoor Area works if they're actually indoors, but one of them is blocking a place where I want to put a door to my yard...
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: ThtblovesDF on September 27, 2014, 10:32:56 am
Make Prisoners riot next to the stump?
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Karlito on October 03, 2014, 10:22:44 pm
Holy crap, legendary prisoners are nuts! I had a pair arrive and managed to throw them into a special isolated super-max area. The pair of them have killed about 10 guards so far, all of them armed or the emergency riot police. I can literally do nothing but throw them in their cells until they starve to death, because they won't even cooperate long enough to eat a meal at this point.
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: puke on October 03, 2014, 10:50:05 pm
Feeding prisoners in solitary should be a thing.

Is the electric chair still in?  maybe if they get enough murder convictions you can execute them?
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Glloyd on October 03, 2014, 11:29:21 pm
Holy crap, legendary prisoners are nuts! I had a pair arrive and managed to throw them into a special isolated super-max area. The pair of them have killed about 10 guards so far, all of them armed or the emergency riot police. I can literally do nothing but throw them in their cells until they starve to death, because they won't even cooperate long enough to eat a meal at this point.

Reminds me of the end of the movie Bronson. Specifically the part where he beats up all the guards, gets naked, takes the prisoner and paints him up, paints himself black, then beats up more guards before getting beat up himself.

Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: BigD145 on October 04, 2014, 12:12:44 am
I think supermax require switches and automation.
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: PanH on October 04, 2014, 02:47:04 pm
Jebediah "Jeb" Kerman is in my prison  8)
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: puke on October 04, 2014, 03:35:45 pm
what's his crime?  Reckless endangerment?
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Graknorke on October 04, 2014, 05:59:50 pm
Man, having money with lowsec is difficult.
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Zangi on October 05, 2014, 01:07:25 pm
Man, having money with lowsec is difficult.
Change em to maxsec after you get em.  Super effective fraud.
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Knight of Fools on October 05, 2014, 04:19:46 pm
Man, having money with lowsec is difficult.
Change em to maxsec after you get em.  Super effective fraud.

Is that seriously a thing?

Wow.
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Aklyon on October 05, 2014, 07:00:50 pm
You have to do it for each prisoner though. (Or have each of them murder someone, but thats probably more work if they're low-sec than the manual way.)
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: nyulzsiraf on October 05, 2014, 11:16:56 pm
i bought this game and i'm installing right now :)
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Avtomatik on October 06, 2014, 09:32:36 am
Played it on several occasions earlier in development.
Lately was just keeping an eye on monthly updates and seeing what is new.

Alpha 25 seemed like a big step up so played for about 6hours (10days ingame).

Was fun, although I was mostly concerned with building and not that much into prisoners, and no big things happened (only a few deaths and a few escapes).

What I want to see before this game is finished is:
- no more bug killing updates :P
- electric fences (and more ways for prisoners to escape using tools, jumping over fences etc)
- gangs
- staff characters = bribery, bad guards, expirience
- kidnappings of staff (during riots), ransom vs storm in options
- racial tensions between prisoners and prisoners and staff
- sexual assaults
- transmittable diseases (HIV, hepatitis, diarrea, flu), and other (diabetes - special food regime, psyhological stuff - shizophrenia, paranoia, depression etc)
- suicides as a result of bullying/depression/etc
- multi-bed, multi prisoner cells
- windows actually having a purpose
- prison gym
- education for guards
- prisoner reward system (for good behavior, enabling luxuries such as matrimonial visits/library access)
- influence inside prison (prisoners with higher influence can make others do things for them, creating a clan, if a high influence - leader - prisoner end up in solitary, others wreak havoc, stuff like that. Prisoners with low influence are more likely to get beaten up, guards with higher influence are less likely to be attacked etc)
- watchtowers, snipers
- multi-story prisons
- female prisoners
- capital punishment
- new jobs for prison labor
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Yolan on October 06, 2014, 08:56:04 pm
Sexual assault? No thank you. I can laugh at somebody getting murdered in my prison, but sexual violence has no place in this game.
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Jacob/Lee on October 06, 2014, 09:30:10 pm
Sexual assault? No thank you. I can laugh at somebody getting murdered in my prison, but sexual violence has no place in this game.
It most definitely has one. Sexual violence is a very real issue in prisons - moreso than massive riots that kill dozens of people and destroy the entire prison, at any rate. Prison Architect is a game that shows the player and, sometimes, allows them to orchestrate the horrors of first-world prisons.
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Aklyon on October 06, 2014, 09:32:46 pm
More to the point, why post that huge list here? Theres a dev forum on introversion's site.
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Nelia Hawk on October 06, 2014, 09:46:12 pm
i wonder if total conversions for i.e. "school architect", "(theme) hospital architect" or "hotel architect" would be possible at the moment.
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Karlito on October 06, 2014, 09:54:40 pm
Amusingly, the high school I went to, and many of the other schools in that district, were designed by an actual prison architect.
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: BigD145 on October 07, 2014, 12:12:28 am
Most schools in California were designed by prison architects.
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: genmac on October 07, 2014, 04:42:54 pm
I like the informants feature - they sure do get stabbed a lot
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Graknorke on October 07, 2014, 07:02:00 pm
We all know that the only total conversion is going to be when Chris finally gives in to his primal urges and once again floats the mighty and malformed beast that is Subversion. The door servos were only the beginning.
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: nenjin on October 07, 2014, 07:03:36 pm
Shhh, speak not that name except in a whisper....
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Graknorke on October 07, 2014, 07:16:40 pm
Shhh, speak not that name except in a whisper....
I'll meet you halfway with a stage whisper.
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Majestic7 on October 08, 2014, 01:17:16 am
I'm quite amused by a total conversion mod to Hotel Architect, where a hotel resident snitches to the staff about someone eating too much at the buffet, then gets stabbed to death with a butterknife as a result.
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Tobel on October 30, 2014, 08:54:38 am
26 dropped, looks to be a bug bash update.
Title: Re: Prison HYPHEN Architect (v. a25) - No more ez mode
Post by: Graknorke on October 30, 2014, 09:36:45 am
26 dropped, looks to be a bug bash update.
Indeed it is. Fixed some important stuff as well.
I'll let someone else dump the entire update log, but it's some good stuff.
Title: Re: Prison HYPHEN Architect (v. a26) - No more ez mode
Post by: BigD145 on October 30, 2014, 09:44:39 am
https://www.youtube.com/watch?v=0p3EgTP2FYA
Title: Re: Prison HYPHEN Architect (v. a26) - No more ez mode
Post by: Sergius on October 30, 2014, 06:01:46 pm
Hm I should be watching this thread since I got the game a few months ago...
Title: Re: Prison HYPHEN Architect (v. a26) - No more ez mode
Post by: Nelia Hawk on November 28, 2014, 12:30:23 pm
Alpha 27 is out: https://www.youtube.com/watch?v=jDf3wkxSjY4

baby is hungry because batman did override the schedule over the phone.

(food demand/supply, class schedules, manual overrides, phone call information.)

also 66% off in the steam sale atm!
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Tobel on December 18, 2014, 08:59:41 am
And Alpha 28
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Kaje on December 20, 2014, 02:38:21 pm
This is £3.99 in the Steam sale - beyond awesome at that price.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Apokaladle on December 20, 2014, 04:20:10 pm
Huh. You know, I really like Prison Architect, and I've stood behind it for a while as doing early access right. That said, I feel like I've seen it on sale for $10 every other week, it was just in the Humble Bundle, and now it's 80% off...it's making me rather anxious, and if this were almost any other game, I'd pretty much figure that the end was nigh.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: nenjin on December 20, 2014, 04:23:56 pm
Even if the end is nigh, PA has had a really, really good run. Solid, regular development and updates, almost all fan wishes (that I know of) achieved. Compared to a lot of EA games, PA has gone above and beyond what most people expect.

Still, I don't think they're done. When your game has been out there and is well-known, constant sales are how you keep that profit tail going.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: dennislp3 on December 21, 2014, 01:27:22 am
0 sales at full price < 100 sales at 80% off

its a number game really...and they have already made millions...I am sure they are more than fine
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: ductape on December 21, 2014, 01:48:37 am
Thinking about buying it, I haven't yet because I'm not a fan of playing unfinished games. However, it seems that people are saying it has a lot of features, even while not being done.

I ask you guys, is it fun as it is? Will I be happy to play it or will I think it is still unfinished?
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: nenjin on December 21, 2014, 02:33:52 am
It is a solid investment. It's one of the few Early Access games that pretty much feels like a full-game. The sandbox is feature-rich, flexible and scales well to small or large projects. There's several layers of micromanagement if you're inclined to dig that deep. The single player campaign, with music, a text story and scripted gameplay isn't done and hasn't been talked about in an aeon. So there's still that for the game to get too. Introversion really does try to make the game a better sim in a meaningful way with every update. "No we can't do that" doesn't seem to be in their vocabulary, unlike a lot of people making sims. They just have the money and skill and freedom to make a good sim, because they've been making games for years.

Of all the things I've wanted of PA, about the only thing it hasn't given me is gangs. I really think Introversion deserves the money and, you never know. Every dollar they get for PA may one day get us Subversion back. It's long been thought that PA is Introversion actually deving all the systems necessary for Subversion, even though PA it is its own game at this point.

So yeah, get it. It has my 100% unadulterated support.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Yolan on December 21, 2014, 07:24:37 pm
It was worth purchasing a year ago, and certainly worth it today. You shouldn't be disappointed. I'd say it is only about six more months of development away from being relatively feature complete. They just need to work on staff personalities, gangs, some more sophisticated escape attempts using collaboration between prisoners, and prisoners with bribed guards passing them keys etc.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Sergius on December 21, 2014, 11:05:14 pm
It already feels like a complete game right now, and they keep adding stuff. Also you can sell your prison whenever there's a new version and you want to scrap the old one if it stops working right with the new features.

It does need a lot of optimization for more than 200-300 prisoners, if that is possible.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Majestic7 on December 22, 2014, 01:48:18 am
I hope they add corruption at some point; after all that is how a lot of stuff gets smuggled into prisons. Likewise, there should be a possibility of guards getting abusive and leaving it up to you how to handle it. That is another major problem in US prisons/jails according to FBI investigations.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: nenjin on December 22, 2014, 02:13:10 am
The staff do still need personalities. They're all faceless mooks of the Prison-Industrial-Complex currently.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: MrWiggles on December 29, 2014, 05:34:22 pm
I hope they add corruption at some point; after all that is how a lot of stuff gets smuggled into prisons. Likewise, there should be a possibility of guards getting abusive and leaving it up to you how to handle it. That is another major problem in US prisons/jails according to FBI investigations.
But they aren't trying to model US prisons.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: BigD145 on December 29, 2014, 05:35:06 pm
But they aren't trying to model US prisons.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: dennislp3 on December 29, 2014, 05:47:16 pm
But they are

http://kotaku.com/what-to-do-with-prison-architect-a-video-game-about-b-1505204131

"Introversion decided, nevertheless, to set their game in a nation modeled after the U.S."

The idea of the game came from Chris touring Alcatraz here in the US...and the game is focused on a lot of the US prison system issues
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: MrWiggles on December 29, 2014, 05:53:00 pm
But they are

http://kotaku.com/what-to-do-with-prison-architect-a-video-game-about-b-1505204131

"Introversion decided, nevertheless, to set their game in a nation modeled after the U.S."

The idea of the game came from Chris touring Alcatraz here in the US...and the game is focused on a lot of the US prison system issues
You haven't seen Introversion rebuttal video about that article then. That quote is an assumption.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: BigD145 on December 29, 2014, 06:27:57 pm
But they are

http://kotaku.com/what-to-do-with-prison-architect-a-video-game-about-b-1505204131

"Introversion decided, nevertheless, to set their game in a nation modeled after the U.S."

The idea of the game came from Chris touring Alcatraz here in the US...and the game is focused on a lot of the US prison system issues

Introversion folk were very clear that the game was not modeled after the US system. I can't find the video again just yet, but I've linked to it here. https://www.youtube.com/watch?v=netYNUAq_ZQ
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: nenjin on December 29, 2014, 06:35:33 pm
It's modeled on what most people expect prison is like, based on movies and TV. The most successful of which are American prison movies and TV shows. There are aspects of the American prison system that are not present in the various European prison systems, and people expect to see those aspects. So they went with them. They didn't study the US prison system in detail, but they grabbed what would make for interesting gameplay and satisfy people's expectations, based on stuff like The Shawshank Redemption, Oz, American History X, Orange Is The New Black, ect...

It's modeled on all prisons, effectively, although I've yet to see anything I don't already understand as part of the American prison system. About the only thing it's missing on that front is the systematic rape....and I can do without that one.

On second thought, there's no Parole Review for being released, so it is still missing a couple elements. Parole Review would actually be pretty sweet. The game evaluates their behavior since their last review, decides with weighted factors whether to approve parole. If the prisoner gets denied, they gets unhappy or maybe even violent. It would kinda require a life sentence though, and prisoners dying in prison from old age.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Graknorke on December 29, 2014, 06:42:34 pm
Say it with me everyone:
"It's not in the fucking United States!"
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Majestic7 on December 30, 2014, 02:27:10 am
It isn't like corruption and violent guards were not a problem in other countries too... Besides, with electric chairs and all, it is pretty pseudo-US. Saying you are not in the USA while everything in the game points towards being in US is pretty lame.

I think corruption and such would add interesting additional layer into the game. Basically, if you want good staff, you'd need to spend more money on them for training, hiring educated people and doing background checks. Likewise, the pool of good, qualified candidates should be quite small, so you'd be limited in the amount of hiring per day. If you were willing to hire anyone, it would be much cheaper, but come with increased chance of problems. (Smuggling and prisoner abuse; first getting contraband inside and the second pissing off/wounding prisoners.)

Perhaps you'd have a chance to benefit from corruption yourself; you could have the mob offering you - the warden - money to give benefits to their members or turn the blind eye while a snitch get whacked or the like. However, every you accepted something like that, you'd increase the culture of corruption in the prison. Since you are running a private prison, perhaps you could spend money on corruption too, like bribing local judges to convict more people to send you more prisoners or letting a shady cult use your prison as recruitment center.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Graknorke on December 30, 2014, 06:14:51 am
Saying you are not in the USA while everything in the game points towards being in US is pretty lame.
*siiiiiiiiiiiigh*

If you had, like, followed the development of this game you would understand the developer's stance on this. The game is based on common media representations of prisons. That's going to contain some things from the USA, because they have a strong influence on media. But you can tell that it's based on the mythical media prison given the orange jumpsuits, electric chair, the toilet tunnels...
But say it was modelled after a different prison system. Then it would be obviously from that country. So by basing it on the general impression given about prisons in fiction media it leaves it ambiguous.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Majestic7 on December 30, 2014, 06:41:40 am
General impression from American media...
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Graknorke on December 30, 2014, 06:43:59 am
General impression from American media...
Which is not a realistic impression of actual US prisons.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: ductape on December 31, 2014, 01:03:42 pm
Well, silly conversation about the source of ideas for the game aside...

I got it and I dont regret buying it, its fun...and also very buggy. I am quitting my current prison because stupid bugs. I have 5 prisoners who are to be searched, but also injured. When i send a doctor to them, they wont heal them because they need to be searched, when i send a guard to search them, they wont do it either. SO they just sit t here, day after day. One of them is on a main door to one of my cell blocks, keepign the BROKEN door from closing. I cant remove the door nor can I repair it. Obviously it wont close.

Also, I got lame biug regarding the workshop machines after dismantling them, i did find the workaround was to remove all the wiring they were connected to then you can replace them. I also run into something similar with CCTV cameras, i cancelled a build job because the location was too dangerous, so the worker dropped the box in a random spot. Now when i go to build a new camera, they wont use a new one because they want to reuse that old one, but they wont touch it. I have tried dumping it too but nobody will actually do any job with it. Cool thing is that the camera box is actually blocking a door and workers cant seem to go in and out that door anymore.

Also getting a steady stream of escapees now. My guards are letting the cleaning crew out of the front gate to go "clean" outside i guess. They head out with their brooms but once they see the edge of the screen, they bolt. Loosing like 5 prisoners per day now. Dumb.

I like the game, but these bugs will send me back to waiting for a while before I try it again.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Girlinhat on December 31, 2014, 01:13:27 pm
So is it bad that I'm installing the game now, and I want to see what I can achieve with an old medieval prison?  Like, just one big holding cell for 20 guys, and armed guards to keep them suppressed.  Worst approval rating ever, but the most cost effective...
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: ductape on December 31, 2014, 01:21:49 pm
Should be fun. I think holding cells work except for the privacy and sleep thing. I tried putting beds in there but not sure it helped, they didnt seem to use them. There is a mod that looks really cool, its a WWII mod that has you running a Nazi German prison camp, it mods the cells so they dont need walls or doors and makes the just 1 square, so you can basically just make the cell the prisoners bed, then you can have a bunkhouse that works.

In my last prison, i tried a few ways of killing off troubling prisoners like I would in DF, though I havent figured out a reliable way of killing off the bad guys yet. I think maybe you could stick a bunch in a room of solitary cells with no doors, assign then to solitary for 24 hours, then dismantle the main door and brick it up. They will come out of their cells and kill each other. Havent tried it but it might be a brutal and effective way of offing those pesky murderers.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Girlinhat on December 31, 2014, 01:29:59 pm
Could you just put them in a room, brick them in, and just... leave them?  Do they die?  Do you still get paid for them?
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Descan on December 31, 2014, 01:52:44 pm
Uhm, about your cleaning thing, you can set the outdoors to be Staff Only, so prisoners won't go out there.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Zangi on December 31, 2014, 01:59:19 pm
Set up road gates and don't allow prisoners near the edge/on the road with the prisoner logistics setting.

Beds worked in holding cells, at least in the last version.  They tend to only use em at normal sleeping hours.  Only issue is privacy.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: nenjin on December 31, 2014, 02:56:29 pm
You can build a medieval hell hole of a prison. No food, no family visitations, ect...

The problem is as people start dying (and they will die a lot once fights start, which will be always) it counts against your prison management score. If it gets low enough, the prison is taken from. Do REALLY bad, and you end up playing yourself in your own prison. I don't know if there's any way to opt out of that.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: miauw62 on December 31, 2014, 04:24:52 pm
You can build a medieval hell hole of a prison. No food, no family visitations, ect...

The problem is as people start dying (and they will die a lot once fights start, which will be always) it counts against your prison management score. If it gets low enough, the prison is taken from. Do REALLY bad, and you end up playing yourself in your own prison. I don't know if there's any way to opt out of that.
There is, or was when I last checked.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: puke on January 10, 2015, 07:21:34 am
Possibly relevant to your interests:

http://www.wired.com/2015/01/josh-begley-prison-map/
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Girlinhat on January 10, 2015, 10:10:41 am
So... my holding-cell prison worked really well.  Like, REALLY well.  My biggest bottleneck was actually phones, of all things.  I could produce enormous amounts of food for prisoners, and stuff them into large enclosures of just beds, and got actually ridiculously high ratings.  It was more successful than actual prisons I've designed.  It fell apart when a riot broke into the armory, turns out we carry an infinite rack of shotguns, but with this new knowledge I think I could design something VERY stable and productive.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: jhxmt on January 10, 2015, 10:16:00 am
[My prison] was more successful than actual prisons I've designed.  It fell apart when a riot broke into the armory, turns out we carry an infinite rack of shotguns[...]

This seems like the best possible definition of success.  :D
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: JimboM12 on January 10, 2015, 11:18:02 am
So... my holding-cell prison worked really well.  Like, REALLY well.  My biggest bottleneck was actually phones, of all things.  I could produce enormous amounts of food for prisoners, and stuff them into large enclosures of just beds, and got actually ridiculously high ratings.  It was more successful than actual prisons I've designed.  It fell apart when a riot broke into the armory, turns out we carry an infinite rack of shotguns, but with this new knowledge I think I could design something VERY stable and productive.

...Now i feel like a shmuck for making a meticulously planned out prison using air-locked entrances, double-layered fencing, constant dog patrols across the cell blocks for contraband and tunnels, outer fencing patrols to catch tunnelers, metal detectors at every major intersection, locked down kitchens using staff door airlocks, locked down.. pretty much everywhere. Oh and mandatory yard time so my dog patrols in the yard can sniff you once per day. Oh and random shakedowns whenever i see someone with drugs.

All that work when a giant holding cell with beds could have kept the masses stable  :(

The only problem i had with this prison though was a lack of shower space cuz assigning shower rooms to cell blocks isnt in the game yet.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Girlinhat on January 10, 2015, 12:46:38 pm
Holding cells skirt around a lot of the rules.  They don't seem to ever tunnel out of them because it's not their toilet.  And if there's a 'lockdown' punishment, they don't go anywhere and stay in place in handcuffs forever.  The amount of contraband is also drastically lower, as they don't have anywhere to store it.  And, surprisingly, violence is down, as fewer guards can watch over more prisoners in tighter spaces.

I had the most trouble with Privacy, but I found putting phones in individual little booths with a door gave them -just- enough time to be content while they called their families.  Food, sleep, bowel, and bladder were all well within green limits.  Freedom and recreation were tricky, but that's because I didn't plan for the 150+ prisoners.  Food was also a bit of an issue, but I went overkill and did fine.

The main thing is to GO BIG.  Big holding cell, big shower, big kitchen... just enormous rooms.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Aklyon on January 10, 2015, 12:49:55 pm
So big as in medium start, or large start?
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Girlinhat on January 10, 2015, 05:45:43 pm
I did a small start and packed in like... 180 before it broke, but I still had plenty of unused space.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Yolan on January 12, 2015, 03:35:39 am
This is the next thing for them to do really. To actually give us a reason for all the extreme security we can design. I also have made a few prisons with extreme security.

For example:
Spoiler (click to show/hide)

Basically, everything I could think of for holding a mix of medium-maximum security guys.

Unfortunately most of this is still really not necessary. The prisoners just don't really have any intelligence when it comes to organizing break-outs. While we now have more crazy violent prisoners, and pretty much guaranteed murder of any snitchers around other prisoners, we have yet to see smart, strategizing prisoners who we need to fail-safe the prison against in order to justify the above kind of set-up. I hope they get around to addressing this over the course of this year, but I think it will take some work as AI can be tricky. Also, they need still some foundational design going into things like relationships between particular characters, and personalites/corruptibility for staff etc.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: nenjin on January 30, 2015, 11:44:57 am
Alpha 29 is upon on us.

Key notes:

-The game will go 1.0 this year sometime. That doesn't mean it will stop development, it will just lose the Alpha tag. But I expect that means the campaign will be finished this year.

-Libraries for prisoners to get books and spend their time reading instead of shiiving each other. It will satisfy their Literacy (intellectual stimulation) need.

-Chapels. Multi-faith prayer rooms that function like class rooms, with various religious leaders coming into lead prayer. Will have a calming effect on your prisoners for a few hours, and will cause them to radiate a bit of calm as they walk around which might cool off other prisoners who are getting worked up. Will satisfy their "Spirituality" need.

-Parole rooms. Finally! So there's a new room for Parole Hearings, again like a classroom. Your Warden, Police Chief and Lawyer are the teachers and inmates who have completed 50 and 75% of their term get scheduled for a hearing. The game calculates their chance of reoffending and you can set the reoffending threshold for release. (So guys will be paroled if they're at this value or lower.) Big feature this, one of the last outstanding prison features they'd yet to implement. If you parole them early and they don't reoffend, you get $3k per prison. If they do reoffend, it costs you $10k. And yes, if you deny a prisoner's parole, they might get pissed and attack the warden and others in the room.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Vattic on January 30, 2015, 12:34:34 pm
Worth noting that only a third of your prisoners have spiritual needs and only your more intellectual prisoners have literacy needs.

I'm not sure if it's in, but they mentioned parole eligible prisoners getting upset if you fail to give them a hearing.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Girlinhat on January 30, 2015, 12:42:03 pm
Watching the video.  Parole happens at 50% of term and 75% of term.  Their re-offending rate is essentially accurate, and you get awarded 3K for not reoffending, and 10K penalty if they do.  You can specify what percentage of chance they can be released, so 20-25% seems the best.  You'll release 4 prisoners, and 1 will re-offend, getting you 9k in bonus and 10k in penalty, or release 5 and get 12k penalty 10k.

When they go to their parole hearing, if they're denied they become very upset for a long time, contributing to their overall bad mood.  Additionally, the more violent prisoner types can immediately attack people in the parole room.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Graknorke on January 30, 2015, 12:44:58 pm
Optimum reoffending chance to do is very very close to 23%. Assuming the prisoners' chance of reoffending is totally even. Obviously it actually depends on the distribution of reoffending chances though, in order to maximise the number of money made.

MATHS (http://www.wolframalpha.com/input/?i=y%3D%281-x%29*3000%2Bx*-10000)
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Aklyon on January 30, 2015, 12:48:50 pm
How is 3000 or 10000 related to the prisoners you have?
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Graknorke on January 30, 2015, 12:49:56 pm
You get 3000 money for a good parole and lose 10000 for a parole where the prisoner commits more crimes.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: forsaken1111 on January 30, 2015, 12:49:59 pm
How is 3000 or 10000 related to the prisoners you have?
Those are the amounts you are fined/given as a bonus for prisoners granted parole.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Girlinhat on January 30, 2015, 12:51:40 pm
Optimum reoffending chance to do is very very close to 23%. Assuming the prisoners' chance of reoffending is totally even. Obviously it actually depends on the distribution of reoffending chances though, in order to maximise the number of money made.

MATHS (http://www.wolframalpha.com/input/?i=y%3D%281-x%29*3000%2Bx*-10000)
Yes, but it appears to be on a ticked slider, so 20% seems to be the key.
How is 3000 or 10000 related to the prisoners you have?
Those are the amounts you are fined/given as a bonus for prisoners granted parole.
Appears to be a flat number based on all prisoners.  Which means your min-sec might actually become profitable again when you can churn them out quickly and get the monies.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Aklyon on January 30, 2015, 12:55:36 pm
How is 3000 or 10000 related to the prisoners you have?
Those are the amounts you are fined/given as a bonus for prisoners granted parole.
Derp.
I was looking at it the wrong way then. ::)
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: forsaken1111 on January 30, 2015, 12:55:41 pm
Good point! Intake min-sec, beat the shit out of them until reoffending chance is <20%, parole and profit.

Alternately I you could give them education and reform programs I guess but really who does that.

(I do sometimes...)
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Girlinhat on January 30, 2015, 01:01:19 pm
Laundromats and armed guards FTW.  Laundromats are a place they work compulsory, and armed guards supply to their 'am supressed' mood.  So you can max out their Security and Reform bars, because Laundromat counts as a work station even if they're not doing any work.  Split the other time into yard for workouts and feed them well, might max Health as well...
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: forsaken1111 on January 30, 2015, 01:11:53 pm
For that matter why can't we import dirty laundry and run a prison laundry business. I want to exploit poor minsec prisoners for corporate gains dammit!
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Zangi on February 04, 2015, 09:20:54 am
Damnit, loaded up the new version and got back into it.  Lost all the time.

I've come to the conclusion that I do not like the fact that I have to spend so much time vetting all incoming prisoners for snitches and ex-cops... if I want to avoid getting penalties for deaths while in custody.  Actually, the UI experience for the whole process for getting the info and acting upon it is cumbersome. 
Alternatively, I guess I could not give a shit, but with poor RNG, but I'd probably 'lose' the game.  I probably shouldn't have checked the 'can lose' button.  I just want to set up a massive prison of +500 maxsec inmates with continuous intake and leave it on to play itself for a day or three.

Also, libraries... waiting for people to be edumacated after you start a new prison.  Forever Empty.  Lowsec prisoners do not stay long enough to be edumacated.  Normalsec, well screw them too.
Do bookshelves work now?  Or still does nothing useful?
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Sergius on February 04, 2015, 09:28:22 am
I think it takes too long to get the information on whether someone is a cop or snitch. First getting the relevant staff, research, etc...
The only way I've managed to save the first one or two is to savescum. Then having to build an isolated area from the start is kinda annoying.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Zangi on February 04, 2015, 10:16:35 am
How many dead snitches/copsprisoners is too much anyways?  Is it based on number of deaths over X time period?  Or a total max?
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: dennislp3 on February 04, 2015, 11:29:13 am
I always have this problem where I start out small and it is this weird and inefficient design that I end up hating...I may just buy the plot across the street and make a much better layout and then demolish or re purpose this silly small prison I have going on after I transfer everyone over there
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: forsaken1111 on February 04, 2015, 11:36:52 am
How many dead snitches/copsprisoners is too much anyways?  Is it based on number of deaths over X time period?  Or a total max?
The failure condition for deaths is X deaths over Y time, specifically a high number of deaths in a single 24 hour period. Even after you meet it you get more time to rectify the situation I believe. A low but constant death toll will not trip the failure condition.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Zangi on February 04, 2015, 12:10:55 pm
How many dead snitches/copsprisoners is too much anyways?  Is it based on number of deaths over X time period?  Or a total max?
The failure condition for deaths is X deaths over Y time, specifically a high number of deaths in a single 24 hour period. Even after you meet it you get more time to rectify the situation I believe. A low but constant death toll will not trip the failure condition.
Cool.  Then my snitches gonna be getting stitches.  Cause we don't provide protective custody anymore.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Aklyon on February 04, 2015, 12:32:52 pm
I usually end up buying the area across the road and rebuilding a place for the specials over there, since I don't have any sort of room on the original side to add more groups.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Sergius on February 04, 2015, 03:53:14 pm
Oh nice, finally you can cancel a foundation and get the money back from the un-purchased materials, and it recalculates that same amount when resuming over the previous foundation remains.

Used to be that you got nothing when cancelling foundations.

Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: palu on February 05, 2015, 04:45:12 pm
How good is this game? Is it similar to DF? I'm considering buying it, since it's on steam sale. Or, is there a cheaper place to get it?
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Graknorke on February 05, 2015, 04:49:04 pm
It's pretty damn good, shares some elements with DF (indirect designation of tasks and areas rather than directly ordering units about), and as far as I know Steam is the cheapest place you're going to get it.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Scripten on February 05, 2015, 05:52:39 pm
How good is this game? Is it similar to DF? I'm considering buying it, since it's on steam sale. Or, is there a cheaper place to get it?

Get it.

Seriously. It's really good.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: palu on February 05, 2015, 05:54:39 pm
Should I spring the extra $2.50 for their other games as well? So, if I understand it, it's basically DF: Prison Simulator?
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Graknorke on February 05, 2015, 06:08:57 pm
Introversion have never made a bad game, I am confident in saying.

Unless you count Subversion, which created a bunch of really great tech demos but wasn't ever actually released.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: nenjin on February 05, 2015, 06:20:50 pm
I really wouldn't compare PA to DF. It's not that the comparison is inexact, I just think it might leave some people disappointed with PA. Which, while awesome, isn't quite up to DF's level of simulation. It simulates prison's GREAT, and better with every update. But comparing it to DF implies a lot of things it doesn't do.

Anyways, great game, get it. As for older Introversion products, the only one I've played that I'll recommend is Uplink, for a lightweight hacking simulator. Darwinia/Multiwinia....never played em.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: jocan2003 on February 05, 2015, 06:48:52 pm
Introversion have never made a bad game, I am confident in saying.

Unless you count Subversion, which created a bunch of really great tech demos but wasn't ever actually released.
Man now i just god damn wish subervsion would be a thing.... maybe after prison architect? Someone has to hope...
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: BigD145 on February 05, 2015, 06:59:40 pm
I'm pretty sure Subversion was permanently shelved so Prison Architect could exist.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: dennislp3 on February 05, 2015, 08:33:01 pm
If I am not mistaken they ripped a few systems out of subversion and turned them into PA
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Karlito on February 05, 2015, 09:39:11 pm
I'm pretty sure Subversion was permanently shelved so Prison Architect could exist.
Not permanently.

"Subversion has not been cancelled, but I would certainly forget about it for now. We will be going back to that project eventually, but the first thing I plan to do is gut the thing from top to bottom of all the tech fluff that we forced in over the years. Without a core game it’s all a worthless distraction, and I will NEVER again spend so long making tech for a game without having a solid core game in place first. Subversion needs a total rethink from top to bottom, and some long standing sacred cows need slaughtering. " (http://forums.introversion.co.uk/viewtopic.php?t=42764)
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: forsaken1111 on February 06, 2015, 07:12:03 am
That is a great quote, and it is one of the problems I have run into in game design as well.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Sergius on February 06, 2015, 03:08:33 pm
Nonsense, first you decide the amount of cowbell, and then you figure out if you're writing a song or buying a farm.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: BigD145 on February 06, 2015, 06:16:39 pm
Nonsense, first you decide the amount of cowbell vuvuzela, and then you figure out if you're writing a song or buying a farm.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Zangi on February 07, 2015, 03:30:32 am
Damn, I managed to make a semi-smoothly running prison.  Now at 450 population.  But, it takes in every type of prisoner.  ... and I'm still in the positive too.  But, I've got a wait list of over 100 on parole... many of whom are probably lowsec/medsec and get released before their time comes up. ... the bastards really do clog the system up.  ... Apparently I also have a backlog of 65 on Behavioral Therapy and only 1% of my prisoners passed Drug Addiction Treatment.

Of course, snitches and ex-cops are not protected.  Not in my prison.  Plus, I have Freefire on by default...  No reason not to, cause culling the herd every now and then is good for the pack.  (And no real consequences for it.)

Beforehand, I'd only be taking in Maxsec.  With similar population, there'd be 5 dead on a good day.  Roughly 50 every other day.


Two bugs that has plagued me since forever.  Cuffed prisoners that... stay cuffed forever, maybe I should leave em to starve... and cooked food in my storage.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Glloyd on February 07, 2015, 03:35:36 am
I've got a similar prison going on. I've dragged it through about a year of updates, so it's the most haphazardly designed piece of shit. Yet it hold about 300 people and I can leave it on overnight without any incidents. It's great. However, I'm thinking of just going all out and expanding it until the game just can't handle it anymore.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: puke on February 07, 2015, 08:24:30 am
Just started playing this again.  Couple of questions:

1:

What are windows good for?  I tried to make a layout such that the offices and staff areas had windows overlooking the holding cells, but the windows seem to be opaque for the purposes of observing prisoners / removing fog of war.

Is there any way to do what I am trying to do?

2:

I can never seem to remember the subtleties of how foundation designations work.  I thought that there was a way that by holding shift or control or alt that I could lay one foundation adjoining another, and preserve the adjoining wall.  But it always seems to knock down the adjoining wall, and then I need to spend time and money building an interior wall between the two areas.

Can this be done, or am I misremembering how it used to work?
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Schaep on February 07, 2015, 09:29:17 am
Afaik windows do nothing except let in/out light. I never bother with them.

To adjoin a foundation to an existing wall, drag the foundation next to the existing wall, not on top of it. Graphically it will look like you've planned a double wall but once it's built the second wall will be a floor.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: puke on February 07, 2015, 09:34:52 am
To adjoin a foundation to an existing wall, drag the foundation next to the existing wall, not on top of it. Graphically it will look like you've planned a double wall but once it's built the second wall will be a floor.

Sorry, what I mean is designating in the planning stage, before any construction occurs:

Can this be done before the foundation is built?  Can I designate one foundation, and then designate another which will retain the interior wall -- or do I have to wait for the first one to be built before designating the adjoining?
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Aklyon on February 07, 2015, 11:09:59 am
When I've played its more consistant when the adjoining wall is already built, whether because I extended a wall to fit it or its just a previous foundation.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Zangi on February 07, 2015, 11:57:22 am
The bane of my huge +500 prisons.  Efficiency.  There can be none.  Bottlenecks everywhere.  Prisoners going across the map to do something on the other side, when there is a perfectly valid one near their cell.  And staffing rooms, across the world.

Also, holding cell dogpiles.  I tend to keep +200 vagrants.  They prefer to dogpile 1 out of 3 holding cells if I do not separate them by security level.  Doctors also tend to dogpile a single infirmary. 

... I guess if I build a prison to compartmentalize things, rather then letting the bastards wander everywhere... which requires huge tracts of land.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: martinuzz on February 09, 2015, 05:42:20 pm
I picked this up when it was on sale last week, and here's my first attempt at a (unlimited funds) prison.
It actually is my second prison. My first try at the game didn't go too badly, could sell my prison for 280k. But I am too impatient to do that 5 times over to get a nice starting budget to play with lol.

I built this for a meager sum of 1.2 million, plus some serious sleep deprivation. Damn, this game is addictive.

overview:
Spoiler (click to show/hide)

utilities view:
Spoiler (click to show/hide)

Segmentation! I can house protected, normal and high security inmates without them crossing paths. Except when escorted to isolation ward.
Spoiler (click to show/hide)

My cell block design: Room for 58 test subj... erm prisoners.
Spoiler (click to show/hide)


I spent about 15 rl hours designing it before turning on prisoner intake. After 3 waves, my population now is up to 38. No incidents yet, except a few confiscated weapons brought in by new arrivals. What could possibly go wrong haha.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Graknorke on February 09, 2015, 06:35:48 pm
Probably nothing. That prison looks like it's locked down good. The cells are too big but that causes no problems other than efficiency.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Pajama Knight on February 09, 2015, 10:34:12 pm
I've found a surprisingly effective way to cut down on crowding, bottlenecks, and dead snitches is simply segregating everything by time rather than location.

My largest prison is a rainbow of different security levels, but keeping an armed guard in each shower, yard, and long hallways keeps things quiet most days. My prisoners only got about 6 hours of sleep a night, but were happy as could be because they could attend to their needs earlier in the morning and were less likely to cause trouble thanks to being suppressed and rarely being in the same room as a protected prisoner when their mood is bad. I had about 300+ prisoners before deciding I didn't like the aesthetics and moving on.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Zangi on February 10, 2015, 12:07:35 pm
Started a new prison, left intake on, lowsec only.  Did not build the holding cell or anything else for weeks.  No problems at all, a few guards is pretty much all I needed on payroll, as I collect money on their misery and the 'no incidents' bonus. 
Found out that death by starvation does not count as a 'death while in custody', thereby does not incur any penalties.  In hindsight, I should not have bothered with using doctors...

At the least... nice income as I slowly expand and redesign my prison, in preparation for midsec/maxsec.  The shivving will be pretty massive when the floodgates open...  if only there was a way to auto-designate prisoners by their traits.

*Insert complaints about wonky multi kitchen/canteen priority and laundries not getting clothing to distribute in a compartmentalized prison.*
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Aklyon on February 10, 2015, 12:11:51 pm
Didn't they work on those rooms recently?
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: dennislp3 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?
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: puke 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.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: puke 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.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Zangi 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.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Sergius 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?).
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Zangi 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...
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Aklyon 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.)
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Zangi 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.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Aklyon 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.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Sergius 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.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Zangi 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.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Glloyd 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.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: dennislp3 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.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: nenjin 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.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: martinuzz 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!
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Sergius on March 01, 2015, 10:42:35 pm
Well, guards still try to get Tazer Safety whatsisname at 6am which aborts instantly after charging $$$ (as it has to be in work hours or something), and have to be moved manually to another time.

And parole wants to start at 6am also? Nobody's awake at that time and the prisoners don't awaken/leave their cells either :/ I'm not going to change my regime just because of that... I guess I'll also have to manually set parole hearings.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Urist McScoopbeard on March 01, 2015, 11:15:35 pm
Just curious to see, but where are you guys at in terms of funding? I just picked up this game a little while ago and got my funding up from the base 30,000 to just over 500,000 starting my fourth prison!
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: Sergius on March 02, 2015, 12:19:24 am
Just curious to see, but where are you guys at in terms of funding? I just picked up this game a little while ago and got my funding up from the base 30,000 to just over 500,000 starting my fourth prison!

Every update I sell my old prison and start it anew (more or less the same layout).

Valuation is at about 1,000,000 now.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: dennislp3 on March 02, 2015, 02:18:58 am
Well, guards still try to get Tazer Safety whatsisname at 6am which aborts instantly after charging $$$ (as it has to be in work hours or something), and have to be moved manually to another time.

And parole wants to start at 6am also? Nobody's awake at that time and the prisoners don't awaken/leave their cells either :/ I'm not going to change my regime just because of that... I guess I'll also have to manually set parole hearings.

Nonsense! Rise and shine at 5am! New prison wake time...if they care about leaving early they wont bitch too much
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: puke on March 02, 2015, 07:01:41 am
How do you make the lousy gits get out of bed?  I set the schedule earlier, but they just lay around sleeping.
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: martinuzz on March 02, 2015, 07:11:28 am
Round them up at the yard, they'll get out of bed for that
Title: Re: Prison HYPHEN Architect (v. a28) - New look for Xmas
Post by: puke on March 02, 2015, 08:03:38 am
Ah, thats my problem.  I was trying to give them time in the cell to use the toilet, but they were squandering it on sleep.
Title: Re: Prison HYPHEN Architect (v. a30) - Now on tablets!
Post by: Descan on March 02, 2015, 08:49:51 am
Send them to bed earlier so they fix their sleep needs earlier.
Title: Re: Prison HYPHEN Architect (v. a30) - Now on tablets!
Post by: Sergius on March 02, 2015, 09:07:45 am
Actually I keep them awake until 1 am (with dinner time). They'll wake automatically at 8 am no matter what, and I give them lockdown for an hour to shower and watch TV in their rooms. Then it's breakfast time. The rest of my regime is basically work with a few free hours here and there.

00:00 Food
01:00 Sleep
02:00 Sleep
03:00 Sleep
04:00 Sleep
05:00 Sleep
06:00 Sleep
07:00 Sleep
08:00 Lockup
09:00 Food
10:00 Food
11:00 Free time
12:00 Work
13:00 Work
14:00 Work
15:00 Free time
16:00 Work
17:00 Work
18:00 Work
19:00 Free time
20:00 Work
21:00 Work
22:00 Food
23:00 Food

They always get out of their cells all mellow and compliant. That's why I don't want to force them to wake up for interviews or whatever.
Title: Re: Prison HYPHEN Architect (v. a30) - Now on tablets!
Post by: Descan on March 02, 2015, 09:22:08 am
You'd think you'd be able to set a work schedule. Like, parole hearings at X, kitchen delivery at Y, classes W At time Z, etc. Obviously a little different than prisoner schedules since, aside from the different classes, they're not mutually exclusive. Whether it should be diffused across the myriad tabs or in one place, I'm not sure. The UI would be fairly clunky either way, for different reasons, unless they have the skills to do it nicely.
Title: Re: Prison HYPHEN Architect (v. a30) - Now on tablets!
Post by: puke on March 02, 2015, 09:35:07 am
Send them to bed earlier so they fix their sleep needs earlier.

The buggers just mill around the cell not sleeping!
Title: Re: Prison HYPHEN Architect (v. a30) - Now on tablets!
Post by: Zangi on March 02, 2015, 10:28:02 am
Funding seems to be a heck of a lot easier... either that or I'm just building off of my old auto-run prison. 
In v.a29, I was making money thanks to 10% parole and over 600 prisoners of varying quality.  Now that I can have multiple parole stations... and no loss at reoffending, pure monies.  Under this new thing, it is probably viable to run a lowsec prison.  It'll be revolving door type, with a ton of parole stations. 
Screw the workshop.  I built 2 workshops and its full of exports just sitting there, cause noone is transporting em to the export station.  Lazy workers.

Funds currently at 5mil.  3.5mil of that in cash.
Title: Re: Prison HYPHEN Architect (v. a30) - Now on tablets!
Post by: dennislp3 on March 02, 2015, 11:57:58 am
Send them to bed earlier so they fix their sleep needs earlier.

The buggers just mill around the cell not sleeping!

usually if you give it a few days they will adjust...unless you didn't move back the time they wake up as well. I put toilets, phones, pool tables, workout equipment and showers in the yard myself...that way yard time is more like controlled free time where they can take care of needs but still be in one spot
Title: Re: Prison HYPHEN Architect (v. a30) - Now on tablets!
Post by: Sergius on March 02, 2015, 12:02:01 pm
Send them to bed earlier so they fix their sleep needs earlier.

The buggers just mill around the cell not sleeping!

Prisoners will not go to bed earlier than 10pm and will not sleep later than 8am, no matter when you set sleep time.
They will even sleep in their free time if it's past 10pm.
Title: Re: Prison HYPHEN Architect (v. a30) - Now on tablets!
Post by: dennislp3 on March 02, 2015, 12:04:39 pm
I have seen plenty of prisoners sleep before 10pm on free time if the need is high enough...never heard of the 10pm-8am thing
Title: Re: Prison HYPHEN Architect (v. a30) - Now on tablets!
Post by: nenjin on March 02, 2015, 12:34:08 pm
I have seen plenty of prisoners sleep before 10pm on free time if the need is high enough...never heard of the 10pm-8am thing

Would be kinda funny to have Night Owl personality traits so some prisoners have a lifestyle that doesn't jive with the regular prison schedule.
Title: Re: Prison HYPHEN Architect (v. a30) - Now on tablets!
Post by: Sergius on March 02, 2015, 12:39:06 pm
I have seen plenty of prisoners sleep before 10pm on free time if the need is high enough...never heard of the 10pm-8am thing

http://prison-architect.wikia.com/wiki/Alpha_10#Other

Code: [Select]
- Prisoners will now sleep when in their cells at any time between 10pm and 8am, if they need to
Individually, one prisoner may go to bed if he's super-tired. But you can't set sleep time in your regime for everyone and expect them to sleep at any strange time, they will just hang around in their cells. In fact there isn't much difference between Lockup time and Sleep time in that regard, but Lockup also makes them a bit more docile and counts for some scoring.
Title: Re: Prison HYPHEN Architect (v. a30) - Now on tablets!
Post by: puke on March 02, 2015, 01:12:26 pm
Shame.  I've been having ideas for a midnight laundry and cleaning service. 

Essentially a two-shift prison with a day and night crew that would let me better regulate automatic doors and traffic flows.

It will be for naught, for this version anyhow.
Title: Re: Prison HYPHEN Architect (v. a30) - Now on tablets!
Post by: Zangi on March 02, 2015, 02:23:25 pm
Sleep time?  I don't ever use that anymore.  Bedtime is lockdown time, I don't care what prisoners actually do during that time.  I've also taken to giving lowsec freetime when not at work or eating, cause they are typically no trouble at all.
As I have mentioned multiple times, lowsec prisoners can be used and abused.  Make them work at night.

...  I am contemplating setting up a trap zone in my auto-prison... considering the comments from the a30 video.  I shouldn't rack up more then 50 kills a day like that...  I think.  >.>
Title: Re: Prison HYPHEN Architect (v. a30) - Now on tablets!
Post by: Tobel on March 27, 2015, 03:04:16 pm
DEATH PATCH!
Title: Re: Prison HYPHEN Architect (v. a30) - Now on tablets!
Post by: Aklyon on March 27, 2015, 03:07:23 pm
Edit: scratch that, yes it is.
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: BigD145 on March 27, 2015, 08:07:32 pm
Supermax Permabrig
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: nenjin on March 28, 2015, 12:12:47 am
I find their rationale about how Death Row works a little...I dunno, too pandering? I mean, look at DF. You can simulate a lot of unpleasant things depending on your level of imagination, not because the game was designed that way, but because the mechanics have the depth and take a mostly neutral stance to what you can do with them. Also in light of the way they did Permanent Punishments, you can still make a Little Prison of Horrors pretty easily. It's not that I intended to make a murder-factory prison, nor do I really find a limited death row system a real problem thematically or more mechanically. But the idea of "well that's not realistic" or "we don't want to offend people" doesn't really hold water in a game where you can make people live in the dirt in a 1x1 room their whole existence, or build the prison chapel in the same room as your garbage stockpile and morgue. It seems like one of those game mechanics where you end up singling it out more by restricting it. Not that DF doesn't do that in its own way, and makes excuses about realism. I guess I expected them to defend the fact it was a simulation above all else, instead of going out of their way to control how it was used.

Put simpler, they could have done exactly what they did without going on and on about how sensitive Death Row is, and I think it'd be fine.

Although I do like how executions are an event that affects the whole prison. I suppose when you build up this much drama around the mechanic, you spend some time defending your choices. I do think they're taken the time to simulate it to the degree that it gets the player to think about the process of execution regardless of what view they hold on it.
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: puke on March 29, 2015, 08:44:28 am
What, was there something in the video that wasn't in the patch notes?  How they handled death row seems pretty reasonable to me.  What did people want instead?  a system where you can randomly execute prisoners at a whim?

In unrelated news, there is something wrong with my brain:
Code: [Select]
[o][o][o][o] . [o][o][o] . [o][o][o][o]
[o] .  .  .  .  .  . [o] .  . [o] .  .
[o] . [o][o] . [o] . [o] .  . [o] . [o]
[o] . [o] .  . [o] . [o][o] . [o] . [o]
 .  . [o] .  . [o] .  .  .  .  .  . [o]
[o][o][o] . [o][o][o][o] . [o][o][o][o]

[o] -- six separate offices, technically each 4x4.
. -- staff room snaking between the offices, sofas fit in the two 2x2 spaces. 
Technically it could fit two separate staff rooms, but I don't think has any advantages?  And I dont think there are more than 6 office requirements for the staff, so this should fit all of their needs within an 8x15 foundation.

I tend to play Dwarf Fortress this way also.  Layouts always need to be optimized for some crazy thing or the other.

edited to make the image a little more clear
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: Zangi on March 29, 2015, 10:19:57 am
What, was there something in the video that wasn't in the patch notes?  How they handled death row seems pretty reasonable to me.  What did people want instead?  a system where you can randomly execute prisoners at a whim?
Its called armed guards.  Its got the same hands on feel to executions, without any of the paperwork.  Or well, you can make it random.
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: Ghazkull on March 29, 2015, 12:03:26 pm
I'd like the Deathrow system if it weren't so atrociously bureaucratic in the game.

Yes of course you are supposed to run a prison and not Auschwitz, but the way this is handled really breaks the flow of the game. I don't want the entire prison business to be completely disrupted each time i want one of the death row inmates executed.

Thats something i find really annoying. If they would remove the whole lockdown thing and the entire "DROP EVERYTHING MAN ON THE GREEN MILE" -schtick it would be handled well enough. Yeah go for the whole procedure, treat it seriously but dont turn that mechanic into something that encumbers the gameplay, after all im a Prison Manager and want to run an efficient prison not drop everything because Heinz Mcmurderpants gets a date with the ropemakers daughter.

but thats just my two cents on the business. Guess im gonna wait for some mod who disables the necessity to make every execution something very important.

Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: puke on March 29, 2015, 02:17:27 pm
after all im a Prison Manager and want to run an efficient prison not drop everything because Heinz Mcmurderpants gets a date with the ropemakers daughter.

Sounds like they got it just right, I bet this is exactly how actual prison administrators feel. 

I think they did a good job, especially in that you really have to go out of your way to unlock it and actively participate.  It's not the continuous intake system that slowly overwhelms you with additional demands unless you turn it down.
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: Sinistar on March 29, 2015, 03:01:02 pm
-snip-
Guess deathrow is just an issue they have some strong feeling about and try to thread really carefully around it. Trying not to sell it off as yet another "feature", tying to add some wight to it. But then again that was the first patch video I saw from them so I really have no idea how seriously they usually treat other new features.

-snip-
Look at it this way - deathrow is the endgame material for PA. You go for it only when you can afford for your whole prison to be locked down. And the final product is sort of a mini special event where you take a step back and contemplate a little. But that's just my take on it. To each his own
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: dennislp3 on March 29, 2015, 03:28:09 pm
I personally dislike them using it in a way that comes across as a political platform of sorts...at least when you listen the the context and what not on the dev video.

I am sorry that they (and so many others) are so disturbed by the death penalty...but I frankly don't care...Deliberately trying to add emotional weight to it in the game seems silly and as expressed above just breaks the flow of things.

People should come to death row like they do and the death penalty should just be a click on the rap sheet. I understand the lockdown and everything and that's fine...but why should I have to authorize every step...that's just silly
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: Zangi on March 29, 2015, 06:12:49 pm
More needless micromanagement for a new feature in the game, just need to wait for a mod to fix it... but yea, I already do have an alternative green mile...
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: werty892 on March 29, 2015, 07:59:09 pm
Did any of you actually watch the patch video? The whole point is, executing someone in a prison is hard work. It costs millions IRL, and people on death row can sometimes spend years going through appeals before being executed. The point is, they want it to be hard to accurately reflect the situation in the real world. Did you seriously think that killing someone should be something that you can do with the flick of a switch? A human life is important, and as much as this is a game they also want to talk about real issues, and I'm glad that they are moving towards that. You guys can have your arcade murder mode, but I honestly am glad they took a serious stance towards a serious thing.
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: nenjin on March 29, 2015, 10:02:12 pm
It just seemed preachy. Make it detailed in the name of some level of realism, but I thought the speech was overboard.
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: BigD145 on March 29, 2015, 10:56:12 pm
They talk about the why's of new content EVERY SINGLE VIDEO. Where have you been for the past 2 years? Obviously not in prison or amongst the general populace of *insert any country here*.
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: nenjin on March 30, 2015, 01:49:22 am
They talk about the why's of new content EVERY SINGLE VIDEO. Where have you been for the past 2 years? Obviously not in prison or amongst the general populace of *insert any country here*.

What is that last part even supposed to mean?

They talk about their reasoning in every video, yes. They don't go on for 30 minutes about it and harp on the melodrama and "oh how human they were" between bouts of respectful silence. Did they do that when guards were walking around blasting rioters in the face with shotguns? No, I recall chuckles then. It's a simulation, say what it does, note some design decisions on why it works the way it does and move on.

As I said, I could have done without the melodrama and special, repeated notice about how people find the death penalty controversial and the drawn out roleplay of contriteness that "yes, our simulation just made a dude die." But do go on flipping out because I have an opinion you disagree with. Even though you're obviously not currently strapped to an electrical chair?!?1111
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: puke on March 30, 2015, 03:41:18 am
Welcome to Europe.  The way Europeans view certain topics isn't the same as it is in America.  No one is trying to convert you to an anti-capital-punishment viewpoint, you're just experiencing a cultural difference that you have not been previously exposed to.

Lets all move on?  No big deal.  Nothing to see.

I start a new prison with each new release, so I have not seen this feature in action yet.  My current theme is that of a Las Vegas Hotel.  I'm bringing in the low-sec first, they will be the cooking and cleaning staff.  Next will be the med-sec, whom will be the basic tenants or guests.

After that I'll start introducing high-sec, they'll be the entertainment.  I'm going for an MGM Grand thing here, with a boxing arena.  I'll give them open access to a high-sec workshop or cleaning closet to make sure they are all armed, and then let them go at it in their own yard.  I think the challenging part will be feeding them safely.
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: dennislp3 on March 30, 2015, 05:26:27 am
Welcome to Europe.  The way Europeans view certain topics isn't the same as it is in America.  No one is trying to convert you to an anti-capital-punishment viewpoint, you're just experiencing a cultural difference that you have not been previously exposed to.

Lets all move on?  No big deal.  Nothing to see.

I start a new prison with each new release, so I have not seen this feature in action yet.  My current theme is that of a Las Vegas Hotel.  I'm bringing in the low-sec first, they will be the cooking and cleaning staff.  Next will be the med-sec, whom will be the basic tenants or guests.

After that I'll start introducing high-sec, they'll be the entertainment.  I'm going for an MGM Grand thing here, with a boxing arena.  I'll give them open access to a high-sec workshop or cleaning closet to make sure they are all armed, and then let them go at it in their own yard.  I think the challenging part will be feeding them safely.

Believe it or not...not all Americans are close minded retards that don't know anything about other cultures...The point I am making is that I like to keep my politics and my games separate...even if it is a game around certain political issues.

Also not all Americans believe in capital punishment...so its not a strictly European view and it is not a "cultural difference we have not been exposed to" 18 of our 50 states don't even have the death penalty.
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: puke on March 30, 2015, 05:39:11 am
edits:  whoops, I wasn't even replying to who I thought I was replying to.  moving along...
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: Mipe on March 30, 2015, 05:56:54 am
We're okay with games where you personally slaughter hundreds of human beings, but not with death sentence.
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: Cthulhu on March 30, 2015, 07:33:11 am
Did any of you actually watch the patch video? The whole point is, executing someone in a prison is hard work. It costs millions IRL, and people on death row can sometimes spend years going through appeals before being executed. The point is, they want it to be hard to accurately reflect the situation in the real world. Did you seriously think that killing someone should be something that you can do with the flick of a switch? A human life is important, and as much as this is a game they also want to talk about real issues, and I'm glad that they are moving towards that. You guys can have your arcade murder mode, but I honestly am glad they took a serious stance towards a serious thing.

Blowing a rioting prisoner's face off with a shotgun is technically not the death penalty and therefore totally fine to do as needed or desired.

I haven't watched the video yet but it seems a little tacky to get quiet and reverent about the death penalty in a game about building a shitty insane prison.  Adding in bureaucracy for challenge and cause it's more realistic is fine, being able to zap any prisoner you didn't like would be silly.
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: ndkid on March 30, 2015, 07:59:01 am
Welcome to Europe.  The way Europeans view certain topics isn't the same as it is in America.  No one is trying to convert you to an anti-capital-punishment viewpoint, you're just experiencing a cultural difference that you have not been previously exposed to.

Lets all move on?  No big deal.  Nothing to see.

I feel like the synopsis of this and several previous posts on this topic amounts to: to some people, multiple homicides in prison is fun/funny but killing a person via the death penalty isn't. I'm sure I'm biased by my culture and all that, but I can't help but feel that is an odd bit of cognitive dissonance, and one that it's fair to say that the game designers seem to have, as well, based on how they've approached topics in different videos.
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: nenjin on March 30, 2015, 11:06:39 am
Welcome to Europe.  The way Europeans view certain topics isn't the same as it is in America.  No one is trying to convert you to an anti-capital-punishment viewpoint, you're just experiencing a cultural difference that you have not been previously exposed to.

Lets all move on?  No big deal.  Nothing to see.

I feel like the synopsis of this and several previous posts on this topic amounts to: to some people, multiple homicides in prison is fun/funny but killing a person via the death penalty isn't. I'm sure I'm biased by my culture and all that, but I can't help but feel that is an odd bit of cognitive dissonance, and one that it's fair to say that the game designers seem to have, as well, based on how they've approached topics in different videos.

I honestly think their motivation is they're just trying to head criticisms of the mechanics off at the pass, by appearing very squeamish about this thing they created. Personally, I think you're effectively courting the controversy by giving it this much screen time...and irritating people like me who don't really want a heavy dose of politics and social mores in my game, straight from the dev's mouth. PA is a game touching a lot of controversial topics and mechanics, and up until now I feel like Introversion has done a good job of staying above it. But in this video, they take on the topic directly in a way that makes me take them less seriously, because of the examples stated above. You can easily create a nightmare dystopia of a prison and some mechanics they added just make that easier. But they take the time to single out executions and act sad and grave when they're demoing it? Silly, and pandering, as far as I'm concerned. Who weeps for the millions of sims murdered by intentional starvation, manufactured prison riots and prisoners becoming dog food for your guard dogs? NO ONE. So why weep at all? It's a video game.
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: dennislp3 on March 30, 2015, 01:10:06 pm
It's a whole different issue...but I think anyone who connects simulated people with real people need to adjust their view on things. Video games only teach you how to kill people if you connect virtual people with real people (though many studies have shown that video games don't lead to violent people...probably because they recognize the difference)
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: Zangi on March 30, 2015, 01:17:59 pm
It's a whole different issue...but I think anyone who connects simulated people with real people need to adjust their view on things. Video games only teach you how to kill people if you connect virtual people with real people (though many studies have shown that video games don't lead to violent people...probably because they recognize the difference)
Well, reckon there are already pre-existing problems if someone equates games = real life in the first place...
Though, it might be harder to tell the difference once they create the super awesome Virtual MMO, modern job simulator edition that everyone will be clocking in for after work/school.
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: Scripten on March 30, 2015, 01:53:45 pm
Were these complaints also levied at DF after mermaid bones were modified so that mermaid genocide machines were less profitable?

I don't understand all the vitriol about the devs being somber about something that is, to be honest, pretty damn serious and topical. It's not like the game has been negatively affected, so why harrumph over a few moments of silence/vigil in a dev video?
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: nenjin on March 30, 2015, 01:57:35 pm
Gahd I want to respond to that so badly, but I'm just going to let it drop.
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: Graknorke on March 30, 2015, 02:01:03 pm
Though, it might be harder to tell the difference once they create the super awesome Virtual MMO, modern job simulator edition that everyone will be clocking in for after work/school.
That sounds like fun, getting people to do data entry for 4 hours a day after they're done working, at a subscription of course.
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: BigD145 on March 30, 2015, 02:16:31 pm
Though, it might be harder to tell the difference once they create the super awesome Virtual MMO, modern job simulator edition that everyone will be clocking in for after work/school.
That sounds like fun, getting people to do data entry for 4 hours a day after they're done working, at a subscription of course.

Red Stapler DLC only $999.99.
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: dennislp3 on March 30, 2015, 03:14:02 pm
Were these complaints also levied at DF after mermaid bones were modified so that mermaid genocide machines were less profitable?

I don't understand all the vitriol about the devs being somber about something that is, to be honest, pretty damn serious and topical. It's not like the game has been negatively affected, so why harrumph over a few moments of silence/vigil in a dev video?

Mostly because it feels/seems fake and misplaced...which is annoying to me. My original complaint was simply that I felt it was excessive and silly to add 8 steps or whatever it is to the death penalty process just to try and make you feel bad or whatever the goal was...its stupid and 99% of people will just click through it without a thought...if they think so negative and strong about it they will just never use it...because it is a hidden little feature that doesn't show up in the build menu as to offend people
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: Scripten on March 30, 2015, 04:22:25 pm
Were these complaints also levied at DF after mermaid bones were modified so that mermaid genocide machines were less profitable?

I don't understand all the vitriol about the devs being somber about something that is, to be honest, pretty damn serious and topical. It's not like the game has been negatively affected, so why harrumph over a few moments of silence/vigil in a dev video?

Mostly because it feels/seems fake and misplaced...which is annoying to me. My original complaint was simply that I felt it was excessive and silly to add 8 steps or whatever it is to the death penalty process just to try and make you feel bad or whatever the goal was...its stupid and 99% of people will just click through it without a thought...if they think so negative and strong about it they will just never use it...because it is a hidden little feature that doesn't show up in the build menu as to offend people

Eh, I guess? Institutionalized death is kind of a big deal in real life, so adding bureaucracy seems appropriate to me, game wise. I wasn't too worried about the dev log, but eh, whatevs. Carry on. :)
Title: Re: Prison HYPHEN Architect (v. a31) - DEATH ROW! and stuff
Post by: nenjin on May 01, 2015, 10:21:47 am
Alpha 23 here.

It was a bug bash, mostly. Deathrow got a couple QOL tweaks. The game is going to fully release Q4 2015.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Tobel on May 28, 2015, 09:54:48 am
D-d-d-d-d-drop the patch. Alpha 33.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: BigD145 on May 28, 2015, 10:43:45 am
You can now make luxurious cells. Huzzah! They can even get mail delivery.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Graknorke on May 28, 2015, 11:02:22 am
You can now make luxurious cells. Huzzah! They can even get mail delivery.
This just makes me want gangs more.
(http://2.bp.blogspot.com/-xIPh31Xft2Y/T9zEBznM4aI/AAAAAAAAHK0/gI3eADyfX-0/s1600/TIJ%2BBridger.bmp)

Though I understand why they're adding mostly small tweaks and things like the post office, since that doesn't require dedicating the whole month to one probably-buggy thing.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: BigD145 on May 28, 2015, 11:26:52 am
Gang Leader: Why no, mister guard. I have no control over my lackeys. They do what they please and I am in no way responsible. Now then, about my accommodations. I've been good for the past month. My cell is feeling a bit cramped.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Tobel on May 28, 2015, 12:28:17 pm
I still really want another z level, or the option to just build  'two story' cell block. A lot/most US Federal Prisons use that design. I imagine they'd have to rewrite too much for another z level though.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Karlito on May 28, 2015, 03:18:59 pm
So we've got some feedback loops introduced in this one. Misbehaving prisoners will get a lower security score and shittier cells leading them to misbehave more, but if you can set them on the straight and narrow then the same systems will work to make them calmer.

I think the thing I like most is the information we're getting about how well behaved each prisoner is, which will help in manually assigning security levels.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Neonivek on May 28, 2015, 03:58:13 pm
This game is kind of interesting in that it is kind of like a reverse Tropico

In that you have to unlock the ability to be a scum bag.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Zangi on May 28, 2015, 04:03:22 pm
Prison Architect gives you more incentives to be a scumbag if you just want to sit back and let it run.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Kruniac on May 28, 2015, 05:14:49 pm
So we've got some feedback loops introduced in this one. Misbehaving prisoners will get a lower security score and shittier cells leading them to misbehave more, but if you can set them on the straight and narrow then the same systems will work to make them calmer.

I think the thing I like most is the information we're getting about how well behaved each prisoner is, which will help in manually assigning security levels.

Misbehaving prisoners in my prison get solitary. Then executed. I don't fuck around with scum.

The hilarious thing is that my well behaved prisoners get pampered. I make sure they have showers and everything.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Silent_Thunder on May 28, 2015, 07:43:43 pm
So we've got some feedback loops introduced in this one. Misbehaving prisoners will get a lower security score and shittier cells leading them to misbehave more, but if you can set them on the straight and narrow then the same systems will work to make them calmer.

I think the thing I like most is the information we're getting about how well behaved each prisoner is, which will help in manually assigning security levels.

Misbehaving prisoners in my prison get solitary. Then executed. I don't fuck around with scum.

The hilarious thing is that my well behaved prisoners get pampered. I make sure they have showers and everything.

You say hilarious I say, an accurate representation of the state of the US prison industry, just replace executed with "shoved in the SHU for 23 hours a day for the rest of their prison term".

Which is totally what I do with my supermax dickbags to be fair. The only exit to the SHU in my prisons is a long corridor with a pair of armed guards stationed. Because they keep roid raging and tearing the doors down.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Leatra on May 29, 2015, 12:08:01 am
I hope they'll give more personality to the staff. Things like sadistic guards beating prisoners and stuff. And we'll have to deal with them or something.

I think the devs' take on prisons is kinda... left-wing. You know, a place of rehabilitation and reform. My prison is looking like an utopia now but I know there are many dystopian prisons out there. Death penalty is a step towards introducing the grim and dark realities but I haven't gotten there yet.

I think they are trying to use elements from fiction similar to Fallout's retro-futuristic reality.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Neonivek on May 29, 2015, 12:47:29 am
I hope they'll give more personality to the staff. Things like sadistic guards beating prisoners and stuff. And we'll have to deal with them or something.

I think the devs' take on prisons is kinda... left-wing. You know, a place of rehabilitation and reform. My prison is looking like an utopia now but I know there are many dystopian prisons out there. Death penalty is a step towards introducing the grim and dark realities but I haven't gotten there yet.

I think they are trying to use elements from fiction similar to Fallout's retro-futuristic reality.

The issue isn't so much that the prisons are left wing so much that... they always push towards left wing.

Even when your prison sucks it feels more mismanaged then outright corrupt like many well known prisons.

It just doesn't let you get that satisfying feel of douchbaggery... nor do you often feel like your prisons are particularly idyllic when you try hard either because it never treats what you are doing as anything special.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Majestic7 on May 29, 2015, 01:20:28 am
Well to be fair, all empirical evidence points towards superharsh treatment of prisoners being counterproductive, while reformative systems (that provide mental health services, important point) provide much smaller reoffending rate. That being said, running a corrupt hellhole should be an option, giving an alternative way to make money. Perhaps giving you an option to bribe judges into sending harmless prisoners marked as supermax or the like your way too. (Like those judges who got caught for this very thing in the States.) 
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: MrWiggles on May 29, 2015, 02:54:30 am
I dun know, it seems like you can be as right wing as much as you want. You dont need to do reform programs or give the prisoners amenities. Right Ring doens't meant corruption.  Even if it seems to be highly correlated. I like the idea of being corrupted, but it should be indepndent to the style of prison you've made.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Leatra on May 29, 2015, 05:32:19 am
The "leftist prison vs rightist prison" distinction I made is kinda arbitrary. I suppose the difference is much more nuanced than that, but in my mind:

Leftist prison: Reform programs taken to a degree as if the prison is a boarding school, total freedom regarding access to telephones, guards acting more like nanny robots, light penal labor, psychologists ready to make you stare at ink blots for an hour or so after your murder spree.

Rightist prison: Shawshank Redemption style shithole. Sadistic guards who are difficult to control, race-based gangs murdering each other all the time, more uppity prisoners, back-breaking kind of penal labor, punishment for the smallest things.

Yeah you can make a 22 hour Lockdown and 2+2 hour Canteen schedule. That will get your prisoners angry enough to murder each other. But like Neonivek said, your prison just feels more like a mismanaged prison then. All you need to do is keep the NEEDS of prisoners to a minimum and before you know it, your max-sec wing is full of happy, peaceful and obedient killers shitting rainbows.

It's still Alpha, so we'll see. It's not like I'm asking for the implementation of prison rape here. The game is great as it is anyway.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: puke on May 29, 2015, 07:18:17 am
Rightist prisons are very small and cramped places.  There just isn't that much room to build on that side of the road.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Sergius on May 29, 2015, 01:43:05 pm
Worse, if you tried running a centrist prison everyone would get run over by trucks.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: dennislp3 on May 29, 2015, 03:23:05 pm
So we've got some feedback loops introduced in this one. Misbehaving prisoners will get a lower security score and shittier cells leading them to misbehave more, but if you can set them on the straight and narrow then the same systems will work to make them calmer.

I think the thing I like most is the information we're getting about how well behaved each prisoner is, which will help in manually assigning security levels.

Misbehaving prisoners in my prison get solitary. Then executed. I don't fuck around with scum.

The hilarious thing is that my well behaved prisoners get pampered. I make sure they have showers and everything.

You say hilarious I say, an accurate representation of the state of the US prison industry, just replace executed with "shoved in the SHU for 23 hours a day for the rest of their prison term".

Which is totally what I do with my supermax dickbags to be fair. The only exit to the SHU in my prisons is a long corridor with a pair of armed guards stationed. Because they keep roid raging and tearing the doors down.

The theory is somewhat sound...rewards for good behavior...punishment for bad behavior..

sadly that is a very shallow system that doesn't work when dealing with people who are plagued with mental illness and ingrained with ideals that don't have them functioning like society would expect.

Also money...like most things in the US the system seems to be run around the philosophy of "Fuck 'em, I just do it for the money"
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: forsaken1111 on May 29, 2015, 03:24:22 pm
Suddenly this is about the US? That was a strange turn.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: nenjin on May 29, 2015, 03:26:29 pm
Suddenly this is about the US? That was a strange turn.

Can't tell if being sarcastic or not....
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: miljan on May 29, 2015, 03:54:38 pm

It's still Alpha, so we'll see. It's not like I'm asking for the implementation of prison rape here. The game is great as it is anyway.

I dont think the game is anymore in alpha. They will be releasing it in few months
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Aklyon on May 29, 2015, 04:05:55 pm

It's still Alpha, so we'll see. It's not like I'm asking for the implementation of prison rape here. The game is great as it is anyway.

I dont think the game is anymore in alpha. They will be releasing it in few months
When it comes out has nothing to do with the state its in. You can be in alpha for ages and then skip beta entierly and be released if you think its reasonable to do it. (this is more of a beta now though, if they said they aren't trying to break everything this time)
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: dennislp3 on May 29, 2015, 04:41:02 pm
Suddenly this is about the US? That was a strange turn.

I was directly referencing a statement about US prisons...sooo yes?
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: miauw62 on May 30, 2015, 02:43:34 am
Are gangs planned?
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Mini on May 30, 2015, 05:08:26 am
They've talked about wanting to add them, so eventually.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: forsaken1111 on May 30, 2015, 06:04:20 am
Suddenly this is about the US? That was a strange turn.

I was directly referencing a statement about US prisons...sooo yes?
Yeah ignore me, I misread your post. :P
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Leatra on May 30, 2015, 05:31:06 pm
I wish there was a way to "bookmark" your favorite prisoners like how you can bookmark characters in Crusader Kings.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: SharpKris on May 30, 2015, 08:01:42 pm
are there plans on adding multi lvls? so you can make multiple stories building
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Chiefwaffles on May 30, 2015, 09:26:53 pm
Don't think they plan on Z-levels.

Also, I can't seem to recruit informants. I looked at the wiki and it says to basically keep people in solitary long enough and as long as they doin't have the Stoical reputation, you can eventually recruit them. I've had people in solitary for up to 24 hours and yet I couldn't find any potential informants.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Yolan on May 31, 2015, 02:27:37 am
Looks nice, but still don't feel the need to reboot. Once you know the principles, it is simply too easy to make a perfectly controllable prison where nobody ever escapes and nothing bad happens. With all the grants too money is just not an option. Maybe I should look more into mods.

Unfortunately it's looking more and more likely that they will be wrapping up the monthly development of this game soon, declaring it finished, and moving on to another project. After such a long time I can't blame them. They've stuck with it a long time, and its a nice little game. It just feels to me that it could do with a boost to the challenge, and actually introduce real security problems that require more creative architectural solutions. Security versus finance should be the balance you are trying to tread, maybe through the course of a nice little ramping-up campaign mode, but at the moment its kind of been fairly easy sandbox for pretty much the whole time, especially since grants came in.

Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: dennislp3 on May 31, 2015, 05:42:16 am
I think it suffers from what most simulation games suffer from which is a lack of predictability. Given that most simulation games are formula based (with little or no random variables) once you find the right combination to appease the calculations you have no problems.

All simulation games need to start evolving and include a greater deal of randomness in the core equations...not just random events or whatever (though those help a ton)
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: varsovie on May 31, 2015, 06:47:25 am
Don't think they plan on Z-levels.

Also, I can't seem to recruit informants. I looked at the wiki and it says to basically keep people in solitary long enough and as long as they don't have the Stoical reputation, you can eventually recruit them. I've had people in solitary for up to 24 hours and yet I couldn't find any potential informants.

Under 100 or so prisoners the chance to find one is very slim. My trick is to wait for the tri-daily shakedown, you will get 1-2 solitary (or more depending of your policies) per 100 prisoners. Wait a few hours, go over  the intelligence menu and those you can recruit will be circled in yellow. Just click on them and find on their file the "recruit as informant". ;)

Also this is very broken, if you call an informant, and while he's in your security office you search the areas he points out, then he will get suspicions, but you can release him, then immediately search the same locations/people and your informant will get no suspicions. It's also  not that useful since dog/armed guard patrols are so OP and there's little to none drawback to shakdown every 3-4 days.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Zangi on June 01, 2015, 07:28:56 am
Snitches in my prison are never used to find petty contraband.  That is what metal detectors and dogs are for.  Shakedowns need only be applied after I install a new housing section. 
Snitches identify people for me.  My snitches are never caught.

As for getting more snitches, I punish each and every infraction with solitary.  Minimum 2 hours, so there is a constant stream of inmates in solitary.  Someone always breaks.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Aklyon on June 01, 2015, 11:06:44 am
You have sneaky snitches.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Fniff on June 03, 2015, 04:25:25 pm
Well, this game is fun.
Made my first proper prison. I only had an insanely dirty holding cell with no entertainment as prisoner storage, and they didn't seem to like that. They didn't like it enough that they started rioting. Just as I was making the visitation area, they killed a guard and stole their keys. 4 prisoners escaped just as the riot squad showed up, and the rest got beaten down. After a while and a few unconscious guards, things returned to normal enough that I called the riot squad away.
Walking with them was the father of one of the prisoners. He was the first to show up to see his son, who was one of the rioters. He probably saw his unconscious body lying outside.

WELCOME TO FNIFF'S PRISON BUDDY
DO YOU LIKE IT?
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: penguinofhonor on June 17, 2015, 01:55:14 pm
.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Zangi on June 17, 2015, 02:11:03 pm
You have sneaky snitches.
Late, but... each snitch has some kind of suspicion bar.  There are 2 meters on it.  (I havn't actually loaded this game up since the last time, I'm assuming it hasn't changed much.)
Minimum Suspicion(MS) and Immediate Suspicion(IS).  MS never goes away once acquired.  IS takes a day or so to go down.  IS goes up when you bring them in for information, if their IS bar was empty when you bring them in, MS will be unaffected.  If the snitch had some IS when you bring them in, MS will go up along with it.

I've never actually bothered to use the snitch to find contraband/escape tunnels.  Maybe their IS will go up if you single target search for tunnels/contraband that your snitch(es) points out.  In that case, MS will go up.  It may or not gain IS if you do a cell block search based on information from a snitch. 
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: miauw62 on June 23, 2015, 05:39:14 am
Does anybody know of a way to remove the awful fucking bios?
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: forsaken1111 on June 23, 2015, 06:22:42 am
Does anybody know of a way to remove the awful fucking bios?
what? you mean the backer bio crap? no, unfortunately. And yes they are bad
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: nenjin on June 23, 2015, 01:22:48 pm
Agreed. They either silly, stupid, contain horrible grammar, or all three.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: BigD145 on June 23, 2015, 01:59:39 pm
The game dat file is just a compressed archive. You can modify things in it.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Aklyon on June 23, 2015, 04:11:55 pm
Its not like you need to read the bios even, unless introversion added generated bios for all the random prisoners.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: miauw62 on June 24, 2015, 10:22:16 am
Hm. Is there any way to prevent tunnels without shakedowns every night?
I have dog handlers patrolling around my cell blocks all night, and they've never thrown up anything but false alarms, but I've had two prisoners escape already.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: forsaken1111 on June 24, 2015, 10:27:11 am
Even a shakedown isn't guaranteed to find the tunnel. The only sure way is to dismantle the toilets. I do prisoner rotations regularly. I leave one cell block empty and dismantle the toilets in another, invalidating the cells and causing the prisoners to be transferred. Collapse any tunnels, then move them back in later on or move the next bunch. I only do this once some dogs have alerted though, or sufficient time has passed, or a prisoner escapes.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: JimboM12 on June 24, 2015, 10:28:04 am
Hm. Is there any way to prevent tunnels without shakedowns every night?
I have dog handlers patrolling around my cell blocks all night, and they've never thrown up anything but false alarms, but I've had two prisoners escape already.

Metal detectors at your prison block entrances will reduce or outright stop tools from getting into cells, and stop tunneling. Other than that, I'd shakedown once a week during night hours when they're all asleep. Also, I use small pipes for water in the cells, and limit the large water pipes to a single line straight from the water pump, so even if the tunnelers get into it, they have nowhere to go. This actually gives me an idea; what if you have an inner ring of large pipes around your prison? Would the tunnelers hit it and get stuck?
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: forsaken1111 on June 24, 2015, 10:35:48 am
This actually gives me an idea; what if you have an inner ring of large pipes around your prison? Would the tunnelers hit it and get stuck?
No. As I understand it, large pipes just make it easier to move through those tiles. If the pipes don't go the way the tunneler wants to go, he wouldn't follow them.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: JimboM12 on June 24, 2015, 10:36:57 am
This actually gives me an idea; what if you have an inner ring of large pipes around your prison? Would the tunnelers hit it and get stuck?
No. As I understand it, large pipes just make it easier to move through those tiles. If the pipes don't go the way the tunneler wants to go, he wouldn't follow them.

Dang, there goes my AI breaker idea. Ah well, the traditional ways of finding tunnels is the way to go then.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Puzzlemaker on June 24, 2015, 10:40:03 am
I believe there is a type of wall you can build the extends below ground.  They will automatically try to path around it, so you could theoretically make a choke point that all tunnelers will dig through.  Just periodically check that one point.  Would require a bit of setup though.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Aklyon on June 24, 2015, 11:04:02 am
I believe there is a type of wall you can build the extends below ground.  They will automatically try to path around it, so you could theoretically make a choke point that all tunnelers will dig through.  Just periodically check that one point.  Would require a bit of setup though.
Perimeter wall.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: miauw62 on June 24, 2015, 11:05:10 am
The thing is, my dogs don't seem to be doing *anything* against tunnels. I have found no tunnels because of dogs, they've always been false alarms, as far as I can tell.

Also, I've modified the main.dat file to remove the majority of the shitty custom bios. I've left a few in, mostly sanitized. It makes me very happy that it's really just a .rar archive (and that there is no validation, thank god)

E: also, nobody seems to be interested in the education programme, which sort of sucks.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: PanH on June 24, 2015, 11:22:47 am
E: also, nobody seems to be interested in the education programme, which sort of sucks.
You're oppressing your prisoners too much. They need to have a low repression to take classes.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: forsaken1111 on June 24, 2015, 11:42:58 am
I believe there is a type of wall you can build the extends below ground.  They will automatically try to path around it, so you could theoretically make a choke point that all tunnelers will dig through.  Just periodically check that one point.  Would require a bit of setup though.
Perimeter wall.
Keeping in mind that said wall does not PREVENT tunneling under, and if the only way around the wall is a very long way off then they will indeed take the time to go under instead.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: miauw62 on June 24, 2015, 11:47:45 am
E: also, nobody seems to be interested in the education programme, which sort of sucks.
You're oppressing your prisoners too much. They need to have a low repression to take classes.
Ah, that might explain it. After some fights in the canteen I thought it a good idea to permanently station an armed guard in the middle of the canteen...
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Zangi on June 24, 2015, 12:06:57 pm
Hm. Is there any way to prevent tunnels without shakedowns every night?
I have dog handlers patrolling around my cell blocks all night, and they've never thrown up anything but false alarms, but I've had two prisoners escape already.
1. Metal detectors are absolutely required.  Put em at the entrances to the cell block and/or if you have some sort of mega cell block, put em at the entrances of places that generate tools like the canteen or workshop.
2. Dogs patrolling inside the cells blocks/rooms.  Sure, they probably don't sniff out tools/weapons, but the can get the other contraband.  Which leads to #3...
3. Policy of searching the cell and sending to solitary for any possible infraction.  They lose their cell and it gets searched, which helps with the rotating...
4. Make sure to search and double search new/recently constructed cell blocks, just in case stuff got in before the metal detector chokepoints were set-up.  And maybe that issue of stuff slipping past in construction material.

I've left the game running for hours and have had no escapes, barely any tunnels either, since they tend to be found quickly.

@Dogs patrolling outside/around the cell block, the chance for the patrol to be right over the tunnel while the prisoner is digging/passing through is very very very low.  I don't think I've ever caught one like this.  Basically your dog patrol probably can only sniff around 3 or 5 tunnel tiles at most. 
Most tunnels would dig straight from the cell block to the fence/exit.  Which means if your dog patrol circles around the cell or the whole prison, there is a minimum chance to find tunnels via dog.  And even if you try to build it so that your dogs patrol between cell block to exit/perimeter, you'd have to do a lot of perimeter fence sorcery and what-not to try to control the likely tunnel paths, if they don't just decide to dig straight under anyways.  Also, having to consider the fact that you are still running a prison and your prisoners still have needs.  So you need a bit of extra real estate to implement this per cell block.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: miauw62 on June 24, 2015, 12:15:15 pm
I do have metal detectors at every cell block. And I'll move the dogs inside, I guess. I didn't realize they only work if somebody is actively digging.
I've moved my armed guards outside my perimeter to reduce supression, so hopefully not all escape attempts will work now.
I guess I'll move my dog patrols inside (they already patrol around the entrance to the canteen at lunchtime, e.g. when most prisoners go through a 3-tile-wide chokepoint)

E:
Heh, just got a prisoner that is both ex-law enforcement AND a snitch. Didn't see his stats, but now he's dead.

E2:
Oh man, I just went over capacity by 20 prisoners by forgetting to turn intake off. I have a single minimum size holding cell...
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Karlito on June 24, 2015, 01:30:51 pm
I do have metal detectors at every cell block. And I'll move the dogs inside, I guess. I didn't realize they only work if somebody is actively digging.

They don't. If they pass over a tunnel where a prisoner is actively digging, they will immediately reveal the entire tunnel system however.

There's a very small chance they'll send up a false positive and flag a tunnel where there isn't one while they are on patrol, but a real tunnel system will send up many flags if you send your dogs sniffing around. You can use the placement of large pipes and perimeter walls to direct where tunnels are likely to form, and then concentrate patrols there.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Zangi on June 24, 2015, 03:01:23 pm
I do have metal detectors at every cell block. And I'll move the dogs inside, I guess. I didn't realize they only work if somebody is actively digging.

They don't. If they pass over a tunnel where a prisoner is actively digging, they will immediately reveal the entire tunnel system however.

There's a very small chance they'll send up a false positive and flag a tunnel where there isn't one while they are on patrol, but a real tunnel system will send up many flags if you send your dogs sniffing around. You can use the placement of large pipes and perimeter walls to direct where tunnels are likely to form, and then concentrate patrols there.
Huh, I don't remember ever having a dog find a tunnel.  I have had patrols circling cell blocks on those games I just leave on for the day.  Even back before I tightened things up, dogs ain't the ones to find tunnels. 

The flag system never did any good for me actually... I don't really care that the dog may or may not have found a tunnel, means jack-all to me if it doesn't trigger an automatic search.
I rely a lot on the automatic stuff to deal with most of the day to day operations while I just build stuff and tweak things on a more macro scale.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: miauw62 on June 26, 2015, 04:36:30 am
Eh, I've moved the patrols inside the cell blocks so the dogs sniff every cell every few days, so cells are rotated because of solitary. I've found two or three tunnels already.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: JimboM12 on June 29, 2015, 05:24:11 pm
A pro-tip I've not seen anywhere yet; build small toilet areas onto your yard to save your prisoners time after breakfast/anytime. Make sure its marked with the yard and you'll see prisoners run to it whenever you set yard or free time. Combo this with extra phones and radios in your yard to take care of alot of prisoner needs while saving space; one giant area at the center of your prison to take care of alot of needs is awesome. You can also do all that in your canteen for extra efficiency!

The real kicker is this doesn't invalidate the Privacy need. I think that's affected by having private cells though.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: LordSlowpoke on June 29, 2015, 05:27:08 pm
pretty valid protip yeah

i ended up filling my yard with phones, toilets, showers, the like

give them two hours freetime before shoveling them between work, food, and lockup, works wonderfully
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Karlito on June 29, 2015, 05:29:23 pm
I've got toilets and a pool table in the canteen too. If you want your prisoners to take to your reform programs, making sure that they have all their needs is a must.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: nenjin on June 29, 2015, 06:35:02 pm
TV in the canteen works too.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: JimboM12 on June 29, 2015, 07:03:06 pm
Nice to see others know about this, it's pretty damn handy. I used to have prisoners pissing everywhere after breakfast and it annoyed me, so I did this as an off-test. Worked. Anyway, another protip for newbies: get an armed guard to patrol your yard for suppression. He won't get more than maybe 1 or 2 stacks of suppression on each prisoner, but that's enough to count towards time suppressed in both your security and punishment scores. Watch your prison churn out low re-offending rates on non-addict/violent prisoners through pure intimidation! Also, spiritual guidance programs in the chapel are super OP for getting those reform scores up.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: BigD145 on June 30, 2015, 10:08:42 am
(http://police-praetorian.netdna-ssl.com/nohandsclock.jpg) (https://www.youtube.com/watch?v=Wl-_QQorFoM)
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: miauw62 on June 30, 2015, 11:01:44 am
GANGS!
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: BigD145 on June 30, 2015, 11:05:03 am
You wut, mate?! You wunna foight? My bros got sumfin to say about that.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Aklyon on June 30, 2015, 11:05:21 am
GANGS!
...partially implemented gangs. From the sounds of it right now they're just eventual mini-riot generators.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: BigD145 on June 30, 2015, 11:29:58 am
GANGS!
...partially implemented gangs. From the sounds of it right now they're just eventual mini-riot generators.

They're prison(er) guards.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: miauw62 on June 30, 2015, 12:36:20 pm
One day they'll be fully implemented, though.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: JimboM12 on June 30, 2015, 02:06:53 pm
Holy dog shit, shops are in. That's pretty awesome. Gotta have a dog handler patrol in there to prevent smuggled goods, but damn, now my prisoners have another reason to jump on the prison work bandwagon.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Isdar on June 30, 2015, 02:12:28 pm
The invisible hand of the imprisoned market shall guide them onto a better life.


And we get a tidy profit out of it too.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Graknorke on June 30, 2015, 11:34:18 pm
"I think our fans have a right to know that you're depressed" - Mark Morris, Introversion
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Aklyon on July 01, 2015, 10:29:39 am
"I think our fans have a right to know that you're depressed" - Mark Morris, Introversion
Is it me or has the ramble intro been longer recently?
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: nenjin on July 01, 2015, 10:47:06 am
"I think our fans have a right to know that you're depressed" - Mark Morris, Introversion
Is it me or has the ramble intro been longer recently?

They're averaging like 10 minutes of ramble per video these days.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: miauw62 on July 01, 2015, 01:12:30 pm
They still seem to be really enjoying making this, though.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: Graknorke on July 01, 2015, 02:02:05 pm
I like the ramble. It feels like a real conversation that there aren't necessarily hundreds of thousands of other people listening to.
Title: Re: Prison Architect (v. a33) - Now with 20% softer mattresses
Post by: dennislp3 on July 01, 2015, 03:10:43 pm
That and I usually get a good chuckle or two out of it...

May not have made my day but it has never made my day worse yet
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Aklyon on July 30, 2015, 09:27:02 am
Gangs now actually do gang things. Like taking over rooms and getting furious if the leader gets punished.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: BigD145 on July 30, 2015, 09:28:08 am
"Gangs will fuck your prison."
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: forsaken1111 on July 30, 2015, 09:34:10 am
"What are those two prisoners doing in that cell?"

"Nothing. Just hanging out."

"Huh..."
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: BigD145 on July 30, 2015, 10:06:22 am
"What are those two prisoners doing in that cell?"

"Nothing. Just hanging out."

"Huh..."

"Release in October."

Ouch. That's a lot of hanging out.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: JimboM12 on July 30, 2015, 10:18:51 am
This half of the prison is the Tunnel Snakes. This half is the Vault Dwellers. Begin!
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: forsaken1111 on July 30, 2015, 10:26:58 am
This half of the prison is the Tunnel Snakes. This half is the Vault Dwellers. Begin!
I'd love a fallout conversion mod actually. Unfortunately the prisoner behavior doesn't work well for it I think
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: BigD145 on July 30, 2015, 10:32:36 am
This half of the prison is the Tunnel Snakes. This half is the Vault Dwellers. Begin!
I'd love a fallout conversion mod actually. Unfortunately the prisoner behavior doesn't work well for it I think

Why not? Vault 19.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Graknorke on July 30, 2015, 08:40:06 pm
If I didn't know better I'd say that the gangs are a roundabout allegory for capitalism.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: forsaken1111 on July 30, 2015, 09:00:26 pm
How so?
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Graknorke on July 30, 2015, 09:05:39 pm
They claim property that they have no real compelling reason for there to be ownership for, never mind them to own it. Then they charge people for the privilege of using something that was once free and overall still maintain that by doing so they're making it better (no violence).
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: forsaken1111 on July 30, 2015, 09:12:09 pm
They are extorting money out of people in order to acquire weapons to fight other gangs and guards. I don't see the capitalism angle
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: dennislp3 on July 30, 2015, 09:37:26 pm
people staking claim over something and charging for it...very much so like capitalism...though more angled towards natural resources I suppose than most forms of capitalism
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: forsaken1111 on July 30, 2015, 09:44:31 pm
I guess? Just having people selling things doesn't mean it's a statement about capitalism. Also in what capitalist system can you just bring in some thugs to a public park and charge admission? Is that a thing?

All of the industry is state owned. Is that a political state!ent?
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Aklyon on July 30, 2015, 09:45:21 pm
I'm not seeing his point either.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: BigD145 on July 30, 2015, 10:16:25 pm
I guess? Just having people selling things doesn't mean it's a statement about capitalism. Also in what capitalist system can you just bring in some thugs to a public park and charge admission? Is that a thing?

All of the industry is state owned. Is that a political state!ent?

Corporate America buys up oil and coal rights for pennies only to charge big bucks (gas taxes are insignificant compared to the pump price) to the consumer (oil companies get government subsides and make billions in pure profits quarterly, not counting the subsidies). They jockey for position with each other through lobbying. If they don't get their way when the public shows up then they get the police involved, to arrest average citizens. Some straight up buy police officers like the New York Stock Exchange does. They have private contracts with public servants. Corporations look at other countries to exploit and do much the same thing. The show of force and backing of powerful and sympathetic people allows takeovers to exist. So if the gangs could temporarily buy up guard contracts and have private meetings with the warden in order to contribute to the sheriff's election then it would truly be Capitalism.
"Hey, guard. Stand over there for 5 minutes. Don't worry. You didn't see anything."
*soldier kills rival*
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Sergius on July 31, 2015, 12:18:04 am
Finger on throat means death!
#METAPHOR
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: forsaken1111 on July 31, 2015, 04:11:11 am
It feels like people are seeing metaphors where they want them to be rather than any deliberate statement by the devs. I mean the same could be said for any game which has a mechanic involving acquiring and selling goods.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: miauw62 on July 31, 2015, 05:42:13 am
I've tried to enable gangs on my old prison, but it doesnt seem to be working, how long does it usually take for gangs to show up? My prison is currently about half maxsec and half normal.

E:
NVM, the gangs have appeared.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: werty892 on July 31, 2015, 08:20:30 am
Le gangbangers have arrived.

The new update seems pretty neat, so I decided to redowload this, I played a bunch back in the , like in the 20's. So far it seems neat. Also I made a new cell design. It's inefficient, but looks fairly cool. Might upload that later.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: forsaken1111 on July 31, 2015, 08:36:09 am
Honestly I am loving the new layers of gameplay that the gangs add
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: miauw62 on July 31, 2015, 08:56:13 am
Gangs seem to be spreading REALLY slowly in my prison, which sort of sucks. Maybe I'm just impatient, though.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: forsaken1111 on July 31, 2015, 09:21:49 am
Gangs seem to be spreading REALLY slowly in my prison, which sort of sucks. Maybe I'm just impatient, though.
It takes time. Only the gang leader can induct new members and it takes a lot of time for them to convince other prisoners to join. If the gang leader isn't in the prison yet, the only way to get new members is through intake which is also slow.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: dennislp3 on July 31, 2015, 12:02:09 pm
Slow is good for people that actually want to manage it...people that want chaos and !!FUN!! will just have to wait a bit...I am sure it will fester and grow out of control quick enough
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Vattic on July 31, 2015, 01:01:07 pm
It will probably seem less slow if you are running a prison with it enabled from the start rather than enabling it in an already well developed prison.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: miauw62 on July 31, 2015, 03:31:48 pm
Yeah, probably.

My prison has quite a bit of fun by itself, although the reoffendig rate is only 11%. I have like 200 releases, three escapes and fifteen deaths. Dunno how to stop people from dying, they're always dead before I realize what's happening. And they're often ex law enforcement and snitches (always both, somehow), and I don't bother to check new arrivals.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Fniff on July 31, 2015, 03:33:24 pm
I say, let the snitches get stitches. It's the natural way of things. I'm not going to nanny the prisoners by doing something stupid ike 'witness protection programs' and 'actual safety'. If they didn't want to get murdered in prison they could have not snitched.
It does give me a good excuse to put armed guards in ALL the showers and yards, though.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: miauw62 on July 31, 2015, 03:37:38 pm
I have two protective custody cells where I can keep them, but my prison is shittily designed so that's really all I can give them.
My prison is currently at maximum capacity, because if I add any more cell blocks I can't feed everybody nor seat them all in the canteen. As I said, it's pretty shittily designed :P
Also, somehow it's taking ages for anybody to pass foundation education.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Aklyon on July 31, 2015, 04:12:44 pm
Prisoners with too much suppression will not learn for crap.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: forsaken1111 on July 31, 2015, 04:14:29 pm
Dunno how to stop people from dying, they're always dead before I realize what's happening. And they're often ex law enforcement and snitches (always both, somehow), and I don't bother to check new arrivals.
If you're not using CIs to reveal traits then they'll keep dying. You need to use a CI to reveal traits on people and then put at-risk prisoners in special custody zones away from everyone else.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Fniff on August 01, 2015, 03:17:06 pm
Prisoners with too much suppression will not learn for crap.
Boo-Hoo, this is a prison not a school.
They should be grateful. That suppression is the armed guards, the only thing keeping them from killing each other. As always, the prisoner's greatest enemy is themselves.
In fact, they should be grateful for everything. Their 1x3 cells (Thanks, lawyers!), the horrible stuff I do for grant money (If I stop smuggling, how will I get grant money for finding drugs in a bangup?), and that time I put a minimum security prisoner in solitary for 24 hours when he did nothing wrong (I wanted to turn him into a snitch but it didn't work), then it turned out he was actually scheduled to be released and I delayed that by a few hours.
I am the best warden. :p
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Mattk50 on August 01, 2015, 08:14:53 pm
starting a new prison is always such a time investment in this game but i want a prison with gangs, damnit.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: JimboM12 on August 02, 2015, 07:04:07 pm
So after buying Viking Conquest (it's better than Brytenwalda in quality, but sadly is lacking a little in features. Supposedly they do plan some extra content so hesitant yay!) I have enough left to get Age of Wonders 3 Deluxe Edition. Worth?

Wait, what? stupid login changing my current tab, sorry guys.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Ghazkull on August 03, 2015, 04:59:09 am
Ah, so i started a new Prison, instead of cells the prisoners live in Barracks, except for a select few who are willing to reform who get hotel rooms instead. In any case my capacity was at 81 (72 of which were beds in simple World War II German Stalag style baracks) with 260 Prisoners actually in the prison. Whooo boy. Peace Lasted one Day. Since the last of the five successive riots in five days, three days have passed, the corpses of the over 150 victims havent yet been all ferried out and im lucky that i didn't activate failure conditions.

In 3 of those five riots the prisoners managed to plunder the armory by the way...i still haven't removed all the shotguns...in fact prices for weapons have dropped to an all time low as i have more armed prisoners than armed guards.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Zangi on August 03, 2015, 09:14:10 am
Hmmm... still buggy enough to stop working correctly after leaving it unattended for 5 hours.  Everyone starved to death.  Death count is still 2, snitches get stitches...  Escapes, still 0. 
Its cool, I can ship in another 300 when I get back to it.

There is also this truck driver stuck at the bottom of the map, since the beginning of time.

EDIT:
Started up another map. (Pretty damn convenient to be able to pass along 2 million bucks everytime.)  Less bugs hanging around.  Cell Quality thing is pretty weird. 

I have a whole ton of Q1 cells numbering a bit over 100 at this this point... (2x2 cells with showers)
Having more then 6 Q10 cells bumps it so that the Q1 cells become below average, which pretty much increases the chance of prisoners acting out.  So I'm artificially keeping the Q1 cells as the average for now.  Prison is running pretty smoothly.
I have over 20 pre-built Q10 cells waiting to be made official.  That window space is a huge premium.  It greatly annoys me to see 0-3 folks assigned to Q10 cells.  They don't deserve it.  I'd rather it be empty.  That is what the holding cell is for.
I really should stop putting protective custody folks inside the Q10s.  I'm already inclined to make a decked out mini-canteen and mini-yard area for them, so their cells don't need to be great. (Still, over 14 snitches, cop killers and ex-law enforcement dead already.)

Well, I will be getting into a huge 3x2 cell(Q4) building spree once I get more of the basics down, this will probably be the average, so that I could open up even more Q10.  Too bad the Q10 will probably lose its way above average rating... but... if I could keep a good balance between the Q1 and Q4 cells.

As for Gangs, they are pretty damned rare.  I'll probably pick up some sort of +gang member spawn mod later.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Sinistar on August 05, 2015, 04:35:11 am
So I've decided to try PA again after ignoring it for some time.

But boy oh BOY either are there newly introduced and invisible mechanics that so significantly change the gameplay without warning you simply can't play it now without a thorough walkthrough if you skipped last 2-3 releases... or the game is absolutely BROKEN for me right now. I'm including the first option just to have an illusion of choice, pretty sure second option is what's going on. Still, DAMN.

So first it seems now every, EVERY foundation-built room is considered insecure unless it has a door. So that's kinda logical, yes? But if you put on a large jail door and keep it force-opened (like, you make a big cell block with a corridor in the middle, cells on both sides and then you put said door at the end of the corridor), the room will be considered insecure. So in order to circumvent this, you either have to leave you large doors closed all the time (and thus either having to automate them or keep extra guard in vicinity to keep even the basic flow of prisoners going about)... OR you can just slap a common, normal, not-prisoner-proof door on it. How much sense this makes I'll leave for discussion. Still, nothing TOO game-breaking, I guess?

Second thing is more fun though. So I get message in all my constructed cells/holding room there is no canteen accessible. Despite there is one, fully functional (or at least it should be functional). So I unlock micromanagement. Lo and behold, cell-blocks aren't even assigned to canteen. So I do that manually and warnings disappear. But remember how I said canteen should be functional? Well, from the beginning I've had a warning saying there are no prisoners assigned to it. And even after I do assign them (or at least their cells), that warning is still there. And yes, there is no path blocking or zone issues, at least nothing visible. But even if there WASN'T said warning we still have...

... Issue number three. Prisoners ignore schedule. They stay confined to their cells indefinitely. They DO use in-cell toilets and bed, but I'd say sleep needs is rising surprisingly slowly too. But that could be due to them just standing in their cells whole damn day long. They will try to escape, but that's about it. I have 15 max and 1 med sec guys, but the schedule is the same for all of them. Still doesn't matter because they straight up ignore it.

So the only thing I've done differently this time is doing almost all buildings as separate actual buildings. In the past, my prison was a more of an enclose, connected concrete complex. I'm using a lot of just fenced-off corridors. But even in the past I did so in smaller quantities without problems. I'm GUESSING it has to do something with those "insecure" room problems. But given how at least on Steam forums there seems to be no topic about such bizarre bugs, I'm seriously at a lost here. Anyone of you people experiencing something at least remotely similar?
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Graknorke on August 05, 2015, 04:54:36 am
"Secure" really just means "can't walk straight to the map edge". So it includes properly foundationed rooms and areas that are walled/fenced off.
For your schedule issue, you might have accidentally instated a bangup. It happens sometimes.

No idea about the canteen thing though. Could you post screenshots?
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Sinistar on August 05, 2015, 05:17:39 am
Sure, I know what "secure" is about, which makes my problem all the more baffling. IIRC I've first spotted this in my shower building. It's a fully functional building, one 2 space wide entry that exits immediately to a fenced (outside) corridor which connects it to a different parts of the prison. But unless I use doors like I said I use them, the building will flash yellow. Note, only the building, note the corridor also. I mean, you'd think if the building was really an escape route, the corridor would also flash yellow, right? But the corridor is considered and actually is secure, as the shower SHOULD be.

The only thing that makes a tiny bit of sense right now is there's large pipe inside shower, supplying water to shower-heads (but not all, majority is connected with small pipes). So prisoners could theoretically escape through them? If they dig a hole in the ground? Dunno, never had such escapes. But even then the whole damn door issue makes zero sense. Not to mention my laundry room has the same exact problem but it doesn't even have large pipe in it so that makes the whole damn pipe thing moot.

And nope, no bangup. I'll get screenshots soon-ish.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: BigD145 on August 05, 2015, 08:23:48 am
You have all the zones set correctly? Max, min, staff only, shared, etc? Is there a staff only zone between cells and canteen?
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Persus13 on August 05, 2015, 09:06:06 am
Sure, I know what "secure" is about, which makes my problem all the more baffling. IIRC I've first spotted this in my shower building. It's a fully functional building, one 2 space wide entry that exits immediately to a fenced (outside) corridor which connects it to a different parts of the prison. But unless I use doors like I said I use them, the building will flash yellow. Note, only the building, note the corridor also. I mean, you'd think if the building was really an escape route, the corridor would also flash yellow, right? But the corridor is considered and actually is secure, as the shower SHOULD be.

The only thing that makes a tiny bit of sense right now is there's large pipe inside shower, supplying water to shower-heads (but not all, majority is connected with small pipes). So prisoners could theoretically escape through them? If they dig a hole in the ground? Dunno, never had such escapes. But even then the whole damn door issue makes zero sense. Not to mention my laundry room has the same exact problem but it doesn't even have large pipe in it so that makes the whole damn pipe thing moot.

And nope, no bangup. I'll get screenshots soon-ish.
The schedule and canteen problems are probably because of the secure problem, which is causing the prisoners to be locked in their cells, I'm pretty sure. Get a fence up around the building (in addition to the corridor) and it should work out. I generally have this problem early on with my prisons and putting a fence around everything is usually what makes things work again.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Mini on August 05, 2015, 09:27:10 am
IIRC canteens also give the no prisoners assigned warning if there are cells assigned but they have no prisoners in them.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Sinistar on August 05, 2015, 10:43:09 am
You have all the zones set correctly? Max, min, staff only, shared, etc? Is there a staff only zone between cells and canteen?
Yup, no problem there.

The schedule and canteen problems are probably because of the secure problem, which is causing the prisoners to be locked in their cells, I'm pretty sure. Get a fence up around the building (in addition to the corridor) and it should work out. I generally have this problem early on with my prisons and putting a fence around everything is usually what makes things work again.
Hm, iirc I did usually put fence all around, yes, and not this time. Annoyed as I may be because I've constructed the whole thing specifically to forgo the block of fence, I'll give it a try and hope this will do the trick.

IIRC canteens also give the no prisoners assigned warning if there are cells assigned but they have no prisoners in them.
Hmph, well that's a bit silly imho, but what can you do.

edit:
Argblarg. I've actually forgot to put one, ONE fence tile somewhere, breaking my entire security. Put it up, peeps stopped ignoring the schedule, no "insecure" problems and the canteen is working too, now. Good fucking job, me.

I was so sure I've had it enclosed because only the building were flashing and not the faulty corridor. Makes sense though, not being fully enclosed it wasn't consider part of the prison but rather just "outside" and you can't really have all the outside bits marked as insecure. What a mess.

edit 2:
Spoiler (click to show/hide)
Ah yes. 11 deaths, 5 escapes, all in under 24 hours / few min IRL. We are back to normal.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: forsaken1111 on August 05, 2015, 02:43:42 pm
As a general practice I always put a fence line around the entire perimeter of the prison grounds. It helps situations like this, or when you're doing renovations and suddenly a wall is down and they try to escape or something. A nice big fence with road gates = always "secure". Then set the outside area to staff only and anyone going out there will be quickly rounded up.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Zangi on August 06, 2015, 11:24:52 am
Interesting note... the workshop is the only place them prisoners can acquire an undetectable(wood) tool.  I'll probably have to give them some real good incentives to acquire other detectable items on the way back if I want to keep using workshops and hands-off automation. 
Workshops are a boon in monies, but could easily do without it if the prison population is large enough.

I pride myself in a zero escapee records.  Death on the other hand... is a natural part of life. (Plus it requires too much constant micromanagement and/or quickloading to 'handle'.)  Though, starvation is a great way to keep the death record artificially low while also clearing out the prison.
The idea I picked up, segregating ??? folks into supermax and phone tapping them is nice and all, but still gotta micro the incoming. 
Unless I just be super lazy and let in over 100 inmates at a time, rather then trickle them in every day.  Ignore them till I'm good and ready... then pop them to wherever they need to be when I take in another +100 inmates...

Oh right, cell quality.  I think you can game the system.  If you layout an empty cell, it'll still show the quality of the cell in the logistics view.  That might be included in the average cell calculation.
If I throw up a few hundred(or thousand) Q0 1x1 cells in some unfinished corners of my mega buildings... I might be able to have both high quality cells and for my Q1 cells to also be considered average.

I want to make my prison awesomely huge and relatively smooth running, before I jack up the incoming rate of gangs.(so very rare)  The wars will be huge, I hope.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Sinistar on August 10, 2015, 10:31:36 am
(http://i.imgur.com/EDryRAC.jpg)

Hoooo boy. What a mess. At highest point, 35 rioters. Called riot van, but things calmed down when they arrived. I have no bloody idea why, but final result was 12 dead prisoners, 11 guards, 2 dog handlers, 1 armed guard and a gardener.

Prisoners were quite content up to that point actually. Seems like the cause was a deadly combination of instigator(s), gang members, volatile prisoners and a cop killer. And I'm pretty sure there was some friendly fire after I gave the shooty guy freefire order and he was quite happy to aim at the biggest crowd. Could be that gang members, which I finally have 4 and 1 (had 1 more) tried to take over the yard? Dunno. Fun times!
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Zangi on August 10, 2015, 11:40:32 am
[img width=1024]bigpic[img]

Hoooo boy. What a mess. At highest point, 35 rioters. Called riot van, but things calmed down when they arrived. I have no bloody idea why, but final result was 12 dead prisoners, 11 guards, 2 dog handlers, 1 armed guard and a gardener.

Prisoners were quite content up to that point actually. Seems like the cause was a deadly combination of instigator(s), gang members, volatile prisoners and a cop killer. And I'm pretty sure there was some friendly fire after I gave the shooty guy freefire order and he was quite happy to aim at the biggest crowd. Could be that gang members, which I finally have 4 and 1 (had 1 more) tried to take over the yard? Dunno. Fun times!
I've had 200 dead in a day.  The key point is keeping it tidy one day affairs. Finish it quick. Free Fire in force.
Fun times balancing between suppressing the heck out of everyone and satisfying their needs so they don't kick off the next day.  Always those isolated cases.  Free Fire will keep bystanders in line. (Though, I have not had to do this with gangs sticking up for gang members yet..)

And no, gang members did not try to take over anything at those numbers of yours.  You really gotta work at it... bring in lots of medsec/highsec to get a minimum of 10 gang members within 1 gang to unlock the chance to get a legendary highsec that is a gang leader... to unlock the gang features.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Sinistar on August 10, 2015, 11:55:36 am
Ah, a gang LEADER. And I was so happy when I finally got more than 1 gang member, thinking gangs will kick off soon. Damn. Now I understand why there are complete guides how to even get gangs. Kinda sucks, but eh.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Puzzlemaker on August 10, 2015, 01:53:10 pm
I feel like you would need to start from scratch on a new prison to really get the gangs rolling.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: forsaken1111 on August 10, 2015, 01:58:11 pm
I feel like you would need to start from scratch on a new prison to really get the gangs rolling.
Oh yeah. And if you get unlucky you can really get screwed over early on if gangs show up too soon. I did my normal thing where I intake ~8 guys to a holding cell with basic facilities. One of the guys happened to be a gang leader and another was a pretty tough guy that the leader made into a lieutenant. I had fights and several murders within a few days
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: miauw62 on August 10, 2015, 03:33:19 pm
How can you prevent escapes without micro?
I generally use full search and solitary for all crimes so there's a natural cell rotation, but I still get a few escapes every now and then.

My two armed guards patrol the outside but they generally can't respond fast enough.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Zangi on August 10, 2015, 06:50:30 pm
How can you prevent escapes without micro?
I generally use full search and solitary for all crimes so there's a natural cell rotation, but I still get a few escapes every now and then.

My two armed guards patrol the outside but they generally can't respond fast enough.

1a: Metal detectors leading from/to cells. (Easy and usually works, I don't do this anymore.)
1b: Metal detectors between places prisoners can acquire metal objects and cells.  This definitely includes mailroom, shops, libraries, deliveries, storage, visitation, outside near fence/border and kitchen if prisoners have access to them.  Also has the benefit of less weapons floating around.  (My current playstyle.)
1c: Metal detectors at cells and everywhere prisoners can possibly acquire metal objects.

2a: Workshops, where prisoners can acquire wooden/non-metal/non-smelly 'tool'.  Tools can be used to tunnel out.
2b: You can be cheaty and only allow people living in a segregated mega holding cell+amenities to work in a workshop.  (May be too much effort for such little benefit on its own, it works really well with minsec though.  But I guess reform bonus is pretty ok and I have way too much money that this doesn't even matter.)

3: Sleep time = Digging time(At least I think it is how this works...).  Typically, prisoners will sleep on their own in freetime between 10pm and 8am (well somewhere inbetween there...) I've only been giving 1-2 hours of actual sleep schedule and the rest of the morning as free time.  Could be considered cheaty.  (Used to be lockdown = sleep time too)
4. Solitary for everything, cell rotation.
5. Dogs casually patrolling around cell entrance for the random smelly stuff for even more cell rotation.

Ain't any micro here.  No escapes.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Persus13 on August 10, 2015, 07:45:43 pm
3: Sleep time = Digging time(At least I think it is how this works...).  Typically, prisoners will sleep on their own in freetime between 10pm and 8am (well somewhere inbetween there...) I've only been giving 1-2 hours of actual sleep schedule and the rest of the morning as free time.  Could be considered cheaty.  (Used to be lockdown = sleep time too)
Prisoners will dig instead of sleep if their freedom need is high enough.

One thing I do is have dogs patrolling around the walls of my prison blocks. Most of the time when they detect tunnels it'll be a false alarm, but if you check the area around it and get the tunnel flag again, its time to search or uninstall toilets.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: miauw62 on August 11, 2015, 04:56:06 am
Hm, I do do most of that stuff, including dog patrols inside cells. I might have to add some extra metal detectors in some places, though.

Workshop thing is problematic :/
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Zangi on August 11, 2015, 09:35:03 am
3: Sleep time = Digging time(At least I think it is how this works...).  Typically, prisoners will sleep on their own in freetime between 10pm and 8am (well somewhere inbetween there...) I've only been giving 1-2 hours of actual sleep schedule and the rest of the morning as free time.  Could be considered cheaty.  (Used to be lockdown = sleep time too)
Prisoners will dig instead of sleep if their freedom need is high enough.

One thing I do is have dogs patrolling around the walls of my prison blocks. Most of the time when they detect tunnels it'll be a false alarm, but if you check the area around it and get the tunnel flag again, its time to search or uninstall toilets.
Ah, I have excessive amount of yard/free time then.  But prisoners still occasionally try, with their bare hands.  They don't get more then 1 tile away from the toilet, what with cell rotation measures in place.

My opinion on dogs patrolling around the wall/outside the cell block, it is pointless, flags go away if you pass by it on screen so they don't accumulate if you casually pass by it while being the architect.  You are not the warden, unless you want to be.  You can't really be bothered to run 2-3 cell block shakedowns... every time your dogs throw up a flag right? (Shakedowns/Cell block searches are not 100% chance on finding tunnels, so if you want 100%, you gotta search more then once or to manually go through all the toilets yourself.)

Dogs detecting tunnels are micro, full of false positives and unnecessary waste of kennel space. 
Yes, I know I used to do this too, but I have had zero results cause I NEVER act on dog flags and there were maybe these 3 times they threw up +10 flags over a small area... but I left it on overnight... and the prisoners already escaped or was hit by cell rotation.

Hm, I do do most of that stuff, including dog patrols inside cells. I might have to add some extra metal detectors in some places, though.

Workshop thing is problematic :/
Yup, workshop's wooden tool might be one of the biggest factors to escapees if you don't game the system with a segregated mega holding cell+amenities area. 
And I reckon there are a bunch of ways contraband can get in... including outsiders throwing contraband over the fence if your prisoners have access to 15 squares/outdoor of the border fence.


... I set solitary time for escape attempts at 120 hours and for having tools at 12 hours.  Murder/weapons are only half that time.
Solitary cells can meet every need, other then literacy and freedom, so they don't start causing problems as soon as they are freed. ...  Kinda sad when solitary is more luxurious then my standard 1x3, 1 quality cells.  I might be able to bring that down to 1x2, 1Q or up to 1x3, 2Q.  I thought I saw that I could build the toilet right under the bottom half of the bed.  Showerhead can be placed on the same space as anything else other then another showerhead.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: miauw62 on August 11, 2015, 10:40:39 am
eh, i just make solitary 1-tile. my two-tile solitary cells are that big because else it would look ugly :v

serves them right, tbh.

i have one prisoner who is a perpetual solitary machine. he gets put in solitary, damages the door, racks up more solitary, gets angrier, damages more, etc. he has stoic and volatile i think.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Zangi on August 11, 2015, 11:46:01 am
eh, i just make solitary 1-tile. my two-tile solitary cells are that big because else it would look ugly :v

serves them right, tbh.

i have one prisoner who is a perpetual solitary machine. he gets put in solitary, damages the door, racks up more solitary, gets angrier, damages more, etc. he has stoic and volatile i think.
Eh, my prison pop is typically over 500 and I'm currently leaving intake on, getting 30-50 prisoners a day.  Turn over and successful parole needs to be a little on the high side.  A good riot every now and then is also great.  Messy affair though. 
Can't bother with a revolving door to solitary.  It is very inefficient and will later bite me in the arse when I least need it to... like after a good ol fashioned riot with death counts over 100... and many more needing to be put into solitary.  (Stupid legendary guy...  One day he will return to general pop.  One day.)

Free Fire, serves em right, imo.
Collateral Damage, serves em right, imo.

Fun fact: Cuffed prisoners cause no problems.  They will end up starving if left long enough.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Persus13 on August 11, 2015, 05:24:36 pm
My opinion on dogs patrolling around the wall/outside the cell block, it is pointless, flags go away if you pass by it on screen so they don't accumulate if you casually pass by it while being the architect.  You are not the warden, unless you want to be.  You can't really be bothered to run 2-3 cell block shakedowns... every time your dogs throw up a flag right? (Shakedowns/Cell block searches are not 100% chance on finding tunnels, so if you want 100%, you gotta search more then once or to manually go through all the toilets yourself.)

Dogs detecting tunnels are micro, full of false positives and unnecessary waste of kennel space. 
Yes, I know I used to do this too, but I have had zero results cause I NEVER act on dog flags and there were maybe these 3 times they threw up +10 flags over a small area... but I left it on overnight... and the prisoners already escaped or was hit by cell rotation.

If the dogs detect a tunnel, I send them to check the space around the flag. If its a false positive, they won't find further flags. If they find further flags I'll have the cell block searched. Then again I tend to not have more than 200 prisoners, so micro managing isn't a big problem.
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: LordSlowpoke on August 11, 2015, 05:47:46 pm
i just fit my cells with phone booths

they dig out when they have unsatisfied freedom, and phone booths are a device that reduce freedom, so
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: BigD145 on August 11, 2015, 06:23:59 pm
i just fit my cells with phone booths

they dig out when they have unsatisfied freedom, and phone booths are a device that reduce freedom, so

*ring*ring*
*ring*ring*
"Hey. Hey. Stop digging. The guard is coming."
Title: Re: Prison Architect (v. a35) - Full release planned for October!
Post by: Tobel on August 28, 2015, 06:48:26 am
Last Alpha is out! More info on main page.
Title: Re: Prison Architect (v. a36) - The Last Alpha
Post by: Gabeux on August 28, 2015, 02:45:55 pm
Oh God. I got back to this yesterday to check the new updates since..1 or 2 years ago that I played it. Back then I made a perfect small prison (for the time), so perfect nothing would happen. Ever. To the point that I had to intentionally piss off the inmates for days until things started happening.. but I think that changed now, with traits and all that.
So I head to Steam and see there's now a ton of random events and stuff. And I just suck at the game right now, I can't remember anything except that I used to do checkpoints/gateways and that used to supress a lot and lower contraband.

I'm pretty sure this will end in disaster for me, but I have to try it!  :P
Title: Re: Prison Architect (v. a36) - The Last Alpha
Post by: Zangi on August 28, 2015, 02:57:45 pm
Meh, random events = less leaving the game on for hours from the looks of it...  I'll have to give it a try to see.
Title: Re: Prison Architect (v. a36) - The Last Alpha
Post by: Zangi on August 31, 2015, 12:02:59 pm
Alright, so I gave the new random event system a whirl, starting with a small map after selling my last prison for 5mil.  (Didn't help that my pretty large prison with +800 prisoners was slow as molasses at 1x speed... There was a lot of empty space too... So pretty damn inefficient.)

Some of the events are actually interesting, in my opinion.  Like more random/unplanned for prisoners.  I was taking it easy with only minsec(+30-60 a day), but the game sent me a huge batch of maxsec, forcing me to put in a protectivesec area.  (Dogs can and will maul unconscious prisoners...  The dog's partner was pretty far away...)

Others are meh, pay attention to me or your prison will grind to an absolute halt.  Broken water pipes, broken walls, burning power stations and kitchen fires.  (But, kitchen fires are ok, since I brought in some firemen.  They live in the kitchen now.)

The worst are the ones that tell you to do annoying things like deconstruct/dezone things already built.  I'm not keen on that.  Plus, the bastard spams me with hefty 50k-ish fines forever if I ignore him/leave the game on.

In short, I cannot leave the game on for hours with events on.  So... yea, I'll probably only keep it on if I'm paying attention.  Otherwise, turn it off when I just want to let my prison chug along and fill to overcapacity with minsec, causing them to eventually harmlessly cull themselves...  (Though, I do love to mix in instigators with the minsec...)
Title: Re: Prison Architect (v. a36) - The Last Alpha
Post by: BigD145 on August 31, 2015, 12:16:24 pm
  (But, kitchen fires are ok, since I brought in some firemen.  They live in the kitchen now.)


What, no sprinkler system?
Title: Re: Prison Architect (v. a36) - The Last Alpha
Post by: Zangi on August 31, 2015, 01:19:58 pm
  (But, kitchen fires are ok, since I brought in some firemen.  They live in the kitchen now.)


What, no sprinkler system?
I thought about that, but nah, firemen are dirt cheapfree and are actually mobile.  It may or may not come in handy.  I'd rather go for live-in firemen though, given my options.
Title: Re: Prison Architect (v. a36) - The Last Alpha
Post by: forsaken1111 on August 31, 2015, 04:19:33 pm
  (But, kitchen fires are ok, since I brought in some firemen.  They live in the kitchen now.)


What, no sprinkler system?
I thought about that, but nah, firemen are dirt cheapfree and are actually mobile.  It may or may not come in handy.  I'd rather go for live-in firemen though, given my options.
huh... they should really put in constant costs for emergency services. I mean why hire doctors and build medical wings when you can just have some paramedics for free?
Title: Re: Prison Architect (v. a36) - The Last Alpha
Post by: miauw62 on August 31, 2015, 04:39:00 pm
My prison has tons of sprinklers!

... Outside, on the grass and next to the trees. I don't feel like they're ever explained properly >.>
Title: Re: Prison Architect (v. a36) - The Last Alpha
Post by: forsaken1111 on August 31, 2015, 04:41:59 pm
My prison has tons of sprinklers!

... Outside, on the grass and next to the trees. I don't feel like they're ever explained properly >.>
The tooltip is fairly clear... "Sprinkler - Cost $20 - Automatically sprays the area with water in the event of a fire."

So... yes they are?
Title: Re: Prison Architect (v. a36) - The Last Alpha
Post by: BigD145 on August 31, 2015, 06:42:36 pm
My prison has tons of sprinklers!

... Outside, on the grass and next to the trees. I don't feel like they're ever explained properly >.>
The tooltip is fairly clear... "Sprinkler - Cost $20 - Automatically sprays the area with water in the event of a fire."

So... yes they are?
(https://upload.wikimedia.org/wikipedia/commons/a/ae/Smokey3.jpg)
Title: Re: Prison Architect (v. a36) - The Last Alpha
Post by: Sergius on August 31, 2015, 07:57:10 pm
Doesn't flooding an area pretty much destroys anything electrical?
Title: Re: Prison Architect (v. a36) - The Last Alpha
Post by: Zangi on August 31, 2015, 09:59:48 pm
Doesn't flooding an area pretty much destroys anything electrical?
I'm pretty sure not.  Maybe the electrical object has to be broken by other means(like a pissed off prisoner), before fun things happen. 
I think laundry machine execution is a favorite of some folks out there.
Title: Re: Prison Architect (v. a36) - The Last Alpha
Post by: forsaken1111 on September 01, 2015, 04:42:22 am
Doesn't flooding an area pretty much destroys anything electrical?
Water touching electrical equipment used to start a fire but does not do so since they put in the event system.
Title: Re: Prison Architect (v. a36) - The Last Alpha
Post by: Gabeux on September 01, 2015, 08:52:19 pm
Did anyone get any Fun random events?
I sold my first prison (that I started on alpha 35) for ~420k, built a new one (which I already dislike due to dumb oversights) with random events on.

My 3 generators are in the same room. There is a cell block adjacent to that room, with around 3 cells directly touching it.
I got the random "generator explosion" event. The generator closest to the cells blew up, destroying walls, cables, furniture, starting a fire, and launching an inmate a few blocks away, almost killing him.
Got the fire engines in and riot police because everyone went freaking insane after that, with maximum danger level. All generators got on fire and exploded since I didn't put sprinklers on.
Good thing I had just actually started the intake and only had 50 MinSec prisoners and was still building the MedSec block, because everyone suddenly had full need for freedom and some other dangerous need.
A firefighter died since I never used them, so I had no idea of their behavior. One of them went directly into the fire and a generator exploded next to him.

In other words, blood and Fun everywhere. I really shouldn't be so derpy when designing stuff. But watching the inmate get launched from his bed was rather amusing.
Title: Re: Prison Architect (pre-release) - New Game mode announced! Oct. 6 release
Post by: Tobel on September 26, 2015, 01:56:50 pm
Introversion is including a mode where you can be a prisoner in your own prison, trying to escape. So awesome. Release on Oct 6.

http://www.eurogamer.net/articles/2015-09-26-prison-architect-will-launch-with-a-brand-new-escape-mode
Title: Re: Prison Architect (pre-release) - New Game mode announced! Oct. 6 release
Post by: Aklyon on September 26, 2015, 02:32:48 pm
Also the live demo they mentioned they were going to do is on youtube now. Theres towo new modes, the other being the long-uncontinued story mode.
Title: Re: Prison Architect (pre-release) - New Game mode announced! Oct. 6 release
Post by: Graknorke on September 28, 2015, 06:29:11 pm
Have they wiped Subversion from Introversion history or something? They totally glossed over it's tortured and confused development in that talk.
Title: Re: Prison Architect (pre-release) - New Game mode announced! Oct. 6 release
Post by: Aklyon on September 28, 2015, 06:51:21 pm
Its more they rarely mention it in general. Subversion continues to sink.
Title: Re: Prison Architect (pre-release) - New Game mode announced! Oct. 6 release
Post by: Graknorke on September 28, 2015, 07:25:14 pm
They said in the talk that they'd been working on a demo of PA for two years before releasing the first alpha. We all know this to be a technicality truth.
Title: Re: Prison Architect (pre-release) - New Game mode announced! Oct. 6 release
Post by: nenjin on September 28, 2015, 07:26:56 pm
Part of me is like "So Subversion now, yeah?" but another part of me fears to dream that dream again.

I am curious what the post-PA plan is though. (Post-updates and DLC and blah blah blah that is.) PA seemed like such a big tonal change from the games they normally make. With their success the door is open to them to do literally whatever they want.
Title: Re: Prison Architect (pre-release) - New Game mode announced! Oct. 6 release
Post by: puke on September 28, 2015, 08:47:41 pm
Part of me is like "So Subversion now, yeah?" but another part of me fears to dream that dream again.

Thats what I thought about Qud.  unormal kept talking about wanting to make commercially successful games, and he pushed really hard to get Sproggi on Steam and making a little bit of money.  He talked vaguely about maybe coming back to Qud in 20 years sometime maybe so don't ask until then.

Then, on what I can only assume was a lark, he threw Qud on greenlight and got overwhelming support.  So he threw it up on EA and started working on it, and it brought in more than his other purely commercial products.

Maybe now that Introversion has some experience in EA "continuous public development" style publication, they'll give their old pet project a shot in the limelight again?

Of course, the difference between these two scenarios is that Qud was fun but not immediately monetizeable.   Subversion, they shelved that because (as they claimed) they couldn't figure out how to make it fun.

Honestly, I was never sure what they were on about there.  I think everyone expected a classic heist game, distilled in the form of Monico, Invisible Inc, Payday, and a bunch of other things I cant remember the names of from DOS and C64 days.

I don't know WTF kind of game Chris was envisioning (introvisioning?), but I was imagining a 3d version of Impossible Mission from the C64, crossbred with something party/skill based.  Except in a procedural city with some sort of crappy not-really-working faction system tacked on top, but no one would care because it would be a sweet procedural heisting / hacking game.

Maybe they just had a different vision, that they didn't articulate very well?
Title: Re: Prison Architect (pre-release) - New Game mode announced! Oct. 6 release
Post by: nenjin on September 28, 2015, 09:34:25 pm
Quote
Honestly, I was never sure what they were on about there.  I think everyone expected a classic heist game, distilled in the form of Monico, Invisible Inc, Payday, and a bunch of other things I cant remember the names of from DOS and C64 days.

I think their problem was they'd gone so far down the path of outlining a game and showing a game and mocking stuff up....that when they stopped and looked at what they had vs. what they still needed to do and design, they realized they'd be at deving several years before they'd have anything to show, and that was all crazy levels of procedural generation. This was before the EA-crowdfunded-indie thing had really taken off. Chris had scripted so much of what they showed about Subversion he knew he was far behind the procedural goals he'd set for himself.

I can sympathize. When you go crazy creating some ideal thing you want, and then sort of stop and take stock of what you still have left to do, you can be crushed by how much you have left to do. Especially when you're not getting paid for it. I recall they said PA was just so they could do something simpler to execute.

As it stands right now, if Chris dropped the need for 3d, they could probably have some version...of Subversion out in a couple of years, chalk full of PA tech and ideas. The moment he implemented those wire diagrams....that seemed like pure Subversion.
Title: Re: Prison Architect (pre-release) - New Game mode announced! Oct. 6 release
Post by: Vattic on September 29, 2015, 01:52:06 am
I thought the issue was that they couldn't find the game they wanted inside all their shiny tech. They said at least once that their simulation provided no real incentive to perform elaborate heists when the player could just blow a hole in the wall. I suppose they wanted these incentives to rise from the simulation rather than some predefined ranking system.

I got the impression they went about making Subversion arse about face. I've heard time and again from devs saying to focus on the gameplay before working on procedural level generation; Partly because the gameplay dictates how you want the levels and also because nice levels are almost worthless if the gameplay is poor. Then again I hear they managed to salvage some of the tech in PA and they'll probably get use out of it in future too.
Title: Re: Prison Architect (pre-release) - New Game mode announced! Oct. 6 release
Post by: MrWiggles on September 29, 2015, 02:27:23 am
Well, yea, I mean there is a reason why elaborate heist aren't actually done in real life. It really comes down to a cost benefit analysis. The amount of money to preform the complex is almost always worth more then then what you're getting.

Title: Re: Prison Architect (pre-release) - New Game mode announced! Oct. 6 release
Post by: Majestic7 on September 29, 2015, 04:26:29 am
If you want to make money with a complex heist, you start a pyramid scheme or become a banker.
Title: Re: Prison Architect (pre-release) - New Game mode announced! Oct. 6 release
Post by: LoSboccacc on September 29, 2015, 04:34:57 am
there's invisible inc to scratch the subversion itch while we wait
Title: Re: Prison Architect (pre-release) - New Game mode announced! Oct. 6 release
Post by: Majestic7 on September 29, 2015, 04:43:04 am
I can't help but think about linked games now. A police game where you arrest perps and the ones convicted end up in Prison Architect as prisoners. Same with a crime game except if you get convicted you land in PA.
Title: Re: Prison Architect (pre-release) - New Game mode announced! Oct. 6 release
Post by: Cthulhu on September 29, 2015, 11:29:36 am
DO we think they're actually gonna do something with subversion?  It wasn't a game.  It was a bunch of tech demos with a hazy game-like premise somewhere inside.
Title: Re: Prison Architect (pre-release) - New Game mode announced! Oct. 6 release
Post by: Graknorke on September 29, 2015, 11:35:05 am
I think Subversion is a game they really really want to make. Maybe not the same Subversion that we've seen demoed before though.
Title: Re: Prison Architect (pre-release) - New Game mode announced! Oct. 6 release
Post by: Tobel on October 06, 2015, 10:38:13 am
Launch day folks! Version 1.0 drops today. Updating OP with info.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: forsaken1111 on October 06, 2015, 10:56:08 am
Campaign is good so far. Kind of a mini tutorial
Title: Re: Prison Architect (pre-release) - New Game mode announced! Oct. 6 release
Post by: puke on October 06, 2015, 11:02:59 am
I can't help but think about linked games now.

*cough* Interlock *cough*

http://www.gog.com/wishlist/games/rules_of_engagement_2_breach_3_2_great_games_that_interlock_into_1_amazing_experience

Unfortunately I think RoE was just too difficult of an interface for most people to play, so it had a really limited audience. 

I'm sad this sort of thing never took off more.  There was a naval sim series that had a linked destroyer simulator and sub simulator, but they only did the linked play for one game in the series and then went back to stand-alone.

I really like the idea of Eve and whatever the ground-pounder FPS is that it links with, but I dont play either and I hear it isn't implemented that well.

Funny, I think LOTS of people like this concept and would be enthusiastic about seeing it in more games.  But I can't think of any real commercial successes.

Here is another link to a post about the Interlock system, with screenshots of an older version in action:

http://www.rpgcodex.net/forums/index.php?threads/rules-of-engagement-breach-2.90111/
Title: Re: Prison Architect - Version 1.0 Release!
Post by: jocan2003 on October 06, 2015, 11:27:36 am
Oh shit buttons buttons everywhere i LOVE IT ALREADY!
Title: Re: Prison Architect - Version 1.0 Release!
Post by: miauw62 on October 06, 2015, 01:32:35 pm
Random escape mode just crashes my game :C

E2:
I tried it out with my old prison which somehow still works.

escape mode is super duper broken atm.

1. smash up showers for loadsa points
2. get a seven-man squad of fully upgraded maxsec prisoners
3. they already cause mayhem by virtue of being maxed instigators
4. call them during eating time
5. reduce the prison to 0 staff, 0 guards and 20 prisoners.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Majestic7 on October 06, 2015, 04:01:51 pm
I haven't had the time to test it yet. Someone mind telling what are the major differenes to the last version excluding the escape mode?
Title: Re: Prison Architect - Version 1.0 Release!
Post by: forsaken1111 on October 06, 2015, 04:29:29 pm
I haven't had the time to test it yet. Someone mind telling what are the major differenes to the last version excluding the escape mode?
Mostly the big new additions are campaign mode and some bug squashing.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Graknorke on October 06, 2015, 04:59:27 pm
Guns are very OP in the hands of prisoners.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Neonivek on October 06, 2015, 05:08:00 pm
Guns are very OP in the hands of prisoners.

It is almost like guns are some sort of projectile weapon that allows you to send a hunk of metal moving at a speed greater then sound into someone at the squeeze of a trigger.

:P

Bad joke aside, what do you mean by this?
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Sergius on October 06, 2015, 05:09:54 pm
Guns are very OP in the hands of prisoners.

It is almost like guns are some sort of projectile weapon that allows you to send a hunk of metal moving at a speed greater then sound into someone at the squeeze of a trigger.

:P

Bad joke aside, what do you mean by this?

That's only because none of the guards carry katanas, which would allow them to block individual bullets.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Majestic7 on October 13, 2015, 02:53:20 pm
I started a new prison, first in 1.0. I can't train any prisoners to do labor, the game says all rooms are booked constantly. I even made a separate kitchen and micromanaged it so it didn't make any food, same result. Workshop, same result. Therapy, same result.

Is this some kind of new crippling bug? Nothing seems to help. Blah.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Aklyon on October 13, 2015, 03:01:14 pm
You need Work time to run classes. Except for Guard Tazer certification.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: puke on October 13, 2015, 05:08:57 pm
Really enjoying the Escape mode.

Random prison selection seems heavily weighted towards the same few prisons, but there are some really good ones if you browse the workshop.

Some of them are just sloppy, no 'staff only' zone set, so you can walk right into offices and grab things.  Lighters are way OP.

You cant get staff-keys from staff members.  While unrealisic, this is good balance.  Might be too easy if you could beat up any janitor and be able to open all staff doors.

In the well run prisons, its hard to get much done.  Multiple guards per cell block make it hard to stash contraband and dangerous to pop out of a tunnel.  Well patrolled cafeterias  and workshops make it hard to get digging implements... but it can be done with some effort and patience.

I especially like it when people take the time to modify the punishment guidelines, when I get promoted to max-sec and am transferred to a different wing and given a new schedule, or put in solitary for minor offenses when the prison is particularly strict.

I wish contraband had uses besides digging and hitting things.  Like if you could use it to recruit people with, or buy gang protection or something.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: nenjin on October 13, 2015, 05:55:35 pm
Cigarettes as currency in prisons is definitely a thing, so, I wouldn't be surprised if they take up that suggestion. Right now it seems a little too easy to build a prison posse as it is.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Mini on October 13, 2015, 07:36:18 pm
You need Work time to run classes. Except for Guard Tazer certification.
And parole hearings.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Majestic7 on October 14, 2015, 12:34:26 am
Hmh, I had the impression work time was assigned automatically in the past or something, maybe it has just been too long since starting a new prison. How do you get people to shop? I've set shop with work when other prisoners have freetime, but nobody ever goes to buy anything. It is next to a common room with the front towards it etc.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Sinistar on October 14, 2015, 03:19:59 am
IIRC you need a shop big enough to support a MINIMUM of 3 guys... IIRC, as said. The more the better though. Also, prisoners buy things during work (because that is also when the shop is open because it is run with prison-work) so if prisoners have programs to attend to during that time, they will pick them over buying stuff. ALSO - they need MONEY to buy stuff. And they get money by working... It's a fun circle.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Majestic7 on October 14, 2015, 03:39:41 am
Yeah I have it phased so minimum is working when genpop have free time and vice versa. I figured that then the shop would be manned while other guys are free to go buy stuff.

I'll try expanding it larger tho, it has only two slots for workers now.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on October 14, 2015, 09:52:32 am
You should consider expanding the shop, based on the number of prisoners you have in total.  When it gets to the hundreds, it could get swarmed.  Well, if those prisoners have ways to obtain money anyways. 
Mail and work provide money, maybe visitation too.  I'm unsure of that last one though.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Morrigi on October 14, 2015, 04:14:27 pm
You should consider expanding the shop, based on the number of prisoners you have in total.  When it gets to the hundreds, it could get swarmed.  Well, if those prisoners have ways to obtain money anyways. 
Mail and work provide money, maybe visitation too.  I'm unsure of that last one though.
I believe the devs said that visitation provides money in the update video when the feature was released.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: werty892 on October 14, 2015, 05:29:56 pm
IIRC you need a shop big enough to support a MINIMUM of 3 guys... IIRC, as said. The more the better though. Also, prisoners buy things during work (because that is also when the shop is open because it is run with prison-work) so if prisoners have programs to attend to during that time, they will pick them over buying stuff. ALSO - they need MONEY to buy stuff. And they get money by working... It's a fun circle.
It's actually two.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Aklyon on November 13, 2015, 08:32:00 am
Bunk beds!
Also guns with limited ammo in escape mode and some more intake-simplifing buttons.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: miljan on November 13, 2015, 08:40:09 am
What, where, who? Please links for lazy people like me  :D

To hard to write it in youtube.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Graknorke on November 13, 2015, 12:02:48 pm
Guns are very OP in the hands of prisoners.
Looks like that's been fixed. Actually, they've been nerfed pretty heavily.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on November 13, 2015, 12:09:15 pm
Guns are very OP in the hands of prisoners.
Looks like that's been fixed. Actually, they've been nerfed pretty heavily.

Code: [Select]
- All ranged weapons now have limited ammo.
Nb you can press G to drop the current weapon.
- Shotgun : 6 shots
- Pistol : 6 shots
- Tazer : 1 shot
- Assault rifle : 30 shots

When you can murder the whole prison from range with a single weapon/item.  Yea, I guess it is a pretty heavy nerf...
(I havn't bothered with escape mode yet.)
Title: Re: Prison Architect - Version 1.0 Release!
Post by: miauw62 on November 13, 2015, 12:28:13 pm
escape mode did need a pretty heavy nerf, though.
it was super easy to break down an entire max-sec prison by causing exponentially more trouble and then just abusing the always 1-point skip punishment button
Title: Re: Prison Architect - Version 1.0 Release!
Post by: LoSboccacc on November 13, 2015, 12:32:31 pm
It needs a willpower bar or something so that punishment / solitary has a meaning
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Graknorke on November 13, 2015, 12:58:17 pm
It needs a willpower bar or something so that punishment / solitary has a meaning
Suppressed prisoners are less likely to start trouble.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: miauw62 on November 13, 2015, 01:26:22 pm
yeah, but for escape mode.

you can just buy 500 dudes that are all SUPER INSTIGATORS and fights will start without you even doing anything.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on November 16, 2015, 04:39:59 pm
Hmm... dormitories, the auto-search cell policy(for when prisoners commit a wrong) does not work for dorms.  This is pretty dangerous if you are not draconian with finding contraband/tools.... especially for a person like me who loves to scale things up on the macro level. 
I didn't realize that till almost too late... saw that many of them had a need for sleep.  The +100 prisoners were digging and already right under the 2nd(and final) set of perimeter fencing.  Of course, they instantly started rioting when I found the hole.  They were put down, surprisingly without any deaths, but then I was just starting out with lowsec and my armed guards were holed up at the armory and the solitary block.

On the other hand, Holding Cells do get auto-searched now. (I don't remember them getting auto-searched before Update #1.)  Typically, the holding cell searches are triggered at minimum 3 times a day... the amount of contraband that gets in there is ungodly, despite 1 layer of metal detectors.  (Holding Cells do not dig tunnels.)
350-ish prisoners in a 250-ish capacity holding cell.  Totally works.  Not all of em sleep anyways.

Current Dorms: 3 layers of metal detectors into the dorm room, with dogs patrolling the toilets.  So far, it has worked.  No tunnels since.  (Dogs seem to be more of a placebo effect and for smelly contraband as always... for my hands-off playstyle anyways.  Though, the extra help in rotating out into solitary probably does its part.)

Conclusion: Dorms are pretty awesome cause it also fills in the privacy need, despite the tunneling risks.  I probably need to do the math, but I think it is more efficient then a 1x3 type cell block of similar size...  (Though, doesn't hurt to still have a buncha 1x3 cells to bring down the average cell quality... anyways, seems to be one dorm, regardless of size is counted the same as one 1x3 cell.)  [Or if you are cheaty, dot some far off corner with empty 1x1 cells.]

Holding Cells are still the be-all end-all masters of efficient prisoner housing... doubly so with bunk beds.


Other Notes:
I've resigned myself to playing on the small map, since the game slows down significantly in medium-large once I get near 500 prisoners.  It has been a challenge.... fitting stuff in as I'd normally like to.  I've torn down and rebuilt some sections a number of times just to get things right and I need to find a way to fit in two more 250-ish capicity holding cells for medsec and maxsec before I can really let more of them join in. ... though, that number of prisoners may be overkill considering I have dorms with 60-ish capacity each too.
At the least, both the kitchen and canteen are perfect as they are.  300-ish seating capacity canteen(which could actually service probably 400 to 450-ish in a 2 hour slot if you have other need fulfillers to distract, 3 separate eating times of 2 hour slots each, per day) and the kitchen supposedly could feed 500-ish on high/high, so says the PA calculator.

EDIT: Huh, the PA wiki says Dorms don't fulfill privacy need.... but... I'm not seeing a lot of people with high need for privacy in my dorms...  And some of these people are old... but... my luxury solitary cells might actually do it for them...  The rotating solitary doors is the winner?  I give 48 hours for possessing a tool...
Title: Re: Prison Architect - Version 1.0 Release!
Post by: puke on November 16, 2015, 05:25:09 pm
Holding cells have scaling problems, mainly in that you cant have multiple of them without things breaking.  I tried to build a holding-cell only prison a few versions back, and ran into lots of trouble as I started to scale it.

Dorms though, wow!  those bunk beds give you some crazy capacity.  I found that the game does not actually allow the full density, and I had to extend my dorm definition into some empty space before it would acknowledge all my beds.  Blew through the requirements for A, B, and C wing grants before the end of day 2.

My current plan is to build out all the central services on a small map, and then expand residential wings through future land expansion.  I should be able to bring in enough in grants to keep me building, until I need to actually accept a volume of prisoners.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on November 16, 2015, 06:18:50 pm
Multi Holding Cells really only work when you run a multi security level prison.  Each security level gets their own mega holding cell. 
If say, you only ever bring in maxsec, you can only have 1 holding cell.
If you have maxsec and medsec, you can have 2 holding cells, you'd designate a maxsec only holding cell and a medsec only holding cell.

Dorm calculation: 4 squares = 1 bed/0.5 bunk bed = 1 prisoner
Holding Cell calculation: 2 square = 1 bunk bed = 2.5 - 3 prisoners (Because not all prisoners will sleep every night if you give em a full 6 hour of sleep time in the regime manager... it works out, especially when you scale it up...)
Title: Re: Prison Architect - Version 1.0 Release!
Post by: puke on November 16, 2015, 07:04:01 pm
Multi Holding Cells really only work when you run a multi security level prison.  Each security level gets their own mega holding cell. 
If say, you only ever bring in maxsec, you can only have 1 holding cell.

Not sure about now, but that was definitely not true previously.  holding beyond the first were just not used, regardless of designation.

If it works that way now, it might be a great solution.  Though the issue with tunneling in dorms is probably better solved with a guard patrol.

I guess the trick with dorms is to make them do double duty as common room and shower, so you can still pack dense beds without forefitting the capacity.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on November 16, 2015, 08:22:15 pm
I have found the flaw with big dorms combined with excessive punishment times for attempting escape.

Found a tunnel in one of the dorms, over 60 guys need to be in solitary for over 100 hours(time added cause of rioting over their tunnel too...).  My capacity is only around 40....  and I have an average of 20-ish in solitary all the time.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: puke on November 16, 2015, 08:24:04 pm
oh, thats a good point!  you can fill over capacity.  Will the guys be assigned to the dorm, even if it does not qualify for the capacity?

The only reason you need 'safe' capacity is for grants, i guess.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Aklyon on November 16, 2015, 08:37:04 pm
I have found the flaw with big dorms combined with excessive punishment times for attempting escape.

Found a tunnel in one of the dorms, over 60 guys need to be in solitary for over 100 hours(time added cause of rioting over their tunnel too...).  My capacity is only around 40....  and I have an average of 20-ish in solitary all the time.
Its not like solitary is particularly difficult to fit anywhere, though.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on November 16, 2015, 09:53:48 pm
I have found the flaw with big dorms combined with excessive punishment times for attempting escape.

Found a tunnel in one of the dorms, over 60 guys need to be in solitary for over 100 hours(time added cause of rioting over their tunnel too...).  My capacity is only around 40....  and I have an average of 20-ish in solitary all the time.
Its not like solitary is particularly difficult to fit anywhere, though.
My solitary is luxurious and 3x3.  And yea, its mostly just a matter of ordering them to be built, rather then the room.  (I have a huge section marked out just for solitary on the other side of the road.)
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Greenbane on November 17, 2015, 07:39:04 am
My solitary is luxurious and 3x3.  And yea, its mostly just a matter of ordering them to be built, rather then the room.  (I have a huge section marked out just for solitary on the other side of the road.)

Luxurious solitary sounds like an oxymoron. The game should impose a penalty on suppression the more luxury items a solitary cell has (or just items period). I mean, social isolation aside, you're heavily rewarding a prisoner for committing offenses.

Just a random thought.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on November 17, 2015, 08:40:06 am
There really is no other sane gameplay mechanic way to use long solitary hours though. 
There is no point to solitary punishment when problem prisoners are going to come out angry and looking for a fight.  They'll be back there in no time and the prisoner will eventually end up dead and/or continue being a disruptive little bastard. 
That is a stupid cycle to perpetuate... when you know why the prisoner is acting up, but you continue to do the same thing to encourage it anyways.  At least you don't have to micromanage the fix.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Greenbane on November 17, 2015, 09:09:56 am
There really is no other sane gameplay mechanic way to use long solitary hours though. 
There is no point to solitary punishment when problem prisoners are going to come out angry and looking for a fight.  They'll be back there in no time and the prisoner will eventually end up dead and/or continue being a disruptive little bastard. 
That is a stupid cycle to perpetuate... when you know why the prisoner is acting up, but you continue to do the same thing to encourage it anyways.  At least you don't have to micromanage the fix.

Conceptually, suppression after solitary would be high enough to prevent any misdeeds long enough for the prisoner to satisfy his needs. And then some, perhaps.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on November 17, 2015, 10:12:32 am
Except prisoners have traits like stoic/fearless.  I have armed guards patrolling the cells too. 

Seriously though, luxury solitary works for me and my playstyle.  Forever angry prisoners ain't a problem to micromanage... and a +24 hour timeout keeps them out of trouble for that long.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Greenbane on November 17, 2015, 10:41:03 am
Except prisoners have traits like stoic/fearless.  I have armed guards patrolling the cells too. 

Seriously though, luxury solitary works for me and my playstyle.  Forever angry prisoners ain't a problem to micromanage... and a +24 hour timeout keeps them out of trouble for that long.

True. Betrays the fact I haven't played in a while: I had forgotten about those traits.

It's a bit wonky that solitary means spa for those immune to suppression, and especially legendaries. So a tangential question: are executions properly implemented yet?

Ideally, perpetually problematic, genocidal super prisoners would end up first in line to the chair. Crimes committed in the prison weren't properly computed into the prisoners' history: I don't remember they even added years to the guy's sentence, back when I last played.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Aklyon on November 17, 2015, 10:48:56 am
Execution is still only for Death Row prisoners, I think. Everyone else you can just perma-brig if you need to, and they'll get fed. Probably.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: miauw62 on November 17, 2015, 11:08:10 am
eh, i once tried building a prison entirely composed of 1-tile solitary cells and a big canteen.

didn't have enough staff to feed them all.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Aklyon on November 17, 2015, 11:14:17 am
Did you also have a kitchen?
Title: Re: Prison Architect - Version 1.0 Release!
Post by: miauw62 on November 17, 2015, 12:33:58 pm
i think i did, yeah.
i confused canteen and kitchen, there.
might also have been the fact that there were literally a bit over a thousand cells, so the staff just couldnt get there on time.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on November 17, 2015, 12:42:11 pm
Well, make eating time ALL the time.  And have multiple smaller canteens and kitchens dotted around the place for coverage.

And having over 1k filled cells should afford you over 400 guards and still allow you to make a killing...  Considering that you can minimize a lot of other expenses.

EDIT: And its not like it matters if they die from starvation... it doesn't count against your statistics. (Unless that changed.)
Title: Re: Prison Architect - Version 1.0 Release!
Post by: puke on November 17, 2015, 12:50:39 pm
are these 1x1 solitaries?  are you filling them with max-sec or supermax?

I thought the supermax guys were supposed to be able to tear down solitary doors if they decided to.  Dont they decide to riot eventually if you dont give them beds or attend to any of their needs? 
Title: Re: Prison Architect - Version 1.0 Release!
Post by: miauw62 on November 17, 2015, 01:30:24 pm
supermax? you mean legendaries?

anyway, i just had maximum intake for everyone, all the time. except death row, i guess. its hard to fill 1000 cells when the prisoners already inside keep dying.

not that i cant just use sandbox mode for this, but oh well.

a big problem was also constructing the thing. the copying feature has a size limit and builders kept getting themselves/materials stuck at any point where two walls intersected, or they wouldnt get anyone stuck at all, which is just as bad because you have to deconstruct one of the walls for them to be able to build on that tile.

even with like a hundred builders it took AGES.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on November 17, 2015, 01:57:23 pm
a big problem was also constructing the thing. the copying feature has a size limit and builders kept getting themselves/materials stuck at any point where two walls intersected, or they wouldnt get anyone stuck at all, which is just as bad because you have to deconstruct one of the walls for them to be able to build on that tile.

even with like a hundred builders it took AGES.
Build along '1 line' at a time to prevent that.  Wait till they build the wall up before adding in the next set.  Far less micromanagement shenanigans to deal with.  Or I guess build it unevenly, which is like blasphemy to me.


Also, should still be making oodles of money on intake alone.  Their survival ain't needed to collect.

And supermax isn't a prisoner type, its an optional designation you can put em in, like protective custody.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: puke on November 17, 2015, 02:30:07 pm
ah, I thought legendaries/supermax were a step up from high-risk/maxsec.  no extra funds from that prisoner type?

Title: Re: Prison Architect - Version 1.0 Release!
Post by: Aklyon on November 17, 2015, 02:45:58 pm
ah, I thought legendaries/supermax were a step up from high-risk/maxsec.  no extra funds from that prisoner type?
You don't get to know which ones they when they show up, so nope.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Sergius on November 17, 2015, 02:56:43 pm
ah, I thought legendaries/supermax were a step up from high-risk/maxsec.  no extra funds from that prisoner type?

You get the money from the security you assign them (supermax $ = maxsec $). Which I guess is why everyone who plays this sets everyone to at least Max. Traits give no extra cash.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Aklyon on November 17, 2015, 03:01:39 pm
Setting everyone to max takes effort, though, and I'm pretty sure they equalized the per-day profit regardless of status when they gave you the intake bonus thats higher for max sec and lower for other-sec.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on November 17, 2015, 03:43:57 pm
It does take a lot of effort.  Micromanagement I specifically ignore. 

I have zero problems with making money. 
Staff: 150-ish guards, 10-ish armed guards, 30-ish dogs, 50-ish cooks... 
Other expenses: high/high meals... and 10k daily cost on reform programs
Population: 300-400 out of my 500 prisoners are lowsec.
Finances: 15k-20k in the green, daily
Fun Note: Shop pays for daily prisoner wages less some amount, I've got everything but the Workshop. 
Opened mail apocalypse every day in dorms and holding cell... especially the holding cell.  Glad that stuff disappears on its own... else I'd need a full time cleaning crew just working on that...
Its a 'new' prison, after Update#1, but roughly 30 snitches and ex-types have been shanked so far.

I'm not done with the prison yet either...  I've still to heavily expand housing for medsec and maxsec... and by jah, I need to tear down a few sections too.  It ain't 'right' yet.


EDIT: The sad thing is that I've still yet to get a gang leader after all this playtime.  Still need to section out some common rooms or something, specifically for the gangs to takeover...  Bastards are pretty rare.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Cheeetar on November 17, 2015, 11:33:15 pm
EDIT: The sad thing is that I've still yet to get a gang leader after all this playtime.  Still need to section out some common rooms or something, specifically for the gangs to takeover...  Bastards are pretty rare.

Part of this might be due to your prison being primarily low-sec. IIRC medium-sec and high-sec have increasingly higher chances of being gang members compared to low-sec.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on November 18, 2015, 12:02:37 am
Meh, I had it 1/3rd in my last prison and had a mod that slightly increased chances.  Even lowsec had a chance to be gangsters too.
And I do have plans to even out the population in the current one... soon.

And frack... my prison is giving me the not responding.


Also, I need that auto-rebuild/auto-rehire thing from escape mode in my life.  Fires are a huge pain in the arse with the screwing with everything.

EDIT: Fixed the problem by running the thing in safemode then saving it.  And apparently I did acquire a gang leader while I was bitching about it here.  Only noticed when I saw that gangsters were angry cause I'm punishing the leader...
Title: Re: Prison Architect - Version 1.0 Release!
Post by: puke on November 18, 2015, 01:45:47 am
Also, I need that auto-rebuild/auto-rehire thing from escape mode in my life.

Heck yes.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: forsaken1111 on November 18, 2015, 06:11:00 am
ah, I thought legendaries/supermax were a step up from high-risk/maxsec.  no extra funds from that prisoner type?

You get the money from the security you assign them (supermax $ = maxsec $). Which I guess is why everyone who plays this sets everyone to at least Max. Traits give no extra cash.
You don't actually get different amounts of money for higher security prisoners any more. You get a higher initial intake bonus for high sec but once they're in all prisoners pay the same to maintain.

They did it precisely because people were setting everyone to hisec to get cash, which was an exploit
Title: Re: Prison Architect - Version 1.0 Release!
Post by: puke on November 18, 2015, 10:14:22 am
I'm actually too lazy to micromanage it, though I do think the exploit should have been a feature.  Simulates corrupt management practices.

Is there an escape penalty?  Maybe one could operate a low cost "revolving door" prison and hit whatever the maximum daily escapes are.  Then collect more intake bonuses the next day.

Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on November 18, 2015, 01:45:36 pm
I'm actually too lazy to micromanage it, though I do think the exploit should have been a feature.  Simulates corrupt management practices.

Is there an escape penalty?  Maybe one could operate a low cost "revolving door" prison and hit whatever the maximum daily escapes are.  Then collect more intake bonuses the next day.

Revolving door? Since I've got a lot of minsec, and my current prison pop is 300-400 minsec out of 600, I typically release 10-20 prisoners a day, either for parole bonus or just time over.  Also, I remember the real reason why I keep intake low for the highersec... the bastards tend to stick around longer... or until death.

PS: Extremely Volatile Gang Leader screws with my solitary regime in a harsh way.  I've had to lower punishment times for destruction/attacks/injuries and change em to lockdown.  All cause of him.  The medsec non-volatile Gang Leader is a freaking angel in comparison.
Also, gang member recruitment is gonna screw with my reoffending, security and reform score once they start getting release... 9% reoffending.  Well, they are already screwing with those other 2 scores, cause angry about gang leader = constant lowsec riots and even more snitch/ex shanking.

EDIT
Fun Fact: Murder is 4 hours of solitary.
I've been giving way more hours then that before hand...
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Aklyon on November 18, 2015, 01:50:31 pm
Gangs are srsbsns, man. Its why they're optional in the first place.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on November 18, 2015, 03:56:13 pm
Gangs are srsbsns, man. Its why they're optional in the first place.
Meh, I've adopted already.  The bitching is pretty much part of the acclimation process here.  Lowsec guys could always use a shotgun blast to the face every now and then anyways.  Some of them could even survive one.

The only thing that truly matters is that none of them gets out unless they are on parole, served their time, for 'events' or sitting in a hearse.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Wolock on November 23, 2015, 10:05:05 am
Just got my first murdered snitch in my prison. Since I did not have informant I have'nt discover that he was one before this murder. Funnily, three participants in the murder became hypocritical confidential informants. They're pretty dumb though, they didn't reveal any unknown traits and one ratted on himself...
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on November 23, 2015, 11:11:16 am
Just got my first murdered snitch in my prison. Since I did not have informant I have'nt discover that he was one before this murder. Funnily, three participants in the murder became hypocritical confidential informants. They're pretty dumb though, they didn't reveal any unknown traits and one ratted on himself...
You've gotta give em time to acquire information.  The best snitches are the in-prison murderers who have over 100 years.  You won't even feel bad if they get found out.

Though, the best way to keep people alive before you get the information rolling is to separate out the ? ? ? reputation people in their own security section.  Probably supermax if you arn't using it already.  Make sure to put armed guards to suppress the heck out of em, so they cause no trouble.  Also tap all the phones.  1 phone per tap per time slot.  Protective works too, but yea, armed guards are a must.
It is micromanagy, gotta grab the prisoners as they come in.  I havn't bothered to do that in awhile, but it works.

I'd pick up an auto-sorter for them if there was one...  Apparently someone did one for gangs.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Urist McScoopbeard on November 26, 2015, 08:20:48 pm
I created relatively successful prison from scratch and managed to begin my next prison with ~$280,000. Spent it all and the majority of some money gotten from grants to build most of the foundations and walls. In my haste I forgot a space for solitary. Considering an add-on to give solitary its own isolated block. I didn't have enough reserve money and now i'm waiting on the short-term investment to come through so I can get more grant money to build more cells to have a higher income to increase my funds to turn my prison profitable. It'll be a long road, but an awesome one. I think the prison is designed interestingly enough!

@night
Spoiler (click to show/hide)
@day
Spoiler (click to show/hide)
The Entrance
Spoiler (click to show/hide)
Storage, the North side of the adminstrative-security-staff building as well as the North cell blocks
Spoiler (click to show/hide)
The temporary vacant South side
Spoiler (click to show/hide)
the skeleton-crewed North side where the current (-ly violent) prison population survives.
Spoiler (click to show/hide)
The abandoned South wing of the admin building. Considering putting the visitation room there.
Spoiler (click to show/hide)

Lot's of security measures missing. Lacking funds. And just scraping by. Things are gonna be great soon! I can extort my prisoners and pretty the place up. It's gun be great. And no one is gonna shawshank this place.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Urist McScoopbeard on November 27, 2015, 05:19:41 pm
Well, it all came through and really kick started the prison. Added much. Unfortunately there was a riot. Fuck.

@night
Spoiler (click to show/hide)
the yard.
Spoiler (click to show/hide)
the admin building courtyard
Spoiler (click to show/hide)
a morgue that isnt big enough. We had like 23 deaths. Mostly guards.
Spoiler (click to show/hide)
not sure how to better use this space, one of the "guard towers" was repurposed for a kennel. So far we've only had one tunnel, but I can't seem to find the source of it. Damn.
Spoiler (click to show/hide)
the new solitary ward, the old makeshift ward was made into a laundry room.
Spoiler (click to show/hide)
north cell blocks all filled up @60 prisoners.
Spoiler (click to show/hide)
south cell blocks under construction. I want to fill them up for 120, but ~60 prisoners killed over half my guards. I'm gonna need to invest in tazers and armor I guess, but we're getting really close to running out of money again!!!
Spoiler (click to show/hide)
the entrance is complete, it's very effective too. If I ever have an excess of money, i'll buy a plot on the otherside of the road and fortify the entrance a little more. I've had a few escapes from prisoners who were left out too long, but I really don't have any worries about prisoners getting out the front, and all the guards are in the back. Escaping is very unlikely, but in that big yard death is hard to escape it seems.
 (http://s165.photobucket.com/user/gmgraphicguy/media/2015-11-27_00006_zpsrdrhe0bg.jpg.html)
Spoiler (click to show/hide)
fillin' out yard buildings
Spoiler (click to show/hide)
considering a second kitchen/canteen, but that shower is the room the riot started in so maybe i'll expand it to avoid further conflict.
Spoiler (click to show/hide)

So, things have been going well, but fuck riots. Gonna have to be more efficient. Comments/advice. Prison is valued at ~$350,000 dollars right now. Hopefully by the time it is at full capacity/completed it will be valued at about $500,000!

EDIT: value is at ~440,000 now. I'm considering selling it earlier at this price.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on November 28, 2015, 01:28:47 pm
What is your regime like?  If you have a shower time, yes, that middleright shower is way too small for 60.
Packed like sardines.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Urist McScoopbeard on November 28, 2015, 06:30:19 pm
What is your regime like?  If you have a shower time, yes, that middleright shower is way too small for 60.
Packed like sardines.

Indeed. What happened was that many prisoners were graduated to high security level, so I had about a 20/40 split. I designated the smaller on the "middleright" for them and the larger, newer showers (added later, not seen) by the entrance for the normal security level prisoners. It's reduced negative feelings by quite a lot. Dealt with a few tunnels and subsequent escapees and also a few further escapes from prisoners who told the front gate guard that they had to go wee-wee so that he let them out. In all after completing a few grants I sold the prison for $480,000 and started my new prison with $520,000.

*More was added before I sold it, the prisoner capacity was up to ~115

I'm going to try a similar design except that the offices, logistical, and administrative buildings will be surrounding the cells and yard to try and limit tunneling. This next prison i've turned gangs on and am going to try to start a workshop. Should this prove succesful, i'll be making my way towards gangs, events, and supermax prisons.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Urist McScoopbeard on November 28, 2015, 09:53:50 pm
Under Construction.
Spoiler (click to show/hide)
Not sure how I feel about this one. I originally had a much more turn-of-the-century design... Something you would expect to find in Shawshank Redemption, and I kind of want to go back to that. Also, I think that it might be more pertinent to focus on prisons that are easy to expand instead of spending it all at the start for mega-prison deluxe plus and just letting inmates trickle in. IDK.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Urist McScoopbeard on November 30, 2015, 11:01:39 pm
Sold that last prison for something like $640,000. Not bad, but it had an endemic warfare to it that left two or three dead or escaped every day. It was hard to micromanage.

Built a new SuperMax, all max sec prisoners coming in. It was incredibly fun to manage. Sold for about $860,000. Installed some mods, etc. I think i'm going to go labour camp for this new one and try to make it as massive as possible.

The max-sec $860,000 prison. Had one legendary who killed about 80 guards before I stopped him with a bullet to the head. There's another legendary now who i've locked up in solitary PERMANENTLY. Between beatings he likes to bang on the door and get tag-teamed by three or four guards at once. About 15 gang members, no inmate who really goes more than a day without some sort of infraction. Severe punishments, horrible hygiene, this prison was a blast! I designed it so it would be difficult to escape from, and not one escapee this time!
Spoiler (click to show/hide)

EDIT: Ooo, or maybe i'll take a request if anyone has got a challenge prison for me?
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Kruniac on December 02, 2015, 11:41:51 am
Can I run what essentially amounts to a concentration camp, yet?

I remember in earlier versions that my biggest issue with the game was the fact that you HAD to take care of prisoners in a humane way. I have to be able to have people beaten to death or I can't sleep at night.

Seriously though. Mass executions for convicts who assault guards, beating prisoners who riot until they can't eat without a tube, etc. all good stuff. :D
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on December 02, 2015, 12:47:33 pm
Free Fire. 
Locking convicts up in for example an empty yard, shower or even the holding cell is a fine way to piss em off eventually, despite suppression.
Basically set the ones up for execution in a separate security level and set their regime up to be placed at the shooting gallery.

Prisoners have to be the first to make trouble before you can shoot/beat em up.
Seriously though, there are no negatives to death by starvation.  You don't actually have to take care of them in a humane way.  You can treat them like garbage, but they won't take it quietly.

If you have the consequence thing on, you'd need to hit 50 deaths within 24 hour period before getting the warning.  After that, 5 deaths in 24 hours and you are in jail.

Infirmary, even set-up in a staff only zone, guards will take injured prisoners up there and I believe doctors will still come out on their own to heal.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Urist McScoopbeard on December 02, 2015, 07:06:08 pm
Freefire like Zangi said. Put your prisoners to work chopping wood and making license plates. Give ridiculous punishments and not enough clothing, food, or toilets to go around. My last prison ended up as a similar hellhole.

If you leave your prisoners in solitary long enough they'll go mad and start beating on the doors, prompting your guards to beat the shit out of them.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Neonivek on December 02, 2015, 07:09:31 pm
I kind of thought the game was a bit too clean to the point where it felt disconnected from what sometimes goes on in real prisons (especially during some time periods). My idea was more about trying to find ways around the system because it benefits you not to follow the rules, and the rules ask you to ignore them... just like real life.

But this is kind of going waaaaay further then I ever wanted it to :P

Where is this Prison? Tropico? Actually that would alleviate all my concerns immediately if that was the excuse.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Urist McScoopbeard on December 02, 2015, 07:54:20 pm
I kind of thought the game was a bit too clean to the point where it felt disconnected from what sometimes goes on in real prisons

Like physically? Or in terms of corruption?

I don't think the location is specified. Anyways, you can get pretty abusive with your prisoners. No one will remove you unless you lose control of your prison entirely or suffer 50(?) deaths in a day... Might be 20, actually. In my last prison, I was handing down 24-hours in solitary punishments. No toilets in those cells, it got pretty nasty towards the end... Prisoners would accumulate 60+ hours in solitary. I have one legendary character on permanent solitary confinement. Every few hours he tries to break down the door and the guards come beat him up. There are usually 10+ deaths every week, and the prisoners spend eight hours a day cleaning up all the blood spilled in the other 16. There are multiple beatings for infractions daily, and about half the needs are met. They'e all maxsec prisoners and the only reason they don't riot it because they're heavily segregated. I had one legendary who killed like 60+ guards. Brought in all the SWAT teams and armed guards I had. Death toll that day was probably ~150. In short, you can make your prison a hellhole if you want. Also, gangs are a thing now. So ya, snitches die on the first day usually.

EDIT: In fact, i'm trying to creating the most gruelling prison possible coming up next. That'll be fun!
Title: Re: Prison Architect - Version 1.0 Release!
Post by: sluissa on December 04, 2015, 01:40:54 pm
Developers have said multiple times it's mostly based on a fictionalized (TV and Movie) United States prison system. Although as development went on, more and more research was done so it's probably often based on the real world as well. But they often said, as a new feature was added, "We wanted this cause of Shawshank Redemption." Or "We saw this in Oz."

Then of course everything is viewed through a UK mindset as well. So things like the death penalty mechanics are given a bit more drama than a US mind might give.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on December 04, 2015, 01:48:27 pm
More along the lines of 'we think this is controversial', so we are making it cumbersome and annoying.  I have better ways to 'execute' prisoners anyways... and I can choose who for any number of petty reasons.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Urist McScoopbeard on December 04, 2015, 07:05:30 pm
More along the lines of 'we think this is controversial', so we are making it cumbersome and annoying.  I have better ways to 'execute' prisoners anyways... and I can choose who for any number of petty reasons.

Personally, I think it's kind of useless. It's not a fun mechanic either, i'm too attached to my prisoners to kill them deliberately. All the fun is in keeping them contained.

Developers have said multiple times it's mostly based on a fictionalized (TV and Movie) United States prison system. Although as development went on, more and more research was done so it's probably often based on the real world as well. But they often said, as a new feature was added, "We wanted this cause of Shawshank Redemption." Or "We saw this in Oz."

Then of course everything is viewed through a UK mindset as well. So things like the death penalty mechanics are given a bit more drama than a US mind might give.

I'd like to see a lot of stuff added to enable us in the pursuit of making our prisoners miserable and corrupting the system, like the kind of stuff that goes down in Midnight Express.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Neonivek on December 05, 2015, 05:52:53 am
Developers have said multiple times it's mostly based on a fictionalized (TV and Movie) United States prison system. Although as development went on, more and more research was done so it's probably often based on the real world as well. But they often said, as a new feature was added, "We wanted this cause of Shawshank Redemption." Or "We saw this in Oz."

Then of course everything is viewed through a UK mindset as well. So things like the death penalty mechanics are given a bit more drama than a US mind might give.

It really wasn't fictionalized Prisons very well either.

I think it was more the creator realized they couldn't pull it off so they changed their idea.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Aklyon on December 18, 2015, 10:56:50 am
WOMEN. (are now ingame as a prison setting, like wardens)

Also, more modding stuff.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Neonivek on December 18, 2015, 11:07:53 am
WOMEN. (are now ingame as a prison setting, like wardens)

Also, more modding stuff.

Do they have to remain separate from male prisoners like in ordinary prisons?
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Graknorke on December 18, 2015, 11:14:53 am
You get male prisons and female prisons. Can't have both in one.

And the first 15 minutes or so of the video is hilariously cautious. They're tiptoeing so hard in order to avoid any accusations of soggy knees.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on December 18, 2015, 12:06:57 pm
The concept of all female gangbangers is... new.   Also, will mother snitches get shanked?  I will find out.  (Havn't watched the video yet.)
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Neonivek on December 18, 2015, 12:25:55 pm
The concept of all female gangbangers is... new.   Also, will mother snitches get shanked?  I will find out.  (Havn't watched the video yet.)

While I know there are different trends in male and female criminals...

I can only assume that men and women are basically exactly the same and it is purely aesthetic.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Graknorke on December 18, 2015, 12:30:29 pm
They shuffled around the needs a bit, female prisoners do less damage when they fight, and also some of them have sprogs which have to be looked after with separate facilities.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: bQt31 on December 18, 2015, 01:45:01 pm
Do they riot when they get their periods though?
Title: Re: Prison Architect - Version 1.0 Release!
Post by: puke on December 18, 2015, 02:14:02 pm
baby snitches.  2 year olds will say ANYTHING.

"hey lil' friend, want some more candy?  sure.  say, you dont know anyone who saw what the tattoo'd ladies did with all the spoons, do you?  In the toilet you say?  Of course you can pet the doggies."
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Majestic7 on December 18, 2015, 02:21:18 pm
Hey, does this mean I can fulfill my old dreams of shooting two-year olds with shotguns, then sending dogs to rip them?
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Teneb on December 18, 2015, 03:04:36 pm
baby snitches.  2 year olds will say ANYTHING.
I wonder if we can see babies assaulting prisoners/other babies with various objects, and how the game will handle that.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: forsaken1111 on December 18, 2015, 04:31:59 pm
I can only assume that men and women are basically exactly the same and it is purely aesthetic.
Women can show up with babies, and mothers are basically a new unit class with an entirely different AI. Apparently even though women are less capable in a fight (in the game) they're more likely to kick off and riot over some things.

Women with kids require a lot of extra attention and care, basically requiring a separate facility or at least a dedicated set of rooms. You need cribs and a nursery and a specific type of cell with extra furniture.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on December 18, 2015, 04:38:41 pm
^ Quote Fail

I'll tell you all about the atrocities I can commit once I get home and give it a good try.  (Problem is I'll have to spend at least a little bit of time to build a new game/prison for em.)

Rioting moms versus shotguns and dogs sounds amazing.  Do they carry their babies while fighting?
Title: Re: Prison Architect - Version 1.0 Release!
Post by: forsaken1111 on December 18, 2015, 04:39:50 pm
Whoops, fixed.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: JimboM12 on December 19, 2015, 01:17:37 am
^ Quote Fail

I'll tell you all about the atrocities I can commit once I get home and give it a good try.  (Problem is I'll have to spend at least a little bit of time to build a new game/prison for em.)

Rioting moms versus shotguns and dogs sounds amazing.  Do they carry their babies while fighting?

I assume they're basically dwarven mothers in this regard and will use their baby shields against shotgun blasts accordingly.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Ghazkull on December 19, 2015, 07:16:19 am
^and that kids, is why dwarves are going extinct in almost every fantasy universe.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on December 19, 2015, 09:46:07 pm
Preliminary observations on female prisoners:

Spoiler (click to show/hide)
Title: Re: Prison Architect - Version 1.0 Release!
Post by: puke on December 20, 2015, 10:40:52 pm
Tried this briefly in escape mode, but the prison was too well segregated and too secure for me to meet any moms.

I wonder:  can you play as a mom?  what happens to the kid?  Can you play as the kid?  Can you recruit either moms or kids? 
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Aklyon on January 27, 2016, 10:00:15 am
Guard towers are now an actual thing and not an imaginary one, if you make them. They even have snipers if you hire some!

Also console shenanigans courtesy of the company they asked to help do that, a new, more secure visitation option, and bug fixes.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: TheDarkStar on January 27, 2016, 06:04:15 pm
Interesting. I'll have to check out the new things in the update.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on January 27, 2016, 11:52:53 pm
Quote
Female Names-in-the-game
If you are a Name in the Game customer, you can now update your bio and create a female prisoner if you wish.
Go to http://www.prison-architect.com/register to do this.
Worst part of the new update.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Aklyon on January 28, 2016, 12:33:44 am
Were you really expecting it to not happen though?
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Aklyon on March 04, 2016, 10:52:25 am
Thermodynamics are now kinda a thing. Kinda as in buildings can get warmer and colder and overheating kitchen prisoners can start fights. Theres also radiators (which don't need any connections due to all the water pipes being cold water right now) and you can now quick build offices and default-sized cells, since they took that feature from the console version.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: BigD145 on March 04, 2016, 11:18:40 am
Someone injected Bullfrog into Prison Architect.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: puke on March 04, 2016, 01:28:31 pm
Bullfrog

Too bad they never made any games after Dungeon Keeper 2.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: miauw62 on March 05, 2016, 07:01:05 am
My somewhat functional prison is now in shambles because everybody is suddenly cold

SEND HELP, AND RADIATORS
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Sergius on March 10, 2016, 02:21:20 pm
http://www.pcgamer.com/prison-architects-hidden-3d-mode-has-been-in-the-game-for-five-months
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Aklyon on March 10, 2016, 02:48:29 pm
Sneaky brits.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: rumpel on March 10, 2016, 11:23:09 pm
Haha, this is so cool!
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Aklyon on March 24, 2016, 12:20:23 pm
HOT WATER. (Cold showers are still a valid option)

Also performance work and you can now mod how the 3d mode looks if you're a shader wizard.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: nenjin on March 24, 2016, 12:32:24 pm
One step closer to that which should not be named....
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Fniff on March 24, 2016, 12:33:15 pm
... Lukewarm showers?
Title: Re: Prison Architect - Version 1.0 Release!
Post by: nenjin on March 24, 2016, 12:46:46 pm
Sssssshhhhh, don't try. Even a breath of air could blow it away and cause it to dissipate.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Glloyd on March 24, 2016, 03:16:09 pm
One step closer to that which should not be named....

Magma?
Title: Re: Prison Architect - Version 1.0 Release!
Post by: TheDarkStar on March 24, 2016, 04:42:24 pm
One step closer to that which should not be named....

Magma?

No, no. !!!Zombie Elephants!!! and magma.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Aklyon on April 29, 2016, 09:30:03 am
WEATHER. (prisoners sitting out in solitary in the cold in the dead of winter all night may infact die from it)
Also they won some british award.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: miauw62 on April 29, 2016, 09:37:44 am
if theyre trying to make me make my solitary cells more than a single tile with a toilet on it, i dont negotiate with terrorists
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Aklyon on April 29, 2016, 09:39:09 am
if theyre trying to make me make my solitary cells more than a single tile with a toilet on it, i dont negotiate with terrorists
They just want them to have a roof, i think.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: miauw62 on April 29, 2016, 09:48:12 am
i'm fine, then.

i just wish they'd stop introducing slightly annoying features and fix some of the bullshit in this game, such as the cell quality system (dont have quality 0 cells? LETS PUT YOUR ENTIRE PRISON INTO THE HOLDING CELL!) and supermax/protective custody prisoners getting put in shared cells.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: puke on April 29, 2016, 10:02:41 am
if theyre trying to make me make my solitary cells more than a single tile with a toilet on it, i dont negotiate with terrorists
They just want them to have a roof, i think.

A steel box in the sun was good enough for Cool Hand Luke.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: miauw62 on April 29, 2016, 10:35:49 am
nope looks like just a roof isnt sufficient

"oh hey nobody likes temperature, what do we do?" "LETS FORCE PEOPLE TO PLAY AROUND IT EVEN MORE" "what about the people with savegames with people in solitary and no radiators?" "lol fuck them"
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Aklyon on April 29, 2016, 10:48:10 am
Except that as usual, weather if off by default.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: miauw62 on April 29, 2016, 11:03:46 am
i had to build boilers into this save, and prisoners were definitely dying in cold solitary cells before i built radiators.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: forsaken1111 on April 29, 2016, 03:41:31 pm
i'm fine, then.

i just wish they'd stop introducing slightly annoying features and fix some of the bullshit in this game, such as the cell quality system (dont have quality 0 cells? LETS PUT YOUR ENTIRE PRISON INTO THE HOLDING CELL!) and supermax/protective custody prisoners getting put in shared cells.
Why not add in some quality zero cells for the unruly prisoners?
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Micro102 on April 29, 2016, 10:21:51 pm
Could someone suggest to me a way to play this game? I've played it months ago but after a few games I noticed something:

- Accepting prisoners when I was ready for them was far too easy.
- Having prisoners come in regularly was far too hard, and would eventually cause me to close the prison. It didn't feel like I accomplished anything.
- Prisoners are far too docile, even taking a ton of max security prisoners and basically torturing them and treating them as slaves wasn't enough for them to go full riot mode and try to break out.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: BigD145 on April 30, 2016, 08:26:13 am
There are gangs and gangs will start shit with rival gangs and with guards. They stake out territory and make power plays.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Urist McScoopbeard on April 30, 2016, 12:05:12 pm
Could someone suggest to me a way to play this game? I've played it months ago but after a few games I noticed something:

- Accepting prisoners when I was ready for them was far too easy.
- Having prisoners come in regularly was far too hard, and would eventually cause me to close the prison. It didn't feel like I accomplished anything.
- Prisoners are far too docile, even taking a ton of max security prisoners and basically torturing them and treating them as slaves wasn't enough for them to go full riot mode and try to break out.

Let your legendary prisoners play around--they will literally massacre your prison if given the chance.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: miauw62 on April 30, 2016, 03:20:28 pm
armed guards emit a suppression field, which makes prisoners docile, slow and basically ruins any chance at reform

try not using them (except in your entrance hallway/supermax wing)

i'm fine, then.

i just wish they'd stop introducing slightly annoying features and fix some of the bullshit in this game, such as the cell quality system (dont have quality 0 cells? LETS PUT YOUR ENTIRE PRISON INTO THE HOLDING CELL!) and supermax/protective custody prisoners getting put in shared cells.
Why not add in some quality zero cells for the unruly prisoners?
because it's obnoxious?

the way i see it, i can either spend my time building shitty cell blocks for no reward because some shitty mechanic forces me to, or not have a holding cell and run at slightly lower capacity with the advantage of not having to micromanage cell quality.

if i built one block and a riot happens, i'd still have 100 prisoners in my holding cell.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Vattic on April 30, 2016, 06:50:13 pm
Would make more sense if it treated the lowest quality cells in your prison as the worst possible cells and arranged inmates appropriately. It should be about the relative quality.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: EnigmaticHat on July 04, 2016, 04:28:31 am
Got this on the summer sale, having a lot of fun with it.  What I didn't expect when I bought it was how mundane it is. There's something kind of mesmerizing about watching a box of potatoes get shipped in on a truck, unloaded by the driver, brought through a metal detector by a workman, carried into a refrigerator in the kitchen, cooked, put out on a serving station, and then individually put on trays and eaten by the prisoners.  Lends the game a certain charm.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Vattic on July 04, 2016, 09:22:24 pm
Much like DF and ant farms. It's nice to watch your minions scurry.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: EnigmaticHat on July 04, 2016, 10:03:22 pm
So, I've officially finished a prison.  I set out with an idea of what it was going to look like and I achieved that.  Its a small (well, it didn't end up that small) minimum security prison with a somewhat softer attitude towards the prisoners.
Spoiler: My prison (click to show/hide)
I brought in some medium security prisoners by accident the first day.  Aside from one of those prisoners, Mackenzie, who got upgraded to high security for beating a workman unconscious (and later picking fights with guards) everything has been pretty quiet.  Despite an incident where a workman demolished a wall before the foundation on the other side was complete and prisoners flooded out, the sole successful escape has been via tunnel, and there's been no deaths.  My anemic cashflow is usually supplemented by a hefty days without incident bonus, and there are no misdemeanors that are punished by solitary (we don't actually have a solitary wing).  Due to space constraints (I wanted the whole prison to be one brick building of a set size)  I don't have quite as many accommodations for the prisoners as I would like, the classroom and the yard and such are too small and I would like some more showers.  But really its a pretty nice prison to be assigned to all things considered.  Mackenzie is getting psycological help and I kind of want to see what happens there; either way he's up to be released soon and once that happens there's not going to be too much reason to stick around.  Guess I'll sell the prison and start a new one.

Since this was my first prison I went a while without doing anything about contraband.  This resulted in the amusing discovery that 3 prisoners had managed to smuggle, steal, and trade between them more than half the prison's contraband.  One had 5 different implements that could be used for digging, one had an impressive array of drugs, meds and alcohol, and the third had not only drugs and alcohol but 4 cell phones.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: askovdk on July 05, 2016, 02:03:31 am
So, I've officially finished a prison.  I set out with an idea of what it was going to look like and I achieved that.  Its a small (well, it didn't end up that small) minimum security prison with a somewhat softer attitude towards the prisoners.

Thank you for sharing, - looks good, - especially for a fixed size challenge.
2 quick comments. I would place additional sprinklers in the kitchens and in the power generation rooms, as that is where fires usually starts. If you play with events, then overworked generators can explode destroying nearby walls and killing people, so moving them to a corner of the facility is safer.
If you have trouble with the baths flooding, then place a drain in the entrance instead of a door, - ofcause, you have drains under all showers, so you may not have any flooding.
(Do you know about the 3d mode?  :) I'm not kidding, if you do a web search, you can learn how to activate the partly implemented 3d mode)

Title: Re: Prison Architect - Version 1.0 Release!
Post by: EnigmaticHat on July 05, 2016, 02:19:13 am
Oh geez.  That reminds me of Nuclear Throne's ridiculous April Fool's updates that only last for a day.

I had events off, for my next prison I'm keeping them on.  I actually had to build 2 generators, and many extra capacitors, because I didn't understand how capacitors wok.  Also looking at it the primary common room with pool tables and weights isn't designated as a common room; no wonder there's always 5-10 prisoners with recreation/exercise complaints :/
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Dorsidwarf on July 05, 2016, 08:50:49 am
I forgot to get this during the sales, is it still worth it at the full £20 cost?
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Persus13 on July 05, 2016, 09:19:21 am
Its on sale in the Humble Bundle Store right now. (https://www.humblebundle.com/store/prison-architect)
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Dorsidwarf on July 05, 2016, 09:33:29 am
Its on sale in the Humble Bundle Store right now. (https://www.humblebundle.com/store/prison-architect)

Absolute lifesaver.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Dorsidwarf on July 06, 2016, 10:20:24 am
Update: Humble Bundle have failed to send me my key. Iiiits support time!
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Persus13 on July 06, 2016, 10:34:30 am
Update: Humble Bundle have failed to send me my key. Iiiits support time!
That's never happened to me before. Do you have an account?
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Dorsidwarf on July 06, 2016, 10:50:29 am
Update: Humble Bundle have failed to send me my key. Iiiits support time!
That's never happened to me before. Do you have an account?

No, which is probbably going to make the support process about ten times longer. I'm pretty sure I just accidentally had the email sent to a nonexistant ".com" instead of my ".co.uk"
Title: Re: Prison Architect - Version 1.0 Release!
Post by: nenjin on July 27, 2016, 06:49:50 pm
https://www.youtube.com/watch?v=e2e1zciptdI

v2.0 preview.

Really long video so I'm not all the way through it.

-Polished GUI (as a setting.)
-Will be on a Steam beta release before going live.
-Will be the last currently-planned content update.
-Help menus
-Undo button
-Fuckin' ZOOM TO MOUSE CURSOR UWEEEEOOOOOUWEEEOOOO (as a setting.)
-Fleshed out context menus for objects and entities.
-Maybe releasing the dev menus to players as a cheat.
-Filters for contraband, so you can see where it was stolen from/smuggled in from.
-Various tool-tippery, filters for info panes like on the Needs pane.
-Cause of death noted on corpse's tool tips.
-Work/lockup schedule type.
-TVs and radios broadcast to a room now, instead of having having one person at a time use it like a mental toilet.
-Reworked the Bureaucracy screen, just so it's cleaner and he's gotten rid of the god-awful cork board background, I think.
-Possible Prison Grading screen rework.
-Increased modding support; lua scripting in-game; unlimited mod capacity, so no more colliding on sprite sheets.
-New game events.

I haven't played PA in, like, two years due to the sheer amount of time I take to make a prison. I blueprint out the entire thing before making it and then enjoy watching it grow at normal speed. They mention DF a fair bit in this video and, like DF, I have to work up the energy to play the game.

Anyways, now that this is done and they're floating some fairly trivial looking games. (Reminds me very strongly of how McMillen went from the crazy success of Binding of Issac to several low-impact games.) And just like with McMillen, where I wonder how long it will take him to FINALLY get back to Mewgenics, I wonder how long it will take Introversion to come back to the idea of [REDACTED].
Title: Re: Prison Architect - Version 1.0 Release!
Post by: miauw62 on July 28, 2016, 06:18:37 am
They've mentioned that PA is essentially what [REDACTED] was supposed to be.

Also, looks like we'll never get those improvements to deployment that would let me exclude supermax prisoners from shared areas :/
Title: Re: Prison Architect - Version 1.0 Release!
Post by: forsaken1111 on July 28, 2016, 06:21:36 am
They've mentioned that PA is essentially what [REDACTED] was supposed to be.
Really? Because they are wildly different concepts...
Title: Re: Prison Architect - Version 1.0 Release!
Post by: puke on July 28, 2016, 07:25:49 am
They've mentioned that PA is essentially what [REDACTED] was supposed to be.
Really? Because they are wildly different concepts...

Some of the wiring logic made it in for the security systems and automatic doors.  He may have re-used some of his code for the power and water flows as well, can't remember the details but he used to talk about it in the early development blogs.

I don't think he ever said "this is what it was supposed to be" because he actually DID say that he never had a clear idea for what it was supposed to be, or how to turn it into a fun game.

But yeah, [Redacted] had way more game potential than the Lidar demo does.. sheesh.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: forsaken1111 on July 28, 2016, 08:00:19 am
true that. the LIDAR thing looks like a tech demo with little interesting gameplay tbh. Its very pretty though
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on July 28, 2016, 09:32:56 am
Also, looks like we'll never get those improvements to deployment that would let me exclude supermax prisoners from shared areas :/
Make a separate hallway/room between shared area and supermax.  Designate that as no prisoners allowed. 

If that doesn't work... you'll have to accept that supermax can access public areas or build a whole separate wing that could accommodate everything. 
Same principal applies to snitches, if you even bother to protect em. (Though, there is a mod that could auto-sort em for ya.)

EDIT: Well it does work, I mean if it doesn't work for how you've designed your prison.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: nenjin on July 28, 2016, 09:33:21 am
PA is executing on a lot of the systems Chris wanted for [REDACTED]. Which is why I still hold out hope. There are so many parts of PA that look like random features, like 3d mode. But if you remember the history of [REDACTED], there's a method to the madness that still makes me think, one day, after a few more lightweight titles......
Title: Re: Prison Architect - Version 1.0 Release!
Post by: LoSboccacc on July 28, 2016, 09:53:27 am
yeah if they can expand on the engine there are plenty of setting and themes to reuse it for and as long as they put in a couple interesting evolutive mechanics they'll be set for a long time

especially if it goes well on mobile
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Xeron on July 28, 2016, 10:54:27 am
Seriously, what the hell is REDACTED ?
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Aklyon on July 28, 2016, 11:03:50 am
Seriously, what the hell is REDACTED ?
Subversion.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: forsaken1111 on July 28, 2016, 11:22:20 am
Seriously, what the hell is REDACTED ?
Subversion. It was a planned game where you would infiltrate fully simulated buildings by disabling alarms or using explosives or whatever and steal or accomplish some other objective. It was supposed to have realistic physics, simulated alarm systems, wiring, phone lines, etc. Do you could do some real mission impossible shit.

They never really had an idea how to make it a game, just a lot of framework and iirc they almost ran out of money
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Karlito on July 28, 2016, 12:06:08 pm
You can still read all the old devlogs (http://www.introversion.co.uk/subversion/) to get an idea of the project.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: miauw62 on July 28, 2016, 12:21:25 pm
Also, looks like we'll never get those improvements to deployment that would let me exclude supermax prisoners from shared areas :/
Make a separate hallway/room between shared area and supermax.  Designate that as no prisoners allowed. 

If that doesn't work... you'll have to accept that supermax can access public areas or build a whole separate wing that could accommodate everything. 
Same principal applies to snitches, if you even bother to protect em. (Though, there is a mod that could auto-sort em for ya.)

EDIT: Well it does work, I mean if it doesn't work for how you've designed your prison.
It doesn't work. Supermax prisoners will always eventually get put into a cell in the shared area. Especially with the cell quality system which makes no real sense...
Title: Re: Prison Architect - Version 1.0 Release!
Post by: BigD145 on July 28, 2016, 12:22:09 pm
true that. the LIDAR thing looks like a tech demo with little interesting gameplay tbh. Its very pretty though

They could do what The Witness did. Make a story and that's the game.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Zangi on July 28, 2016, 01:01:31 pm
Huh... never did have that problem come up, I usually have more then enough cells to fit all the supermax folks. But I havn't played since sometime after female prisoners was introduced.

Typical layout of cells exclusively for max and medsec.  A whole section exclusively for super and shared cells for minsec plus overflow from max and medsec.

Though... shared cells usually are the lowest quality cause who cares about minsec... while super gets a range of lowest to best quality.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: forsaken1111 on July 28, 2016, 01:05:34 pm
true that. the LIDAR thing looks like a tech demo with little interesting gameplay tbh. Its very pretty though

They could do what The Witness did. Make a story and that's the game.
I never played it. Did it have anything other than story? I still maintain that the so-called 'walking simulator' genre are barely games. I'm thinking of such classics as The Path and Firewatch.

If all we're going to do is shoot a LIDAR at cave walls and listen to story exposition, I'll probably give it a pass. I can read novels or listen to audiobooks without the fancy lidar gameplay
Title: Re: Prison Architect - Version 1.0 Release!
Post by: BigD145 on July 28, 2016, 02:23:59 pm
Lidar lets you hide things in plain sight. That's about it. It's just a different sort of puzzle.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: EnigmaticHat on July 28, 2016, 05:17:12 pm
I mean Assassin's Creed 2 had walking simulator portions.  In a way its kind of a cool mechanic, take something that would normally be a cutscene and make it interactive.  IIRC there's a scene in Twilight Princess where you're trapped in a cell, and the game is fully playable but all you can do is wait for someone to come free you.  Pretty intentionally infuriating.

Of course there's a difference between selectively using a mechanic and building your entire game around it.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: nenjin on July 28, 2016, 05:22:26 pm
TBH the novelty of those walking and talking scenes gets old, because AC used them to death. At the end of the day, just give me a cutscene. Or at the least, don't make me do stuff like have to actually keep up with the target while holding a conversation.

I think I recall one AC game where there was one of those scenes and I think I started a fight in the middle of it and shit went all crazy.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: miauw62 on July 28, 2016, 06:01:47 pm
I think the worst part of those scenes is when your running speed is too fast to keep up with somebody and your walking speed is too slow.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Vattic on July 28, 2016, 10:56:57 pm
Might make sense if you could match target speed in a sneaky assassination game.

Wasn't the impression given that the LIDAR game is horror themed?
Title: Re: Prison Architect - Version 1.0 Release!
Post by: MrWiggles on July 29, 2016, 02:48:45 am
Was it? I thought it was just exploration for now, with much thought to drives or goals?
Title: Re: Prison Architect - Version 1.0 Release!
Post by: Aklyon on August 26, 2016, 08:02:50 am
THE END (of content update).

Spoiler: 2.0 chagelog (click to show/hide)
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Tobel on August 26, 2016, 11:50:18 am
Right, so Hospital Architect next please? Thanks.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: miauw62 on August 26, 2016, 11:56:41 am
Looks like we'll never get improved zoning... Pretty sad :/

Oh well. Access to dev tools is nice. I might try my full solitary prison again now that I can reasonably cheat in a 1000 person solitary block.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Drakale on August 26, 2016, 06:08:51 pm
Woop, now they can focus on something more interesting than prisons hopefully.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Virtz on August 27, 2016, 03:06:29 am
Woop, now they can focus on something more interesting than prisons hopefully.
Like a gimmicky walking simulator and/or a puzzle game?
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: forsaken1111 on August 27, 2016, 08:10:28 am
Woop, now they can focus on something more interesting than prisons hopefully.
Like a gimmicky walking simulator and/or a puzzle game?
Yeah I'm not really excited about the silly cave explorer thing. It didn't look remotely interesting.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Cthulhu on August 27, 2016, 09:45:00 am
The bomb one looked great on the other hand, I'll be really disappointed if it takes a backseat for yet another non-game.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Virtz on August 27, 2016, 10:16:31 am
Thing about the bomb game that concerns me is that it'd be a one-playthrough kinda thing. On the other hand, if it meant they could do it like in a year or less instead of the 4 years it took with Prison Architect, and then try something simulationy again, then I'd be all for it.

Apparently the cave game has already been decided by poll, tho.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: forsaken1111 on August 27, 2016, 12:15:33 pm
Apparently the cave game has already been decided by poll, tho.
Sadly that will probably be the first introversion game I skip then.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: puke on August 27, 2016, 02:03:16 pm
decided by poll

Democracy is among the worst decision making systems ever conceived.  It is great if you want, for example, to create an impression of legitimacy or a feeling of buy in for your system of governance from the governed.  It is absolute shit if you want to decide anything of import.

on the other hand, it is fairly okay at market research, which is exactly what this is.  So, maybe it will make them a million pounds?  Good on them if it does.

Chris and Mark seems clever enough that I trust them to have good judgement on these things, so maybe there is more to it than we are seeing?  To be honest, the concept does not look like it has any legs to me.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Cthulhu on August 27, 2016, 03:03:40 pm
Everyone says democracy is a good idea but I think we know deep down it's ass.  As soon as it's implemented everyone goes straight to work trying to subvert and neuter it.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: miauw62 on August 27, 2016, 03:09:08 pm
dunno democracy is a pretty good idea for government

idk why anybody would want to apply democracy to any sort of creative process though.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: BigD145 on August 27, 2016, 03:31:44 pm
Everyone says democracy is a good idea but I think we know deep down it's ass.  As soon as it's implemented everyone goes straight to work trying to subvert and neuter it.

BREAD AND CIRCUSES FOR EVERYONE
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: nenjin on August 27, 2016, 04:28:39 pm
Everyone says democracy is a good idea but I think we know deep down it's ass.  As soon as it's implemented everyone goes straight to work trying to subvert and neuter it.

Sort of like a video game no? The minute you present a gamer with an ordered system, the first thing many try to do is break it, trivialize it or gain an "unfair" advantage. When I was doing The Dark Chasm of Old in DS2, did I painstakingly master fighting each Dark Spirit under the worst conditions the level had to offer? Hell no! I stood on a rock and shot he ass in the head while he just ran into the rock and swung at nothing.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: EnigmaticHat on August 27, 2016, 06:08:40 pm
Everyone says democracy is a good idea but I think we know deep down it's ass.  As soon as it's implemented everyone goes straight to work trying to subvert and neuter it.
Is that not true of monarchies, communism, and dictatorships?  Any time there's a path to power, people will try to find a way to fit themselves in.

Of course what we're really talking about here is direct democracy as opposed to representative democracy.  I've seen no evidence in history that *that* is a good idea on a large scale.  But that's not what most people mean when they say "democracy".
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Android on August 27, 2016, 10:23:11 pm
I want Airport Architect next!
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Egan_BW on August 27, 2016, 10:32:54 pm
I want subversion next.  :'(
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Urist McScoopbeard on August 28, 2016, 09:47:06 am
I want Airport Architect next!

Oo. Yes, please.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: BigD145 on August 28, 2016, 09:55:05 am
A true successor to Theme Hospital, please.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: martinuzz on August 28, 2016, 10:32:07 am
My foundation education program is starting out really well. Results of the first class: 1 dead teacher.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Urist McScoopbeard on August 28, 2016, 09:36:41 pm
My foundation education program is starting out really well. Results of the first class: 1 dead teacher.

Pfft, that's nothing. Wait till you've had to hire 50 new guards because a legendary prisoner broke outta supermax and nearly gunned down every guard and SWAT responder in the prison.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Glloyd on August 29, 2016, 04:12:06 pm
The sad part is we're not getting any of those potentially awesome games, and instead are likely getting that lame looking LIDAR thing they showed off a few months ago before anything else.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: nenjin on August 29, 2016, 04:18:35 pm
Ah well you know, baby steps. I can't fault a dev coming off a very successful multi-year project for taking a year or two do to stupid, experimental games to recharge their batteries. I'm guessing at least one reason they're indulging projects like that bomb defusing game is scope: it's pretty tight. PA was like "hey we need to simulate 1,000,000 things." The LIDAR and bomb defusing games are probably a lot easier to conceptualize, dev for and release on a short schedule. Hopefully while they're doing that, Chris' brain is cooking up the next big thing in the background.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Glloyd on August 29, 2016, 06:58:23 pm
Ah well you know, baby steps. I can't fault a dev coming off a very successful multi-year project for taking a year or two do to stupid, experimental games to recharge their batteries. I'm guessing at least one reason they're indulging projects like that bomb defusing game is scope: it's pretty tight. PA was like "hey we need to simulate 1,000,000 things." The LIDAR and bomb defusing games are probably a lot easier to conceptualize, dev for and release on a short schedule. Hopefully while they're doing that, Chris' brain is cooking up the next big thing in the background.

Yeah, I don't fault them for it, but the LIDAR thing just doesn't seem like it's going to be up my alley. Fingers crossed for Subversion making a return afterwards.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Egan_BW on August 29, 2016, 07:16:34 pm
Gaining entry to realistically laid out buildings and removing things from them is pretty much my dream game already.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: martinuzz on August 31, 2016, 12:57:09 pm
HAHA! While designing my prison at leisure before opening it up to prisoners, I suddenly found myself in the green daily figures. It was like 6500$ in the plus.
Turns out empty prisons can be profitable, if you have some forestries, a gardener (or two, in my case) and some workers. The green figure in the pic is much lower, cause it has more guards and workers then when I made 6500$ on a day. I'm just about to start accepting prisoners.
Spoiler (click to show/hide)
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: puke on August 31, 2016, 04:36:59 pm
Turns out empty prisons can be profitable, if you have some forestries, a gardener (or two, in my case) and some workers. The green figure in the pic is much lower, cause it has more guards and workers then when I made 6500$ on a day. I'm just about to start accepting prisoners.

Huh.

I took this to its logical extension, and built a tiny administration center and a huge forestry.

First thing that happened, I went broke buying saplings.  After making my forestry smaller and taking out a grant to get back in the black, my gardeners got to work planting trees and my workers got busy cutting them down.

Justified opening up the tax shelters almost instantly. 

In terms of easy ways to earn money, this one probably wins.  I bought some land expansions and considered making it even bigger, but there really isn't much point.

edit:  i will note that your 6k number is pretty unusual.  Forestries go in 3 day cycles, so you do best by building them in sections so that all the work isnt bottlenecking on a single day.  An entire map yields about 5k a day evenly spaced out, or about 15k per 3 days if it was all delivered at once. 

With the size and shape of your forestries there, I'm going to guess that you had a bunch of logs queued up before you designated an export zone, and they all got sold at once.  Which is also why you saw it drop substantially as time went on.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: martinuzz on August 31, 2016, 04:52:22 pm
Ooh! Looks like guard towers and snipers are totally worth it. No danger penalty for armed guards, and half of my prisoners are surpressed - compliant. I believe from walking past a manned guard tower. Danger levels are non existant except in the mornings when they need to shower.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: jocan2003 on August 31, 2016, 05:08:35 pm
I want subversion next.  :'(
All of my money i tell you.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: martinuzz on August 31, 2016, 05:33:41 pm
You know you've played prison architect too much when you start wondering about the guard's needs, and conclude they must wear disposable diapers and smell really bad because they never take showers.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Neonivek on August 31, 2016, 05:50:11 pm
I cannot remember if the game has both consecutive and concurrent sentencing.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: puke on September 03, 2016, 09:53:02 am
Ooh! Looks like guard towers and snipers are totally worth it.

Does anyone know more about the sniper towers?  Specifically, can they fire over / through fences?

I am attempting to arrange them with coverage of my yard, as well as coverage of the escape routes.

Because I am a horrible abuser of pathing, I have arranged fake escape routes for tunnelers to dig to, which will allow them to emerge "outside" but still be forced to run quite some distance before reaching freedom.  Ideally, this will be routed into some winding switchbacks covered by the sniper towers -- but if they cant fire past fences then it will simply have to be a sandy straight-away
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: miauw62 on September 03, 2016, 09:59:36 am
Snipers can fire through fences, but not into any area that's considered indoors. And yes, that tactic of preventing tunnels works and I use it myself.

Also, put showers into your cells (you can use the same tile as the toilet, I also put a sprinkler on this tile) and replace your shower time with lockup.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Urist McScoopbeard on September 03, 2016, 10:38:44 am
Snipers can fire through fences, but not into any area that's considered indoors. And yes, that tactic of preventing tunnels works and I use it myself.

Also, put showers into your cells (you can use the same tile as the toilet, I also put a sprinkler on this tile) and replace your shower time with lockup.

I think what you meant to say was put your prisoners in 24 hour solitary confinement in 1X1 cells. My one prison is so perfect, every prisoner is in queue to do solitary time. Lovely, lovely. A legendary criminal is beaten half to death every 3 hours for banging on the door of his cell, then he is healed, the door repaired and moved back into his cell for permanent solitary.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: puke on September 03, 2016, 11:04:37 am
Also, put showers into your cells

Cells?  Are those like dormitories but with only one bed?  I don't have any of those.

I think what you meant to say was put your prisoners in 24 hour solitary confinement in 1X1 cells.

Again with this "cell" business. Maybe for maxsec prisoners this is profitable.  I'll probably have to buy some land and expand a maxsec wing as some of my normal prisoners are getting too rowdy for general population. 

How do you feed them when they are on full time lockdown?  I assume a guard brings them food?  Does this not get expensive in terms of staff required?
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Urist McScoopbeard on September 03, 2016, 12:32:03 pm
I think what you meant to say was put your prisoners in 24 hour solitary confinement in 1X1 cells.

Again with this "cell" business. Maybe for maxsec prisoners this is profitable.  I'll probably have to buy some land and expand a maxsec wing as some of my normal prisoners are getting too rowdy for general population. 

How do you feed them when they are on full time lockdown?  I assume a guard brings them food?  Does this not get expensive in terms of staff required?

Not really. I had I think I had $400,000 to build the prison before I opened it so I just constructed the whole thing at once and collected the worst scum on earth. A little rehabilitation but mostly keeping them from escaping. Profitable? I guess. Had +$300 to $1200 at different points. Certainly got in the red at times, like when a legendary prisoner started a riot and killed 60+ guards and 20+ swat team guys.

EDIT: Also I don't build for profit. I build for prison value, then sell.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: puke on September 03, 2016, 01:44:35 pm
I did the build / sell thing for a bit, but I quickly developed a formula for it and it basically became instant funds mode.

So My current goal is start with only the default funds, and try to make a well run prison.  some times that means profit, others reform.  other times its like thunderdome with Tina Turner and Master Blaster.

I currently have a population of 145, about 2/3's medium and 1/3 low with a few random people in holding that have been promoted to max and I haven't built a wing for them yet.  I was making about 14K/day, but it is down to 13.7 after I hired a few more janitors and chefs.

I keep building and improving, so the funds stay in the 5 digits, usually between 10K and 60K.

I mostly use my Low Sec as a workforce, except the bastards dont train for a damn so they cant do very much of use.  Not sure what would make them more successful, either more frequent smaller classes, or better standard of living?  I want to have them run a forestry and carpentry factory, but I don't have much faith in them.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: martinuzz on September 03, 2016, 03:39:53 pm
In my experience, the one thing that really ruins reform sessions is being surpressed. It reduces the prisoner's motivation to take reform courses, or work when they are surpressed.

Sure, a sniper tower or two in a location that prisoners are forced to regularily pass is absolutely marvellous for keeping danger levels at non-existant, but I've found my prisons that do not use snipers, armed guards, or too much solitary confinement (which surpresses much faster than lockdown does) be much more succesful in getting people educated and employed.

EDIT: Here's my latest prison, I put it on the workshop before allowing prisoners in. I think I've got a decent rate of low to high quality cells in it.
I'm currently running it with medium sec intake only. With 100 population added over 10 days, I've yet to see any serious incident happen, even without hiring snipers or armed guards. I've already got 20 prisoners pass the worksho safety, and 5 pass the carpentry education within those 10 first days. That would not have happened if I had hired snipers.

http://steamcommunity.com/sharedfiles/filedetails/?id=756917305 (http://steamcommunity.com/sharedfiles/filedetails/?id=756917305)

EDIT: what I really don't get though, is that even though they got a few nice common rooms, with pool tables, tv, weight benches and all, my prisoners rather hang out on the canteen's benches during their free time than using the common rooms. I'm contemplating installing timed automatic doors on the canteen to lock them out outside of chow times.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: puke on September 03, 2016, 04:43:38 pm
Hmm, I thought maybe it was because they had zero room quality in their giant dormitory.

I'll try out building them a separate path to the canteen where they will not be in sight of the guard towers, and move my two armed guards to the newly building maxsec wing, see what happens.

I don't know how much suppression is caused by the K-9 patrols that circle their dorm 24 hours a day, sniffing the toilets.  If I remove those, there could be real problems.

Dorms are great and all, but the downside to "no compartmentalization" is that when one guy escapes, they ALL escape.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: martinuzz on September 03, 2016, 04:55:42 pm
I don't think K9s surpress at all. Or at least not significantly.
Another important thing is the well-fed buff.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: nenjin on September 03, 2016, 09:50:17 pm
I don't think K9s surpress at all. Or at least not significantly.
Another important thing is the well-fed buff.

Last time I played, K9s delivered the ultimate form of suppression: murdering prisoners before I could get them to stop.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Urist McScoopbeard on September 03, 2016, 09:59:58 pm
See, in the current chain of prisons I was building for most efficiently miserable. And that one that I had described was pretty darn good. The next prison I think I had $500,000(?) to build--and it was a cruel, brutal prison set in an old castle, but I just ran out of money.
Title: Re: Prison Architect - Version 1.0 Release!
Post by: puke on September 04, 2016, 04:35:54 am
-Fuckin' ZOOM TO MOUSE CURSOR UWEEEEOOOOOUWEEEOOOO (as a setting.)

How the hell does this work?  I saw it all over the last video, Chris was very excited about showing it off.

I have the setting enabled in options, I've tried clicking and holding mouse buttons, and all combinations of control, alt, shift. 

It isn't that the feature isn't enabled, it is that it is broken:  instead of zooming to center, it zooms to somewhere in the upper left quadrant.  every time.  I can turn it off, and it zooms to center.  Turn it on, zooms to the upper left regardless of cursor location.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: miauw62 on September 04, 2016, 05:05:32 am
If you're going for reform, you basically just want to avoid armed guards and sniper towers completely, except in your maxsec/entrance hall/etc. Although I do have armed guards patrol the canteen just before the prisoners go to sleep.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: puke on September 04, 2016, 06:47:13 am
Is maximum room capacity 100?  I'm gong to have to split this dormitory in three....
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Sergius on September 04, 2016, 06:26:38 pm
EDIT: what I really don't get though, is that even though they got a few nice common rooms, with pool tables, tv, weight benches and all, my prisoners rather hang out on the canteen's benches during their free time than using the common rooms. I'm contemplating installing timed automatic doors on the canteen to lock them out outside of chow times.

I simply put all the entertainment devices in the canteen.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Not good with names on March 05, 2017, 04:46:47 am
So uhh... it's not over?  Was playing with the new update with Guard needs.  It doesn't totally work.  I found that you can't assign a kitchen to a staff canteen, but the only way to get trays reliably cleaned and set out is to have an unassigned kitchen.  There also seems to be a problem with multiple kitchens and ingredient sharing where they all pile up in your least used kitchen, so that's cool.

But really I just felt like sharing that my game just got interesting.  ~25 days in, with ~200 prisoners and the red gang has ballooned to 25 members.  They are not taking their eviction from the main yard lightly.  It doesn't help that I've put a forestry in the yard, and for the past two mornings they've gone to war with the guards equipped with axes.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: ChairmanPoo on March 05, 2017, 08:21:04 am
Right, so Hospital Architect next please? Thanks.
I'd play this
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Urist McScoopbeard on March 05, 2017, 12:03:51 pm
Perhaps tis time for me to design another max-sec prison.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Neonivek on March 05, 2017, 12:43:08 pm
Right, so Hospital Architect next please? Thanks.
I'd play this

I'd jump on that.

as long as it is a bit Theme hospital in terms of ridiculousness... But not Hospital Tycoon in terms of being just completely ridiculous.

-For reference sake: Theme Hospital mostly had real diseases sometimes with a changed name but a description that made it clear what it is, but otherwise they looked like normal patients who get a normal cure. Along with this there were specialty diseases which posed an extra challenge, by requiring a specific clinic for just that disease (As well Invisibility which requires a high tech scanner to deal with). Plus some diseases had issues such as being contagious or having... other issues... (Puke, or... The patients would kill your other patients).

-Hospital Tycoon on the other hand... Every single disease had to be as loud and crazy as possible... and kind of lacked the animation that made it so charming in theme hospital. Like no one could just have a cold... they had to have SUPER SNEEZING and do super sneezes every 5 seconds on a loop.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Sebastian2203 on March 05, 2017, 01:15:17 pm
So uhh... it's not over?  Was playing with the new update with Guard needs.  It doesn't totally work.  I found that you can't assign a kitchen to a staff canteen, but the only way to get trays reliably cleaned and set out is to have an unassigned kitchen. .


I think you need to unlock DEPLOYMENT and there somehow you have to designate it as STAFF ONLY area, then it automatically turns into Staff Canteen. That´s how I remember it.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: JimboM12 on March 05, 2017, 03:55:57 pm
If you're going for reform, you basically just want to avoid armed guards and sniper towers completely, except in your maxsec/entrance hall/etc. Although I do have armed guards patrol the canteen just before the prisoners go to sleep.

I think it's alright to have armed guard for a reform focus, just not Soviet Gulag levels of armed guards. I do think all prisons, even the white collar minsec prisons should have a solid hour or so of suppressed fun in the yard. Seriously, make the yard have every type of furniture, add a bathroom there, get some radios and some phones and give them a solid 2 hours a day in there and you're golden. Also have armed guards patrolling around spreading the love during that time. Patrolling dogs too.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Urist McScoopbeard on March 05, 2017, 04:01:12 pm
But gulags are most fun prisons.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Yoink on March 05, 2017, 10:12:57 pm
I'm having this annoying glitch where a new cellblock insists that there are no canteens accessible by the prisoners, even after building a new one just for them... ::)   
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Persus13 on March 05, 2017, 10:33:18 pm
There's something you have to do to assign a cellblock to a canteen. You have to go to the food distribution overlay view to do it IIRC.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Not good with names on March 06, 2017, 12:10:22 am
Yeah, I've got the staff canteen to work a little better now, though that was just by squeezing it in next to my main kitchen.  Trays are now in better supply, though I'm still seemingly dependant on staff meals being delivered by workers.  I believe my guards killed about 5 inmates when all the workers were busy building an extension to prison.  Kinda annoying, but it cleared some space in Maxsec, so there's that.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: lastverb on March 06, 2017, 04:49:50 am
Right, so Hospital Architect next please? Thanks.
I'd play this
I'd jump on that.
Hospitalize
http://store.steampowered.com/app/503370/
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Yoink on March 06, 2017, 05:11:36 am
There's something you have to do to assign a cellblock to a canteen. You have to go to the food distribution overlay view to do it IIRC.
Oh, I know about that. It turns out the confusing layout of my prison had just caused me to miss a gap in the fence around those cells... whoops.
All sorted now.   

In other news, I just used the "freefire" button for the first time, to stop an incredibly troublesome prisoner as he attempted to escape solitary confinement!
He had been a thorn in my side for quite a while, that one. It was rather satisfying. Good riddance, Lars. Still, I'll probably miss him, he's one of the few prisoners I remembered the name of in between their outbursts. RIP.   
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Yolan on March 13, 2017, 04:50:00 am

I've played PA quite a lot back when it was in development, but started to become disappointed with the way it was panning out. After a break of a year or so I thought I would give it another shot and see if it had improved. I played with a new prison for a few hours to see if my original issues with the game still held.

Below is what I added to my negative steam review. I doubt many people will see it there however, so I'll post it here. I wonder if anybody else has found ways to make the game challenging?

------

Unfortunately it was much as I expected. While there are a bunch of nice new features, the core of the game remains an unchallenging sandbox where it is almost impossible to reach any kind of fail state.

Seeking a challenge, I tried the following setup and house rules.

1. Small map. No trees for selling.
2. No grants. No workshops. The only money I would have is what I started with, and what I would be paid for looking after prisoners.
3. Permanent intake. As per intial settings, that means mostly medium sec, a few min sec. Inevitably you end up with a few people reclassed as max sec after they turn out to be crazed murders. So basically a nice mixture. 10-16 or so per day.

I hoped that at least with these conditions, I could force myself into enough of a challenge that my puzzle solving brain could have some fun. At the very least, when it all went down in flames it would be fun to watch....

Well, that was the idea. 18 days in, I've hit a population of nearly 200, and have a daily income of 11 thousand. Then I also have an extra 5-8k per day bonus when the next batch of prisoners come. It looks likely I could easily continue on in this fashion indefinitely, so I quit in disappointment. No challenge here, even using harsh house rules.

What happened? Basically, I kept the prisoners indefinitely in holding cells. You stuff a few dozen bunk beds in a single room, add some toilets and showers, and voila, you can stuff a hundred prisoners in there, no problem. As the prisoners can sleep when tired in their free time, it doesn't really matter even if you are hot-seating them. The prisoner to bed ratio was maybe 4 to 1. The shower and toilet ratios far worse. Without the need to build cells for your prisoners, you really don't have much in the way of expenses. You just hire a new guard every day, a new cook ever other day, and here and there build extra beds and stoves. Now and then you make a new room to house more people, or you expand on the canteen. It was mind numbingly simple.

Through it all I never had a single real riot. Snitchers were getting killed at a rate of one per day or so, but that had no real negative repercussions, so I didn't mind.

Two things were very clear.

1. The game remains easy to exploit. And without even trying very hard. Prisoners simply shouldn't accept me keeping them in holding cells indefinitely without getting very angry. However they just don't care. This means the game is fundamentally broken, as it makes many other features redundant. Cells? Not needed. Hence money, abundant. And workshops? Also not needed at all. Grants? Unnecessary.

2. Most other game features are also entirely unnecessary as far as keeping your prison going is concerned. Prisoners didn't care that I give them pretty much nothing in terms of services/education/family acces etc. etc. etc. You just put them in a box, give them food, beds, some clothing, heat, etc. and thats it. The only reason to have half of the features of the game (libraries, stores, classrooms, etc. etc. etc.) is for the heck of it. Because you want a better score etc.

So, my original problem with Prison Architect remains. It's fine as a sandbox to mess around in, I guess. But it isn't much of a game. You can't really lose unless you massively screw things up, and over half the features aren't technically necessary. By comparison, you can't finish a map in Theme Hospital without carefully and judiciously using all the rooms avaliable to you. You have to be clever to win at Theme Hospital. Prison Architect is maybe more like keeping some gerbils, and giving them some wheels to run in, and little plastic houses, and other fun little decorations for your own amusement. That's fine I guess, but it's not a game.

Losing is fun, as they say at Bay12. But the opposite is also true.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Neonivek on March 13, 2017, 04:54:55 am
My personal issue is that the game sort of cheats in terms of what goes on in the prisons.

It was really illusion breaking when I found out the weapons and drugs they found wasn't because there was any real leak, security fault, or crooked agent or anything like that. It was because they just get their hands on them.

I had a horrible drug problem I couldn't get rid of and I was wondering what was going on! I ransacked the prison daily... turns out nothing I could do except wait until the drug program kicked in full strength. Prisoners could grow drugs off the mold on their back.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: JimboM12 on March 13, 2017, 09:16:45 am
-snip-

The drugs thing, you have the anti drug program on, right? That means those drug addicts get access to the infirmary, and they will steal what they can while they're in there. Also, if you have any open areas near any of the edges of the map, the prisoners friends or family or gang or whatever will come and throw drugs and other contraband over the wall, even perimeter walls. It can't be stopped but it can be controlled. Make sure you have the choke-points into your cellblock monitored by K-9 units and metal detectors. With good checkpoints of K-9s and metal detectors, you'll clean up most of the contraband except what they can steal when out in the public areas and the only weapons they can get are improvised ones from the canteen or so. As a former drug abusing friend once said: "Life finds a way when it comes to meth".
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Urist McScoopbeard on March 13, 2017, 10:53:09 am
The real enjoyment is in creating the most brutal, de-humanizing, riot-creating, gang-controlled, most-prison-beatings-in-a-day, most-shooting-on-sight-y, evil, horrible, gulag.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: forsaken1111 on March 13, 2017, 11:34:35 am
I remember being able to track contraband back to its source and once I eliminated most of the sources, I had no problems. I never had it mysteriously appearing for no reason
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Neonivek on March 13, 2017, 02:52:54 pm
I remember being able to track contraband back to its source and once I eliminated most of the sources, I had no problems. I never had it mysteriously appearing for no reason

Only when it has a source and isn't noise.
Title: Re: Prison Architect - Version 2.0 Release
Post by: Ggobs on November 29, 2017, 03:35:13 pm
When staff request increased wages how do I do that?
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Aklyon on December 19, 2017, 11:19:44 am
WARDEN MODE (https://www.youtube.com/watch?v=Y59MvTIuWFY)

Update happened.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Zangi on December 19, 2017, 01:10:58 pm
Huh, mutators...  not dealing with tunnels sounds amazing.  Even though I've got the system down for finding them.  Its just the effort of manually filling in the hole.

I'll probably give this warden mode+mutators a try. ... sooner or later.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Egan_BW on December 19, 2017, 02:49:09 pm
Eternal winter and nighttime all legendaries no contraband limits warden mode permadeath!
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Sergius on November 06, 2018, 07:37:35 pm
So, uh, this thing is still somewhat active for being over.

I just got an update, and seems they're working on coop multiplayer (that is already working to an extent).

Weirdos.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Egan_BW on November 06, 2018, 09:13:51 pm
Co-op looks good, hopefully they make multiplayer work with warden mode and escape mode. The dream, of course, is to let people play as the prisoners in your prison while you're the architect or warden.
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: martinuzz on May 26, 2020, 05:04:31 am
Game just got a major update in the form of a free DLC, 'cleared for transport'.
Amongst many other things, it adds a privileges system and a system to let prisoners transfer back to lower sec if they behave.

Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: Robsoie on December 18, 2020, 07:34:50 am
With the gog recent freebie release (at the time i write you still have 27 hours to claim it) of Prison Architect , maybe some people would like to pop up there.

I recently completely the small campaign available , that's actually a big tutorial on how the game works and how to play.
That allowed me to finally get into the meat of things : making my own prisons with tons of options (and also mutators) that you can enable to make it a lot more fun and FUN!

Recently ran a prison with the event and gang optiosn enabled, and added on top the gang warfare mutator
Spoiler (click to show/hide)
That was rather bloody , i didn't thought i would have to increase the amount of body bags in my temporary morgue, they're getting filled faster than i "export" them :D


I'll add this here as it's helpfull in case some people play windowed mode with some non-qwerty keyboard running into interface problem :
Spoiler (click to show/hide)

EDIT : i didn't expected that , the death toll in my hell on earth prison has been annoying the authorities so much they just arrested me and jailed me in my own prison, starting the Escape Mode automatically.
Spoiler (click to show/hide)
That's some unexpected lot of fun :D
Title: Re: Prison Architect - Version 2.0 Release | It's over! *weeping*
Post by: King Zultan on December 19, 2020, 12:27:44 pm
Started playing this after getting it for free, and I decided to play it without completing the tutorial, I was going to try to make a nice prison and not a gulag, well after using up all my money and still not having everything needed it very quickly turned into a gulag and several prisoners are already dead, so I feel its going slightly better than it could be given my usual luck with these kinds of games.