Search found 10 matches
- Tue Mar 26, 2013 9:35 pm
- Forum: Community Members
- Topic: Staff only Zones to powerful?
- Replies: 8
- Views: 1012
The way it should work is that the guards prevent prisoners from going in those zones rather than prisoners simply never wanting to go in there. So if you have a staff only zone but nobody there to guard it then the prisoners would be able to get in. If a guard see's someone in there he will try to...
- Tue Mar 26, 2013 9:29 pm
- Forum: Community Members
- Topic: Dragable zones
- Replies: 14
- Views: 1050
- Tue Mar 26, 2013 9:20 pm
- Forum: Community Members
- Topic: [Suggestion] Lockdown doors and staff routes
- Replies: 8
- Views: 708
Re: [Suggestion] Lockdown doors and staff routes
In alpha 8 you can already do this by placing standard prison doors and setting them to locked open. They will then stay open until you hit the lockdown button and then they'll slam shut. In fact it seems to me that some of your issues with guards having to run around opening lots of doors could be...
- Tue Mar 26, 2013 9:08 pm
- Forum: Community Members
- Topic: REQUIRES ENTRANCE
- Replies: 9
- Views: 519
you can delete it and add the money manually in the savegame, only search for your money integer and edit it. Actually, searching for the string Balance is more reproducible and scriptable ;) But anyway, should creating foundations cost money if right-clicked before starting? Because it seems to me...
- Tue Mar 26, 2013 9:03 pm
- Forum: Community Members
- Topic: Lag in Alpha 8
- Replies: 17
- Views: 1195
- Tue Mar 26, 2013 3:24 am
- Forum: Community Members
- Topic: [Suggestion] Lockdown doors and staff routes
- Replies: 8
- Views: 708
[Suggestion] Lockdown doors and staff routes
Related: http://forums.introversion.co.uk/prisonarchitect/viewtopic.php?t=557 Prisons usually have "prisoners zones" and "safe zones", where safe means staff-only. Currently, staff pathfinding goes by something that I haven't quite determined yet, but that is close to the minimum...
- Tue Mar 26, 2013 2:39 am
- Forum: Community Members
- Topic: [Suggestion?] Behaviour for the Power Supply
- Replies: 9
- Views: 650
I already thought it was intentional, but, as xander says in the bugtracker, the switches should remember that they're off. I believe all real prisons require a diesel backup generator. That would a good feature to add to the game. I'm with you. I didn't mean that I wanted to use Power Stations ever...
- Tue Mar 26, 2013 2:36 am
- Forum: Community Members
- Topic: Problem with bugtracker account
- Replies: 0
- Views: 93
Problem with bugtracker account
I didn't know where to post this. I think my bugtracker account registration messed up (maybe I misspelled my email, I dont know). I have set up an account with another name (ssaavedra2) so that I can see current bugs. However, for consistency, I'd like to know if there's any way of getting my forum...
- Sun Mar 24, 2013 8:46 pm
- Forum: Community Members
- Topic: [Suggestion?] Behaviour for the Power Supply
- Replies: 9
- Views: 650
[Suggestion?] Behaviour for the Power Supply
It happened to me that having two Power Stations connected to the same cables triggered a bug by which both of them would get out of power. Re-arming them does not fix it, and cutting the cables, then rearming doesn't either (maybe there's some cached value that doesn't get recalc'd in the process, ...
- Sun Mar 24, 2013 8:00 pm
- Forum: Community Members
- Topic: [Suggestion] Steam Cloud
- Replies: 4
- Views: 478
[Suggestion] Steam Cloud
Now that Alpha 8 has just come to Steam and they have thought about this Early Access model, I think it would be a very nice feature if you could incorporate Steam Cloud for savegames when the game is installed from ( compiled for ) Steam. This way, we could keep our savegames backed up directly, an...