Search found 166 matches

by Causeless
Sun Sep 22, 2013 1:05 am
Forum: Community Members
Topic: [Suggestion] One-Wide cookers
Replies: 8
Views: 241

Re: [Suggestion] One-Wide cookers

Well, less "damn my room is the wrong size!" moments.
by Causeless
Sat Sep 14, 2013 11:31 pm
Forum: Community Members
Topic: New ways to detect tunnels
Replies: 12
Views: 324

Re: New ways to detect tunnels

I think some simple visual programming stuff would be fun. Y'know, open doors x at time y, to stop the hassle of needing guards to open them, and the such.
by Causeless
Sat Sep 14, 2013 11:29 pm
Forum: Community Members
Topic: [Suggestion] No power changes mood
Replies: 9
Views: 309

Re: No power changes mood

What if guard visual range is greatly reduced in the dark?
by Causeless
Tue Sep 10, 2013 12:20 am
Forum: Community Members
Topic: Sequel or SDK?
Replies: 26
Views: 440

Re: Sequel or SDK?

I don't really want a sequel. I want a new game built on the same engine technicaly Technically, all of Introversion's games are built on the same engine. ;) xander Well, a very minimal bare-bones engine at that - at least, we know that the core non-gameplay-related mechanics of Prison Architect (n...
by Causeless
Mon Sep 09, 2013 12:42 am
Forum: Community Members
Topic: Sequel or SDK?
Replies: 26
Views: 440

Re: Sequel or SDK?

xander wrote:
IV don't do sequels.


xander


Multiwinia?
by Causeless
Thu Sep 05, 2013 9:20 pm
Forum: Community Members
Topic: What should we focus on next?
Replies: 359
Views: 14354

Re: Alpha 13 - what should we focus on next?

I think people don't understand exactly what the issues are with premature optimization, and what premature optimization actually means. The BAD premature optimization is the type hat complicates or limits chunks of code while it's being written. The stuff that saves barely any CPU cycles and will p...
by Causeless
Sun Sep 01, 2013 4:43 am
Forum: Community Members
Topic: A range of new bugs for me in Alpha 13
Replies: 5
Views: 270

What? Deployment isn't broken, just changed to something better. Now you deploy guards onto patrols, giving more control.
by Causeless
Sun Sep 01, 2013 4:41 am
Forum: Community Members
Topic: [suggestion] Contraband checkpoints
Replies: 7
Views: 259

It is a good idea, in principle. However, there needs to be something to stop people placing loads of these all around their prisons (so that contraband still remains a challenge). I see no point in the false-positives and reset time, because then it would be little more than a glorified metal dete...
by Causeless
Sat Aug 31, 2013 3:14 pm
Forum: Community Members
Topic: Wow, these escapees certainly know a lot about the prison!
Replies: 10
Views: 620

Actually their 'intelligence' doesn't necessarily come from exact knowledge of the prison layout. They just dig their was out of their building, then advance on the shortest possible route towards the fences, change their direction once they run into a wall, and use pipes if they happen to run into...
by Causeless
Sat Aug 31, 2013 2:46 pm
Forum: Community Members
Topic: A small improvement on contraband and tunnel reveal, idea
Replies: 7
Views: 166

Re: A small improvement on contraband and tunnel reveal, ide

If a room, example, workshop is not guarded by guards or security cameras, prisoners will have 100% chance to steal everything they can in it. This way will force players to send at least 1 guard or a security camera to reduce the chances of contraband in an unsecured room. This also applies on oth...
by Causeless
Sat Aug 31, 2013 2:44 pm
Forum: Community Members
Topic: Best Cell Block Ideas?
Replies: 11
Views: 396

Having many small cell blocks packed together is better than one big one. If you have a big one, at least separate it with doors. This makes handling riots much easier as your riot guards only need to fight groups of about a dozen prisoners instead of 200 at a time, which means they get more chances...
by Causeless
Sat Aug 31, 2013 2:40 pm
Forum: Community Members
Topic: [Exploit] The Tunnel Exploit "Video"
Replies: 6
Views: 605

A better approach might be one that measures the time it takes for the prisoner to get to the edge of the map. If it's above a certain threshold, keep digging further.
by Causeless
Sat Aug 31, 2013 2:38 pm
Forum: Community Members
Topic: What are your thoughts of Alpha 13?
Replies: 13
Views: 393

Thanks for starting this... After wrestling with 2 new prisons tonight I was going to start my own thread. This is a really challenging update! The risk profile is entirely different... In A12 I could make a prison that was open to max from the beginning and end up with only 3-4 murders by day 15, ...
by Causeless
Fri Aug 30, 2013 2:36 pm
Forum: Community Members
Topic: Aww, no more open prisons?
Replies: 10
Views: 366

No, you misunderstand. IF you have a one block shower inside each cell, the game thinks that the cell isn't enclosed.
by Causeless
Fri Aug 30, 2013 2:12 pm
Forum: Community Members
Topic: [suggestion] Performance improvement (simple)
Replies: 6
Views: 292

Sounds like memory leaks.

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