I have a suggestion after watching my prison of over 200 entity's run a day. I noticed that when ever a regime change happens, say to yard time to eat time, some of the prisoners move instantly while others are still trying to get their pathing to the canteen to register.
My suggestion is when ever the regime goes to a new activity the game pauses on that hour for a second or two till all prisoners guards workers etc, gets their next path figured out then the game resumes. That way prisoners aren't standing in the yard at 8:25 still waiting for their pathing to the canteen while others are already getting chow.This would help people like me who's computer starts to melt down when i have over 200 people running around. But for those whos computers Can handle the rush (lucky ********) then in settings you can toggle whether you want this to happen or not. What do you guys think?
Also for people like me who like to see their people to keep working instead of having it go for each change in regime they could also have it for each hour.
Suggestion: Game pauses at the start of a new hour
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- bluestrike15
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- bluestrike15
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bluestrike15 wrote:I realize that. But till the path finding is fully optimized we should get something to help with keeping the prisoners moving. While the pathfinding is done, then we should remove the option.
That is a complete waste of time that could be used on the actual game instead of catering to self entitled Alpha customers. This is an Alpha it is not meant to cater to your needs. Path finding will be fixed by release I have no doubt
- bluestrike15
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Funny, I suggested this very thing back in Alpha 6 xD http://forums.introversion.co.uk/prisonarchitect/viewtopic.php?t=1752
Back then, the pathfinding algorithm was working one hell of a lot slower than it does today, I almost forgot that I once complained about this problem since it's running so much faster now xD
EDIT: I just saw that the OP even posted in my topic back then, probably forgot about it?
Back then, the pathfinding algorithm was working one hell of a lot slower than it does today, I almost forgot that I once complained about this problem since it's running so much faster now xD
EDIT: I just saw that the OP even posted in my topic back then, probably forgot about it?
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bluestrike15 wrote:I realize that. But till the path finding is fully optimized we should get something to help with keeping the prisoners moving. While the pathfinding is done, then we should remove the option.
This being alpha they probably won't want to spend any time to put in a bridge feature that wouldn't make it into the final game.
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