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Prison architect 2.0
Prison architect 2.0











prison architect 2.0

So I do that manually and warnings disappear. Lo and behold, cell-blocks aren't even assigned to canteen. Despite there is one, fully functional (or at least it should be functional). So I get message in all my constructed cells/holding room there is no canteen accessible. Still, nothing TOO game-breaking, I guess? How much sense this makes I'll leave for discussion. OR you can just slap a common, normal, not-prisoner-proof door on it.

prison architect 2.0

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). 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.

prison architect 2.0

So first it seems now every, EVERY foundation-built room is considered insecure unless it has a door. I'm including the first option just to have an illusion of choice, pretty sure second option is what's going on. or the game is absolutely BROKEN for me right now. So I've decided to try PA again after ignoring it for some time.īut 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. I'll probably pick up some sort of +gang member spawn mod later. if I could keep a good balance between the Q1 and Q4 cells.Īs for Gangs, they are pretty damned rare. Too bad the Q10 will probably lose its way above average rating. 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. (Still, over 14 snitches, cop killers and ex-law enforcement dead already.) 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. I really should stop putting protective custody folks inside the Q10s. It greatly annoys me to see 0-3 folks assigned to Q10 cells. I have over 20 pre-built Q10 cells waiting to be made official. So I'm artificially keeping the Q1 cells as the average for now. 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. I have a whole ton of Q1 cells numbering a bit over 100 at this this point. (Pretty damn convenient to be able to pass along 2 million bucks everytime.) Less bugs hanging around. There is also this truck driver stuck at the bottom of the map, since the beginning of time. Its cool, I can ship in another 300 when I get back to it. Death count is still 2, snitches get stitches.

prison architect 2.0

still buggy enough to stop working correctly after leaving it unattended for 5 hours.













Prison architect 2.0