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Meningen er vel at folk etterhvert skal bli ferdig med å sone straffen sin, for så å gi opp plassen sin, så ja, den korte perioden du mangler x antall celler så kan en holding cell funke.

 

Tror ikke dette systemet fungerer enda though.

 

Holding cells funker fett, MITT problem derimot er at folkene vil ikke forbli i cellene etter jeg eskoterer dem bort ditt fra holding cellene.. :roll:

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SPOILER, BARE BRUK DETTE HVIS DU VIL JUKSE DEG TIL PENGER:

 

hvis du åpner saven i notepad, så har du muligheten til å endre hvor mye penger du har.

saven finner du her: C:\Users\BRUKERNAVN\AppData\Local\Introversion\Prison Architect\saves

eller så kan du åpne spillet, og deretter klikke på "Open save folder"

jPAxU.png

 

 

etter at du har åpnet saven i notepad, så kan du søke etter finance

det vil se omtrent sånn her ut:

 

9NHH7.png

 

 

 

deretter er det bare og endre nummeret som står etter balance.

Et par andre triks:

Hvis du ikke vil ha flere prisoners levert til fengslet ditt kan du slette deler av deliveries, slik at den ikke lenger er nær veien.

Når du har pauset spillet kan du ansette så mange personer du vil selv om det går over ditt daglige budsjett.

 

 

(Takk til Dimethyltryptamine)

 

Ikke fortvil folkens, det er masse bugs i spillet enda. Spillet er bare i Alpha, Det er verre enn Beta.. Som igjen er verre enn spillet! Bugsene blir fikset etterhvert :)

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Det som gjør meg nærmest overbevist om at det må være en bug er at jeg har koplet fra tilnærmet alt fra det elektriske nettet i fengselet og kjøpt inn masse ekstra kapasitet, men fremdeles blir det automatisk slått av når jeg prøver å slå det på.

Om jeg husker rett, så må du slå på capacitors først og så selve powerstation, etter at strømmen har gått.

Verd et forsøk om du ikke har prøvd det allerede.

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  • 2 uker senere...

For et par dager siden kom alpha-2. Her er changelog:

 

Deployment mode

New screen in the toolbar, unlocked in the usual way by the Security Chief

You can assign Guards to the sectors of your jail

You can draw Patrol routes within the sectors, and your guards will follow them

Intake options: When creating a new map there is an option called Continuous Intake

"Enabled" behaves like Alpha1, ie a semi-random number of prisoners arrive every day

"Disabled" means prisoners only arrive when you have capacity to fit them in

Max 24 prisoners per day either way

Newly created sandboxes have a Time Warp Factor, which governs the speed of the game clock.

Large maps now "slow down" the game clock by 50% to give entities longer to get around.

Medium maps slow down the game clock to 75%.

Small maps run at 100%.

The game now saves thumbnail PNGs when you save a level.

These are displayed in the Loading / Saving screen when available

Large Pipes can now be built under existing walls

Fixed: Game now runs on MacOSX 10.6 or greater (issue with libcurl)

Experimental Fix: Game should now run properly on Retina Mac screens

It will default to fullscreen at the lower (non retina) resolution

You can force Retina resolution (2x higher) in preferences.txt with screenW and screenH

Fixed: Some needs should not be displayed to the user (Eg need for Weapon)

Fixed: Prisoners will no longer sit on chairs or use any equipment in any Office

Fixed: An issue where goods and Prisoners in a supply truck could be left behind on the road

Fixed: Prisoners would sometimes become stationary zombies after being escorted from the deliveries zone (AiTargetSet flag not cleared)

Fixed: Room type was often forgotten after a Save & Load. Room type would show up after load as "None". Note: Save games with this bug will still be broken on Load. The game will assign these rooms type "Cell" as a guess.

Fixed: An issue that caused Save Games to load very very slowly (appearing to crash) if you had created a single very large room

Mealtimes [secret]

 

Det som er synd er at PCen min må inn på service og den jeg bruker nå er så dårlig at ALT lagger, så det er helt håpløst å prøve å spille.. :(

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  • 3 uker senere...

Alpha 3 kom for noen dager siden. Her er ny changelog.

 

Headline Features:

Fog-of-war / Visibility system

You now lose visibility of the indoor areas of your Jail over time (Roof covers up the area)

Guards reveal the area around them - spread them out to keep your jail fully visible at all times

Fog of War is optional and can be toggled when creating a new sandbox

CCtv system

Unlocked by the Security Chief after Deployment

CCtv cameras can be used to uncover fog-of-war instead of Guards

Cctv cameras require monitors - each monitor station allows 3 cameras

Monitor stations require Guards nearby watching them (One guard can watch a lot of monitors)

[edit] Other new features:

Researching "Deployment" now unlocks Guard Patrols immediately, rather than requiring a seperate research project

Guards who are deployed within a sector will now stay within that sector unless ordered away by the player

You can now press R to rotate objects during placement

You can now press Q and E to zoom in and out

Metal Detectors improved

Low powered electrical items no longer take damage from water, nor electrocute people in water

High powered electrical items should never be allowed to touch water ;)

Holding Cells no longer count towards your prison's capacity. (And no longer affect intake of prisoners)

You can now disable the checkerboard room pattern if you wish, to provide a cleaner look

(Controlled by preferences option "RenderRooms")

The PC executable now has an icon

[edit] Bug Fixes:

You can no longer use the "Dismantle Object" tool to dismantle fire, polaroids, vehicles etc

Lights can now be dismantled

You can no longer search dead prisoners

The "Incident Reports" objective was sometimes remaining hidden when it should be displayed

You can no longer rotate the following objects: Light, Tree, Electric chair

Saving a prison with a '#' symbol in the filename would cause the game to fail to start on next run

(Preferences.txt would remember the map filename and the game fails to autoload the prison on startup)

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  • 4 måneder senere...

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