Supermax: Prison Riot! [Quenched]

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Postby DiM on Mon Jun 18, 2007 5:06 pm

how did you manage to get it out of the ideas forum?? :roll:


btw. option 1 is fine by me :wink:
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I agree

Postby Keredrex on Mon Jun 18, 2007 6:24 pm

Option one works well... I like the style of the original sketch.....Is it possible to have different types of "Guards".... lets say you have Certain guard spaces that give you the guards bonus ... and other guard spaces that are Neutral ALWAYS.... that way you could minimize the Amount of actual GUARDS

You could say that the RIOT broke out and killed some of the guards
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Postby mibi on Mon Jun 18, 2007 6:47 pm

gimil wrote:can there be a bonus for holding the soap in the shower? :lol:

i think the new layout has to many guards in a single cell block.

how about something similar to the old version with one guard in each cell but have hum have less nurtal (1 or 2) and a stronger guard outsie the cell door?


yeah im not too much of a fan of the increased guards but its better than the alternative, which is cell buildup as i explained before. I think it will be fine.
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Re: I agree

Postby mibi on Mon Jun 18, 2007 6:48 pm

Keredrex wrote:Option one works well... I like the style of the original sketch.....Is it possible to have different types of "Guards".... lets say you have Certain guard spaces that give you the guards bonus ... and other guard spaces that are Neutral ALWAYS.... that way you could minimize the Amount of actual GUARDS

You could say that the RIOT broke out and killed some of the guards


uh.. im not sure you can make a space always neutral... how would that work?

all the guards will start neutral... i could have different strength guards tho.
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Postby mibi on Mon Jun 18, 2007 6:50 pm

ok, an extension of option one.

i have added some more space in there. the showers are in and the hole is in (reduced to 4 cells because the new fish dont go to the hole). but i have this left over space. it cant be a cafeteria because its a supermax prison. so come up with some ideas people.

and the two circle spaces are for the sniper guards.

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Postby hulmey on Mon Jun 18, 2007 7:19 pm

u got a few questions marks in the map. Might i just making one of them a meeting room were inmates get to meet their vistiors
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Postby mibi on Mon Jun 18, 2007 10:54 pm

[quote="hulmey"]u got a few questions marks in the map. Might i just making one of them a meeting room were inmates get to meet their vistiors[/quote

yeah i was thinking about that, but the visitors would have to go through the yard and that wont work.

so what i did was create a 5th cell block thats like a medium security general population, a bunch of inmates and few guards.

so this creates manny more spaces which gives me room to put in another gang of 15.

so i got the white supremcist, the black brothers, latinos, italians, and the new inmates... what else?

here is the finished floor plan for now.

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Postby hulmey on Mon Jun 18, 2007 11:10 pm

what about a gym?????

Every prison has a gym with all the inmates pumping the iron lol
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Postby gimil on Tue Jun 19, 2007 4:05 am

And u also need to put in the chair ;)

oh AND THE GOD DAMN BONUS FOR HOLDING THE SOAP IN THE SHOWER :wink:
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Postby yeti_c on Tue Jun 19, 2007 4:18 am

Infirmary/Hospital?

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Postby hulmey on Tue Jun 19, 2007 7:26 am

haha gimil thats funny :)
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Postby mibi on Tue Jun 19, 2007 8:24 am

hulmey wrote:what about a gym?????

Every prison has a gym with all the inmates pumping the iron lol


not supermax prisons. they have pull up bars in the yard and such.
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Postby hulmey on Tue Jun 19, 2007 8:32 am

well how do they get all them muscles like u see in the film :roll: :roll: :roll:
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Postby yeti_c on Tue Jun 19, 2007 9:24 am

mibi wrote:not supermax prisons. they have pull up bars in the yard and such.


That and Wanking of course.

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Postby mibi on Tue Jun 19, 2007 10:16 am

ok, got all the inmates in there including the new Triad Dynasty.

here are the stats,

6 gangs with 15 members each
35 guards
10 weapons
10 black spaces
12-13 free cell space
-----
145 total playable areas at the moment
90 total playable areas on the first turn
guards will have variable neutral starting numbers.
you need the warden to have the guard bonus. (not sure how the xml will work on that)

so there is still some free space left. maybe they can be left as single cells or something.
also the question mark can be an electric chair, but im not sure what the purpose would be.

the gang arraignment cant move around for balance. there are several factors to consider here with the new style of play.

1. number of the same gang member in one cell ( 1 or 2)
2. number of gang members in one cell block
3. proximity of gang members to each other in cell block
4. proximity of gang members to the cell block entrance
5. single cell or double cell.
6. gang member is in a cell with a weapon.

ok enough talk, here it is.




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Postby hulmey on Tue Jun 19, 2007 10:21 am

jesus christ...When u do somethig mibi u really do something...Can i ask you a question...

Whats happended to troy and d-day?????
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Postby mibi on Tue Jun 19, 2007 10:24 am

hulmey wrote:jesus christ...When u do somethig mibi u really do something...Can i ask you a question...

Whats happended to troy and d-day?????


troy is not possible until xml changes, and i will update d-day this week.

REPOST FOR NEW PAGE

ok, got all the inmates in there including the new Triad Dynasty.

here are the stats,

6 gangs with 15 members each
35 guards
10 weapons
10 black spaces
12-13 free cell space
-----
145 total playable areas at the moment
90 total playable areas on the first turn
guards will have variable neutral starting numbers.
you need the warden to have the guard bonus. (not sure how the xml will work on that)

so there is still some free space left. maybe they can be left as single cells or something.
also the question mark can be an electric chair, but im not sure what the purpose would be.

the gang arraignment cant move around for balance. there are several factors to consider here with the new style of play.

1. number of the same gang member in one cell ( 1 or 2)
2. number of gang members in one cell block
3. proximity of gang members to each other in cell block
4. proximity of gang members to the cell block entrance
5. single cell or double cell.
6. gang member is in a cell with a weapon.

ok enough talk, here it is.




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Postby yeti_c on Tue Jun 19, 2007 10:37 am

mibi wrote:al starting numbers.
you need the warden to have the guard bonus. (not sure how the xml will work on that)


Easy...

See my trivial pursuit thread.

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i.e.
Code: Select all
<continent>
  <name>guards</name>
  <bonus>2</bonus>
  <components>
    <component>Warden</component>
    <component>Guard 1</component>
  </components>
<continent>

<continent>
  <name>guards</name>
  <bonus>2</bonus>
  <components>
    <component>Warden</component>
    <component>Guard 2</component>
  </components>
<continent>


Repeat until all guards named once...

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Last edited by yeti_c on Wed Jun 20, 2007 4:56 am, edited 1 time in total.
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Re: I agree

Postby Keredrex on Tue Jun 19, 2007 12:37 pm

mibi wrote:
Keredrex wrote:Option one works well... I like the style of the original sketch.....Is it possible to have different types of "Guards".... lets say you have Certain guard spaces that give you the guards bonus ... and other guard spaces that are Neutral ALWAYS.... that way you could minimize the Amount of actual GUARDS

You could say that the RIOT broke out and killed some of the guards


uh.. im not sure you can make a space always neutral... how would that work?

all the guards will start neutral... i could have different strength guards tho.


Like in Chinese Checkers... the center area has no bonus... I didn't mean that the other Guards are always neutral ... I mean that you can have designated GUARD (Bonus Available Spaces) and Regular Guard spaces in the Cell Corridors... that way you minimize the amount of actual Guards..... For instance... You see the cell blocks...in front you have a light grey space... maybe you could make that the "Guard" and one in side the cell block a "Guard" and the rest in the cellblock Weaker guard (Neutral Spaces that don't apply towards the guard bonus

By the way Love the new design...
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Re: I agree

Postby mibi on Tue Jun 19, 2007 1:43 pm

Keredrex wrote:
mibi wrote:
Keredrex wrote:Option one works well... I like the style of the original sketch.....Is it possible to have different types of "Guards".... lets say you have Certain guard spaces that give you the guards bonus ... and other guard spaces that are Neutral ALWAYS.... that way you could minimize the Amount of actual GUARDS

You could say that the RIOT broke out and killed some of the guards


uh.. im not sure you can make a space always neutral... how would that work?

all the guards will start neutral... i could have different strength guards tho.


Like in Chinese Checkers... the center area has no bonus... I didn't mean that the other Guards are always neutral ... I mean that you can have designated GUARD (Bonus Available Spaces) and Regular Guard spaces in the Cell Corridors... that way you minimize the amount of actual Guards..... For instance... You see the cell blocks...in front you have a light grey space... maybe you could make that the "Guard" and one in side the cell block a "Guard" and the rest in the cellblock Weaker guard (Neutral Spaces that don't apply towards the guard bonus

By the way Love the new design...


yeah thats a good idea. i could make the guards in the cell just the grey spaces and just post one guard at the door to the cell block.

but then you have the problem of having too few guards for the +1 every 2 bonus. I would have to raise the guard bonus for that to happen.
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Re: I agree

Postby Keredrex on Tue Jun 19, 2007 3:47 pm

mibi wrote:
yeah thats a good idea. i could make the guards in the cell just the grey spaces and just post one guard at the door to the cell block.

but then you have the problem of having too few guards for the +1 every 2 bonus. I would have to raise the guard bonus for that to happen.


Or you could always make 1 or 2 inside the block Guards... then you would have about 22 Guards... but i think 24-28 would be better... that way the guards are plus 12 or 14
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Postby gimil on Wed Jun 20, 2007 3:36 am

ive jsut realised. how is this going to work with the XML?

you will need to write every combination 4,7,10,13 and 15 for each gang. Wont that be horrible long and difficult? or is there soem update im not aware of?
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Postby yeti_c on Wed Jun 20, 2007 4:55 am

The new <required> and <overrules> tags will deal with that...

You will need continents for 4,7,10,13 & All with <required>X</required>
And then they will need to <overrule> all previous continents...

I.e.
Code: Select all
<continent>
  <name>4 New Fish</name>
  <bonus>1</bonus>
  <components>
    <component>member 1</component>
    <component>member 2</component>
    <component>member 3</component>
    ...
  </components>
  <required>4</required>
</continent>

<continent>
  <name>7 New Fish</name>
  <bonus>3</bonus>
  <components>
    <component>member 1</component>
    <component>member 2</component>
    <component>member 3</component>
    ...
  </components>
  <required>7</required>
  <overrules>
    <overrule>4 New Fish</overrule>
  </overrules>
</continent>

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Postby gimil on Wed Jun 20, 2007 5:07 am

oh right i see. thanks C.
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Postby yeti_c on Wed Jun 20, 2007 5:11 am

No worries...

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