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PostPosted: Mon Jun 18, 2007 5:06 pm
by DiM
how did you manage to get it out of the ideas forum?? :roll:


btw. option 1 is fine by me :wink:

I agree

PostPosted: Mon Jun 18, 2007 6:24 pm
by Keredrex
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

PostPosted: Mon Jun 18, 2007 6:47 pm
by mibi
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.

Re: I agree

PostPosted: Mon Jun 18, 2007 6:48 pm
by mibi
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.

PostPosted: Mon Jun 18, 2007 6:50 pm
by mibi
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.

Image

PostPosted: Mon Jun 18, 2007 7:19 pm
by 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

PostPosted: Mon Jun 18, 2007 10:54 pm
by mibi
[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.

Image

PostPosted: Mon Jun 18, 2007 11:10 pm
by hulmey
what about a gym?????

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

PostPosted: Tue Jun 19, 2007 4:05 am
by gimil
And u also need to put in the chair ;)

oh AND THE GOD DAMN BONUS FOR HOLDING THE SOAP IN THE SHOWER :wink:

PostPosted: Tue Jun 19, 2007 4:18 am
by yeti_c
Infirmary/Hospital?

C.

PostPosted: Tue Jun 19, 2007 7:26 am
by hulmey
haha gimil thats funny :)

PostPosted: Tue Jun 19, 2007 8:24 am
by mibi
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.

PostPosted: Tue Jun 19, 2007 8:32 am
by hulmey
well how do they get all them muscles like u see in the film :roll: :roll: :roll:

PostPosted: Tue Jun 19, 2007 9:24 am
by yeti_c
mibi wrote:not supermax prisons. they have pull up bars in the yard and such.


That and Wanking of course.

C.

PostPosted: Tue Jun 19, 2007 10:16 am
by mibi
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.




Image

PostPosted: Tue Jun 19, 2007 10:21 am
by hulmey
jesus christ...When u do somethig mibi u really do something...Can i ask you a question...

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

PostPosted: Tue Jun 19, 2007 10:24 am
by mibi
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.




Image

PostPosted: Tue Jun 19, 2007 10:37 am
by yeti_c
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.

C.

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...

C.

Re: I agree

PostPosted: Tue Jun 19, 2007 12:37 pm
by Keredrex
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...

Re: I agree

PostPosted: Tue Jun 19, 2007 1:43 pm
by mibi
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.

Re: I agree

PostPosted: Tue Jun 19, 2007 3:47 pm
by Keredrex
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

PostPosted: Wed Jun 20, 2007 3:36 am
by gimil
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?

PostPosted: Wed Jun 20, 2007 4:55 am
by yeti_c
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>

C.

PostPosted: Wed Jun 20, 2007 5:07 am
by gimil
oh right i see. thanks C.

PostPosted: Wed Jun 20, 2007 5:11 am
by yeti_c
No worries...

C.