Prison Architect

Prison Architect

[OUT OF DATE] {All-in-One Deluxe Edition}
Guard Corruption
How does it work?
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Showing 1-15 of 17 comments
EthynWithAY 4 Aug, 2017 @ 4:14pm 
Bump! I'd like to know how the mechanics of this works as well. I've figured out one guard who is corrupt because he started a fight with a prisoner and keeps visiting their cells, and he also wont respond to my move commands when I tell him to go somewhere. I just don't understand how to make the whole investigation side of things work
Azrael 9 Aug, 2017 @ 12:53pm 
I've found selecting the guard in question and then sending them to the Chief's office (right click in office with guard selected) works. I do kind of wish there was some sort of automatic investigation when guards are involved in incidents; like have any guards involved automatically report to the Chief's office to "fill out an incident report" kind of thing.
GrandSong  [developer] 21 Aug, 2017 @ 7:30pm 
@Ethyn With A Y

The first half of you story is exactly what I want your experience and enjoy.

But I don't expect it to be ruined by the second half...

All guards should respond to your movement commands. It works for me and @Azrael.

Unless a guard (or any staff) gets stuck by a bug (which I have no clue yet about why) and doesn't move at all.

What happens to you is not part of my design.

---

@Azrael

You seem to misunderstand.

The "incidents" are caused by corrupt guard because they extort prisoners for cash.

Corrupt guards turn themselves in? Makes no sense.

That's why you have to keep an eye on guards and call them to Chief for investigation.

If you don't like to bother, just disable this mechanic and all guards wiil be forever clean.


BTW, if you enable Cheats, there is a button in the Chief's context menu for you to call all corrupt guards to him. Just for my debugging purpose, though.
Azrael 21 Aug, 2017 @ 8:51pm 
@GrandSong

I understand the incidents and how they work. What I suggested was not from the view of a guard turning himself in, but rather the Chief calling in any guards involved in an incident to investigate the incident; have them "write up a report" per se. I know, currently, a corrupt guard being sent to the Chief's office will be disciplined 100% of the time. To counteract that, maybe have only a certain percent chance a corrupt guard is discovered.

I don't know if something like that would be feasible. I understand modding for this game is limited. As I said, it was just an idea. Currently, I do send any guards surrounding an incident to the Chief's office manually. My idea just had large prisons in mind.

I don't want you to think I'm telling you what to do with your mod or anything. I would never do that.I know and understand how much time and effort it takes to mod things. I, myself have started to poke around in the files trying to make little changes I'm able to; specifically the timing on prisoner and staff needs and also combating warmth need for staff. My snipers go out for 30 mins and then they already require to have that need fulfilled. Granted, I changed TimeScaleWarp to 0.25 in my save file, so I'm trying to change things to compensate. Anyways, regardless of any ideas I may present, I am enjoying your mod and am grateful for the time and effort you have put into it. :-)
GrandSong  [developer] 22 Aug, 2017 @ 8:20pm 
@Azrael

About your suggestion:

Well, I guess yours can make sense in term of reality. Yes, in real world Chief can set such a rule and guards have to write reports.

But don't forget the purpose for which I created this new mechanism: I want players to have and then overcome some troubles if they, as I do, feel the prison is too peaceful and guards are too lawful.

Your suggestion is feasible, but will complicate not only my script but also learning of players.

The current (original) rule makes players fully responsible: you have to keep an eye on guards in case they may do bad things, or you will never stop corruption from continuing and spreading.

But with another self-reporting rule, when should players ignore the incidents (hoping they get dealt with automatically but randomly) and when should they actively interfere?

Besides, even in real world, extortions happen because guards can cover up their doings easily despite aboveboard rules against such deeds. So I think it is realistic for Chief to investigate in a hard way, instead of sitting, waiting and reading some reports written by corrupt guards themselves.

Again, if players feel more troublesome than fun in large prisons (or they just fail to maintain order in even medium-sized ones), they can disable Guard Corruption any time.

----

About your modding:

Enable Cheats in your save file and press F1, you can set TimeScaleWarp on the fly.

Changing TimeScaleWarp is not a good idea, though. You are making the game stranger to deal with a flaw. I guess this is just one of the problems caused by the oversize of your prison.

Too large prisons have many problems and you cannot or shouldn't expect to settle them by modifying how the game works.

--

BTW, Editing txt files such as needs-staff.txt is easy. You can try. But don't expect much.

Modding of this game can be frustrating if you go further and deeper. That's why discourage people to do so and suggest them accept and live up with what the game offers.

After all, you are a player, not a developer. And even developers themselves don't care about players now as it seems...

bleck9999 4 Nov, 2018 @ 1:34am 
Ok this is great and all but I haven't been able to find out where to enable guard corruption. Is it in a menu somewhere? If so, where?
GrandSong  [developer] 5 Nov, 2018 @ 12:37am 
Click your Security Chief and you will see the menu.
!!? 6 Nov, 2018 @ 3:52am 
I don't seem to get the menu like I used to?
GrandSong  [developer] 6 Nov, 2018 @ 4:17am 
Originally posted by Abdu Patik Guru Armad:
I don't seem to get the menu like I used to?
I added some options to "context" menu of Warden, Security Chief and Foreman.
!!? 6 Nov, 2018 @ 4:23am 
Originally posted by GrandSong:
Originally posted by Abdu Patik Guru Armad:
I don't seem to get the menu like I used to?
I added some options to "context" menu of Warden, Security Chief and Foreman.
Yes but I don't have those options even though I used to, respawned chief and now I don't even have the tooltip. Also things like lawyer people served etc don't work just shows *B etc Same with drink machine
!!? 6 Nov, 2018 @ 4:24am 
Is it because i'm using a cloud save game from another computer, surely that wouldn't break it?
!!? 6 Nov, 2018 @ 4:25am 
Yeah I get none of the staff context menus
Actually I also seem to have things like money bags not spawning etc, any way to fix this and reset the mod without it breaking my map or anything like that, think it might be a simple disable and re-enable in the menu or? New drink machines have no tooltip but old ones do
Last edited by !!?; 6 Nov, 2018 @ 5:15am
!!? 6 Nov, 2018 @ 5:27am 
Fixed my problems.
GrandSong  [developer] 6 Nov, 2018 @ 6:07am 
It sounds to me that you have loaded a game save (which had had my mod activated upon it had been saved) but now you are continuing WITHOUT my mod activated. There are some remnants in tooltips but no real functions is working. Are you sure my mod is activated?
!!? 6 Nov, 2018 @ 6:40am 
I had to reinstall and disable and enable the mod, something was wrong with it.
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