Ticket machine not charging "real" money?!
J. M. Pescado:
I think all this more has to do with the unusual way time itself is handled in TS2.
Lion:
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The entire OfB economy is utterly unuseable =/ just in case you haven't noticed, the employee wages are broken as well, probably for the same reasons (making the game easy for twelves). So be careful before you hire any playables, it could wreck havoc with your economy .. I think if you do a search for "emplyee double dipping" here, you'll find a few old threads about it.
I'm aware of that. I used to use employeenodoubledip. But then Gwenke made a pretty useful "Pickable OfB employee schedules" at Inge's board, and it conflicts with nodoubledip. So without employeenodoubledip, I deduct any earnings employees bring home. But still their "wealth" data (accessible through Squinge/Lord Darcy date counter) is inflated by the double dipping.
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I think all this more has to do with the unusual way time itself is handled in TS2.
With the help of cramyboy's community time project, we eliminated the "live twice" issue. Now, we need to make them PAY!
J. M. Pescado:
Quote from: Lion on 2009 February 03, 15:26:21
With the help of cramyboy's community time project, we eliminated the "live twice" issue. Now, we need to make them PAY!
No, they still "live twice". Or three times. A sim "lives" a "day" as many times as there are famblies. For instance, for the ~30 days in an adult lifespan, if there are 30 families, a given day will "occur" 30 times, once for each of the 30 families in the game. This covers for the fact that a given day can be both abysmally short and interminably long, depending on whether you have anything to do on that day. As such, time is still "warped" in the sense that each bubble exists seperately.
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