The Legacy Challenge for TS3

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Shai Hulud:
This sounds pretty fun, actually.

I'm not sure if this was asked already, but is it allowed to make the life span longer than normal? I play with Very Long, I think it's called.
Pretty sure It's 180 days.

viewpoint:
Quote from: Zazazu on 2009 July 06, 18:12:10

What rules? What restrictions? I swear, all these little kiddies are whining about how TS3 Legacy is just like TS2 Apocalypse. Have you seen TS2 Legacy rules? They were ridiculous. This one has pretty much no rules past the initial setup, which is exactly the same as TS2 Legacy's rules. Pick a lot. Familyfund down to $1,300. Spawn sims. Don't cheat.

It's so damn hard, isn't it?

Well, there's the life fruit, the ambrosia. Once we get access to those, sims live perpetual lives. Sort of like some "Actuarial Escape Velocity", where the rate of increase in life expectancy (from improvements in life sciences) outpace the time-cost (time taken) to bring about said rate of increase.

A simple mod that removes all those lifetime rewards would be great. There's no way to "sell away" a lifetime reward that we might accidentally buy!

I never play with life fruits or ambrosia. I think it makes the game terribly trivial.

viewpoint:
Quote from: Shai Hulud on 2009 July 06, 18:40:27

This sounds pretty fun, actually.

I'm not sure if this was asked already, but is it allowed to make the life span longer than normal? I play with Very Long, I think it's called.
Pretty sure It's 180 days.

Given how a typical career path would take a sim from 20 years of age (young adult) to maybe about 50 (adult) under the "normal lifespan" setting, I'd say that's the thing to play for most realism. Of course, everyone wants more time to fulfill whatever lifetime wishes they have. Sticking to the normal lifespan setting makes the game more engaging. We need to carefully consider trade-offs in life.

Take the Martinez couple for example. As adults, they have just 21 days (less actually) to reach the top of their careers, and then have kids. If I run a real tight ship, I would JUST make it. The mid-life crisis reward is necessary. I'd say the Martinez couple decided they needed to give up some traits and become ambitious workaholics to get any chance at all at fulfilling their lifetime wishes. Fun. :) Maybe almost as fun as the legacy challenge.

Having kids early will put them out of work for about 6-8 days. Then they would have settle for gray hair when at the top of their careers.

Zazazu:
Please don't double-post. You can insert another quote simply by scrolling down and clicking the "Insert Quote" button. Also, a quick gander through the FAQ might help you. You seem to be a decent one.

Quote from: viewpoint on 2009 July 06, 18:44:52

Well, there's the life fruit, the ambrosia. Once we get access to those, sims live perpetual lives. Sort of like some "Actuarial Escape Velocity", where the rate of increase in life expectancy (from improvements in life sciences) outpace the time-cost (time taken) to bring about said rate of increase.

A simple mod that removes all those lifetime rewards would be great. There's no way to "sell away" a lifetime reward that we might accidentally buy!
There aren't any lifetime rewards that are disallowed. Are you thinking that reward points used count against the 100k/200k reward point points? They don't. You can purchase whatever you'd like, whenever. By mousing over the chest in the LTR tab, you can see your earned total for the sim. That's what you count for points.

As for ambrosia and life fruit, I'm not sure that I like the rule against them, though I am playing with it. In TS2 legacy, you weren't restricted from using elixir. You could choose not to for an extra point, but you weren't kept from it. Life fruit and ambrosia are harder to obtain (much harder, in the case of ambrosia) than elixir in TS2. You pay more for the advantage. Yeah, sure, a sim can be immortal off of life fruit. They could off of elixir, too, and it wasn't hard to earn. It was ridiculously easy, actually, after NL introduced dating.

Quote from: viewpoint on 2009 July 06, 18:51:44

Given how a typical career path would take a sim from 20 years of age (young adult) to maybe about 50 (adult) under the "normal lifespan" setting, I'd say that's the thing to play for most realism. Of course, everyone wants more time to fulfill whatever lifetime wishes they have. Sticking to the normal lifespan setting makes the game more engaging. We need to carefully consider trade-offs in life.
I've heard that work performance grows more slowly under the longer lifespans. I don't intend to ever test that myself. The 90-day span is a bit longer than I'd like it as it is.

Quote from: viewpoint on 2009 July 06, 18:51:44

Take the Martinez couple for example. As adults, they have just 21 days (less actually) to reach the top of their careers, and then have kids. If I run a real tight ship, I would JUST make it. The mid-life crisis reward is necessary. I'd say the Martinez couple decided they needed to give up some traits and become ambitious workaholics to get any chance at all at fulfilling their lifetime wishes. Fun. :) Maybe almost as fun as the legacy challenge.

Having kids early will put them out of work for about 6-8 days. Then they would have settle for gray hair when at the top of their careers.

There is an exploit that many don't realize. You can get a female pregnant at any time before they become elder. So if you have one day, zero days left until age transition, they can still breed. Also, Awesomemod doesn't enforce maternity leave and Awesomemod is expressly allowed. Saish Test had her last three kids after she'd reached 2 days to elder (twins and a singleton). If you want to wait until the last possible second to breed, you can. The Tests did the opposite...Saish was pregnant on Day 2. Chuck didn't even move in until she was in her third pregnancy. They currently have eleven children, six living at home and five living next door.

Of course, Saish didn't work. She has a sizable garden with the standard harvestables (no flame fruit, life fruit, death flowers, etc), and she breeds. Chuck brought home the bacon (quite literally from Culinary career) and they both spent spare time rock collecting. Right now, I'm sitting on a fully-furnished five bedroom, five bathroom home with playground and pool valued at over $76k with $13k in the bank account.

Shai Hulud:
Actually, now that I think about it this sounds stupid. I barely get by with one generation, because it's the same thing everyday. Go to work, raise motives, raise skill, raise motives, rinse and repeat.

Without expansions, there's hardly anything to do. Think about it, take away the skills and the jobs, what do you have? Loafing around your house, or running around town like a released schizophrenic picking up rocks. EA gave us sticks and expect us to build Rome with it. There is almost nothing to do, and this shows it. Try and make a ton of money, and follow guidelines? I don't know about anybody else, but that sounds exasperatingly boring.

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