Awesomod discussion/questions/helpful tips thread

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Tangie:
Quote from: Claeric on 2010 January 26, 23:28:24

Well as it stands it seems like allowing sims to randomly move in needs to be a config option, rather than just downright 100% disabled. I'm not sure why it was taken away, I'm sure there's a reason, but now that we can have new worlds and they are usually started from scratch, allowing sims to move in is a necessity. It took long enough to freaking build/place 90 lots worth of houses, much like a real town it should just start filling up on its own, as intended.


AFAIK, moving sims in and out randomly is part of EA's story progression and I believe you can only have one SP running at one time. If you had the game from the beginning, you might remember how it would move sims in and out randomly in a crazy manner. It would take out your created sims as quickly as any others since any sim not being actively controlled was considered an npc. Everyone complained about this - after spending time creating a sim in CAS, the game would eat them. DNW. I think EA claims to have fixed this in one of the patches but I haven't used EA's SP in ages so I wouldn't know.

Getting towns populated without EA's crazy methods, however, has been problematic and you're not the first to bring it up. It sounds like AM will include a feature to do this soon. I have also used Twallan's story progression for a few sim weeks to populate my town, then switched back to AM again to make things more sane since too many sims can make your town asplode eventually.



J. M. Pescado:
Quote from: Claeric on 2010 January 26, 23:28:24

Well as it stands it seems like allowing sims to randomly move in needs to be a config option, rather than just downright 100% disabled. I'm not sure why it was taken away, I'm sure there's a reason, but now that we can have new worlds and they are usually started from scratch, allowing sims to move in is a necessity. It took long enough to freaking build/place 90 lots worth of houses, much like a real town it should just start filling up on its own, as intended.
It wasn't so much "taken away" as it was "never implemented". EA Story has it, but when I gave up in EA Story ever making any sense without turning into a giant freezing mess at 0100, and rewrote a new Story Engine from scratch, the implementation simply did not include creating any households, as it evaluates events based on weighting for famblies. Since a nonexistent fambly has no members to act upon, and therefore, no weight, I simply never built a third-tier of event class for creating new households. Additionally, it is very difficult to assess when such a thing should STOP, since the game does not include any tools for effectively polling the user's system lag.

Quote from: Roobs on 2010 January 26, 23:53:15

Also, one of my sims (Rhoda Bagley, a pre-made) suddenly has a borked family tree. I can't access it at all from her own simology panel, but when I click on her from another sim's tree (where she is still visible) she has no relatives. Also, her brother has vanished entirely. Is there a way to rectify this, or is it a sign of impending doom? Halp?
I think you've done something to unravel your neighborhood. I haven't noticed any of these problems in mine, so...I have no idea what is going on.

Claeric:
Is it truly safe to remove AM and use another core for a while?

The birth manager does not work how I thought- it literally(obviously, but I didn't quite catch it) only...manages...births. I was taking it as more of a general population stabilizer- it is not.

So yeah, I'm desperate enough for the town to develop that I'd swap a core mod out long enough for it to do so, but my game died in a fiery explosion last time I dared to remove AM.

J. M. Pescado:
Strongly not recommended. AwesomeMod's core is designed to keep your game from blowing up spectacularly in one of the many ways the other cores don't. This means your game can be held running longer than other cores will allow it to remain stable, and removing AwesomeMod's core will undo the stability maintaining aspects, causing a game pushed past its natural EAxian stability point to rapidly destabilize. Think of it like an undead being held together by magic. When you remove the magic that holds it together, it unravels into a mouldy corpse and remains that way. I suggest you just patiently wait for the SPAWN MORE OVERLORDS command.

Claeric:
I dont want to patiently wait. :( I want to sit here making sad faces until it happens :(

:(

That's what I figured anyway. I removed it once to test something that wasn't working, and when I returned I could not select my sim, nor could I choose actions, I could not do anything at all. Town was totally destroyed and never returned.

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