Awesomod discussion/questions/helpful tips thread
Solmyr:
Quote from: J. M. Pescado on 2010 July 22, 13:47:21
1. Poor compatibility between sims. If none of the sims in your neighborhood are terribly compatible with each other, their romantic actions tend to make poor progress.
How tight is this? I'm thinking compatibility restrictions could perhaps be loosened somewhat. In real life not all marriages by far are between fully compatible people. Sure, they might break up later, but at least they'd have time to procreate to keep the neighborhood alive.
Another thing might be to make romantic interactions more frequent. I do see messages about romantic interactions between sims, they just happen so rarely that they never have a chance to reach marriage before dying of old age. They could also use some concentration, so that once a sim acquires a romantic interest, their future interactions will be with that sim. Right now I'm seeing sims (who are not heartbreakers) having interactions with many different sims in succession, which spreads their effect and once again slows down progress to the point of marriage.
J. M. Pescado:
Quote from: Solmyr on 2010 July 22, 14:58:15
How tight is this? I'm thinking compatibility restrictions could perhaps be loosened somewhat. In real life not all marriages by far are between fully compatible people. Sure, they might break up later, but at least they'd have time to procreate to keep the neighborhood alive.
Fairly loose, actually. Poor compatibility doesn't prevent anything, it just tends to make the relationship progress more yoyo-like, which in turn tends to cause relationships to implode.
Quote from: Solmyr on 2010 July 22, 14:58:15
Another thing might be to make romantic interactions more frequent. I do see messages about romantic interactions between sims, they just happen so rarely that they never have a chance to reach marriage before dying of old age.
Well, what actions are you seeing instead? The NORMAL clockrate of events is about one every 60 minutes during the day (0600-1900) with a Gaussian-random distribution of +/- 30 minutes. At night, the clockrate is one every 120 minutes, and many actions will become unavailable at late night because everyone will be asleep, although pollinations tend to be more likely as a result of many actions being locked out due to everyone else being asleep or unavailable. If this clockrate is insufficient, it is possible to increase it using an XML tuning (none is supplied by default, so the default values are used), or as a general update.
Quote from: Solmyr on 2010 July 22, 14:58:15
They could also use some concentration, so that once a sim acquires a romantic interest, their future interactions will be with that sim.
That is basically what happens. However, not all "romance actions" result in a successful establishment of a romantic relationship. It may even result in negative yield, causing them to hate each other.
Quote from: Solmyr on 2010 July 22, 14:58:15
Right now I'm seeing sims (who are not heartbreakers) having interactions with many different sims in succession, which spreads their effect and once again slows down progress to the point of marriage.
If you're seeing sims that are frequently playing the field, it means they are NOT finding good matches: Sims with GOOD matches will tend to settle on those matches fairly quickly, sims who aren't finding a good match will play the field.
Additionally, there are simply so many variables that it is hard to really determine whether it is working: If you're playing on a shorter lifespan, sims have much less time to work out what it is they're going to do before it's too late, compared to the longer lifespan settings, which give them more time to decide. If your sims only live for about 2 weeks, a huge town is probably going to end up dying out because the story engine can't cycle fast enough to get to all of them.
Solmyr:
Nope, I'm playing at default lifespan, with your rule of 6 mod for age categories.
Anyway, I'll see how it goes, I just remember seeing more first-generation marriages in Sunset Valley before, but now it seems nobody can get to that point. The sims are all default SV ones.
J. M. Pescado:
Quote from: Solmyr on 2010 July 22, 16:22:03
Nope, I'm playing at default lifespan, with your rule of 6 mod for age categories.
Default Lifespan can actually be fairly short, particularly if you play at high speeds, which reduces the rate at which background sims can normally cycle themselves, so they do less on their own to assist the Story Engine in coming up with stuff for them to do. You may just be getting really unlucky rolls: I'm seeing marriages occurring just fine in my Twinfalls game.
Calibration of this is tough, though: If the aggression level is increased too much, people start to moan that every single sim heads rapidly towards marriage, and shuts out their sims as everyone pairs off leaving nothing for them.
Motoki:
@Solmyr: Have you tried Twallan's Story Mode?
I find Pescado's to be too strict where everything has to satisfy a set of mathematical formulas or else nothing happens, which in my case is exactly what happens. Nothing. Or very slow progress. I don't know, maybe my system is just not as awesome as Pescado's and doesn't have enough rams.
Anyway, Twallan's Story Mode is also highly configurable.
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