Awesomod discussion/questions/helpful tips thread

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Gumballmachine:
Aw shucks, thank you for clearing that up.

Smurfmuffin:
A couple of questions for those more knowledgeable, and more experienced than myself:

1. Can anyone suggest a reasonable number for AwesomeStoryPopCap that will allow for enough sims to make a thriving town, but not become a bloated mess?  Is there any kind of limit in place if that setting is set to zero? I'm not at all sure what to base my decision on in terms of numbers. I read a thread where Pescado states that the cap only related to sim breeding, so if I understand correctly, this has no bearing on service sims or sims moving in and out with the story driver. What is the default limit (if there is one) and what is a reasonable choice, or at least a suggested number that has worked well for some?

2. Does anyone know if those tedious toddler walking, talking 'learnings' are included in the skill multipliers set for lifespan? I am (tentatively) guessing yes, but I'm hoping (truly hoping) no..... I am just not sure if those skills would apply since I don't know if they are part of the general skill set.

Thanks for any information.


J. M. Pescado:
Quote from: Smurfmuffin on 2010 November 27, 00:05:51

1. Can anyone suggest a reasonable number for AwesomeStoryPopCap that will allow for enough sims to make a thriving town, but not become a bloated mess?
Nope. Bloated mess is EXTREMELY SYSTEM DEPENDENT, since there is a real-time component to the calculations. Unlike TS2 where an overloaded game just chugged, but ran at full fidelity, TS3 has a real-time brake and limits the timeslice allowed for calculation, so if calculations run overtime, they are suspended and deferred to the next slice, and if the amount of new calculation to be done builds up faster than it can be digested, your game turns into a world of incontinent zombies. My BEEFMACHINE might easily be able to tolerate 300+ sims running around, while your machine turns into melted slag at 100. It all depends.

Quote from: Smurfmuffin on 2010 November 27, 00:05:51

Is there any kind of limit in place if that setting is set to zero?
If the setting is zero, there is no limit and the game will just behave as default, forming babby whenever it feels like and spawning more overlords when you request it until the houses are full.

Quote from: Smurfmuffin on 2010 November 27, 00:05:51

I'm not at all sure what to base my decision on in terms of numbers. I read a thread where Pescado states that the cap only related to sim breeding, so if I understand correctly, this has no bearing on service sims or sims moving in and out with the story driver. What is the default limit (if there is one) and what is a reasonable choice, or at least a suggested number that has worked well for some?
Service sims generate minimal load, because they are not active in the world. See, for instance, TS2: TS2 neighborhoods had hundreds and even thousands of sims in them, but because only a single lot was in play at a time, only a dozen or so sims would generally be "in play", the rest simply floating in some dark recesses of computer memory in condensed format.

Quote from: Smurfmuffin on 2010 November 27, 00:05:51

2. Does anyone know if those tedious toddler walking, talking 'learnings' are included in the skill multipliers set for lifespan? I am (tentatively) guessing yes, but I'm hoping (truly hoping) no..... I am just not sure if those skills would apply since I don't know if they are part of the general skill set.
Yes, if you're playing a longer lifespan, your toddlers will be annoying droolers for longer. Deal with it. That's how it works in real life, too. Consider puppies. They are smarter and learn to stop pissing on the floor faster. Babies are stupid.

Smurfmuffin:
Quote from: J. M. Pescado on 2010 November 27, 04:52:50

Yes, if you're playing a longer lifespan, your toddlers will be annoying droolers for longer. Deal with it. That's how it works in real life, too. Consider puppies. They are smarter and learn to stop pissing on the floor faster. Babies are stupid.


Lol, I think I know what one of your traits happens to be.... and no, it's not just grumpy. It's the whole "babies are stupid" thing. I have to admit, puppies take less than a year to fully train and babies take three times that. I think I've suddenly decided against children in my future.

Here, let me take a wild (or not so) guess at those traits...

Evil
Mean
Grumpy
Genius
Dislikes Children

Thanks for the answers. My machine is BEEF-A-FIED and hence should be able to handle the masses. However, I don't know if I care to have that many Sims soiling my lands, unless they all turn out to be gardeners.
At least 100-300 is a basis for me to go by. I wasn't sure if 100 was way too many, so at least I know it's in that realm if I feel the need to put some sort of limit on it myself.

Claeric:
Is there a compiled list of awesomemod non-config commands somewhere?

I'm trying to find the command that forces treasure spawners to respawn but I can't find it, and now that I'm thinking about it there are a bunch of commands that you wouldn't know about unless you read about them, and it'd be nice to know what those are.

I also can't get the setoutfit command to work and I can't find what it's supposed to be.

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