Story Mode

<< < (11/31) > >>

Zazazu:
Quote from: chaos on 2009 July 16, 01:21:56

I do have the notifications enabled. I see lots of antagonizing and befriending, some new jobs, and some new babies, but no promotions, demotions, firings, or moves. It's a new town, though. This will probably change over time.

Mine are barely reproducing now, but moving like crazy. I blame myself, though. I had a bug unrelated to Awesomemod. I chose to kill it in a particularly rough way that I knew was going to bork things up, without realizing that it would have effects other than those for the specific sim. At the end, I had approximately 30 new homeless households. Oops.

I built myself a nice little economical 3 bed/2 bath home that would sleep six under $14k, and filled one section of Riverview with copies. I placed families. And I placed families. Then I merged singles and placed more. That night, story progression went bonkers. After one more night, it has calmed down.

chaos:
I don't know why my game is behaving so differently from other people's games. I even placed a family on a vacant lot, yet they haven't moved, and I'm pretty sure at least one of them has a job. My active sim once passed their lot while collecting rocks, and they were all just standing by the mailbox. I often see them at community lots, even when my sim is at home (she lives across the street from the bookstore, where I regularly see non-playable sims visiting). It's possible that my game is borked somehow, but since the sims are staying put, I'm not really complaining. I have no 1 AM lag, btw.

Nevearo:
IndieStone mod was designed to counter the retirement community situation. Massive births was a deliberate decision. It will be toned down as things are balanced better. Of course the speed at those changes cannot be compared to what Pescado does. As has been pointed out several times, Pescado is just quicker by too much of a factor to really compare.

Quote from: Doc Doofus on 2009 July 16, 00:27:51

Life uses a bottom-up simulation.  There are a few elegant rules that spawn great complexity, and the interest is in the chaos that arises from the simple beginnings.  Unfortunately, chaos, although interesting, is the typical (even desired) result of A-life simulations.  But a village simulation like TS3 requires some kind negative feedback mechanism to prevent chaos.  (Like, too big, too small, too old, too unemployed populations).  And that is best instituted from the top-down level. 

So top-down and bottom-up are BOTH REQUIRED.

Actually, no. The goal of A-life generally is to create emergent patterns, and not be chaotic. Chaos is desired because from chaos comes new order. If it was unpatterned chaos, it would quickly be pushed aside as having no ultimate value to the development of A-life.

Bottom up works just fine alone. It's just a matter of finding the perfect set of simple rules to ensure that things stabilize in a believable state that is required. I believe Awesomemod is taking that approach, and I believe that it will be accomplished.

nanacake:
Turned Story Progression on in a save copy of my regular small hood that never had story progression on it quickly got to work moving in new random generated sims and creating chaos. Basically every few minutes the game would freeze (similar to that freeze people report when textures are loading), but everything would freeze not just sims. Then it got worse to the point of screen not able to move (scroll on edge on) even with pausing. Turning story mode off fixed it immediately. I wish there was a way to just work story mode with the sims I already have (so they can breed on their own), instead of trying to generate new ones to fill the quota en masse. Like ala notownieregen

moondance:
Quote from: StormchaserOne on 2009 July 15, 23:07:05

  I believe it was Story Progression and not marketing which is why they pushed back the date.  EA I think did a rush job on story progression.  And, it will take hackers like Indie and Pescado to completely fix it. 


That's about what I've been thinking. I think they threw in "story progression" at the last minute to try and cover the fact that their living, breathing town full of sims who lived their own lives was actually full of zombie sims who did nothing but sit on park benches and read about Raymundo all day.  So they changed the release date and threw together a random event generator--calling it "story progression" to make it sound better.  When they realized that their random event generator didn't do anything worthwhile, and the new release date was fast approaching, they said "screw it, our customers are stupid anyway," and threw in the ability for sims to clone themselves.

Ya know, I thought I was kidding when I wrote this, but it actually seems more reasonable than if they actually meant for it all to work the way it does. 





Navigation

[0] Message Index

[#] Next page

[*] Previous page