Story Progression, Lies and Propaganda from EA

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Doc Doofus:
It seemed to me like it was Last in - First Out.  The last created townie gets bussed out.  But maybe that's just an artifact based on newly created townies (including new CAS townies) having few or no relationships.

I know it pissed me off.  Mortimer Goth's family line was dying out, and I didn't want to play him (I had my own fambly to play), so I created a new wife for him in CAS and moved her into his house.  She disappeared from the neighborhood before morning.  Same thing with another family.  It wasn't good enough to just make new roommates and move them in and wait for nature to take its course. -- you had to play with them long enough to get them married.

This was all before awesomemod.

Cedia:
My biggest problem came when I decided to populate the town with sims of my own making to try to get them together.  I popped in John Shepard the Astronaut (yeah, I know, but he's cute) and then one of my single gals across the street.

So I play her for awhile, then switch to him.  He's got two babies with no mothers just lying on the floor.  Then I switch back to her, and she's got three strangers living with her in her 1 BR 1 Bath house.  Yay.

Needless to say the game got no more playtime from me until I discovered this site.

Drakron:
Story progression is a good idea on paper but what was implemented was just chaos.

In TS2 the townies population was keep roughly the same, if a townie dies another replaced him as TS3 simply tries too hard in doing things it should not.

Story Progression should just check to maintain demographics and not give a damn about window dressing like jobs and relationships, those things are usual invisible to the player so the game can do some ass pulls and get away with it.

I understand some things are more complicated, as what happens when a residential lot becomes empty? does a Sim family moves in or it just stays that way but that is a issue they created, in TS2 there was a stable townie population that lived outside the neighborhood and so it was impossible for it to accidentally die but TS3 puts too much emphasis on the neighborhood Sim population and so it creates the "isolated community" syndrome and all the problems it carries.

J. M. Pescado:
Quote from: Mirelly on 2009 July 22, 21:52:44

I'm no fan of EA propaganda, but the "overpopulation" in the blog linked to above, is clearly defined as a variable dependent on the machine. Pescado has already declared that the game engine's register for character head counts is a 32 bit number ... or was it a 64 bit number?
64-bit. Meaning the theoretical upper limit for sim-population is 18 quadrillion, and therefore, the sun will explode before you ever reach it. :P

Quote from: Mirelly on 2009 July 22, 21:52:44

I was bemused by the EAxoid's declaration that story progression doesn't evict from the town sims who are in a "relationship" with the player's sims. All the same, I am glad I am a satisfied customer of Awesomeware.
I'm not sure what's confusing about it. It's not TRUE, though. The game WILL do so.

Kyna:
Quote from: Mirelly on 2009 July 22, 21:52:44

I was bemused by the EAxoid's declaration that story progression doesn't evict from the town sims who are in a "relationship" with the player's sims.


The problem is that their definition of "the player's sims" doesn't match ours.  Their definition is "the currently selected family".  We mean "every sim we've added to the neighbourhood plus every premade family we've decided we want to play".

If the currently played family doesn't have a relationship with every other household that we're interested in, then we're liable to lose sims we want to keep.  This becomes an issue whenever we add a new family to the neighbourhood (because they haven't had the opportunity to meet someone from every wanted household yet), and also when we want to simulate a normal town, where family A knows families B & C, but family B doesn't know family C - whenever we play family B we're at risk of losing family C and vice versa.

Also, I wonder what their definition of relationship is?  "Have met" doesn't seem to be enough as pre-AM I had sims disappear from the relationship panel when the family was moved out of town.  Does this mean they have to be friends or that the relationship level must reach some magic number?  What about enemies we want to keep in the game, will they be lost because they have a negative relationship (and therefore the relationship level is below that magic number)?

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