Awesome Story Driver Beta-Testing reports

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Absimiliard:
Quote from: J. M. Pescado on 2009 September 09, 02:07:04

That's the droid you're looking for, yes. It controls how much +rel sims can earn per session as a baseline, just like the EA action, and therefore, reducing it to smaller values will slow down progression.


I'm having some success with this but romance events still fire like mad (the values in that section only seem to alter the severity of the actions). Do you know offhand where it determines how oftern story mode events happen? Or better yet, how often a story mode event is a romantic one?

ETA: Actually the real problem I'm having is my Flirty sims getting married off (or normal sims being married off to flirty ones). In my mind flirty means kinda playful, not looking to get married. One of my male slut Sims actually has Flirty and Commitment Issues, but I can't stop him from getting married even when I change the values from 50% down to 5%. And when I do change them to 5% everyone else has Romantic Relationships as 0-20% while all the flirts get hitched.

edalbformat:
The problem must really be in a simple XML. It seems that couples are having a huge boost in their relationship everytime they meet romantically. Otherwise I cannot explain why two sims that had a relationship at about 20-25, get married after two dates.

Absimiliard:
Quote from: edalbformat on 2009 September 09, 07:27:27

The problem must really be in a simple XML. It seems that couples are having a huge boost in their relationship everytime they meet romantically. Otherwise I cannot explain why two sims that had a relationship at about 20-25, get married after two dates.


One of the problems definitely is in XML. The ChangeRelationship section looks like this
Code:

<base>
  <Current_Tuning>
    <kMaxRelationshipChange value="40">
      <!--[Range: [0,100] Maximum amount that a relationship can change at once-->
    </kMaxRelationshipChange>
    <kChanceOfRomanticEscalation value="50">
      <!--[Range: [0,100] Chance of escalating to the next romance stage when relationship changes-->
    </kChanceOfRomanticEscalation>
    <kChanceOfRepeatedRomance value="50">
      <!--[Range: [0,100] Chance of jumping over several romance levels when choosing to advance romance-->
    </kChanceOfRepeatedRomance>
  </Current_Tuning>
  <Deprecated_Tuning />
</base>


It reads pretty easy I think. It seems that when a romantic story mode event is fired it has a 40% chance of changing instantly (this is the only section I am a little confused on... changed? could it go down). Every event has a 50% chance of escalating and 50% of event have a 50% of escalating more than one step. I'm quite sure Pescado also added additional boosts to Flirty and Hopelessly Romantic Sims so there's little wonder everyone get married on their first or second dates.

That being said, I reduced all these values to 5% and still had a third of my flirty sims married off within the week (Sunday-Sunday). If I had my druthers, Flirty sims would not have greater changes to their relationship scores but more frequent events and sims with commitment issues would have a substantially reduced likelihood to accept relationship escalations.

ETA: Okay did some more testing... If I set all values to zero sims still jump to the next romance level (they usually break up immediately afterwards because their LTR is still 0). So it would seem that the romance events are double whammys: 1st they romace up and then there is a chance for this XML to up their relationship and possibly (probably) romance 'em up even more. ick.

Jens:
Reading the comments about marriages occurring too quick, I'm beginning to wonder why I'm seeing the opposite. In 3 seperate towns  around 70% of sims have remained unmarried by time they've turned elder (slightly modified normal agespan). Today I've had to reset age on around 30 because they were within a couple days of turning elder and still no partner (romantic interests but nothing more). I've now tweaked the same xml to 80 for all 3 values to see if an increase occurs and after 10 sim days the result is 3 new marriages. I'm wondering if its due to having a large amount of singles in my hood, its somewhere around 70 or 80 I think. I guess it proves different town set ups produce differing results in storymode which to me is the whole point of having one.

With what you've just said about them splitting up immediately, doesn't that prove lowering the values in the xml does significantly reduce the chance of the relationship advancing? Unless I misunderstood what you meant. 

Tangie:
I don't have to worry so much about romance events in my current 'hood, either. I created 4 couples and put them in an empty Sunset Valley. One sim in each of two of the couples has the Family Oriented trait and they've been pollinating and adding to the town's population. The other two couples only have one kid each and I intervened on those. After installing ASM version 9-8, 11:09, I went to one of these couples and intervened again on a TFB. I also want them to move out of their crappy EA house (this is the couple who moved from the very nice custom house I moved them into) so I deleted the second crib (not that it matters much since their one spawn is now a kid and occupies the only other bed in the house). In about a sim day I had a pop-up stating that they had moved into another house. The only problem is that they displaced the second one-child couple, who then moved into another crappy EA house. At least it wasn't the same crappy house.

Before the displacement I selected the second one-kid couple and instead of directly influencing events I added the Family Oriented trait to one of the sims. Within 2 days, I got a pop-up stating that the couple had pollinated. Now I am waiting to see if they displace the first couple and take their home back. In which case we are in for another round of musical houses, I suspect.

The two couples who weren't spawning have a variety of traits like angler, artistic, bookworm, etc. According to previous comments I suspect that AM's Story Mode has been programmed so that certain traits have a lower chance of mating/spawning. If this is the case, I would like to say that other than dooming my small hood with only two of the couples having the Family Oriented trait and therefore having children, I don't think this is realistic, either. I know these traits also affect whether they get married in the first place, if I recall correctly, and if I hadn't created them as couples I would have already noticed this problem in my current neighborhood. I could see a slightly reduced chance of being interested in having relationships and babies would make sense, but not as low as it seems to be now. After all I've seen plenty of bookworms and introverts and most of them had the urge to create "mini-me's" in spite of the fact that they liked to read.  I'm just sayin'....

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