Awesome Story Driver Beta-Testing reports
rufio:
Quote from: Kyna on 2009 August 09, 01:32:29
Not to support the whole crib thing (heh, cribs in non-played houses in my game are often on the lawn), but you've missed an obvious point in your argument.
I know that, and yet I still agree with BR that this is more micromanagement of the neighborhood than I really want to do. I like sculpting the neighborhood to my specifications in TS2, but since that is impossible in TS3 I'd rather everything happen completely independently of me. If I omit a crib in a particular household and put three in another that is more or less purposefully directing the sims to behave in a certain way. I'd rather have complete control or none at all.
Quote from: Lum on 2009 August 09, 02:30:21
Since IndieMod is abandoned, why not swipe that code that allows the sims to breed regardless of cribs?
I don't think the issue here is that Pescado is unable to figure out how to make it happen that way.
Eliste:
I liked it the way pre-beta version of awesomestory handled spawns. If there was a crib you had a message that "SimA was pollinated by SimB". If there was'n room/crib you had a message "SimA and SimB are unable to spawn at this time". Then I could go and have a look why and add a crib if I want/think it makes sence.
Can we have attempted spawn messages back please? Maybe as an optional feature? I like to be awere of the whole town and build a "Town story" in my head as opposed to "Family Story".
Motoki:
Quote from: jordi on 2009 August 08, 23:16:37
Critical mass? The limit in TS3 is so extremely high that it is unlikely to be met.
The only risks involved with overpopulation are long delays for storymode calculation, crowded lots, and immense save filesizes. And these are just annoyances, the neighbourhood itself will remain intact.
That is not my experience. I honestly could not give you an exact number but my experience in going through several runs now is that once a neighborhood starts getting a lot of sims in it my game slows down and gets very laggy and seems start behaving as if broken not being able to do much and ignoring even their basic needs.
I wish I had hard data on it. I don't. I just know new hoods run quite well for me. Empty hoods run extremely well. Moderate sized does okay. Full may start to get some slowdown. Really full gets even more slowdown and autonomy issues and by that point I feel like I just start seeing a BFBVFS.
Other people may have been able to run very large overstuffed neighborhoods quite successfully for extended periods of time without problems but that had not been my experience.
kuronue:
I've said this before, but the whole debate could be solved by making the crib requirement optional in the config file. Then those who prefer the realism can turn it on and those (like me) who never want to leave their one true fambily can turn it off.
Motoki:
Quote from: jordi on 2009 August 09, 09:24:29
Motoki: yes, the hood will become slower as there's much more to calculate, but the integrity will remain. This was not the case in TS2, where the hood would become irreparably corrupted.
Well it's not just the slowness though. I start to notice sims seemingly unable to do anything on their own standing around whining, peeing themselves and passing out. The only common thread I've attached to this behavior was when my neighbors have gotten too full. Never really did find a way to fix though so I just start over. Supposed I could mass murder everyone. I did do discoinferno on one of those such hoods but even after 75% of the town perished I still have the autonomy and slowness issues. :(
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