Indy Stone Mod development stops - News at 9

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Larku:
My only hope is that someone comes up with a good story progression mod that works just as great.

Mootilda:
I think that it's more likely that someone else will take over development of Indie Stone, since they wouldn't have to start from scratch.

We'll just have to wait and see whether anyone is willing to take on that kind of commitment.

Anonym:
I personally like the "bottom up" approach better.

I have a town I started from an empty town and populated.  I want to see the interactions make sense.  If I did a "wolfrun," to me that would be to see what would autonomously happen with the characters I created over several generations.  I like that ASM will simulate that fairly well, maybe as well as it can be simulated without ridiculous amounts of cpu being needed.

I think there is room for some hybridization in the sense of randomly or semi-randomly creating opportunities for romance.  Have a number of singles who aren't doing anything else at the time "decide" to go to the same community lot.  Make the AI for their starting romances have some knowledge of how to do that.

But then let them sort out who ends up with whom.  I don't think a Good and an Evil sim should end up as mates except in extraordinary cases.  Some people in this "singles bar" should strike out.  Those with the Loser trait should rarely find romance with much of anyone.

It would be nice to have an attraction system like the one that existed in TS2's Nightlife expansion, but without it just let compatibility, which isn't just similar traits, sort things out.

One thing, though:  Please let us turn off aspects of story mode as in ISM for specific households.  That's the one real advantage, to me, in ISM-- probably the only one once ASM is debugged and all.  There's a character I created who's supposed to be a housewife, but ASM keeps getting her jobs, even though the fambly doesn't need her working.

J. M. Pescado:
Quote from: Anonym on 2009 August 07, 04:20:24

One thing, though:  Please let us turn off aspects of story mode as in ISM for specific households.  That's the one real advantage, to me, in ISM-- probably the only one once ASM is debugged and all.  There's a character I created who's supposed to be a housewife, but ASM keeps getting her jobs, even though the fambly doesn't need her working.
Are you sure that it's ASM doing it? In ASM, there are several reasons why a sim would get a job:
1. The sim has an LTW which involves working. If you gave your "housewife" an LTW to work, then clearly she does not really want to be a housewife.
2. Ambitious/Workaholic sims want to work.
3. If your fambly is running into "Very Low Funds" mode, they will seek work, since the alternative involves losing their home and starving to death on the streets.

There are also additional reasons which fall OUTSIDE of AwesomeStory:
1. The EA Job Engine always wants to provide sims with coworkers and bosses: If your presently active household needs to roll these, a random sim, generally one who is unemployed, will be suddenly dragooned into this job to fill this role. This is NOT a story-mode job progression and is not controlled by AwesomeMod directly. Unfortunately, existing, "unemployed" sims tend to be indiscriminately dragooned for this.

Quote from: Doc Doofus on 2009 August 06, 07:14:51

I guess I need to be convinced of that, still.  But you're doing the coding for AM, and I haven't looked at the actual code (probably may never do so) so I can't actually argue with you too much on the point.  But the "more computationally intensive" part of your statement doesn't make any sense to me.
Well, consider: In order to create a "facade" of "Sims go to work and get promoted", I could just randomly hand out promotions or firings like EA/ISM does. But this has the result that everyone pretty much zooms straight to the top, and there is no apparently sensible logic of why this has happened, and furthermore, you may have just looked at it and know this COULDN'T have happened. This is computationally very cheap, but the results are utter nonsense.

Conversely, I can write a parallel engine to keep track of exactly when someone has been promoted, not promote them too often, etc. This involves the creation of an entirely new ruleset, the creation of an entire new data structure to index and track this information, and soforth, all very time-consuming to create, and incurring additional CPU cost to index, track, and compute. Alternatively, I could just SEND THEM TO WORK. Then we ALREADY HAVE a ruleset that has ALREADY been written and we are ALREADY paying for. Furthermore, the results are then intrinsically accurate: The game is playing by the same rules you are, and this can be done for no additional cost in programming and computation because the game is already doing this.

Quote from: Doc Doofus on 2009 August 06, 07:14:51

I have an admittedly preconceived notion that there has to be some terribly gross inefficiency somewhere that is being overlooked to create that kind of computational expense.  Chess is computationally expensive.  Millions of board positions may be analyzed by a good chess program in the seconds before it makes its move.  You can hear your CPU fan trying to cope with it.  There aren't millions of things in Sims 3 story mode to evaluate, so the problem would seem to not be the large number of evaluations that are made but rather some terrible inefficiency in the way any evaluation is made.
Well, terrible inefficiency is the rule of any top-down bureaucracy. A top-down story progression system, for instance, is like a system where the government decides what you work at, what level you are to be promoted to, and soforth. Guess what? This is called "Communism", and, to no great surprise, it is HORRIBLY INEFFICIENT!

Anonym:
Quote from: J. M. Pescado on 2009 August 07, 04:54:00

Quote from: Anonym on 2009 August 07, 04:20:24

One thing, though:  Please let us turn off aspects of story mode as in ISM for specific households.  That's the one real advantage, to me, in ISM-- probably the only one once ASM is debugged and all.  There's a character I created who's supposed to be a housewife, but ASM keeps getting her jobs, even though the fambly doesn't need her working.
Are you sure that it's ASM doing it? In ASM, there are several reasons why a sim would get a job:
1. The sim has an LTW which involves working. If you gave your "housewife" an LTW to work, then clearly she does not really want to be a housewife.
2. Ambitious/Workaholic sims want to work.
3. If your fambly is running into "Very Low Funds" mode, they will seek work, since the alternative involves losing their home and starving to death on the streets.

Her LTW is the 20 friends one.  I knew I was creating her as a housewife and thus didn't give her a professional want.  She's not Ambitious or Workaholic.  And the fambly is doing pretty well financially.  That's due to cheats; but nevertheless, they have a good amount of money.

It is very possible that she was "drafted" by the basic TS3 engine to be a co-worker, though.

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