Indy Stone Mod development stops - News at 9

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Motoki:
Quote from: edalbformat on 2009 August 08, 08:10:51

Another feature that I suppose will need to be changed is the moving out rotations. This is something that the user can make self and would be much more logical. You would move your sims when space is critical in the house they live.

The way it is now is really a nonsense. As I control practically all the houses in a special way I found out lately, the game started to separate my couples. I constantly found my couples in different houses though there's no logical explanation like break-up or bad relationship.


I disagree. I don't want to have to monitor and worry aboutr moving all the damned sims in town when needed. I don't want that responsibility. It's not how I play my game and it is tedious to me. If I want to control a whole town I will play Sim City.

I just want them to move sometimes in some manner that makes some kind of sense and has some reason while also not having the number of the moves be excessive. As long as the whole town isn't moving every night and sims aren't making totally nonsense moves like moving from a 300k house to a 100k one, then I am fine with it.

To me I would like story mode to take care of the town and run it and have it be dynamic so that I can sometimes observe the townies and have my sims interacting with them if I choose. That would be the ideal for me .

If it gets to the point where I am constantly having to switch houses and set things up, get them to do things, move them when needed, make sure they have the right furniture bla bla then I don't even see the point of Story Mode. That's just like TS2, keeping the town going by rotating playing different houses.

Doc Doofus:
Quote

As long as the whole town isn't moving every night and sims aren't making totally nonsense moves like moving from a 300k house to a 100k one, then I am fine with it.

I agree with the not wanting the whole town to move.  The 300k to 100k thing, I suppose I agree, but I'm not as upset about it.  The problem with awesomemod is that when you first enable it, the very first night, and the next few subsequent nights, it tries to OPTIMIZE the housing situation according to some formula, with some massive migration pattern.  And that its totally unrealistic.  People may change hotels overnight, but not homes, which are a long-term investment in the real world; even when real people are unhappy with their current home, they are slow to move because of the logistics and financial hurdles.  A better way to handle it would be to restrict it to one or two optimizing household moves per night.  And there should be some rational decision making process that would keep them from oscillating between the same two houses.

J. M. Pescado:
Quote from: Doc Doofus on 2009 August 08, 11:54:47

I agree with the not wanting the whole town to move.  The 300k to 100k thing, I suppose I agree, but I'm not as upset about it.  The problem with awesomemod is that when you first enable it, the very first night, and the next few subsequent nights, it tries to OPTIMIZE the housing situation according to some formula, with some massive migration pattern.
If you're getting mass migrations on first activation, your neighborhood is *VERY* out of whack. The situation should settle into a logical state once neighborhood balance is properly achieved.

Quote from: Doc Doofus on 2009 August 08, 11:54:47

And that its totally unrealistic.
Yeah, well, the neighborhood doesn't normally consist of mindless drones that suddenly acquire the glimmerings of intellect and reason at the sudden press of a button, either.

Quote from: Doc Doofus on 2009 August 08, 11:54:47

People may change hotels overnight, but not homes, which are a long-term investment in the real world; even when real people are unhappy with their current home, they are slow to move because of the logistics and financial hurdles.
That is actually reflected in the system already: Sims have a cooldown between points at which they can move.

Quote from: Doc Doofus on 2009 August 08, 11:54:47

And there should be some rational decision making process that would keep them from oscillating between the same two houses.
Happens already. Are you sure you're using AwesomeStory and not EA? EAxis has practically no sanity constraints. AwesomeStory will only move if their house is inadequate to contain their population, or if their home is bought by another sim trying to move up.

Doc Doofus:
It's been a while since I started a new neighborhood from scratch using the latest awesomemod.  But when I started Riverside with awesomemod, the very first night it was musical houses.  I'm sure AM has gone through a number of iterations and improvements since then.  But I sort of regret that I didn't got to see the original neighborhood the way it was set up, with sims in the houses EA made for them with EA descriptions in them.  (I can always make another Riverside to look at it.)

jwaas:
Although I've really resonated with a lot of the things that Motoki and Doc Doofus have said, I've come back to the AwesomeMod.  I've noticed the musical houses in my new Riverview game too, but I'm reassured knowing why it is happening.

In another thread, I posed the question as to whether the unmodded story mode could be adequate for those like me who play only one family.  Doc Doofus said I'd come back to the AwesomeMod as soon as a Sim moved out of town that I cared about.  And now he gets to say he told me so.  I had made TS3 versions of Skip, Brandi, and child-age Dustin Broke, and played them using the unmodded story mode.  When the three boys had grown up, I decided to play Beau and leave Dustin and Caleb (as I always called the youngest) to their own devices.

Soon Beau started receiving phone calls from a Dustin Ursine.  Turns out he had married some homeless townie, taken her last name, had a daughter, and moved in with some random family, but without his wife and daughter.  All attempts to get Dustin's wife to move back in with him failed.  Finally it was all I could do to change Dustin's last name back to Broke, and his daughter's as well for family tree purposes.  Both he and his wife had the Commitment Issues trait after all.  I can live with that, I said.

But then Caleb completely disappeared.  I'm guessing he likewise married a homeless townie, and took her last name so I wouldn't notice when they moved out.  The last straw was neighbors living on empty lots containing only a mailbox and garbage can.  They'd come home from work and disappear into an invisible house.  I must really be non-awesome not to have noticed this BS earlier.

If the 0100 lag is all I have to put up with to stop this nonsense (and said lag is much better than it was the last time I ran the AwesomeMod), plus I can have my no-CD crack and be able to edit Puddings in CAS, for now I consider it worth the tradeoff.

I think this is the part where I say "Baaahhhh."  :)

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