Indy Stone Mod development stops - News at 9
twoftmama:
I've started making neighborhoods with a crib in each house. The one I have finished so far is SV with no residents, (I used "destroyallhumans"). I'm going to make an SV with residents intact with cribs, and a Riverview with cribs with and without residents. I was going to post them in the Pudding Factory as I got them finished, but they are too big to post. If anyone wants them, I'll figure out a way to get them to you. I can't afford a premium filesharing account atm.
kuronue:
Quote from: Solmyr on 2009 August 09, 20:23:06
A compromise could be allowing non-played families to have one baby without a crib, and then needing a crib to have more. Give us an announcement "so and so just had a baby, they need a crib!" so we can go and edit their house if we want them to continue reproducing.
This will inevitably lead to population decline. Two parents = 1 babby means each generation, without intervention, the population halves. Eventually the only thing left will be playables who are all so intermarried incest is the only option.
Zazazu:
Doesn't the crib rule cease to block future spawn if the youngest is a child+? My basic townie homes have six bed spots and one crib. A couple should be able to have four kids if they start early, with only one kid ever in a crib at a time.
BobDob:
Quote from: Motoki on 2009 August 09, 19:52:41
If it means dingoes eat some of the damned babies so I don't have to be arsed with this crib nonsense then fine. Have it at dingoes. I support you. I just want the neighborhood to take care of itself while I play the one family and not have to run around playing Sim City mayor.
I agree. The crib thing is a perfect example of unintelligent sim behavior that isn't worth improving. It is very costly to fix manually or, if even possible, automatically, and, in most cases, simply not observable to the user. It's a change with low to no upside and high costs.
Even if you could have the sims place cribs automatically, odds are that the placement of the cribs would break believability more than having a proper number of cribs would increase it.
Doc Doofus:
I don't think it would necessarily be that hard to spawn cribs in good locations. Spawn them next to a bed. Even if that's clumsy, it's not unrealistic. Even when people don't keep their babies right in the bedroom, they keep the babies in hearing distance of their sleeping arrangement, even if it's just a baby monitor. When you first get a baby home, if you haven't had one before (I've only had one so I can only speak for myself, heh), you find yourself arranging things in a hurry and that can include jamming a crib anywhere it will fit in the room, even blocking doors and TVs.
In TS2, when children got home from school, they would instantly try to place their homework on or as close to a desk as possible. If the same object-of-a-type search routine is in TS3, a similar thing could be done for cribs. Instead of identifying an empty spot close to a desk, it could find the closest empty spot on the floor close to a bed. (The facts that cribs are two-tiles, though, might ruin that whole idea.)
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