Absimiliard's Realistic Aging Mod (updated Oct 4)

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Absimiliard:
Quote from: Lion on 2009 September 29, 12:41:15

Hi Absimiliard, I have this aging scheme in my mind that's easier for me to track the birth year of my spawns. Could you please take a look at my values to see if they are all right? Thanks.

Short:    1 day = 1 year
Medium: 1 day = 6 months
Normal:  1 day = 3 months (Spring, Summer, Fall, Winter)
Long:     7 days=1 year
Epic:      1 day = 1 month

<kShortSimDaysPerAgingYear value="8">      
<kMediumSimDaysPerAgingYear value="16">      
<kNormalSimDaysPerAgingYear value="32">      
<kLongSimDaysPerAgingYear value="56">
<kEpicSimDaysPerAgingYear value="96">      

<kChancePerDayElderWillDieShort value="11">   
<kChancePerDayElderWillDieMedium value="6">   
<kChancePerDayElderWillDieNormal value="4">   
<kChancePerDayElderWillDieLong value="2">   
<kChancePerDayElderWillDieEpic value="1">

The rest of the values are the same as yours.


Ooh, That makes a lot of sense, mind if I poach that and plop it into the mod? How does anyone else feel if I remove the shortest gameplays (I've heard of folks who get bored and want to age up the population - in my mind a year/day is sufficient but I can see the appeal of zapping the town with a 4yr/day dose of bad radiation).

Lion:
Go ahead. I'm glad to contribute.

Anshin:
Quote from: Absimiliard on 2009 September 29, 19:07:39

Quote from: Lion on 2009 September 29, 12:41:15

Hi Absimiliard, I have this aging scheme in my mind that's easier for me to track the birth year of my spawns. Could you please take a look at my values to see if they are all right? Thanks.

Short:    1 day = 1 year
Medium: 1 day = 6 months
Normal:  1 day = 3 months (Spring, Summer, Fall, Winter)
Long:     7 days=1 year
Epic:      1 day = 1 month

<kShortSimDaysPerAgingYear value="8">      
<kMediumSimDaysPerAgingYear value="16">      
<kNormalSimDaysPerAgingYear value="32">      
<kLongSimDaysPerAgingYear value="56">
<kEpicSimDaysPerAgingYear value="96">      

<kChancePerDayElderWillDieShort value="11">   
<kChancePerDayElderWillDieMedium value="6">   
<kChancePerDayElderWillDieNormal value="4">   
<kChancePerDayElderWillDieLong value="2">   
<kChancePerDayElderWillDieEpic value="1">

The rest of the values are the same as yours.


Ooh, That makes a lot of sense, mind if I poach that and plop it into the mod? How does anyone else feel if I remove the shortest gameplays (I've heard of folks who get bored and want to age up the population - in my mind a year/day is sufficient but I can see the appeal of zapping the town with a 4yr/day dose of bad radiation).

Looks good! I'd still rather see elders reduced to ten days. A guaranteed minimum life span of 75 is plenty. My parks are filled with townie elders enough as it is!
...Thanks again for your mods...

Absimiliard:
Bumping, in case nobody saw the newness.

(I know, I know, self bump =  LAME)

jellyjar:
i've just installed this, and i realised that my sims werent aging too.
i didnt use sacred function in my game, nor use ts2 aging.
i'm not sure what went wrong.

i took out 9days pregnancy mod by ashkitty, and has some stuck pregnancy too. oh wells..
so i'm not sure if what mod would be in conflict with this as i don't think any of my other mods adjust the time factor.
and indie stone mod checker didnt come up with any incompatibility issues with this mod.

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