Adam and Eve Challenge

<< < (2/4) > >>

Blurpinstein:
Quote

must we add the community lots back?

You can do anything you want to do. I'm putting this together so you can get ideas about what you want to incorporate into your game. While in other games a strict set of rules might be appropriate, it is a bit pointless to follow a rigid/inflexible rule book for the Sims, because the game can technically last forever. I don't even follow my own rules sometimes if they no longer interest me - which I admit makes me question the usefulness of a rulebook if the so-called "rules" don't even have to be followed. It's not perfect. It would be nice if I could magically design the sims to be the game I really want it to be. Overall, however, I find it useful to construct this list because although the rules maybe somewhat arbitrary, they have added to my enjoyment of the game and it has also made me appreciate how the game can be endlessly complex if a player wants it to be. Unlike movies and books, games are malleable in nature, and I think that is important that things do not get too strict. Think of this as a collection of suggestions rather than a strict rule book.


Blurpinstein:
Quote from: Lion on 2009 October 22, 17:01:14



Quote

Without park benches, how do you have your sim sleep?


I didn't start my sims in the graveyard I just put them in an objectless park. They had to buy there first bench. Usually it only takes a day or two for them to catch enough fish to afford one. Then I just have them alternate until I can buy more.

Quote

 I'm thinking of a combination of randomization and affordability rule when it comes to adding community lots (inspiration from Zazazu's TS2 ideas). I roll the RandomStuff to see what the community "decides" to construct, and the cost of construction has to be deducted from the funds pooled from all the families in the neighborhood. So nothing is free. So far, I could only afford to add a few park benches and a grill to the Maywood Glen.

I've never heard of this. What is the random stuff file? Are taxes still collected? I always just used the excuse that the sims' taxes paid for the buildings
(I have a somewhat realistic billing mod and the sims are taxed a ridiculous amount of money, much like it is in reality)  If there is a way to make them actually pay for it, I'd be interested in seeing it.


Quote

You do not seem to restrict adding CAS sims to the neighborhood. To me, the more sims, the easier the challenge. But I also like to play quite a few CAS sims that I have (mostly MATY puddings), so I decide to randomize CAS immigration, but the probability is pretty low.

I considered starting out with a certain amount of sims and to do away with immigration altogether but in order to make this work you would need an enormous starting generation to prevent future generations from inbreeding with one another. Even if you had a large enough sample, I feel the game would lose some of its excitement. I like mixing things up in the neighborhood every once in a while.



Quote

For the life expectancy, I'm thinking
   - Life expectancy begins at 50
   - Get 3 sims on and above level 5 in medical career (Resident): 70
   - Get a sim at level 10 of the medical career: 85

I have made those aging mods, and can post them if anybody wants them.

Do they work with Pescado's rule of six. I also think that life expectancy should be allowed to continually increase if generations have enough successful people in the medical field. Have you made any mods for ages older than that?




Quote

Now the problem is meeting townies/NPCs. They are nowhere to find. I go to every community lot in the afternoon, and haven't seen a single npc in two and half sim weeks. My starting sims desperately need to meet someone new.
[/quote]

I just constantly destroy them to prevent my sims from developing any attachments. The npc's don't have a family or a home anyways, so they do not really "exist" in the reality of my town.


Lion:
Quote from: Blurpinstein on 2009 October 28, 08:24:23

I've never heard of this. What is the random stuff file? Are taxes still collected? I always just used the excuse that the sims' taxes paid for the buildings
(I have a somewhat realistic billing mod and the sims are taxed a ridiculous amount of money, much like it is in reality)  If there is a way to make them actually pay for it, I'd be interested in seeing it.

RandomStuff is a utility written by Hook to generate random numbers or events of a preset that you can define: http://www.moreawesomethanyou.com/smf/index.php/topic,8253.0.html. You can edit a txt file in stead of actually flipping a coin.

No, taxes aren't really collected. User decides on a tax rate and "collect" manually. You could set up a sim as the treasurer and have all the residents send him/her the taxes. You can use Twallan's super computer to transfer money. When you build a community, the cost will be deducted from the treasurer's family funds. Or you can just deduct taxed amount from each family's funds and keep the record on your notepad of all the taxes collected and costs of constructions.

Quote

Do they work with Pescado's rule of six. I also think that life expectancy should be allowed to continually increase if generations have enough successful people in the medical field. Have you made any mods for ages older than that?
No, they do not work with Pescado's rule of six. You can only have one aging mod in your game at any time. If you use Pescado's rule of six, you are going to get only one life span. Longer life span can be made, yes. I haven't made any longer than 85.


Quote

I just constantly destroy them to prevent my sims from developing any attachments. The npc's don't have a family or a home anyways, so they do not really "exist" in the reality of my town.
So your sim could meet npcs when you first started? where do you meet them? I know you can get service personnel (repairman, maid, nanny, fireman, etc.) to come to your house, but in Adam and Eve's era, they should not exist. Or at least I treat them as townies not service personnel.

J. M. Pescado:
I'm not sure if it's necessarily TRUE that townies didn't exist in the Adam and Eve era. I mean, they have spawn who subsequently do a lot of begetting of their own...so either townies exist but are not mentioned, which is consistent with Sims mythology in general, or there is a lot of incest going on.

haifen:
LOL @ idea of Townies in Genesis. Does that make Satan/the Serpent a furry? :p

Navigation

[0] Message Index

[#] Next page

[*] Previous page