AwesomeStory not producing any babies?
J. M. Pescado:
I have contemplated this, as it seems sim-babies actually survive surprisingly well under neglected conditions, and am currently working out the necessary conditions to prevent the game from exploding due to population overload if there are no constraints on mass-spawnage, as many PROBLEMS can result under conditions of uncontrolled spawning. Given that a population explosion doesn't get properly "felt" until it is over and the system is out of control already, there needs to be mechanisms in place to keep the computer from going down in flames as a result.
Simulate:
Based on your last post. :-\ RE: cribs.
In the UK, many years ago (15+) there was a commedy called "2.5 children", based on the average increase in population: Plus half a chiild per couple.
Would it be possible to build such a check into the game.
So that: pregnancies, babies and young children, could be checked against the number of elders. With a plus 0.5 weighting for more pregnacies.
Also a check would need to be kept on the number of teens, YA and adults. Incase of premature deaths etc.
Obviously, the extra CPU processing needed would have to be considered, for those with less powerfull PC.s.
Just a thought.
Zazazu:
Quote from: J. M. Pescado on 2009 December 29, 15:12:15
it seems sim-babies actually survive surprisingly well under neglected conditions
My custom 'hood, Dragon Cay, features lots that lie as close to each other as possible with homes that usually take up the majority of their lots. As a side effect, I can hear things going on in neighboring yards (chitchat) and the few things that actually occur in homes. For the past four days, I've been hearing baby babble from a sprog created by Awesomemod. Little Jennifer Power's mom & dad are gone almost all day at work and around town (Reid Powers being the neighborhood manwhore and Mom spending her evenings playing chess with the neighbor boy at the library). She hasn't died yet.
There is a cheat, "exterminate x" with Awesomemod that will automatically cull whatever number you specify of sims from the unchosen. I've used it in the past to shake things up.
J. M. Pescado:
Pretty sure that's an EAxis cheat and not AwesomeMod specific. Therefore, depending on how it picks sims, it may not actually be avoiding Chosens unless it is picking using the Story mode picker. Also, it is very unlikely that it cleans up after itself, so your neighborhood will be left full of detritus, especially if the picking is relatively indiscriminate.
highstresslevel:
I'm having this problem as well. No matter how I arrange my 'hood, most of my sims grow old and die without producing offspring.
I start a new game. I place 24 couples, in identical houses. The houses have a crib, and two empty single beds. The couples have at least two matching traits, no Dislikes Children, Loner, or Commitment Issues. Relationship scores maxed to 100. Affordable family housing is available when the third child becomes a 6. Everyone has a job. Only three of the couples actually produce offspring. The rest just grow old and die.
Same setup, ten couples. Two produce offspring. The rest: old, die, ect.
Four couples, only one reproduces.
I have one couple, both are Family Oriented, both have the Surrounded by Family LTW, and they will sit there for six sim weeks with an empty crib if I put them in the 'hood with 24 couples. Stick 'em in the 'hood with ten couples and they make like rabbits.
Am I doing something wrong? Would I be better off creating singles and letting story mode match them up? Or is it just a feature that only 20% of sims get to reproduce?
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