AWESOMEMOD 4.0.87 (AMB) TEST THREAD
akey:
I've been testing AM for a while now and haven't run across any issues other than the game freezing up with a spinning plumbob (which seems to occur more frequently when changing game speeds but that could just be me as I'm ALWAYS changing game speeds.)
Has anyone else run across the issue where they cannot achieve the last gem cut although they meet all the requirements? I've running a sim through the Inventor career (which is annoyingly easy in the beginning and frustrating with all the grinding towards the end) & Master Invention Opportunity when I realized that I have found all 10 gem types but many by mining.
I did googled and research the issue and there's been some forum-chat about it elsewhere. Seems that you have to find all the types out in the fields rather than mining them which seems silly that an inventor cannot use his own inventions to, you know, mine. It's almost certainly EAxian by nature (certainly seems like the kind of thing they would FUBAR or consider a "feature')
Love to find out if this is a glitch, "feature", or if it's just me being a 'tard.
Motoki:
Quote from: guardianpegasus on 2010 June 17, 18:05:57
Well, as it is, as you say, hands-on, wouldn't it be both easier and within the spirit of the game to simply freeze the progress for profession sims when not playing them?
Agreed that it's dumb to get a promotion outside of work from reading a book at home or doing a couple of laps around the block.
I've kind of got mixed feelings about being able to gain xp from doing your actual job (ie styling, putting out fires, catching ghosts etc) outside of work hours, but it doesn't seem like you get xp for doing anything that is not a set 'mission' anyway.
Quote from: Claeric on 2010 June 17, 18:16:03
None of the XMLs indicate that this is true at all. One indicates that you lose exp for failing a job, but that's about it.
Quote
<Scoring>
<JobId>LargeFires</JobId>
<GradeATime>240</GradeATime>
<GradeBTime>320</GradeBTime>
<GradeCTime>400</GradeCTime>
<GradeDTime>440</GradeDTime>
<CompletionTNS>LargeFiresCompletion</CompletionTNS>
</Scoring>
Is the only sort of thing I found referring to grading, and no mention was made of an exp multiplier based on it.
The guide did give those same times in minutes and the letter grades the equate to. It then went on to make the vague statment that:
Quote from: Prima
"Your score is given as a letter grade and that letter grade acts as a multiplier for the amount of xp a job normally pays out"
Of course they didn't bother to state what those multipliers are. ::) It wouldn't at all surprise me if they were wrong since Prima frequently is.
It also claimed that the times and grade for a small house fire, building disaster, gnome invasion, science facility rescue, warehouse rescue and hospital rescue (basically everything but a large house fire) were all the same
A=180 minutes
B=240 minutes
C=320 minutes
D=400 minutes
That seems dumb to me since a small house fire is way easier than some of those rescue/disaster/invasion scenarios. Seems like that is easily tunable via an XML mod though.
Arieth:
Really? I even looked back to see if anyone responded about my Freezing problem, I didn't see anything. I'm really sorry! I must of passed over it by accident. =(.
EDIT: I feel really stupid now. =(, I've must of been half-asleep when I was looking through it. Thanks again!
acfalconhawk:
Quote from: J. M. Pescado on 2010 June 14, 14:36:30
Known AMB specific issues should be fixed, including the following:
1. Broken schools.
2. Wonky lot value calculations now that community lots are ownable/buyable/value-able.
was number 2 the issue with lots being closed because they are not worth enough to open? I have six lots right now that are closed because it says it must meet some minimum value. But they all are worth more than the minimum noted and building/buying on the lot, while it does increase the value of the lot, it does not do anything to help open it. example: The Old Pier Beach is closed because it must have a minimum value of 15,000 (needs 15,000); but when i look at how much the lot is worth, it says it is worth about 25,000. Nothing I do to the lot changes how much i still need to open it. I have 5 other lots doing the same thing.
Pyromaniac:
@Motoki:
The guide is pretty much bullshit. You have to finish a small fire in before 3 hours to get the A grade, and 4 hours for a large fire. I've rarely gotten an 'A' for large fires unless a) everything is upgraded, b) I notice the fire right away (alarm bell and fire truck should be at 100% maintenance), and c) my sim is already dressed in firefighter 'gear' and doesn't need to change before hopping on the truck.
For some reason it takes an entire ingame-hour for my sims to get dressed.
edit: reading comprehension fail. Didn't catch that you were already aware of the small/large fire difference. Anyhow, disasters are easy to handle - your sim just arrives at a lot, enters a rabbithole, and does their thing.
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