House Hoppers

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The_Goddess:
Quote from: J. M. Pescado on 2010 June 24, 12:56:24

Quote from: MistyBlue on 2010 June 24, 12:24:16

Tell me what to do to fix this rubbish happening in game. I have had several families created and moved into the hood over the past sim week.
I think the Role Engine is spawning them to fill in the cashiers and other crap for your NOT-RABBITHOLE-ANYMORE places like the Consignment Store and other crap. THIS IS THE PRICE YOU PAY FOR COMPLAINING ABOUT RABBITHOLES, PEASANTS. ENJOY YOUR CRAPPY VANILLA PUDDINGS.


It helps if you populate your town with several households of unemployed Sims, specifically for these roles.  I tested this extensively when I created my world with a liquor store, book store, and market.  The game will grab your unemployed Sims to fill these roles.  Now with the fire station, consignment store and salon, also needing to be filled with workers the need for more unemployed Sims is greater.  I added the new households before adding the new buildings and have had no EA creations spawning.

J. M. Pescado:
Yes, if the game generates sims to fill some role in the game, AwesomeStory will then attempt to move them in so they can be non-homeless. EAstory was always somewhat more haphazard about doing this, often doing exactly the opposite and kicking out sims you put IN, but AwesomeStory attempts to push everyone into the neighborhood if possible.

Anach:
I've filled all my registers, tattoo and salon stations in town (except those on residential lots), yet I still get 10 homeless created each day. I would assume they are being created for some role in one of the professions I haven't tried yet. However, they are all unemployed until AM assigns them a job, which then creates more homeless to create more unemployed. At least one of them is being used as Mayor for those reward ceremonies, instead of using a town sim that is already Mayor or above.

J. M. Pescado:
Roles don't count as an employment, which is why they are unemployed. Additionally, Employed sims cannot be Roled, which can perhaps produce a vacuum cycle in which the game spams out unemployed sims, then dragoons them into jobs, then spams out more unemployed sims to replace them, rinse, repeat. Examination of this problem is underway. I need to actually get my own playing hood where I recognize all of the inhabitants to a point where this happens and I can evaluate the causes based on my actual knowledge of what is going on in the neighborhood.

Fortunately, this isn't quite the problem it was in TS2: It's pretty easy to exterminate unwanted puddings en-masse in-game with no lingering side effects, so we can always nuke them later.

myskaal:
Maybe something to note is that in Twinbrook as it comes (that is without killing anyone off) I am not having any influx of unemployed homeless sims, even when joining professions. All "roles" are already filled and even with AM moving the homeless that were homeless at the start into available houses, no new homeless are being created but it is staying steady with the 3 original homeless families (minus the NPC household) - even though 2 of those families are no longer homeless. Just saying, this might help you speed up recognition and get them to a point when this happens.

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