House Hoppers

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vorpal:
There are some observations I made with regard to these roles. Perhaps they are useful: The stylist stage and the consignment cashier have so far always been manned by local townies while the tattoo chair will draw a homeless sim. When ctrl-shift switching to the stylist or consignment pro they will immediately drop their job and go home, the stylist will remain a stylist but immediately be promoted to level 8 and the consignment pro will become unemployed. When replacing these, the game will choose another townie for the stylist career in any case (as the other one is still a stylist but not working in the salon anymore until they take up another job) but the consignment cashier might redraw the same sim again (I tried it three times and the game always chose that Paris Hilton aka Carlton chick in Twinbrook). As I said, the tattoo chair is different as it enrolls a homeless sim. With AM installed this can produce an immigration effect as AM tries to move that Sim in, thus making it selectable for family switching. And if you switch to that Sim it will leave its job and go home and never return to that chair, which, in turn, will enroll another homeless Sim that AM will try to move into the neighbourhood again.
I found most of this out the first time by accident in Egypt when one Sim was stuck behind the snake basket, charming herself and the snake into starvation. I switched to her and sent her home, but as her husband was one of the merchants he went home, too, and got replaced by another local. This came in quite handy as they were one of those dwellers above a tomb and so the chances of them being at home when I came by raiding were considerably higher.

The question I have with regard to this: Is this a safe and viable way to reassign roles in-game or can this produce unwanted consequences and if you say "nuke them later", will deleting them in Edit Town be enough or are other actions required?

J. M. Pescado:
The game should able to cope with role assignment cancellation due to becoming selectable just fine, and nuking in Edit in Town WITH AWESOMEMOD should work.

Resender:
So far in my vanilla game I have seen a lot of families moving out of their houses but not at the rate described.
What I found more annoying is that families like Landgraab or Alto (the so called big families) leave their villas pretty fast. (But that has something todo more with these sims not finding jobs)

My big concern in my games so far (with only 1 family disproving this) is that families seem to die after 2 generations, sometimes kids are born 4th or 5th generation but a lot of the times the families just end.
Usually with 2-5 siblings and none of them producing offspring, and if offspring is 'produced' the game does not marry the parent sims, hence making it very difficult to track family connections.

For instance the wife of my current male heir wife is the daughter of the son of the brother of my male heirs grandmother (or something like that)

J. M. Pescado:
Quote from: Resender on 2010 July 14, 00:17:35

My big concern in my games so far (with only 1 family disproving this) is that families seem to die after 2 generations, sometimes kids are born 4th or 5th generation but a lot of the times the families just end.
Sounds like your neighborhood just isn't well-equipped for extended breeding. Maybe the cost of living is too high, or maybe you're just unlucky.

Quote from: Resender on 2010 July 14, 00:17:35

Usually with 2-5 siblings and none of them producing offspring, and if offspring is 'produced' the game does not marry the parent sims, hence making it very difficult to track family connections.
That doesn't sound like the work of AwesomeMod. Sims generally marry as part of the process of producing spawn, although they may have split up afterwards. If so, your neighborhood seems to have an exceptionally high divorce rate.

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