Sims starving to death
GnatGoSplat:
That's true, the situations are probably different. However, it seems like AM might remove some kind of artificial protection from death that an un-awesome game seems to have. With an un-awesome game, the mass swarm at City Hall seems completely immune to death when they should have died of starvation long ago.
The_Goddess:
Quote from: J. M. Pescado on 2010 June 30, 16:36:06
Quote from: The_Goddess on 2010 June 30, 14:40:10
Do you have a recommended population amount or is it more subjective to the type of computer you are running the game on?
Depends on your computer. My computer is Awesome, so I never see this.
This is good news, I've added 3 neighborhoods to my world and was worried after hearing all the complaints. I will allow my little Sims to continue to spawn like mad and fill my town.
J. M. Pescado:
Quote from: Motoki on 2010 June 30, 18:07:34
So then it looks this is an issue caused by Awesome Story Mode. The Twallan Story Mode (and I think EAxis?) have provisions to remove sims from town either by emigration or death should the neighborhood become too full to the point where it taxes the system too much.
I know the idea with population control in Awesome Story is that you do a bunch of manual fiddling and go in and delete a bunch of cribs from houses so they don't reproduce, but that still takes a long time to bring the population down. In the meantime, apparently, sims will starve under such conditions forcing a more immediate decrease in population. :P
See? We have a system, too. Only you SEE it happen, as opposed to having sims that seem perfectly alive to me suddenly die.
vorpal:
I don't think that overpopulation is the ONLY reason for Sims starving to death because in several past games (patch level 1.8 or 1.10, can't remember, and onwards) I had this happen already in week one, both in Riverview and in Sunset Valley, and neither China nor Egypt are overpopulated and these are the two vacation spots where I saw this most often. In China it was always at the Academy and caused by the training dummy and in Egypt at the Market and possibly related to the snake charming basket.
I tend to believe, however, that this issue is somehow triggered by using game altering mods. In all of the games that I mentioned twoftmama's autonomous teen woohoo mod was installed and after I had taken that out the death rate decreased rapidly. Since then I've had it only happen once. I still do have that increasing decay of motive sustenance the farther I advance in my game. I am currently on week 9 in Twinbrook and almost every Sim has to be pushed to go to work by AM, many of the children miss school and when I go downtown they stand around complaining about some motive need but doing naught against it. One of my neighbours is also constantly passing out because of tiredness (I can hear her hitting the floor). She, btw, is one of those constant romancers. When I switch to one of those Sims that has to be pushed to work twice or thrice I can see that its needs are in the deep reds - tired, hungry and unwashed. The current population is 77 residents with only 4 new pollinations and I had entered the neighbourhood with only one sim, not a whole family.
So, to cut a long story short, could it be that the reason for this are major changes in the autonomy system that causes weaker systems than the awesome ones to just buckle?
J. M. Pescado:
Possibly. I am looking into this, but in some neighborhoods on the computers of the less awesome, I've noticed that sometimes sim-autonomy hasn't fired for hours.
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