More Awesome Than You!
Welcome, Guest. Please login or register.
2024 May 02, 17:43:31

Login with username, password and session length
Search:     Advanced search
540270 Posts in 18066 Topics by 6513 Members
Latest Member: Linnie
* Home Help Search Login Register
  Show Posts
Pages: 1 2 3 [4] 5 6 ... 52
76  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 16, 01:19:50
The demographic function on Twallan's supercomputer might be useful for anyone working out the ratio of cribs needed.
Using the ratio from the population screen to figure out the optimal number of cribs per hood would be a very tedious task. You would need to go through a long process of trail and error before you could get the Adult:Child ratio to stabilize because of the delay between when you place cribs and when sims have their babies. The semi-randomness of it doesn't help much either. You would need to wait around two sim weeks between each change in the number of cribs to get a valid test result, and after the multiple tests required to find the optimal number of cribs, the population of the neighborhood will have changed significantly, rendering the results of the test almost worthless.  Undecided

If only AwesomeMod did the calculations by itself, and automated the whole process of trying to keep the population stable.  Tongue

I don't know why you think the computer's demographic function wouldn't be useful.

I would assume that anyone who worked out the crib ratio would be playtesting several times before they posted "this is definitely the crib to adult ratio you want for a stable population", otherwise they're just going to look silly when it turns out they're wrong.  The supercomputer's demographic function would be handy during those playtests - unless you're suggesting counting the sims of each age group manually?

Quote
If only AwesomeMod did the calculations by itself, and automated the whole process of trying to keep the population stable.  Tongue

You are making the assumption that everyone who uses AM wants to keep the population stable.  There are times when players might want to have a higher or lower rate of population growth.  Someone who gassed all the premades is going to want a higher rate of population growth than someone starting a game in a pre-made hood, and someone who switches to ASM after EA story mode or ISM may want to slow the rate of population growth to gradually reduce the size of their neighbourhood.
77  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 15, 19:06:21
Okay well then when one of ya'll figures out the perfect mathematical ratio for cribs and beds in a neighborhood then place them all and put up a save for us to download because I don't want to deal with that sort of micromanagement headache. Tongue

The demographic function on Twallan's supercomputer might be useful for anyone working out the ratio of cribs needed.
78  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 13, 17:34:13
Can't you merge the toddler with a family, in Edit Town mode?


If the toddler hadn't become a homeless family, then yes, I could have merged.  But as a homeless family she was nowhere to be seen on the Edit Town screen.

Let it play out and let me know how it goes. I am curious how you managed to trigger a corner-case subroutine that was not intended for service at this stage, but let's see what happens.

I family funded her the money to purchase a lot.  I got a message about a move in and took note of the name of the lot she'd moved into.  I went to edit town mode, and she wasn't in the lot she'd been moved into, nor was she in any other lot.  I assume the social worker took her as soon as she moved into the lot.  I've heard that the TS2 method of adopting & getting the last sim to go into the adoption pool doesn't work in TS3, so I haven't tried adopting her back.

I'm not sure how it happened.  I started this hood a few days ago, when none of the sims were having babies under ASM.  To fix the lack of spawn I started forcing pregnancies following some of the rabbit hole visits.  This is where the toddler came from - the offspring of a single woman and a married man.  Today I was playing the toddler's father's lot when I got the messages that the mother had married and that the toddler had been driven from the nest by the new male.  The really strange thing is that the new stepfather had married another sim about an hour or so before he married the single mother, and his other wife is still alive, still married to him, and still has a good relationship with him.

I've been getting some FSEs today, which appeared to be related to romance activities, but I didn't screenshot them as I know I'm oldversioned since I didn't update AM before I started playing today.  I was going to update AM, but I noticed there were reports of further CTDs, so I figured I'd stick with the version I downloaded yesterday as that wasn't crashing for me.
79  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 13, 15:16:32
Story mode had a sim marry a single parent of a toddller, and the toddler was kicked out of the house by the new male.  There was enough bed/crib capacity for the new wife & her toddler.

Now the toddler is in a homeless family all by herself, with §0 so she will slowly starve to death as she can't earn.  The mother can't call the toddler to invite her over.  How do I reunite the toddler with her mother?  If I familyfund the toddler some money will ASM put her in a house, so that I can then merge her back with her mother?
80  TS3/TSM: The Pudding / The World Of Pudding / Re: Random Deaths in TS3 on: 2009 August 13, 06:10:14
I understand what Kyna is saying about allowing her to set up her neighborhood but the problem I have is that it forces me to do that and engage in Sim City style play which I don't particularly care to do. I don't want to mess with my neighborhood. That's why I wanted story mode in the first place. For it to deal with all that and just let me play my one family.

The thing is that it's not continual play or continual re-configuration, it's do it once and forget - or it will be once I've finished figuring it out.  I thought about downloading the template with cribs in every lot from the Pudding Factory, but I don't want a crib on every lot.  I want a mixture of bedding configurations to enable households to move through different style housing as their needs change and to keep the population fairly stable at ~ 100 or so sims.  I'm still experimenting with different amounts of each lot type, but when I've figured out how many of each type I want, I'll set up a template for my own use - although I doubt I'll be sharing the template as my idea of adding a crib to a lot that I don't intend to play is to put it on the lawn.
81  TS3/TSM: The Pudding / The World Of Pudding / Re: Random Deaths in TS3 on: 2009 August 13, 05:31:54
If that is the case, I probably will remove it because it had caused me nothing but grief.  But, I was concerned about the crib issue when it came to the Awesomemod Story driver.  I will read the comments there to see if the matter was settled.

The only thing now is to find out whether the sims who died "by accident" can be retrieved.  Or, that there is a fix that will enable the sims who "die by accident" to spawn an actual headstone.  That would be very nice.

Kyna and Motoki, I appreciate your helpful advice.  It made me view this issue in a different light.

No, the crib issue isn't settled, we still need cribs unfortunately.  I wasn't keen on the crib thing initially, although I'm discovering that having different types of lots in my game (e.g. some 1 single bed only, some double bed only, some double bed + single beds, some double bed + crib, some double bed + crib + single beds) allows me to set up a neighbourhood to ensure I have a steady supply of cheap housing for poorer sims.
82  TS3/TSM: The Pudding / The World Of Pudding / Re: Random Deaths in TS3 on: 2009 August 13, 04:59:40
Just because they're not in pink doesn't mean that these deaths aren't caused by Indie Stone.  They are one of the features of ISM.

ISM is overriding the sacred status set in AM.  That's how it's supposed to function if you are running AM & ISM together - AM hooks into the core and overrides the core, and then ISM hooks into AM and overrides AM.

Indie Stone was also implemented to switch off the random death portion of story mode.

If this is your only reason for having ISM in your game, then I suggest you remove it.  AM already has that functionality (when not overridden by ISM) - use "no bus kills" and/or the sacred feature.

EDIT to add: If you have any further questions about using ISM, I suggest you ask in the ISM support forum over at MTS.  Even though the developers no longer have the time to work on ISM, there are plenty of people in that forum who understand its workings who may be able to answer your questions.
83  TS3/TSM: The Pudding / The World Of Pudding / Re: Random Deaths in TS3 on: 2009 August 13, 04:42:06
ISM generates random deaths, including the rock climbing death.  ISM is configured from the phone menu, so have a look there and see if there's an option to turn these deaths off.

The developers of ISM had to stop work on it due to real life commitments, so ISM is not currently supported.  There's no point in asking for changes to its features (such as retaining grave markers from its random deaths) unless some other modder takes up work on it.  Pescado won't be taking it up, as he has developed his own story mode which takes a different approach.
84  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 12, 09:21:14
I restart default Sunset Valley + cribs test hood for every announced build. Jared Frio married a different girl every time and without failure moved in with her family into most crowded houses there are: Bunch, Langerak, Single Moms. Steel sold his nice house to move in with Blair into student's shared house, whatever it's called, by the pool.
This doesn't really matter. They don't lose any funds doing tihs, and there is a subsequent event that fires to split them off and move them into their own place. Just let them work it out on their own, they will. Once they are *IN* that house, which, incidentally, is required to have enough space, so it must clearly have enough space, they will feel the population pressure and then move out since selling the other house makes them have money.

Oh yes, they do lose money to the point that they can't actually move out. Because once they move in, their cash is shared between all residents and starts depleting to feed/house bride's younger siblings and unemployed parents or roomies. When they try to move out they have to purchase a house with cash, which is now divided by about 3 (in the case of Bunch family: 7 residents - two moving out) and that is not enough for a starter home not alone for a bigger house that was left behind.

And in case of Frio brothers the house was not actually sold. The other brother was left there, so Jared Frio moved out with a bit over a thousand in cash to join Bunch making it 7 residents so nobody can move out because they were poor at that point (he married the youngest daughter - Darlene and all the others were still in the house).

Steel can't buy his house back for the same reason: he has to share his cash with all other young adults -roomies of his bride.

In a generation of Sunset Valley only 1 (ONE) family moved to a bigger house because they were better off. The rest of the moves were into smaller houses, whether to downsize and cash in or to make room for homeless moving in.
I have never seen households split other than through marriage. When they have money in the beginning they move to a bigger house straight away and struggle with the bills, then downsize.


That "student's shared house by the pool" is a very nice house, and is much better than Steel's original place.  The furniture is better quality, there are more bedrooms, more bathrooms, it's closer to most jobs, closer to the gym & the library for skilling, and closer to most of the social amenities (park, pools, theatre, etc).  Of course he'd marry into it, rather than her marry out of it. 

I've found one of two things happen in that situation - either the singles eventually end up moving out, or the couple move out if there is insufficient breeding space (i.e. no cribs).  BTW, you'd be surprised how much money those shared households can earn between them, even if unplayed.  It doesn't take long to build up enough cash for someone to be able to afford to move out.

With the Bunch house I had two spouses marry in (the second one was after Jack had died).  Eventually I ended up with two single Bunch kids there, as the married offspring moved out.

Give ASM time to do its thing.  It helps if you make sure you have inexpensive lots available for sims who split out of households, including some lots that the sims will outgrow (e.g. put down some cheap lots with cribs but no spare single beds - under ASM the sims will move on to bigger homes when their toddlers turn into 6s, freeing up the cheap housing for the next couple or single sim to split out of a household).
85  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 11, 04:09:57
After re-downloading AwesomeMod today, I don't have the option to Ctrl-click the neighbors' houses to switch active families.  Was that feature removed?

I just ctrl-clicked to switch and it worked for me, using a version downloaded about an hour ago.  Was your currently selected sim at the time a baby or toddler?  I've noticed that the ctrl-click switch doesn't work if the currently selected sim is a baby or toddler.
86  TS3/TSM: The Pudding / Facts & Strategery / Re: Traits Cheat Sheet - Work in Progress on: 2009 August 10, 02:25:52
I don't know if anyone has noticed, but one sim of mine has a 'Teeldeer' trait, as in TL;DR. It has a leaping deer and a wall of text for a description. His magic power is to bore people to sleep, sort of like 'No sense of humor' does, only supercharged.

He's a teen in Riverside, and I'm not sure if he came with the game or if he was born there...

This trait was added to the game by Pescado.
87  Awesomeware / AwesomeMod! / Re: Indy Stone Mod development stops - News at 9 on: 2009 August 09, 19:59:15
I think that most of us who are against the mandatory crib thing are looking to have it made optional, not to be removed altogether.

I get that some people like to spend a week or more setting up their neighbourhood to be exactly right before they actually start playing.  I'm not one of them.  I want to create a sim (or family, or a bunch of families, depending on what I feel like playing), place them on a lot, and then get straight into playing the game.

With TS2 I used to make all my own townies, downtownies, dormies, social townies, hobby mavens, vacation townies, locals & NPCs.  I would put the townies/downtownies into jobs, give them appropriate skills, give them sexual preferences, make sure all the non-playables were dressed reasonably and give some of them turn-on features such as glasses or facial hair or makeup.  If I'd known how, I would have saved these background sims to templates so that I didn't have to keep repeating the process every time I started a new hood.

Setting up the sims who existed primarily as background for my playable sims in TS2 wasn't fun for me.  It was a tedious chore that cut into my actual game playing time.  It's not a chore I care to repeat in TS3.  I just want to place & play without a lot of fiddling around getting the 'hood exactly right.  This is why I have a story mode mod in my game (ISM once it was compatible with AM, now switched to ASM) - to do the tedious background stuff for me.

So yeah, it'd be great if the crib thing could be made optional.
88  TS2: Burnination / The Podium / Re: telescope spawns angry townies ? on: 2009 August 09, 01:58:51
not everytime but often when i use the telescope, townies i left in low aspiration would spawn in the lot i'm playing and start slapping my sims, and they've never even met each other!  Huh
so i killed roxie sharpe (the angry townie from academie neighbourhood) and then her roommate jonah powers who i also left in low aspiration started spawning.
anyone else get this glitch ?

Now you've got your answer (that this is normal behaviour, deliberately added to the game by EA), there are a couple of things that need to be pointed out to you.  Firstly, if you want to post here, you need to learn to use capital letters and punctuation appropriately.  If you continue to post without using them you can expect to be poked with pointed sticks.  Secondly, Roxie Sharpe and Jonah Power are not townies.  They are playable sims.  They may not be sims you created yourself, but that does not make them townies.
89  Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports on: 2009 August 09, 01:32:29
It would seem to me that having to switch to each individual household and manually place a crib just to give the family a chance of having kids defeats the whole purpose of a story driver.  If I'm going to be messing with each and every house, I might as well just have them Try for Baby while I'm there and be done with it.  I need a story driver that will keep the non-played families going without my input, which is why I'm still using the Indie Stone driver.

Not to support the whole crib thing (heh, cribs in non-played houses in my game are often on the lawn), but you've missed an obvious point in your argument.

Once the crib is placed you never need to go back to that household.  The sims will spawn again once the crib is empty, and the crib will still be there for subsequent generations.  If you don't place cribs and want the household to have another baby (whether that generation or a next generation) then you'll need to go back to try for the next pregnancy.  Placing a crib is set & forget, you only have to do it once.  Manually making non-played sims TFB is something you have to repeat.  BTW, the shift-click option "make pregnant" is faster and easier than getting sims in the mood to TFB.
90  TS3/TSM: The Pudding / The World Of Pudding / Re: Hex values for favorite colors on: 2009 August 07, 14:58:53
that looks nothing like sea foam in game.  It should be a sort of cloudy white.

I agree that that one doesn't look right in the game.  I didn't use copy/paste, so there are several places where I could have made a transcription error or typo.  Double-checking it now.

EDIT: Used copy/paste this time, to rule out transcription errors.  Miraj Alvi has sea foam as his favourite colour.  Neighbourhood Workshop lists his favourite colour as 4279166686.  Converting that to hexadecimal gives ff0ee6de.  Dropping the leading FF, makes the hex code for sea foam: 0EE6DE, which is what I had before.

I don't know why in-game it looks nothing like the "sea foam" favourite colour.  I wonder if it's something screwy about pre-mades?  Maybe I should try assigning that colour to a CAS sim to see if I get a different result. 

EDIT2: No, I get the same result with Tessa McTesty, so it's not that the first sim was a pre-made.  Perhaps it's just the way it's displayed as a favourite, with the colour being obscured by the cloudiness all the displayed favourites have.

EDIT3: Further experimentation and I discovered that if I swap the first two digits around I get E0E6DE ███, which in-game looks a lot closer to sea foam.  So I suspect there is a transcription error, although it isn't mine.  Although I have no code evidence to support the change, I am changing the list above to use this value for sea foam.
91  Awesomeware / AwesomeMod! / Re: 1.4 patch is now out on: 2009 August 07, 07:15:55
3 Patches for one edition of a game? I can't remember, is this a new record for them? I seem to only recall 2 patches maximum per expansion pack.

That's because there are degrees of broken and Sims 3 was pretty freakin broken when it released. Plus this last patch was just a patch to fix the patch.

If you think Sims 2 was 'freakin broken' when it was released you have no idea what you're talking about.

Quetzilla, they were talking about Sims 3, not Sims 2. 

As for Sims 2 being broken out of the box, yes it was.  For example: I had a family/family couple both with the 10 kids LTW.  After baby number 9 they were unable to try anymore, as they kept jumping out of woohoo interactions.  The process of woohooing, birthing & raising the 9 they had already (i.e. normal game play)  had given them too many memories to be able to woohoo for the last one.  Tracking down the solution led me to Pescado, who made the fix for that particular bug before EAxis were willing to admit the bug existed.
92  TS3/TSM: The Pudding / The World Of Pudding / Re: Hex values for favorite colors on: 2009 August 07, 06:57:43
I read somewhere that sims are quite picky as to the hex value of their favorite color. Is there a list or a way to look up what said values are?

You probably read that on Sims3wiki, where they also list the hex value for blue - and they got that wrong.  So I wouldn't trust their info that sims are picky about the colour.  As far as I can tell, the colour only matters during socialising when two sims discover they share a colour in common (much like when they discover they share a trait in common).

You can find the precise hex values of the colours using Neighbourhood Workshop (available at MTS2).
- find a sim who has the colour you want to identify as their favourite colour.  As an example, if I wanted to find the value for turquoise I'd choose my sim Ysabet, who has turquoise for her favourite colour
- look that sim up in Neighbourhood workshop and look at the value for their favourite colour.  You should see a 10 digit number.  For Ysabet the number was 4278228405
- convert that 10 digit number to hexadecimal, the calculator built in to windows can do this.  4278228405 (decimal) is FF0095B5 (hexadecimal).
- you should now have an 8 digit hex code, starting with FF.  Drop the leading FF and you will have the hex code for the colour.  The hex code for turquoise is 0095B5.

A list of hex codes for the favourite colours (although I may have made transcription errors here, so feel free to check for yourself):
Blue 294294 ███
Aqua 00A2E0 ███
Turquoise 0095B5 ███
Spice Brown 4C2916 ███
Green 026344 ███
Irish Green 007B59 ███
Lime 43BD2C ███
Grey B0B5B9 ███
Orange EE7D3B ███
Purple 61207A ███
Spiceberry 6B1D51 ███
Violet 9F2184 ███
Lilac 8E7CB6 ███
Pink F894AE ███
Hot Pink E9398E ███
Red D6252B ███
White FFFFFF ███
Sea Foam 0EE6DE ███
Sea Foam E0E6DE ███
Yellow FFF700 ███
Black 000000 ███

EDIT: to fix sea foam, as per my post below.
93  Awesomeware / AwesomeMod! / Re: Work/school zergswarms and game performance on: 2009 August 07, 03:54:35
Thanks for all the feedback. I did try towderelects but I got an unknown command. AM had been running awhile before I DL the stand-alone toilet, so maybe the car/limos had already been purged by that time?

Well, you would if you typed towderelects.  Try spelling it correctly, towderelicts works in my game.
94  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 06, 03:40:32
@Kyna: He fixed the mass infidelity and romancing in the latest (latest as is not an officially announced update but a reuploaded fix) version. Maybe a little too well because no one is finding a partner in my game now. I'm just getting a bunch of attempted match failings. *Shrug*

@Motoki: I just went to update AM, as I normally do before I start a play session.  I do have the latest build, and did when the events in my previous post were happening.  I'm getting lots of screwing around, only two or three marriages (and these are marriages between flirty sims who later screw around), and no babies.

On the baby issue, I've been adding one crib + several extra beds to lots.  Sometimes in the main bedroom, sometimes in the hallway or on a balcony, and sometimes out on the lawn - I'm not going to play those households, so I'm not particularly fussed where I dump the cribs and beds.  I'm wondering if one crib + beds is sufficient, or if AM requires at least two cribs + beds in case of twins.

I am also getting lots of attempted match failings - but I note that those are often with sims who had no problems finding a match previously and who later find a match for a date, so I assume the message means there is nobody currently available - i.e. their likely targets are all currently at work or in a rabbithole on a date with someone else.
95  TS3/TSM: The Pudding / The World Of Pudding / Re: Unofficial Apocalypse Challenge for TS3 on: 2009 August 06, 03:02:02
Someone posted a TS3 version of Pinstar's Apocalypse Challenge on the BBS. Do what you will with it, just don't shoot the messenger.

http://forum.thesims3.com/jforum/posts/list/72978.page

Try telling us something we don't know.  Pinstar posted the TS3 version of his Apocalypse Challenge here in June.
96  Awesomeware / AwesomeMod! / Re: Question about the mod on: 2009 August 06, 01:35:15
You've just been told that there is a thread for questions about the mod.  That is the correct place to ask your questions, and who knows, maybe someone else has already raised this issue there.  I don't know if they have or not, but I recommend you go and read through that thread to check, just in case.  Along the way you'll probably pick up some useful information about AwesomeMod.

There is no need for a special thread dedicated to your questions.  Imagine how many spammy the board would be if everyone did that.
97  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 August 05, 20:24:14
We have people saying the sims are too picky now, and other saying the romantic interactions are overtuned, is there no making you people happy?

Actually, I think the frequency of public trysts is fine, but it does seem to hone in on a few sims with the romantic traits. I have 5 or 6 flirty/hopeless romantic sims in my hood and they are getting all the action, all the time. I'd like to see it spread out a little more. Give sims with no committed relationships a chance to do some public boinking even if they have no romantic traits. And maybe add a couple traits to the ones that are currently producing the serial adulterers, maybe Daredevil and Inappropriate, for example.

I don't know, having a happily married Flirty sim turn 3 complete strangers into "Romantic Interests" he's sleeping with in slightly more than 24 sim hours seems like a tiny bit of overkill to me...

I'd have to agree that it's a bit of overkill, with some sims getting 2 or 3 dates in a 24 hour period.  A few minutes ago I noticed one sim had an assignation come up, and she was still standing on the steps of city hall with another "date" as they'd only just finished.  The woman didn't even have time to catch her breath, let alone freshen up for the next date.

It also seems to be the same small group of sims that are called out on dates all the time, while others are missing out.  It doesn't matter if the sims are married or single, it's as if marital status is completely ignored.  I'd like to see some weighting given towards single sims who aren't flirty and don't have commitment issues, so that their stories will progress to marriage and offspring.

I'm not getting baby events.  I've added cribs & beds to houses, but it's not happening.  I'd like to see some babies born, even if only to couples where both are "family oriented".  The odd "oops" baby from all these affairs could be interesting too.
98  TS3/TSM: The Pudding / The World Of Pudding / Re: Patch ponderings... on: 2009 August 03, 04:57:39
Hybrid.  Played the game for two weeks pre-release using one of the pirated versions, then replaced it with the legal version once it was released and I was assured SecuROM wouldn't get its sticky fingers in my hard drive.

I had two issues with patching, both were due to my own actions.
- The patch stalled on the missing Baker family so I had to unzip the library families.  I'd zipped them up when I removed them, in case they were needed when patching.
- I had to remove an outdated file to fix the "CTD upon attempt to load household" issue.  My fault - I should have removed enablescripterror before attempting to patch, as by the time I got around to patching I already knew it was outdated (and that there is an updated version should I still require the file).

Given the number of people who are reporting no problems or only user-caused problems, I would say that if people are having problems patching or running the game post-patch, then their problems are most likely caused by user error, and not by mods, EA, or the possible use of pirated versions.
99  Awesomeware / AwesomeMod! / Re: New Build of awsome mod causes my game to crash to desktop. NOT THE DON"T RE on: 2009 July 31, 03:11:33
You are running the Unholy Hybrid: an unpatched game with patch-compatible AM. Pescado has stated that we can do this if we want, but that this configuration is unsupported - i.e. there's no point in reporting problems as Pescado isn't going to fix them.

There is only one current version of AM (the patch compatible one), Pescado isn't going to maintain two versions.
100  TS3/TSM: The Pudding / The World Of Pudding / Re: BREAKING NEWS: TSR INSTALLS SPYWARE! on: 2009 July 31, 02:03:37
Users of TSR are not stupid (as so many of the fanboys here seem to think). There IS such a thing as not wanting to spend hours at a time making, obtaining or installing additional content for a videogame. Hence, they're willing to use a Paysite ("Time is Money, Friends"). It has nothing to do with "stupid" so much as "just don't care to spend gross amounts of time".

Why pay for something that is supposed to be free?

There is plenty of good quality FREE CC out there, much of it of better quality than the stuff at TSR.  You do have a choice you know: the choice between spending time browsing TSR for CC that costs you money and spending the same amount of time browsing free sites for CC that will cost you nothing.  One of these options is definitely smarter than the other, and it's not the TSR option.

Go and read Coconut's blog to find out what TSR have done in the past.  Just because nobody pulled you aside personally and made a point of specifically telling you about their past shenanigans doesn't mean those events didn't happen.  Those events include sharing user's paypal information and encouraging other paysite owners to do the same.  Then there's the question of how someone at TSR (or possibly someone hacking TSR's database as was initially claimed by TSR, although they later backed down from that claim) managed to access TSR's member database to acquire the login details of a creator from MTS2 as well as the login details of one of the owners of TSR.

TSR have already demonstrated that they are not to be trusted with user information.  I'm not going to give them a back door into my system, whether they're likely to use it or not, or whether it is currently used or not.  I'm just not naive enough to believe that they've reformed from their bad habits.
Pages: 1 2 3 [4] 5 6 ... 52
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.104 seconds with 19 queries.