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1  TS3/TSM: The Pudding / The World Of Pudding / Re: What did you do with the Wolff family? on: 2009 July 13, 01:27:34
Everything you just said. MOAR OF IT PLES. That is pure gold; I'm totally going to be trying this.
PROTIP: If you're breaking up a family with kids, get the homewrecker to befriend them first!

It makes it extra poignant when the parents get split up; and, if you time it right, not only does the kid get to live through the death of (at least) one parent, but has to live under the usurper's control indefinitely. That's the strategy my gold-digger will take with the Altos; at the moment, however, she's relaxing in her mini-condo by the sea. (Also, three new deaths in the Voorhees game. Tori Kimura took an especial dislike to him. Goodness knows why.)

Does it count as griefing if it's a single-player game?
2  TS3/TSM: The Pudding / The World Of Pudding / Re: What did you do with the Wolff family? on: 2009 July 11, 14:47:25
I have to hear more of this neighborhood. That is pure comedy.

There's a disappointing lack of spontaneous revenge-taking on my Gold-digger; while Thornton is her first kill, she's cheerfully interfered in five or six other relationships, and so far I haven't even observed a flamingo-kicking or a trashcan-dumping. I may have just missed them, of course, but it seems like my Sims are generally resigned to life. And, I suppose it's actually more of a "maximum misery" neighborhood. For instance, anyone with the Good trait must have their lives ruined. Holly Alto is probably going to be reverse-Aliced. I haven't decided which family is going to get to host a re-enactment of the last half or so of Hamlet, but I think a surviving Ophelia (female OR male) would make an interesting ornament to the neighborhood.

I also put a sort of Jason Voorhees Sim into play. I set him to hot-headed, mean-spirited, charismatic, etc, put him on an empty lot, and let him go. Occasionally, I direct him to the park, but generally the empty lot + charismatic trait seem to keep him going on his own. Every once in a while, I check on him. The rule is, any Sim he has a negative relationship with has is now marked for death. It seems to take quite a while without direction for this to happen; in about 2 game weeks of free range, I've only killed off one Sim this way (Dorie Hart).

I'm considering a zombie apocalypse style game based off of this, actually. Same premise-- start with a Patient Zero, let him/her infect
and instead of killing off any negative-relation Sims, add/droptrait them into pseudo-zombies, and see how long it takes to contaminate the whole place. I'm betting quite a long time, so it's the kind of game where I'll probably set it to run when I'll be AFK for a while (although the opportunity / phone pop-ups are likely to make that problematic).
3  TS3/TSM: The Pudding / The World Of Pudding / Re: What did you do with the Wolff family? on: 2009 July 10, 20:29:00
In my Maximum Drama game, Thornton was poached by a Gold-digger. After the marriage, I had her actively interfere with his ability to get to work, and eventually got him fired, at which point she killed him off. Then I decided the shock would have completely unhinged Morgana, so I addtraited her to Insane, Inappropriate, and Loser, and undermined her until she lost her job, then killed her off.

Currently, the Gold-digger is eyeing the Alto family....
4  Awesomeware / The Armory / Re: Zombie Apocalypse: BRAIIIIIIINS! on: 2006 December 24, 18:10:59
Uhh, you might want to hold yourself back a little before you start making a lot of zombies.

Your controllable sim is safe from zombie attack, but if you're on a comm lot, your playables are as vulnerable as the townies.  Trust me, comm lot outings and dates are a lot more exciting when your own playables are on the line!  Cheesy 

God, that's the truth. Just got it installed, built a test neighborhood... and, wow. Just, wow. A household of four adult Sims was zombified in a little less than 12 hours. Sim Zombie 1 attacked 2; 1 and 2 attacked the other two.

Zombie 1 (by this time at body 3) went on an immediate rampage at the art museum. Even allowing for several cappucino breaks, roughly 3/4 of the lot's Townies were the walking dead by hour six, thanks to Z1 and her first two, uh, "converts".

I'm going work on active zombie fighting next, using one Paladin's rayguns-- as Seelindarun noted, once those body points start racking up, the situation gets pretty dire pretty fast. Time to go from melee to distance combat.

Best mod ever!
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