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51  TS3/TSM: The Pudding / Facts & Strategery / Re: Making Playable Ghosts on: 2009 June 23, 07:31:14
Unfortunately, it turns out you can't select any of the pre-existing gravestones to put in your inventory.

You can, you just have to befriend the ghost first. Also, the ghost must be 'in' the grave when you pick it up, ie, not haunting. I've resurrected two pre-dead ghosts now, it works.
52  TS3/TSM: The Pudding / The World Of Pudding / Re: Hidden Items on: 2009 June 22, 13:10:49
Children (regardless of traits) and older sims with the insane or childish traits can fish in the pool, and they do actually catch fish. I think they might need a level of fishing skill before they catch anything, but they can gain skill without catching anything.
53  TS3/TSM: The Pudding / The World Of Pudding / Re: I like ghosts on: 2009 June 19, 04:52:25
I would be in favour of ghosts not aging, so long as you could still use a birthday cake or shift-click to force aging.

Elder ghosts just don't seem to die, I had one live twice as long as she should have as an elder before I gave up and forced an age transition, ie, death. But, I've heard that the 'So-and-so on another lot is getting pretty old' message just keeps popping up for them. That's really the only thing keeping me from playable ghosts, because at some point I would want to boot their undying arses out.

The one ghost I had was a drowning ghost, so I gave her the Hydrophobic trait. I think I'd give electrocution ghosts the Technophobe trait. There's not really a negative fire trait, though...
54  TS3/TSM: The Pudding / The World Of Pudding / Re: What, in Heaven's name, is up with traits?! Scary Pic included on: 2009 June 16, 11:25:52
I'm not seeing the same-ness. Maybe in the pre-mades, but born in game sims look different enough to me. For example, here's a set of triplets shortly after becoming teens:



The middle one most closely resembles the made-in-CAS father, so any oddness there is not the game's fault, exactly. (Though that blasted smiling made the mouth rather difficult.)
55  TS3/TSM: The Pudding / The World Of Pudding / Re: Hidden Items on: 2009 June 14, 02:15:18
At some point in the law enforcement career (mid-level?) you get given a police car, as a regular owned car. My ex-law enforcement sim went on to a life of crime, it was amusing seeing him come home from work in his police car. Heh.

Later on you also get a free laptop, but that seems to be identical to any other laptop.
56  TS3/TSM: The Pudding / The World Of Pudding / Re: Career Profitability and Perks on: 2009 June 09, 13:25:42
Perfect quality deathfish look to sell for about $900-$1k. Fishing for deathfish looks like it could be pretty lucrative. Too bad they're only available from midnight to 2 am.

Midnight to 5am.

Build a pond on your sims' lot, have them stock it with deathfish.  Deathfish can then be caught at any time in that pond, you are no longer limited to midnight-5am fishing to catch them.

To stock a pond requires 10 of the type of fish in your sim's inventory.  You can stock a pond with more than than one type of fish - you can stock the pond with all 21 types of fish if you want.

Not sure what happens if you switch households, as I'm only partway through a rotation and haven't gotten back to the ponds I stocked yet.  Hopefully the ponds will still be stocked next time I play those lots.

I switched households after stocking one sim's pond with deathfish, and the new household was able to drop by and catch a few deathfish, in broad daylight.
57  TS3/TSM: The Pudding / The World Of Pudding / Re: THE HORROR: The REAL TS3 Scoop As It Unfolds on: 2009 June 02, 18:32:28
And yet playing the toddler xylophone gives a bonus towards playing guitar later in life.
58  TS3/TSM: The Pudding / The World Of Pudding / Re: Career Profitability and Perks on: 2009 June 01, 15:48:13
Some things about gardening:

- money trees never die, sometimes a seed spawns next to them (I'm not sure if this can happen multiple times for the same tree)
- plant of death can only be harvested once and then dies (which is unfortunate because then you can never get more than one) unless you have the green thumb (don't know if thats the correct name, I have the german version) trait, then you can revive it (which only works once on the same plant, as far as I experienced) and harvest again

I've had a Sim trotting over the countryside for unknown special seeds, and there does appear to be a small chance of them growing into death flowers. He has four perfect death flowers now. (Also, I think he brought one home from work once as a random thing. Science career.) Life and flame fruit plants are far more common.

Also, it seems that money trees drop their seeds once they reach perfect state, I noticed this sim's trees (he has six now, thanks to those unknown special seeds) slowly increasing in health over time, and no seeds dropped before they reached perfect. Haven't played long enough to see if they die or more seeds drop, though.

As for novels, he had written three of each (including satire - possibly unlocked by three humour - and fantasy - three sci-fi?) when I noticed Vaudeville was an option. It definitely wasn't when he had only written two of each type. I have no clue what unlocked it, though.
59  TS3/TSM: The Pudding / The World Of Pudding / Re: THE HORROR: The REAL TS3 Scoop As It Unfolds on: 2009 May 21, 16:13:07
I'm pretty sure there are no abductions -- ghosts are supposed to be the base game's 'supernatural' creature.  

Bah. Ghosts. I'm assuming as playable, otherwise they'd be no different to Sims 1/2. But what can ghosts even do? "Ooh, look at me, I'm slightly see-through. Uh, I mean, BOO!"
60  TS3/TSM: The Pudding / The World Of Pudding / Re: THE HORROR: The REAL TS3 Scoop As It Unfolds on: 2009 May 21, 15:15:30
I'm finding these stretched toddlers hilarious. They look like something out of sci-fi.

...

Speaking of, I know it's a minor question with the wealth of crap to wade through, but do we have alien abductions in the game? Or any 'supernatural' element?
61  TS3/TSM: The Pudding / The World Of Pudding / Re: The Good, the Bad, and the Randomly @Toaded on: 2009 May 21, 06:58:00
With that "we're locking this down so you can't mod it, nyah nyah" attitude it sounds like they really wanted to turn this into a game instead of a toy.  The thing is, the section of the market that they are now going after aren't likely to play the Sims no matter what EA do to it.  Just look at the reviews in the game magazines - they'll usually feature a comment like "I don't play it myself, but my mother / sister / gf does".

Absolutely, the last one I read trotted out the 'it's not a real game anyway' line and would only be interesting to anal, compulsive gamer 'completists' (whatever that might be). 

You know, those people (like myself) who've been there since the Sims 1, no bloody A, B, C, or D expansion packs, and have to get them all. Completists. Of course, I'm quite happy to be a pirate cat completist, especially since my issues with BV and SecuRom. It doesn't matter how I get them, or even if I like them, I just have this compulsive need to have them. It's stupid, but there it is.
62  TS2: Burnination / Planet K 20X6 / Re: EAxis house of Phail: May 09 on: 2009 May 02, 19:54:37
Home Away From Home, a simple community lot. I decided not to extend the buildings at all, but I did gut and rebuild the interiors. If you wanted to buy it and own it as a business, you can expect to be set back around $57,957. I have play-tested it, and everything works.














Download it here. (I have ALL EPs and SPs.)
63  TS2: Burnination / Planet K 20X6 / Re: EAxis house of Phail: May 09 on: 2009 May 02, 12:11:37
Heh. Reading comprehension for the lose. Thanks.

Hm. The separate buildings present an interesting challenge. I think I'll actually try and keep them separate for now, see how far that gets me.
64  TS2: Burnination / Planet K 20X6 / Re: EAxis house of Phail: May 09 on: 2009 May 02, 11:11:49
6. Leave the space between the buildings intact. You can connect the duplexes in front or behind the original walls, but can't join them together in the middle.

Does this also prohibit building a second story above the gap? (You'd have to build in underneath temporarily in order to place the walls all the way across, but it could be done.)
65  TS2: Burnination / The Podium / Re: Roommates & Work Income on: 2009 March 14, 04:51:10
Putting them on Power Idle and locking them out of sensitive areas usually does the trick.
66  TS2: Burnination / The Podium / Re: Apartments in University (for YA's)? on: 2009 March 12, 06:25:45
I just keep the non-apartment version of the lot in the bin, and convert it to an apartment in the uni subhood.
67  TS2: Burnination / Planet K 20X6 / Re: EAxis house of Phail: March 09 on: 2009 March 08, 01:12:57
The 'requirements' that change month to month are always optional, anyway. Just so long as you follow the 'leave external walls in place' (though not necessarily external) rule, you're golden. Replacing them with other types of wall, ie, greenhouse walls, is also generally allowed.
68  TS2: Burnination / The Podium / Re: Question about Tombstones and Resurrection on: 2009 March 06, 11:57:09
The tombstone can be on a different lot -- I used to routinely resurrect dead dormies at the SS lot, before AL and the mod that allows uni apartments. Their tombstones would disappear from the dorm when I sent my sims back from the SS lot.
69  TS2: Burnination / Planet K 20X6 / Re: EAxis house of Phail: March 09 on: 2009 March 04, 20:01:24
the apartments I've made out of this one all feel kind of large and sprawling to me, especially the red and dark blue ones.
If I can fit most of one apartment into view on screen and still see sufficient detail, without zooming out too much, it doesn't feel sprawly to me.  Not talking about the entire lot, just one housing unit.  Personally, I would rather zoom out a bit in bigger lots, or scroll, than go up and down a lot in a multi-story 1x1 lot.  Half my sims often decide to do something interesting on the ground floor while I'm watching the other half of them on the 2nd story.

That's why you put everything 'interesting' on the first floor, and the second floor is just beds and bathrooms. Only one of my residential 1x1s doesn't follow that, because I was going for something specific.
70  TS2: Burnination / Planet K 20X6 / Re: EAxis house of Phail: March 09 on: 2009 March 04, 09:09:58
I hate this lot. It is too big. Can I kill it?

I'm trying not to do apartments or a hotel. I have an idea, and it's something I actually need, I just hate big buildings at the moment. The past three houses I've made were a maximum of 144 tiles2.

I know the feeling. I came straight from a series of 1x1s, so the apartments I've made out of this one all feel kind of large and sprawling to me, especially the red and dark blue ones.
71  TS2: Burnination / Oops! You Broke It! / Re: Former apartment inhabitants WILL NOT LEAVE. on: 2009 March 04, 01:01:46
Hmm, I had that happen on one of my uni apartment lots, but I typically have everything bar beds in the common area (especially so in this one, which was actually built as a dorm) so I didn't really notice any motive drains. Certainly neither of them died. I actually used it later on to move their old townie roommate over to the other flat, via 'propose... be roommate'.

I have everything except TSS, Ikea, M&G, if that makes any difference.

I think I tried clearing everyone off with the teleporter cat (but I'm not sure about that) and the residents certainly had moved back to the main hood, and had actually been played since. The woman kept showing up pregnant, which she certainly hadn't been when leaving uni.
72  TS2: Burnination / Planet K 20X6 / Re: EAxis house of Phail: March 09 on: 2009 March 03, 23:32:33
Go ahead! Heh. I didn't actually rotate them though, that's a floor with a horizontal and vertical version. What I did was make a big X across the gazebo, then fill two sections with one floor, and the other two with the other, but rotating for two of the sections would also work. I did it in the September house too, probably even with the same floor.
73  TS2: Burnination / Planet K 20X6 / Re: EAxis house of Phail: March 09 on: 2009 March 02, 21:46:16
74 Seaside Boulevard apartments. Rent ranges from $547 to $1,144





Basement: Three apartments. Pool.


Common area: Multimedia Room. Gym. Bar out the back.


Upstairs: Two apartments. Veranda.


Around the side: Garage apartment. Pagoda.

(Note: Garage apartment does have a ceiling, but it was temporarily removed for this shot.)

Download it here. (Or download the residential version here.)

Compatibility: I have everything except TSS, Ikea and M&G. AL required.
74  TS2: Burnination / Planet K 20X6 / Re: EAxis house of Phail: March 09 on: 2009 March 01, 21:45:05
Good call with this house... It's so huge and oddly shaped. And huge. (I've been working with 1x1s lately...)

Definitely a challenge!
75  TS2: Burnination / Planet K 20X6 / Re: EAxis house of Phail: March 09 on: 2009 March 01, 08:23:50
It is basegame converted, isn't it? Never mind, I can't read... But still, as long as you have one EP from later than OFB, it should be fine, shouldn't it? Missing OFB objects, but so would a base-game version.
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