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16451  TS2: Burnination / The Podium / Re: Board-Warming Party! on: 2005 July 16, 00:21:49
GOATS, I tell you. The answer is GOATS.
16452  TS2: Burnination / The Podium / Re: Need to get rid of a Hack on: 2005 July 16, 00:19:37
I dunno anything about that, but I advise you put your intentionally downloaded hacks in a seperate subdirectory, like "hax" or something, and then systematically destroy anything that looks funny in your downloads directory.

Pherverstool can help also. Unfortunately, I don't have the link, and Phervers couldn't think of anything cool and memorable for it, like pherverstool.com or something.
16453  TS2: Burnination / The Podium / Re: Other Games? on: 2005 July 16, 00:18:17
The modify button doesn't work?
16454  TS2: Burnination / The Podium / Re: Board-Warming Party! on: 2005 July 15, 23:49:19
I tell you people, kudzu wouldn't a problem if you simply got more goats. As a side benefit, you could then sacrifice the excess goats to me. Goats love kudzu.
16455  TS2: Burnination / Planet K 20X6 / Re: The Email Challenge...Because Those Other Challenges Are Boring And For Wuss on: 2005 July 15, 20:59:23
Are we allowed to run two challenge households at the same time and have their kids get married?

I checked the rules, and it doesn't seem to break any of them, but all the speaking of challenges implies that only one is run at a time. Not sure.
Yes, this is legal.
16456  TS2: Burnination / The Podium / Re: Welcome Pescado on: 2005 July 15, 20:57:55
Yes, it does. Children can't afford to pay our subscription fee, and thus aren't allowed here.
16457  TS2: Burnination / The Podium / Re: Other Games? on: 2005 July 15, 17:48:17
Letting the computer play itself only works if you have Macrotastics. Tongue Otherwise the Sim AI is so retarded that I'm ultimately forced to intervene, pretty much constantly. Me, I play all sorts of stuff. My latest thing is Pirates!. For some reason it's strangely addictive despite how repetitive it is.
16458  TS2: Burnination / The Podium / Re: Who's a wussie now? on: 2005 July 15, 17:05:07
Silly Dawnkeeper. Inge is Inge, that's how Inge is.
16459  TS2: Burnination / The Podium / Re: Who's a wussie now? on: 2005 July 15, 10:47:54
Actually, I don't really care if it's a beta or not. It's like with SimPE. If the beta has something I want, I get it. Otherwise, I keep plodding along in SimPE 0.35. Now if you made your Ingelogical Plugin suck slightly less, I'd switch over to that QA version in an instant. But if it ain't broke, don't fix it.
16460  TS2: Burnination / The Podium / Re: Who's a wussie now? on: 2005 July 15, 10:40:12
That still does not tell me *WHY* I would want to do this.There's nothing wrong with my forum. Why should I install something untested to fix a problem which does not exist? I'm old! I'm old and I have a long beard!
16461  TS2: Burnination / The Podium / Re: Who's a wussie now? on: 2005 July 15, 10:33:27
Well, I don't want my forum turning funny colors like your ugly Ingeforum, so I'm satisfied with things the way they are. If it ain't broke, don't fix it. Besides, I have no idea where to go about doing this or how to start. Also, you are a round mound of gray fatness.
16462  TS2: Burnination / The Podium / Re: Who's a wussie now? on: 2005 July 15, 10:31:43
Why, what does it do? And where would I go about getting it?
16463  TS2: Burnination / Planet K 20X6 / The Email Challenge...Because Those Other Challenges Are Boring And For Wusses! on: 2005 July 15, 05:08:18
As Strong Bad states in Email #94, "Email is like a prison. A prison with no walls. And no toilet!". And thus the stage is set for the next in crazy challenges.

Objective: Finish a complete sim lifecycle from birth to death of the first generation, on a lot that meets the above criteria: No walls. No toilets. You may create any adult or YA sim starting from Uni, or directly as an adult from CAS. You may create one or two adults at your option. They must be connected in some way on the family tree. No children: Children must be born naturally. Challenge ends when the founders and the last child of the founder(s) have died or are removed from play.

RULES:
1. No cheats except where specifically permitted. You are allowed to use any custom contents or FFS/Twojeffs hacks, but you may not utilize any of the functions to cheat. No magic mood refreshers. No grade adjusters. No free money. None of that. You may use move_objects or the debug cheat only to move or delete stuck objects and sims, or force errors on the same. You may not delete sims to refresh their moods. Examples of legal hacks include "No 20K Handout", "No Cheering", "Authorized Personnel Only", etc. Anything in "More Awesome Than You" is legal when used as directed.

2. No moving between lots unless required. Nobody who moves out without the use of No-20K-Handout may ever move back to the lot. If you move to a different lot as required by University or because your lot becomes bugged, the lot you move to must be a legal Email lot: No walls. No toilet.

3. No visiting community lots, unless they are legal email lots: No walls, no toilet.

4. You may use the college clock or lot debugger to pick a new aspirationally-relevant lifetime want of your choice, at the age transition, aspiration change, or upon the fulfillment of an existing lifetime want. If you fail to achieve it, you incur an additional penalty. You may only reroll your LTW at these specific times. If you choose not to, you forfeit the opportunity.

5. You may use the college clock to fast-forward the time on a Uni semester. You may not rewind or freeze it. You must still earn the grade points.

6. You may use any of the career or aspirational awards, but they must be paid for. You may not purchase them with hacked collections.

7. Any sim which moves off the lot (not to Uni) individually is removed from the challenge. Assess all failure penalties at time of departure, as if the sim had died of natural causes.

8. Time-sync must be maintained if anyone goes to Uni. You may play no more than 1 day on the main lot per year of Uni.

9. You may marry any townie or NPC. Playable sims may only be married if they were born naturally in game, and may only be married if your generation is equal to or greater than theirs. Nobody may marry a CAS(zero-generation) sim, a first-generation sim may only marry a first-generation sim(or townie/NPC). A second generation sim may marry a second or first generation sim, as well as a townie or NPC. A first generation sim may not marry a second generation sim. Only legitimate families are eligible: You may not marry anyone from a family who has used money or mood cheats.

10. You may never move anyone new in. New sims can only join the lot from marriage. Sims may return to the lot from Uni only if they did not receive a 20K handout.

11. You may not receive money from another lot outside of marriages. You may send money to other lots, but you may not receive any back.

12. NO SAVING AND RELOADING unless a bug occurs.

TERMINOLOGIES:
Controllable: Any sim that you can control and give orders to.
Playable: Any sim that is playable: A non-townie, non-NPC that lives on a playable lot or in the lotbin.

SCORING:

GENERAL:
-2000 points for every sim that removed from play by means other than death.
-1500 points for every controllable sim that dies due to factors within your control: No starving, no dying of standard diseases, no burning to death, no drowning, no being scared to death, etc.. Valid causes of death without penalty include the mysterious choking death, natural satelliting, and old age. The penalty applies even if you resurrect the sim, but not if you successfully plead with the Reaper. You may kill noncontrollables without penalty.
-500 points anytime a controllable sim has an accident.
-500 points anytime a playable sim(not necessarily a resident) has an accident at a party. Cumulative with above.
-250 points for every object taken by the repo man or police.
-150 points for every object successfully stolen by a burglar.
-150 points for every failed party. Cumulative with above.
-100 points for every time I am forced to insult you for your inept mismanagement if you share the story of an ongoing challenge.
-50 points for every therapist visit.

LIFETIME ACHIEVEMENT:
Lifetime Achievement penalties are only assessed on death. Sims still alive at the conclusion of the challenge do not incur any of these penalties.
-500 points for dying of old age without a platinum tombstone.
-250 points for every sim that dies without achieving at least one lifetime want. Uni+ only!
-250 points for failing to achieve a lifetime want that you chose, regardless of whether it is the first one or not. Cumulative with above. Uni+ only!
-10 points for every skillpoint a sim fails to earn. All skills must be maximized!

ACHIEVEMENT - CHILDREN:
These penalties are not applicable for generation 0 (CAS).
-1000 points for every child taken by the SS. Penalty applied immediately on arrival of the SS.
-500 points for every teen that runs away. Penalty applied immediately.
-500 points if the police do not recover the runaway. Cumulative with above.
-500 points for every child that fails to enter private school. You may try as many times as you want without penalty. Penalty applied at end of child stage.
-200 points for every toddler skill unlearned. Penalties applied at end of toddler stage.
-200 points for failure to acquire the study skill. Penalty applied at end of child stage.
-150 points for every D or F report card. Penalty applied on return from school.
-100 points for every child that does not have an A+. Penalty applied at end of teen stage.
-10 points for every day of public school attended. Penalty applied immediately on boarding the school bus.

COLLEGE PREP (Uni Only!):
-300 points for failure to earn the Good Grades scholarship.
-250 points for every skill(cook, mech, cha, body, log, crea, clean) scholarship you fail to earn.
-150 points for failure to earn the dancing scholarship.
-100 points for failure to earn the career scholarship.

COLLEGE ITSELF (Uni Only!):
-500 points for failing to graduate Summa Cum Laude (4.0).
-250 points for failing to graduate Magna Cum Laude (?) or better. Cumulative.
-250 points for failing to graduate Cum Laude(?) or better. Cumulative.
-200 points for every academic probation.
-200 points for every failed attempt to join a Greek house. Joining a Greek house is not required, but failure is penalized!

AUTOMATIC LOSS CONDITIONS:
Automatically lose if everyone dies or is removed from play.
Automatically lose if you violate one of the rules.
Automatically lose if no sims are in play at the end of the challenge.
Automatically lose if any sim living on your lot uses a toilet.

Note: There are no positive points. Life doesn't work like that. Positive points are for wusses.
Successfully completing the challenge with a perfect score(0) entitles you to a coupon for a free breakfast at the Intergalactic House Of Waffles.
Disclaimer: There is no such place. Coupon is entirely useless.
16464  Awesomeware / The Armory / FFS Director's Cut: More Awesome Than You on: 2005 July 15, 03:31:47
The compilation of the collection of everything I use, guaranteed not to make your game explode in a big fiery ball visible from space unless you have somebody else's hacks conflicting, because MY game hasn't exploded in a big fiery ball visible from space.

AL:
moreawesomethanyou.zip
DIRECTORY

FT:
moreawesomethanyou.zip
DIRECTORY

BV:
moreawesomethanyou.zip
DIRECTORY

SEASONS:
moreawesomethanyou.zip
DIRECTORY

PETS:
moreawesomethanyou.zip
DIRECTORY

OFB:
moreawesomethanyou.zip
DIRECTORY

NL:
moreawesomethanyou.zip
DIRECTORY

UNI:
moreawesomethanyou.zip
DIRECTORY
16465  Awesomeware / The Armory / Hack Directory - All Hacks on: 2005 July 15, 03:27:53
All hacks not updated since the rentech.com era are tossed in a big, easily sorted, alphabetical directory here. Actually, they're all here, but I'm not recreating individual threads for each individual hack unless there's an update.

Official Stuff - Apartment Life
Official Stuff - Free Time
Official Stuff - Bon Voyage
Official Stuff - Seasons
Official Stuff - Pets
Official Stuff - OFB
Official Stuff - NL
TS2U Things
Pre-TS2U Stuff
16466  TS2: Burnination / The War Room / Chance Cards: A Quick Gambler's Guide on: 2005 July 14, 13:57:14
It is commonly believed that chance cards depend on your sim's skills, your sim's mood, or your sim's aspiration. It doesn't work that way. Chance cards are purely random, with each card having an odds bias, where option A has the chance of succeeding that percentage of the time, and option B succeeds the other percent of the time, minus 1%, due to the way the odds work. For instance, an odds-85 card has an 85% chance of winning if you choose A, 14% chance of winning if you choose B, and 1% chance you are a big fat loser no matter what you pick. Chance cards for career levels > L6 pay out in thousands, meaning that no chance card > L6 will deal in quantities of money < 1K, and chance cards of <= L6 tend to pay out crap. Here are the odds tables for various careers, and the key words you should remember for them!

Code:
LVL SLA SCI POL MIL MED LEF CUL CRI BUS ATH SHO PAR NAT ART ADV EDU GMR JRN LAW MUS
L1  85  50  85  85  15  85  85  15  15  85  XX  XX  XX  XX  65  75  85  25  15  75
L2  85  85  15  85  15  15  15  85  15  15  85  85  XX  15  50  20  45  15  75  25
L3  50  15  85  15  50  85  85  85  15  85  15  XX  XX  XX  85  75  25  85  25  85
L4  50  50  85  15  85  85  15  85  85  15  XX  15  XX  85  75  45  15  35  35  20
L5  85  85  85  15  15  85  85  85  85  15  15  15  15  XX  15  75  45  85  80  25
L6  85  50  15  15  15  85  85  85  15  85  XX  XX  15  15  85  75  65  75  80  75
L7  15  85  85  15  15  15  85  15  15  85  15  85  85  XX  15  65  15  85  25  20
L8  15  85  15  85  15  50  50  85  15  15  XX  XX  XX  15  75  50  75  75  65  45
L9  85  85  15  15  15  15  15  50  15  15  15  15  85  XX  15  55  15  25  35  55
L10 50  85  15  15  50  15  85  50  15  15  XX  XX  XX  85  85  75  55  25  15  35

SLACKER KEYWORDS
"WHATEVER", "ON BREAK", "DUCT TAPE", "BUNNY RABBITS", "REVEAL ALL".

SCIENCE KEYWORDS
"BLUE", "LET WIKI", "TANGIBLE", "GREEN"

POLITICS KEYWORDS
"HIDE"

MILITARY KEYWORDS
"OCEAN", "VAPORIZE"

MEDICAL KEYWORDS
"TURN AWAY". Even this one barely works, but the alternative is worse. Medical has some of the worst chance cards in the game. The following keywords are things you should NOT choose:
"ATTEND MEETING", "FINISH QUICKLY", "HAND OFF", "MEET INTERN"

LAW ENFORCEMENT KEYWORDS
"GIANT ROBOT"

CULINARY KEYWORDS
"EASTERN EATS", "AIRPORTS".
Culinary's chance cards are pretty unexceptional: the lucrative ones are unlikely, and the penalties tend to be pretty steep, but the payouts are modest and generally run with the odds.

CRIMINAL KEYWORDS
Crime doesn't pay in TS2, and it shows: The final hours suck, and none of the cards are exceptionally good. The final card is  55K vs. 20K for "CAPTURE", against 60K vs. 30K for "DOOMSDAY". It's nearly 50/50, so play or avoid at your leisure. Still, they're better than Medical's.

BUSINESS KEYWORDS
"TRUCKS"
Business pretty much runs with the odds, the payouts being neither exceptional or the penalties steep.

ATHLETICS KEYWORDS
"MAKE SPEECH"
All other athlete cards are crappy, offering lousy results, low-paying results most of the time. The job itself pays pretty well. The final card is marginal, offering "SMILE PRETTY" 50K/-50K vs. "MAKE SPEECH" 40K/Fired.

UNI CAREER KEYWORDS
"PAY BILL".
You're pretty much never gonna see a chance card in the Uni-added careers unless you use Harder Jobs, because you start at level 8 or 9 and the top level tends not to have a chance card at all, except Art. The cards all suck, except Art.

ADVENTURER KEYWORDS
"STARBOARD", "DISMANTLE WIRING", "CONDESCENSION", "CAPTURE"

EDUMACATION KEYWORDS
"BULLHORNS", "FROSTBITE", "RABBIT"
16467  TS2: Burnination / The War Room / Factoids and Statistics on Skill Gaining on: 2005 July 14, 13:55:06
Here is a comprehensive table of the skill gaining rates of all skilling objects and interactions as of TS2U v1.0. Some of the conclusions may surprise you. Higher numbers are better. 100 represents the "base" rate of skill gain, 100%. Note the rates listed below can be modified by personality affinity, and a sim receives +100% learning rate while wearing a thinking cap, and +200% while under the influence of smart milk. Smart milk can normally only affect toddlers, but the attribute can become "stuck" randomly and result in children learning at accelerated rates. This tends to go away when you wear a TC, which also affects the attribute and thus clears the stuckage.

Having a tutor will also increase the rate of learning by a yet-unknown amount. Having the tutor wear a thinking cap or not has no effect, nor does the skill of level of the tutor as long as he is adequately skilled to function as a tutor.

Note that some objects have learning rates which unusually high, but are not a true reflection of their effectiveness because the learning rate is only applied during specific intervals of the usage cycle (military obstacle course, personal trainer, biotech station).

Base Skill Rates - All Skills
Edumacation Book:   500
FT Teaching:        200

Base Skill Rates - Cooking
Candy Machine:      200
Bookshelf:          200
Yummy:              200
Toy Oven:           150

Base Skill Rates - Mechanical
Surgical Station:   250
Bookshelf:          200
Activity Table:     150
Restorable Car:     100

Base Skill Rates - Body
Obstacle Course:    538
Bowling:            350 (?)
Punch Bag:          313
Treadmill:          300
Multipress:         250
Exercise Bike:      250
Yoga:               200
EDS(all):           200
Single Bench:       175
Personal Trainer:  +100 (adds to rate after personality adjustments)
TV Work Out:        150
Stereo Work Out:    100
Pool:               100
CS Limbo:           31

Base Skill Rates - Charisma
Golf Course:        250
Law Podium:         250
Politics Podium:    250
LS Podium:          250
Mirror:             200
Bird Teach/Talk:    150
Nursery Rhyme:      100
Toddler Rabbit:     75

Base Skill Rates - Logic
Biotech Station:    250
Telescope Good:     200
Telescope Crappy:   150
Chess - Indoor:     200
Chess - Outdoor:    150
Toddler Peg Box:    100

Base Skill Rates - Creativity
Mus. Career Guitar: 400
Lie Detector:       250
Hydroponic Garden:  250
DJ Booth:           250
Practice Music:     200
Karaoke Machine:    200
Modular Synth:      200
Violin:             175
Perform Music:      175
Easel Painting:     150
Write Novel:        150
Activity Table:     150
CS Bongo Drums      100
Toddler Xylophone:  75

Base Skill Rates - Cleaning
FP Scanner:         250
Bookshelf:          200


This following table concerns the relative difficulty weights of gaining 1% of a skillpoint based on your present skill level (0-9), in terms of how many ticks it will take to gain 1% of a skillpoint, meaning at level 0, it will take 4000 ticks to gain a skillpoint given a 100% skill rate. There are 1800 ticks in a Sim-hour, meaning it will take a sim 1:07 hr (2000t) to learn the first skillpoint at a rate of 200.
Weighted Difficulty Rates (ticks per 1%)
0: 40
1: 66
2: 84
3: 108
4: 139
5: 178
6: 228
7: 292
8: 374
9: 480


The base-rate + personality modifiers + PT bonus affects how many "ticks" it will take to gain 1 point (1% of a game 1-10 "point"). IQ (MYSemi 0x1C +0x64) affects how many points are gained when this duration passes.
Skill Gain Rate is therefore (BR * IQ) / 100.
Examples:
Assume no skillpoints.
Sim has 300 IQ, using base-rate 200. He will gain 3 points (3%) every 20 ticks, or 0.15/t.
Sim has 100 IQ, using base-rate 500. He will gain 1 point (1%) every 8 ticks, or 0.125/t.
16468  TS2: Burnination / The War Room / Myths, Urban Legends, And Apocrypha Of TS2 Explored And Exploded on: 2005 July 14, 13:54:05
MYTH: Something special happens when you reunite Bella from Strangetown with the Goth family, either by moving the Goths to Strangetown or Bella to Pleasantview.
STATUS: FALSE, unless you consider corrupting your neighborhood files something special. Bella will not regain memories. The Goth children will not recognize Bella. What WILL happen is that your neighborhood files will be corrupted by duplicate copies of the Goth relatives and/or anyone Bella happened to meet prior to moving. Don't do this. Absolutely nothing cool happens with Bella.

MYTH: Alien abduction is more likely if your sim has high interests in something, gazes from an elevated platform, or at certain specific hours at night.
STATUS: FALSE. Alien abduction occurs with a straight 0.05% (NOT 5%) chance per cycle of stargazing. For practical purposes, this is somewhat worse than your odds of becoming a road waffle if you dash across the street without looking. If you're still alive to read this, you're probably not gonna see an abduction anytime soon unless you cheat, install a hack, or play the Curious brothers.

MYTH: The Headmaster instantly rejecting a family on arrival is caused by poor-quality yards, furniture, family funds, or other family state. Improving your yard, making your family richer, making the members like each other more, or improving their grades even when they are already above a C will make him more tractable.
STATUS: FALSE. The headmaster's snooty 1700 departure is caused by a bug relating to the saving of your game after calling the headmaster. Do not save your game after calling the headmaster. It is advised that you do not call the headmaster hours in advance. Call only shortly before or during hour 17 (5pm), and he will arrive immediately. Do not save after calling the headmaster until he leaves. If you do experience a snooty instant-departure, the headmaster will perform his proper ritual if called back immediately.

MYTH: Children learn skills faster than adults. Alien children learn skills faster than other children.
STATUS: FALSE. The rates of sim skill learning are fixed and invariant with respect to age. Some sims learn some skills faster than other sims due to personality affinities. The wearing of a thinking cap or the effects of smart milk also increases the rate of learning.

MYTH: Feeding a toddler smart milk results in him learning faster when he becomes a child than a toddler who is not fed smart milk.
STATUS: PARTIALLY TRUE. A toddler who receives smart milk can, in some circumstances, have his skill-boost-rate attribute "stuck" similar to the fashion of a stuck emitter, or perhaps the snooty-headmaster-departure. A freshly nuked toddler may also carry over his effect briefly into childhood. However, this represents a bug and does not occur consistently. Some children may stick and become "smart" for their entire childhood, others may not. No pattern has yet been discerned.

MYTH: Lazy sims require less sleep.
STATUS: FALSE. Despite what is claimed in the blurb text for Lazy/Active, lazy sims have higher energy decay rates and therefore require more sleep than active sims, not less.

MYTH: Parents frequently produce identical children.
STATUS: PARTIALLY TRUE. This effect is actually a bug, the "firstborn effect", caused because the personality generation algorithm of TS2 runs on a deterministic sequence that is reset to the beginning everytime you start the game. This can be most clearly witnessed in CAS, where you will get the exact same series of sims every time you restart the game: Aries, Aquarius, Cancer, etc. The effect extends to babies of a couple, so that if you have a baby, then save, quit, come back later, and have another baby, the second baby will be exactly the same in personality as the first. To break this trend, at the start of every session, you should go to CAS and roll an arbitrary number of sims, then discard them. The number should be be different and arbitrary, or you will simply be advancing the sequence a fixed number of steps every time. The genetics of a sim is determined by various rules of inheritance and can result in similar-looking offspring if you do not understand how traits are inherited.

MYTH: Sims of certain astrological signs have better or worse compatibility with sims of other specific signs.
STATUS: FALSE, as of TS2U v1.0. Compatibility, romantic or otherwise, of two sims, is determined entirely by their present relationship state, personality, and conversational interests. Sims which have low interest in another sim's high-interest topics will have poor conversations and thus build relationship slowly. Sims which have personality types that make them less inclined towards certain social interactions will have slower relationship build. None of this is directly associated with astrological sign, as the sign is fixed, but both personality and interests are mutable. The actual sign itself has no effect. This may or may not change in a future expansion pack.
TRUE as of TS2NL.

MYTH: Thinking caps improve a sim's ability to teach skills to other sims.
STATUS: MOSTLY FALSE. The thinking cap can only affects the teaching of Toddler Walk/Talk/Housebreak skills. It has no effect when used to teach other sims on career objects and will simply waste charge.

MYTH: Brandi Broke's (Pleasantview) third child (at start of scenario) is always male.
STATUS: TRUE, assuming the game is not tampered with in any unusual way. It has been confirmed that the gender of the resulting child is nonrandom and is caused by artifacts relating to the way the Make Character primitive generates babies and the unusual status of the father's character file. Actions like resurrecting Skip in SimPE would alter the outcome.

MYTH: Tipping the service NPCs improves their work.
STATUS: FALSE. Tipping the service NPCs will improve their relationship towards the tipping sim, but relationship has no effect on the actual quality of work performed by NPCs. Sufficiently high-relationship will cause them to ask if you want them to hang out after work. This dialog box can interrupt the flow of gameplay and may be seen as a detriment. However, no effect occurs on quality of work.
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