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476  TS2: Burnination / The Podium / Re: Sims 2 and a laptop with a Geforce Go 7300.......? on: 2006 December 26, 18:42:41
MacOS has always had notoriously bad memory handling, so double the figures if you use a Mac.

You are probably thinking of the old MacOS.  It did have poor memory handling, and ran on PPC processors.  The current MacOS X, based on a Unix core, is the only one available now and has been for about 6 years.  This OS also runs on PPC and Intel Core Duo processors. 

I am almost completely ignorant about OS architectures, so I cannot speak further on what a unix-flavoured core may do for memory management.  From practical use, my 2-year old laptop with the old processor has very robust memory handling and runs TS2 well on 1.2 GB RAM and a 700 MB DL folder.
477  Awesomeware / The Armory / Re: Zombie Apocalypse: BRAIIIIIIINS! on: 2006 December 24, 19:51:14
Now that I have a decent zombie horde (~15 zombies), I'm finding that the converts are far more interesting than the uber-zombie founders.  'Cause you see, fights with the converts have uncertain outcomes, whereas all but my combat-seasoned playables succumb to the uber-zombies.  Furthermore, zombies pretty much spend all their time gaining combat experience, so even my playables who started out ahead will succumb unless they die of something else.  I don't even want to think about

Is there any way to even the prizes for a bout with a zombie?  I mean, a sim could lose his brain in a fight, but a zombie only loses some of his motives. Tongue  If it's too risky to have death as an outcome in a fight, what if zombies above, say 5 or 6 skill points, could also lose a point for each defeat? 

I could always have a zombie roast periodically, but some consideration for a change like this would make Zombie Apocalypse more self-sustaining.
478  TS2: Burnination / The Podium / Re: unable to place doors and windows on: 2006 December 24, 18:37:04
From the public's (my) point of view, another important consideration is that InSim has many, unrelated functions.  All of them could be useful, but in practice I use only one.  There is no way to limit my risk by choosing just one module or a few. 

With something like the phonehack, I can choose to expose my game to greater risk if I do use its features daily.  The danger associated with any hack is balanced against what it adds to the game, and with thematic hacks, at least it is possible for players to make reasonable choices based on their own style of play. 

Aside from ease of maintenance by the modder, I can see no reason why the InSim should exist in its present form.  It is really a dozen mods which should be available as add-on tools to a more basic infrastructure.
479  TS2: Burnination / The Podium / Re: Um. Musical pee? on: 2006 December 23, 19:37:21
I keep hearing people talking about peeing xylophones or something like that.  It's never happened in my game.  Who else gets it?

Boy children who have, maybe two-thirds or more, green bladder bars pee standing up if you send them to the toilets.  Actually, I guess adult and teen males pee standing up too in those cases, but only children make the 'tinkling' sound.  Try it and report back whether you liked it or found it annoying.  Cheesy
480  Awesomeware / The Armory / Re: The Fight Club: Now With More Shinyness on: 2006 December 22, 00:08:09
oh. no.

One of my pre-existing zombies is a vampire with 10 body skill points.

Well, at least there's an up-side now to the annoyance of keeping him alive.  Cheesy
481  TS2: Burnination / Oops! You Broke It! / Crash on move-in day on: 2006 December 21, 23:58:17
As soon as the move-in cinematic finished I got an error that crashed the game so bad, I lost the cursor.  I couldn't click any of the buttons on the dialog to continue, so I had to force quit the game.  Once back at the desktop, I re-launched the game and the family of two adults plus the twin babies were by the mailbox as though nothing had happened.  Huh

I continued playing them for a couple of days, without any other problems, but I just wonder if there's something wrong with this sim or the CC I've put in lately?

It might be nothing, but since I have a history of doing some VBT,  Roll Eyes I'd appreciate it if someone could have a look.
482  TS2: Burnination / The Podium / Re: Wants & Fears problem. on: 2006 December 20, 18:22:20
The more I play the more I notice that personality does more to influence wants and fears than I first thought.  That's why you could make a Libra Romance and a Scorpio Romance and though they will roll the same generic wants, there is quite a difference in what type and how often certain wants roll up.  At least in my experience anyway. Wink

I notice the same thing, or possibly I just have the same delusion.  Cheesy

At the moment, I'm doing some casual observations on whether certain asps tend to be linked to star signs, or whether it's the distribution of personality points, i.e. does a Family Libra with 10-10-10-7-10 roll the same selection of wants as a Family Gemini with the same personality points?
483  TS2: Burnination / The Podium / Re: Orphaned toddlers have no wants in Pets on: 2006 December 20, 18:11:38
I've never had blank want slots, but then I don't push the envelope with 40 toddlers in an orphanage...  Cheesy

I do notice that the toddlers in my game who get the anonymous tickle, cuddle, talk wants tend to have strong relationships with the live-in nanny or grandparents.  It is not uncommon in my multi-generational houses for the children to become best friends with their grandparents as babies, but not with the parents until almost childhood.  Still, toddlers are completely obsessed with their parents so it may be a lost cause.   Sad
484  Awesomeware / The Armory / Re: Get In Car Fix for OFBp2 ONLY on: 2006 December 18, 19:26:30
With OFB (never had anything but p2), none of my sims could sit in vehicle, any vehicle.  I noticed it first on residential lots, and no longer remember if it was also on comm lots.

Anyway, the problem is back for me with pets, though this time only on comm lots so far.  I have not run a comprehensive check yet, with different sims, cars, 'hoods, etc.
485  TS2: Burnination / The Podium / Re: Wants & Fears problem. on: 2006 December 18, 18:16:47
Those wants and fears seem to be restricted to popularity sims, but i have to say I have not seen them since the base game. The only time is when loading the pre-made Maxis lots from a fresh install. Other than that, I think they disappeared when the first EP came out.

I've only seen this want come up a couple of times, once in the base game, same as you, but I recently saw it right after I installed pets.  After the reset, one of my family sims rolled the want to fight his mortal enemy Amin Sims.  Amin has many mortal enemies in my 'hood from his first life, but since becoming zombified (and personality-reversed) he's rather peaceful and content.  Grin  Anyway, I indulged Sim Munro, and lucky for him, Amin was defeated.  Smiley

Perhaps Pescado will consider a hack to make this want more common as an adjunct to zombieapoc or fightclub?
486  Awesomeware / The Armory / Re: Zombie Apocalypse: BRAIIIIIIINS! on: 2006 December 15, 20:07:54
I am totally loving this and how zombies get that brains icon. Hahah. This is Totally awesome! I did a bit of testing and I just love how zombies will immediately try to eat other sims' brains. Lol. But I found a pretty easy way to avoid zombie attack. As long as your sim is engaged in an non-interruptible interaction, they are "safe" from brain eating. Cheesy

I dunno if it's possible, or if it would be too annoying... but I think it would be funny if maybe zombies could actually force their targets out of whatever it is they are doing, and the target might actually react and freak out. Like when a sim resurrects a zombie, and they have that freak out reaction.

Otherwise, awesome. Can't wait to have an apocalyptic zombie horde in my real game. Grin

Ste

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 

I haven't encountered any of the zombies yet, since the recent update, but they want to chain-eat brains, so please gawd, don't let them start interrupting their targets!  Because I made my zombies before the ZombApoc, all 3 have maxed body skills.  I've found that's quite enough to seed a zombie horde.  Tongue
487  TS2: Burnination / The Podium / Re: Crammyboy for females? on: 2006 December 15, 19:31:28
I also thought the vulva looked really wrong.  Too much in front. Lips sealed  I mean really, one oughtn't be able to see the vulva at all when a sim is just showering or walking around...  Roll Eyes
488  TS2: Burnination / The Podium / Re: Piano volume (or: Am I really the only one with this problem?) on: 2006 December 15, 19:14:14
Well, no.  I have never experienced this problem.
I have other problems like not being able to woohoo in cars on comm lots since pets, stuck babies when changing diapers, but I have no trouble hearing the piano.  Cheesy  I also like listening to the sprog improve their playing, which is probably a contributing factor in why my sim kids don't max their skills before teenage-hood.  Roll Eyes

Anyway, I have radio music turned way down compared to sound effects, and ambient noise about the same as the sound effects.  For me, the piano is about as loud as the falling-in-love cascade.  It does make a difference whether the camera is in the same room as the child playing, and whether I have the child selected.

The piano is also one of the louder instruments when my sims are performing.  It's much louder than the bass, and somewhat louder than the lead guitar, providing about as much oomph as the drums.  It's so loud that if a townie gets on it, I have to shoo them away.
489  TS2: Burnination / The Podium / Re: Annoying Santa on: 2006 December 14, 20:17:26
If there is one of those lighted reindeer on the lot, he'll even pee on that and sometimes he'll get electrocuted!  

Does anyone know if those lighted reindeer can cause an electrocution if you only have the Maxis object but not the Holiday EP?  I probably wouldn't even buy it even if it were available for mac, but I do have the reindeer from the exchange.  I may have a need fairly soon to make zombie roast for Christmas (Zombie Apocalypse, anyone?), and a couple have too much mechanical skill to efficiently fry on a household appliance.
490  TS2: Burnination / The Podium / Re: Would new video card make a difference? on: 2006 December 14, 20:07:43
Wow.

I just want to thank you all; this has been an incredibly enlightening thread for me.  I've been playing TS2 for ohhh, I don't know... a couple of years or three, whenever it was that they made it available for mac.  Sometime after NL, I complained to my boyfriend that it was taking too long to load, and maybe I needed more RAM.  I'd fire it up, go and get a cup of coffee, or take a pee, and settle back in, and it would still be loading!  Well, I never! Tongue

At it's worst, it was taking 7 or 8 min. to load up.  I did blithely add more RAM which improved overall gameplay and reduced the load time to an astonishing 3 min.  Because of PMBD, I'm back up to around 5min. again, but this time I'll know better than to complain.  Cheesy

I don't want to be misinterpreted as saying that somehow my set-up is better.  Believe me, I still have a fairly modest 650 MB in my dl folder, and I play on the last-generation Powerbook.  (Even with PMBD, I'm picky about what I like to see in my game, so it isn't hard for me to pass on a lot of CC.)  I don't imagine that my game resembles anything like what some of you are seeing!
491  TS2: Burnination / The Podium / Re: Rug divider madness on: 2006 December 14, 00:40:50
You could even use it to surround a crib in the corner of the living room, and the blaring TV won't wake up the baby/toddler, since the game treats them like they're in a different room.


I've tried this in various configurations, but I can't figure out what I'm doing wrong.

In one master bedroom, I had a half-wall separate a sitting area with a TV, and my sims were able to watch TV from their bed (also waking up their sleeping spouse!)

In another house, I had an open-plan kitchen, dining room, great room and the headmaster treated it as a single room.  If I put in walls and archways, they were considered separate rooms.

In the nursery, I had tall half-walls separating two cribs, but if the baby cried, it would wake up the toddler.

Is it dependent on the type of fence that's used?
492  Awesomeware / The Armory / Re: Zombie Apocalypse: BRAIIIIIIINS! on: 2006 December 13, 23:57:23
I don't think the zombies have to be playables.  Can't be sure, as I haven't returned any of my zombies to the townie pool.  They serve as domestic help...  Grin

Anyway, one of my playables was on an outing at Rodney's Hideout, when the llama mascot-turned-zombie showed up and proceeded to rampage the whole lot.  I don't think hunger has anything to do with it.  He sat down at the bar for a meal first, and then attacked a headmaster, a townie, and another playable who was part of the outing but not under my control at the time.  According to Pescado, his motives should have been green after the first one.  Anyway, after the 3rd fight in 6 hours, I had my controllable sim leave the lot.

I've concluded that under Zombie Apocalypse, sims really do need to run away at the first opportunity, especially if your zombies have 10 body skill points!  Shocked  Pescado did warn me...

I don't remember if my zombie had any kind of relationship with the sims whose brains he devoured, but I'm curious as to whether they just can't help themselves and will attack friends, too...
493  TS2: Burnination / The Podium / Re: A request: pets go to work automatically on: 2006 December 13, 19:30:22
You do?

I have the Awesome job fixes and I was able to get several pet jobs.  Two even managed to get promotions (and then promptly passed out because they were up all night!)

BTW, is there any way to get pets to sleep on some kind of cycle so they won't go to work tired?  Mine seem to sleep whenever they want which means they sleep and wake at all hours of the day and night.
494  Awesomeware / The Armory / Re: No Telepathy on: 2006 December 10, 18:27:56
And another thing, will this squash the asp. boost an elder will get from a grandchild born on another lot?  It seems a little unbalanced to shelter toddlers from a hit, but allow the elders to keep their boost.
495  Awesomeware / The Armory / Re: Zombie Apocalypse: BRAIIIIIIINS! on: 2006 December 09, 18:57:11
No, zombies aren't immune to anything but aging.  They have the same motive decay as a normal sim, which is why it will be very interesting to watch what happens when they see other sims as food!  Cheesy

I plan to cull the zombie hordes eventually by locking them in the plague shack (for the sake of scientific study), or setting them on fire. Smiley  Right now, I have only a few very neat, very nice, but extremely athletic zombies.  (NB: Even with max Active personality and Body skill points, macrotastics cannot make them run.)  My playables are equipped to fight them off, but the townie pool is looking awfully ripe...  Roll Eyes

My question is, how could this cause a BFBVFS?  Not that such a little thing as that could keep me away from this. Cheesy  I mean, the character files are there for every sim created in the game, alive or dead, so what difference could zombification make?  Too many memories from immortality?
496  TS2: Burnination / The Podium / Re: Who the heck doesn't skip class for a date? on: 2006 December 08, 20:02:35
To free will or not to free will?  Smiley

My sims at Uni rarely live alone.  Those generations-old greek houses are full of the spawn of, well... generations.  This means that not all of them have full grade meters at exactly the same time.  Depending on aspiration, they fill their meters in their own fashion at their own rate.  Some sims need almost the whole 3 days, some don't.

And some overachieving sims get on the dean's list, skill, date, and still have all kinds of time while their housemates toil.  I let them free will.  Those sims are allowed to set fires, start fights, play for tips, cheat on their boyfriends, whatever idiocy they want.  They are my wild cards.  Cheesy
497  TS2: Burnination / The Podium / Re: Children of the Wolves on: 2006 December 08, 19:37:25
Do you have an instructor available?  Macrotastics will always send the kid to a career reward if there's an instructor.

Last night, I had a carry-over glitch where the child got the instructor bonus stuck on top of the smart-milk.  I had macrotastics slide him over to another skill automatically and the instructor boost came with him, but without the instructor. Huh Weird.  Only lasted until he went off to make friends with his cousin, though.
498  TS2: Burnination / The Podium / Re: Children of the Wolves on: 2006 December 07, 20:33:35
It's not that interesting unless you play without Uni.  One Uni grad with max skills can harvest the career rewards by taking each job as it comes up on the computer.

You could even move her from house to house around your whole neighbourhood, spending a few days at each lot to fill it up with career rewards.  It's so trivial that you may as well use the testing cheat without guilt.

With harderjobs, it takes a bit longer but even then, after permaplat it's just a waiting game.  I just let my sims go ahead and breed.  The career rewards will come.  Wink
499  TS2: Burnination / The Podium / Re: Who the heck doesn't skip class for a date? on: 2006 December 07, 20:21:51
Because there's so much extra time at Uni, why in Bob's name would I want to stop the clock?! Shocked  It pains me to think of how many times I've had a sim with full grade meters who must wait until after his class has begun so his date won't get clobbered, only to find that she's now at work.

Besides, most of my sims pledge to generations-old greek houses which are far more luxe than the houses they will have to live in once they graduate.  Tongue

It's true that I can use any one of several very good hacks to manipulate time, and other hacks to fix jealousy if privacy is necessary for the date, but I wouldn't need all this overhead if classes didn't clobber dates and outings to begin with.
500  Awesomeware / The Armory / Re: The Fight Club: Now With More Shinyness on: 2006 December 02, 22:33:26
Grouchiness doesn't matter?  I must be seeing the effect of more combat experience as you say, then.  So be it.  Time to influence more fighting for my playable sims!

Regular zombies are pretty grouchy, which is why I resurrected some of them a second time to reverse their personalities. Grin  Those zombies rarely initiate fights, though some were grouchy townies in their first life so they have considerable combat experience.  I rather like the idea that mean townies who are stupid enough to pick on one of the pansy zombies will face consequences under Zombie Apocalypse.  Tongue

I recently got an interesting pop-up after what seemed like a long fight (3 sim hours?).  Something to the effect of, "I can see you're not a Sim to trifled with!  Let me gather what's left of my pride and stay out of your way."  Does this really mean that the losing sim will no longer come over to tip the trash can, even though he's now in a fury?
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