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51  TS2: Burnination / The Podium / Re: agecons.pkg editing? on: 2005 December 28, 10:01:17
Oh, crap, more confusion. Shocked  I copied the text from your download description on the web page into Notepad.  I've had a long year with too little time off . . .
52  Awesomeware / The Armory / Re: Lot Sync Timer: All BlueSoups Suck Edition on: 2005 December 28, 09:30:27
My solution in many houses has been to build the garages out an extra two tiles beyond the end of the driveway, and put the placeholders and the timer next to the wall.  I add a few things like some of the smaller sculptures, and the whole works looks like the usual pile o' crap most people have in their garages.
53  TS2: Burnination / The Podium / Re: Requests? on: 2005 December 28, 09:22:18
Poor Don; just look at all the things we've done to him.

In my game, he broke up with Cassandra and met a CAS sim named John Newhouse, another romance sim.  They hit it off, John moved in, they got engaged, then married in a lovely outdoor ceremony, and currently have four boys.  Who knew?   Cheesy

54  TS2: Burnination / The Podium / Re: Requests? on: 2005 December 28, 00:21:31
The romance sims I have that also have families have not been worse parents than sims with other aspirations, and in some cases are better.  That is, once they got over those fears of engagement and marriage.  Interestingly, they have far fewer of the "woo-hoo/make out with thousands of sims" wants than formerly.
55  TS2: Burnination / The Podium / Re: agecons.pkg editing? on: 2005 December 28, 00:10:21
It is, hence my reference in my first post to your instructions in the readme file.  The effect I was hoping to achieve was the one Ancient Sim posted about in another thread, and it is to that post I should have referred, in order to make my question more clear.  I thought I had said in my first post that I was also going to post the question at your site, but my first draft got eaten by a page failure, and I see now that I didn't put it in the second time.  I apologise for the confusion.

Something JM said above indicates, to me, how I might achieve this effect: 
Quote
The elder lifespan is ultimately determined in game as 10-20 +asp
.  I added the bold formatting for clarity.  The existing values on the lines I edited were 10 and 20, and I reduced them to 5 and 15.

As I said, I'll see what happens when Cassandra transitions to Elder.  If I make sure she has Platinum when she transitions, I can factor out at least some of the "noise" introduced by the "+asp" part of the mix, and check her days remaining in SimPE at that point. 
56  TS2: Burnination / The Podium / Re: agecons.pkg editing? on: 2005 December 27, 22:07:36
I posted too quickly this morning; I was referring to a post of Ancient Sims' in another thread, and should have provided a link.  I want to adjust Adult to 39 from 29 (which i've done already), and remove the 10 days I added to Adult from Elder, which is what Ancient Sim mentioned.

I did edit lines 10 and 11 (I'm counting them from the top using a zero index, to be consistent with the readme file) as I described, so I'll see what happens when Cassandra makes the transition.  Nothing blew up when I loaded the game this morning -- I wasn't expecting it to, but one never knows with this game.

Thanks to everyone for their input.   Smiley

57  TS2: Burnination / The Podium / Re: Flamingo Problem on: 2005 December 27, 14:17:24
Interesting.  I'll watch for that on my household lots.

That might also be why my dorm lot isn't affected.  The maids are bone-bloody-lazy at Uni, usually failing to mop up the mess the dormies make by setting off the sprinklers, and nearly always failing to clean anything in the bathrooms.  I've never seen him, the slack-ass bastard, even get close to the flamingoes.  Cheesy
58  TS2: Burnination / The Podium / Re: agecons.pkg editing? on: 2005 December 27, 14:14:06
Quote
Don't forget that age gets modified by some other values probably in that same file, on account of things like aspiration when they aged up etc.

Thank you; I didn't realise the Elder baseline was 16.   Smiley

On lines 10, 11, and 12 the values are 10, 20, and 18 respectively.  I would rather adjust the baseline rather than the age-adjusting values if I can, so I was thinking of removing 5 from line 10 (making it 5) and another 5 from line 11 (making it 15).  Does this sound reasonable?  Or, alternatively, if this doesn't sound dangerous to you I'll give it a try.  Because I'm all grown up now, you should know that if my game gets sizzled I will consider that to be entirely my problem.   Smiley
59  TS2: Burnination / The Podium / Re: Flamingo Problem on: 2005 December 27, 13:40:31
I can't add anything concrete to the information about this problem, but the following may be useful.  I get stuck flamingoes on some lots and not on others.  For example, they routinely get stuck on the Goth lot, but only twice so far on the Pleasant lot.  Both households have children and teens, so there's a hell of a lot of flamingo-kicking going on in each.  On both lots, rotating them has worked (so far). 

I've not been able to find any incident in common between the Goth and Pleasant lots, either, prior to the flamingoes getting stuck on each.  Except, of course, for the "kick stuff" or "do homework" macro actions in the second Pleasant incident, but the first Pleasant incident occurred before I had Macrotastics installed.  Until that installation I was cueing up all relevant actions manually, and once when I sent one of the Pleasants out to kick I found out then, like SaraMK, that it was stuck.  Because of this, I don't believe, either, that the problem is hack-related.  It would be nice to have more evidence than just this one incident, and I might take the hacks out to see, even if I'll go nuts without them.    Shocked

I have four flamingoes on one dormitory lot, and none of them has ever become stuck.  There is a lot of stuff-kicking happening there too; this is also the only dorm lot I have with anything kickable. 

Pre-NL, I spent nearly all of my time building instead of playing, and I have no idea whether in my game this is peculiar to NL or not. 
60  TS2: Burnination / The Podium / agecons.pkg editing? on: 2005 December 27, 13:05:57
I have altered all my ages now anyway using Inge's agecons mod, mainly to give them 10 extra years as adults and 10 less as elders . . .
A question I have for Ancient Sim, or anyone else who has done this successfully, is how the Elder lifespan was edited.  I have read and understood Inge's instructions, and I'm comfortable with editing up to and including Adult, but even though I backed up everything first I'm extremely reluctant to mess with the several lines between Adult (line 09) and the last five (identified as Elder age-adjusting variables in the readme file).  The line that has the value of "70" (I think it's line 12) is presumed to be the total lifespan, but the numbers don't add, if you consider all age periods from infancy.

I have yet to age a sim naturally to Elder status, so part of my problem is that I don't know how long they've got.  The moment this happens (Cassandra is close) I can check SimPE for "days remaining", but so far I've been unable to find anywhere how long Elders have got.  Unfortunately, I messed with Mortimer's age a couple of times, so the best I can do is assume the Elder stage lasts 55 days, which is was SimPE shows for him.
61  Awesomeware / The Armory / Re: No Baby Harassment on: 2005 December 25, 16:41:58
Fancy meeting you here, HF   Tongue

As for the updated correction for a grossly irritating EA-created problem, I bow and scrape with obsequious gratitude.
62  TS2: Burnination / The Podium / Re: Another NL Phenomenon?? on: 2005 December 25, 16:07:58
I never even entered the Broke house until after installing NL, and I hadn't resurrected Skip either.  She had the little clone, who I named "Stone", following the Broke family tradition of ridiculous names.  It ends with him, btw, as there is no way I'm going to name any third-generation children either "Flat" or "Skip".  Although, I'm a little tempted, if twins appear again, to name them "Skip" and "Stone" . . .
63  TS2: Burnination / The Podium / Re: No Baby Harassment on: 2005 December 13, 11:41:13
As I've had a glut of twins lately - no idea WHY, but my last five births (non-hack, natural Try or Risky conception) have been twins and I'm getting a bit tired of it - I just put the noharrassment back in, as I just couldn't stand them mobbing the kids when they're fine in their cribs! Apart from not being able to talk to the toddlers (so of course everyone rolls up wants to talk and be talked to) and not directly pick them up - it's working okay. Still, I'd love an updated version.
If that's the only conflict with NL then I'm going to install it now and save my sanity. I have a number of households with babies on the way, plus teens and other adults, and I can't take a repeat of the Goth Experience.  Even so, I'd welcome an update as well.

My Goth household has a teen and four adults, and while Simon was still a toddler I, in spiral-eyed, slobbering desperation, placed a SimLogical locking door on the nursery, giving keys only to Simon and his parents.  This kept the pests away from the crib, but they still crouched in the hallway with "harrass youngster" popping in and out of their queues.  Of course, as soon as Simon toddled out of the nursery to get himself to the potty, they pounced.  This once resulted in him pissing himself because I couldn't teleport the pests away from him fast enough -- at least he got bathed when he actually needed it that time.  Cassandra wouldn't even drive to work, the obsessed bitch, because she was intent on feeding or bathing her nephew even though he was full and clean (heaven forbid she'd take him to the potty, his only real need).  The rest were nearly as bad, and I spent most of my time making sure everyone NOT directly involved with child-rearing got their asses to school or work.  Most of the time they wouldn't on their own; now that Simon is a child things are back to normal.
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