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Pages: 1 ... 4 5 [6] 7 THANKS THIS IS GREAT Print
Author Topic: Story Mode  (Read 97185 times)
Mooingloudly
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Re: Story Mode
« Reply #125 on: 2009 July 26, 20:33:31 »
THANKS THIS IS GREAT

Your mods have worked for me in the past. I am sure that once the new awesome storymode is ready I'll be going back to just awesome. Besides I'm terribly lazy and I really only want to come here to update my game. I think most of us are just biding our time with Indiestone till yours comes out.
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chaos
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Re: Story Mode
« Reply #126 on: 2009 July 27, 00:16:58 »
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I've already stopped using the Indie Stone Mod. Some of the features are really nice, but the constant cloning of sims from the Library is just too obnoxious. I shouldn't have to delete the famblies that I've taken the time to create just so some retarded story progression feature can decide that it needs at least five copies of each fambly. Nope, I'm holding out for the Awesome version. Fuck Indie Stone.
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Doc Doofus
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Re: Story Mode
« Reply #127 on: 2009 July 27, 01:23:56 »
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That sim-bin cloning would drive me nuts.  I'm getting enough variety from the new homeless sims and npcs in my awesomemod neighborhood, so I don't see why I would want to recycle old faces.  I kind of LIKE fixing bad faces. 

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gethane
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Re: Story Mode
« Reply #128 on: 2009 July 27, 01:28:32 »
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I thought that feature was "turnoffable" in the options?
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Gethane Sims
Maxis only lots, neighborhood terrains, and more!
BrokenRobot
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Re: Story Mode
« Reply #129 on: 2009 July 27, 02:03:32 »
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Yes, you can turn that feature off.  I did so immediately because I didn't really see any point to it.
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chaos
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Re: Story Mode
« Reply #130 on: 2009 July 27, 03:42:02 »
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I don't want to completely disable immigration, but only the Library cloning. I don't think there's an option for that. If you're thinking of the option to create breeding fodder from sims in the Export bin, that's something completely different, and it has nothing to do with the Library cloning.
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Chocolate Milk
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Re: Story Mode
« Reply #131 on: 2009 July 27, 04:45:29 »
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I don't want to completely disable immigration, but only the Library cloning. I don't think there's an option for that. If you're thinking of the option to create breeding fodder from sims in the Export bin, that's something completely different, and it has nothing to do with the Library cloning.

So it keeps moving in duplicate copies of the families in your Library? That's weird. I've been playing with Indie for a while now and not experienced that... anyone else had this problem?
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chaos
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Re: Story Mode
« Reply #132 on: 2009 July 27, 05:22:10 »
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In my game, the doppelgangers always appear as homeless sims. If you use the Awesomemod, and have debugging commands and testing cheats enabled, you can type "listhomeless" in the cheat window (Ctrl-Shift-C). If ISM is creating clones in your game, you'll probably see them there. I only discovered them when my game was lagging horribly, and I decided to see if there were any homeless sims. As it turned out, there were multiples of every family in my Library. Once I deleted them using the destroyalltownies command, the lagging stopped.
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moondance
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Re: Story Mode
« Reply #133 on: 2009 July 27, 07:21:32 »
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I had tons of them--destroyalltownies killed over four hundred homeless sims.  I've found a solution that works for me. I've turned off immigration.  Now I only have four homeless families.  So far I haven't had any problems with the neighborhood stagnating. I occasionally befriend a homeless sim so that I can ask him or her to move in--and bring the family--and then move that entire family into a home of their own.  The game seems to keep a steady supply of these families, replacing them as needed so that there are always at least three homeless families. If that supply of new sims isn't enough, I suppose I can turn immigration on temporarily, let several families move in, turn immigration back off, and destroy the homeless. 

The bonus is that I've found that I enjoy playing the neighborhood more now that I can pretty much recognize every sim that lives there.  I'm pretty much playing the entire neighborhood, and with immigration on, families moved in so fast that there were just too many sims, and I couldn't remember who was who--and didn't care. Now that there are fewer of them, they are more memorable, and I like them--or dislike them in some cases--much more.
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gethane
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Re: Story Mode
« Reply #134 on: 2009 July 27, 08:43:09 »
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Wow, thank you for this info. I've heard about people talking about the homeless but I didn't realize it could cause lag. I put IS in shortly before it became compatible with AM and my lag has been increasing but I thought it was perhaps ghosts or something. I had over 100 homeless. I used destroyalltownies. Hopefully, it will help my lag.
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Gethane Sims
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J. M. Pescado
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Re: Story Mode
« Reply #135 on: 2009 July 31, 04:27:19 »
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Okay, we're about ready for field trials, so anyone who wants to be a victim should start appearing.
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Silverdrake
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Re: Story Mode
« Reply #136 on: 2009 July 31, 14:10:07 »
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Me, me! I'll be a victim! Where do I sign my life over?
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cassblonde
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Re: Story Mode
« Reply #137 on: 2009 July 31, 16:27:40 »
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I am unawesome and have no idea where #grah is so I will wait until Awesome Storymode is ready for the peasants. I am looking forward to it though!!
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Baron
uknortherner
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Re: Story Mode
« Reply #138 on: 2009 July 31, 16:32:07 »
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Same here. I know where the server is, and I can even log in with a proper IRC client, but all I see are #ellatorture and #kikistan. I'm clearly doing something wrong.
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INTJ (44/12/38/67).
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kuronue
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Re: Story Mode
« Reply #139 on: 2009 July 31, 16:33:12 »
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Did you try joining it anyway? It might be "hidden", as in, doesn't show up in a list of channels.
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INFP or something
Baron
uknortherner
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Re: Story Mode
« Reply #140 on: 2009 July 31, 16:36:22 »
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Yeah - I get a "channel doesn't exist" message using /join #grah
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simwit
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Re: Story Mode
« Reply #141 on: 2009 July 31, 21:29:15 »
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Maybe the holy #grah can only be found by people who are worthy. I'm too frightened to even search for it, because I picture JMP as the emperor of evil and his moderators as his henchmen. I don't want to draw too much attention to myself (if it's not too late already) so I'll just be standing here behind the tall guy.
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Baron
Marhis
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Re: Story Mode
« Reply #142 on: 2009 July 31, 21:39:17 »
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* Marhis eyes simwit and cackles evilly

(ok, I fail at being seriously scary Tongue)
BTW I love the "holy #grah" definition. Cheesy
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ramseyazad
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Re: Story Mode
« Reply #143 on: 2009 July 31, 21:56:23 »
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Okay, we're about ready for field trials, so anyone who wants to be a victim should start appearing.
   I made an appearance and asked about it, but was not granted an awesome story mode.  Mighty Pescadissimo seemed preoccupied with other matters.  Maybe we just await further instructions.  Maybe some other kind of appearance is required? 
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Silverdrake
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Re: Story Mode
« Reply #144 on: 2009 July 31, 22:28:55 »
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Goes back to hoeing turnips and waits for the Black Death to kill off the aristocracy...
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coconnor
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Re: Story Mode
« Reply #145 on: 2009 August 04, 06:48:38 »
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Is there a description of Awesome Story Mode somewhere? Should I remove the Indie Stone if I enable ASM?

Please look in this thread - http://www.moreawesomethanyou.com/smf/index.php/topic,15531.0.html.
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twoftmama
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Re: Story Mode
« Reply #146 on: 2009 August 04, 15:10:31 »
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If we mark a family as sacred, will they be safe from SP with the new Awesome Story Mode? I'd like to play more than 1 family, but I don't want my "one" family doing anything without my input. Except going to work/school.
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J. M. Pescado
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Re: Story Mode
« Reply #147 on: 2009 August 04, 15:32:37 »
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If we mark a family as sacred, will they be safe from SP with the new Awesome Story Mode? I'd like to play more than 1 family, but I don't want my "one" family doing anything without my input. Except going to work/school.
Yes. Sacred is still Sacred. But don't turn that option on yet unless you're prepared to write off your neighborhood. It is not properly tested and several fatal bugs have just been found and fixed. Now writing a cleanup utility.
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twoftmama
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Re: Story Mode
« Reply #148 on: 2009 August 04, 16:27:54 »
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ok I'll wait. Thanks!  Smiley
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coconnor
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Re: Story Mode
« Reply #149 on: 2009 August 04, 20:47:51 »
THANKS THIS IS GREAT

If we mark a family as sacred, will they be safe from SP with the new Awesome Story Mode? I'd like to play more than 1 family, but I don't want my "one" family doing anything without my input. Except going to work/school.
Yes. Sacred is still Sacred. But don't turn that option on yet unless you're prepared to write off your neighborhood. It is not properly tested and several fatal bugs have just been found and fixed. Now writing a cleanup utility.

Thanks, Pescado!  Question:  I assume this utility will clean up neighborhoods already affected by Supreme Commander, am I correct?  I just started a new neighborhood when we began testing Awesome Story Mode and really like the main family.  Hoping I get to keep them.

By the way, I love the way the Awesome Story Mode is working so far!  Have disabled Indie Stone.
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