AwesomeSpec v5: House Building In ZOMGPETZ!!!111oneoneone

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Sibling:
This may be the wrong place to ask (if so I apologise in advance) but is there an Awesome Spec Dormitory available?

Nec:
Quote from: Sibling on 2007 March 20, 22:20:46

This may be the wrong place to ask (if so I apologise in advance) but is there an Awesome Spec Dormitory available?


Well, this is built with Awesomespecs in mind. Haven't heard a word about whether or not it actually reaches Awesomespec status, but I can tell you it is great for rampage.

Dark Trepie:
Quote from: J. M. Pescado on 2007 March 14, 04:52:20

Quote from: Orikes on 2007 March 14, 04:11:54

Anything new we should keep in mind for Seasons AwesomeSpec?

AwesomeSpec 6 does not represent a noteworthy departure from 5. All the same rules apply, as all Seasons-related activities are optional, but you will obviously need more space for additional career rewards, which you hopefully planned ahead for. If you have backyard space, you can add an additional backyard greenhouse. If you had a basement or free space on the ground floor, you can even build an indoor garden or fishing area.


Hottubs and pools should also go inside the house (perhaps in or around the training center area?) or a greenhouse.  The constant fall of Thor's Hammer seems to have become an issue with most simmers as of late.  Outdoor businesses suffer the same.  Before seasons I could run a business in the backyard of those Maxis made houses in the default Downtown.  Now the customers or either running for cover or freezing to death.

J. M. Pescado:
Given the wide availability of weather control, it's not really a definite thing that hot tubs and pools MUST be inside, although obviously it helps. But since hot tubs and pools are nonessential items that sims never actually NEED, it's not important that they remain in service at all times.

J. M. Pescado:
Here's an example of Awesomespec at work in Castle Awesomesauce, Sim-Me's dwelling in Awesomeland Reloaded:


This here illustrates a cool trick: Vampire motive decay during daytime is only updated when a sim passes through a door. This means if the transition from "inside" to "outside" occurs by stairs, archway, or elevator, as seen in the above image, no additional damage is taken until motive decay is recomputed when a sim's queue flips over to the next queued action (not continuation subactions!). Convenient, because "one action" is something like "going to work". Note that this applies both ways: You continue to take burn damage even if you go outside to inside, but through an arch, staircase, or elevator.


Observe, marked in green, the pet-feeding-cubicles. Pets fight viciously over their food dishes. Much like sims sleeping in the wrong beds, they also can't remember which one is theirs correctly. It helps to use APO to lock their dishes in seperate cubicles accessible only to them, so that they cannot eat from the wrong dish and cause fights.
Notice also the non-dark internal courtyard in this shot. Cool trick, eh? Previously you'd always end up with utter darkness as the game would treat the contained area as "inside" and drop it into darkness. How is this done? Well, the key lies in the next shot, and the apparently outdoors, yet still "vampire safe" "indoor" elevated area. Side benefit: Barbecue is realistically usable if you want to because it's not a ludicrous distance from the fridge.


Observe in this shot how the "outsideness" on the first level conducts following the blue path where the split-levelness is done. Also indoor gardening area and pool.


Conversely, note how this doesn't occur, by design, on the "second" level so that the deck area is treated as "interior" and thus vampire-traversible during the day.
Also, see kitchen and short paths to baby equipment, as well as the fun split-level link from the kitchen to the garden in the previous shot. Most of the space in the building is presently unpartitioned in case there ends up being more "must have" crap in the next expansions.


Lower level: The garage. Vampire lodging. See "going to work" routes to the sunlock located upstairs, usage-enforced by the positioning of the floor dividers surrounding the bathroom ejection ports: Since they must "pass through" the garage room proper to get out, APO will deny them permission to use the garage door and force passage through the sunlock on the main deck, so they do not take burn damage going to work via carpool, regardless of whether they go to the bathroom first or not from the Sleep Clock call.

See also Blue Track leading to the main deck for any visitors that happen to be dragged from work, so they are neither inclined to traipse, nor get trapped.

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