Title: Spice Colony Mod Post by: T-man on 2008 December 07, 22:36:57 Hi.
I wasn't sure where to put this, so I put it here. If this IS the wrong place, I apologize in advance. My question is: Is there a hack/mod/package/thing that lets me pick up ALL the spice my colonies make at my Homeworld? It would make sense, wouldn't it? They ship the spice back to Home World and then they give it to me to go sell it. Or, sans that, one that lets me pick up at the star level (Where you are flying around the stars and you don't see planets) Thanks! :) Title: Re: Spice Colony Mod Post by: J. M. Pescado on 2008 December 08, 01:38:21 Nope. Far as I know, this behavior is hardcoded. Attempts to raise max capacity for said items have also not met with any success.
Title: Re: Spice Colony Mod Post by: T-man on 2008 December 08, 05:35:44 Beh. The Sims 2 is more or less fair game for modders, but Spore is off-limits and behind locked bars?
What is wrong with EAxis? More to the point: Thanks for replying anyway. Title: Re: Spice Colony Mod Post by: J. M. Pescado on 2008 December 08, 07:48:59 Beh. The Sims 2 is more or less fair game for modders, but Spore is off-limits and behind locked bars? Many things, but this isn't really one of them: The reason Sims is open season for modders is not specifically because of anything EAxis did, but because of the way the game is designed: The Sims is a modularized game where things are object-oriented and gameplay is derived from the interaction of scripts. Splotch is a linear game where the gameplay itself is essentially the same no matter what you choose: The modular components exist only in the collection of potential creature and vehicle parts, and some global configurable parameters that can be tweaked. Much like how core gameplay of the Sims is hardcoded, the same applies to Splotch.What is wrong with EAxis? Title: Re: Spice Colony Mod Post by: MrMugg on 2008 December 21, 19:41:24 Many things, but this isn't really one of them: The reason Sims is open season for modders is not specifically because of anything EAxis did, but because of the way the game is designed: The Sims is a modularized game where things are object-oriented and gameplay is derived from the interaction of scripts. Splotch is a linear game where the gameplay itself is essentially the same no matter what you choose: The modular components exist only in the collection of potential creature and vehicle parts, and some global configurable parameters that can be tweaked. Much like how core gameplay of the Sims is hardcoded, the same applies to Splotch. Correct me if I"m wrong, but Sims 3 is not being coded that way. I don't get the impression that it will be open season for modders at all, because they provide "tools" within the game to do stuff. The tools are nice, but they are very limiting compared to what modders could do for Sims 1 and 2. This is another reason among many of why I'm not looking forward to Sims 3. Title: Re: Spice Colony Mod Post by: J. M. Pescado on 2008 December 21, 19:46:26 Correct me if I"m wrong, but Sims 3 is not being coded that way. I don't get the impression that it will be open season for modders at all, because they provide "tools" within the game to do stuff. Modders don't wait for seasons. We poach.Title: Re: Spice Colony Mod Post by: Kyna on 2008 December 21, 19:53:35 [I don't get the impression that it will be open season for modders at all, because they provide "tools" within the game to do stuff. The tools are nice, but they are very limiting compared to what modders could do for Sims 1 and 2. The external "tools" provided for Sims 2 consisted of Body Shop, which isn't used for mods. The tools used by modders came from the community, and I don't see why TS3 will be any different. |