More Awesome Than You!

Awesomeware => The Armory => Topic started by: J. M. Pescado on 2006 November 30, 17:20:28



Title: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2006 November 30, 17:20:28
You know, I coulda sworn we had a thread for this. FurryFox even remembers the title, and I didn't install that until after MATY. I wonder where it went? Oh, well. Here it is again, newer, shinier. Required for upcoming "Zombie Apocalypse" mod.

(http://www.moreawesomethanyou.com/terror/green.gif)
(http://www.moreawesomethanyou.com/zip.gif) thefightclub.zip (http://www.moreawesomethanyou.com/ffs/pets/hacks/thefightclub.zip)

The Fight Club (v1.2b) for TS2 - TS2PETS
Made by: Flying Fish Systems (J. M. Pescado & Doctor Boris)

Special Thanks To:
Quaxi, for writing SimPE

Congratulations to: Draklixa!

INSTRUCTIONS:
Place in your MYDOCU~1\EAGAME~1\THESIM~1\DOWNLO~1 directory.

CHANGES:
Makes fighting a more desirable option in the game, eliminating those bizarre
"phalanx defeats battleship" outcomes by making fight loops keep score and
accumulate advantages instead of simply having their outcomes ignored. Fighting
is now also more skill-based, with Mechanical and Logic skill playing small
roles alongside Body. Combat experience adds a bonus to the fighter's skill.
Grouchy sims will find fighting to be fun! The more grouchy the sim, the more
fun fighting is!

(Pets Only!) Werewolves no longer automatically win every "Savage" attack,
although they do receive a hefty battle bonus for being werewolves. Sims can
now avoid becoming a werewolf if they do not lose any of the combat rounds.
Losing any combat rounds will result in being bitten and becoming a werewolf,
even if they win the battle. (Not relevant without Pets)

COMPATIBILITY:
This hack is fully compatible with all FFS hacks. Experimental for pre-TS2NL.

SIDE EFFECTS:
May cause computer damage, incontinence, explosion of user's head, coma, death,
and/or halitosis.


Title: Re: The Fight Club: Now With More Shinyness
Post by: staroverthebay on 2006 November 30, 21:56:24
I've got a question about this hack. I'm wondering if this hack comes into play in this scenario, which happened in my game. Two sims get into a fight. One has above average body skill (the other is a mean dormie). The other has been in several fights, but has lost every fight. Does the one who has combat experience, even though she lost every fight she got into, still have an edge, because she's been in fights, or does fight experience only count if the sim has WON a fight in the past?


Title: Re: The Fight Club: Now With More Shinyness
Post by: seelindarun on 2006 December 01, 00:48:09
I'm assuming that the changes only affect Pets, but only one version is being maintained for all EPs.  If that's correct, could someone fix the link in the OFB Hack Directory?  It points to a 0 KB zip file.


Title: Re: The Fight Club: Now With More Shinyness
Post by: kutto on 2006 December 01, 01:49:50
I am EXTREMELY interested in the zombie mod you mentioned. What does that entail? Or is it some surprise?


Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2006 December 01, 02:05:10
I've got a question about this hack. I'm wondering if this hack comes into play in this scenario, which happened in my game. Two sims get into a fight. One has above average body skill (the other is a mean dormie). The other has been in several fights, but has lost every fight. Does the one who has combat experience, even though she lost every fight she got into, still have an edge, because she's been in fights, or does fight experience only count if the sim has WON a fight in the past?
Losing fights still grants combat experience, albeit not as good. Combat experience is applied as a percentile bonus to your base combat expertise, so if you have zero combat aptitude, all the combat experience in the world won't help.

I am EXTREMELY interested in the zombie mod you mentioned. What does that entail? Or is it some surprise?
Zombie Apocalypse causes zombies to start attacking other sims and trying to eat their brains. If they eat a sim's brain, that sim becomes a zombie.


Title: Re: The Fight Club: Now With More Shinyness
Post by: kutto on 2006 December 01, 02:50:52
Excellent idea. Now all I need is a zombie.


Title: Re: The Fight Club: Now With More Shinyness
Post by: seelindarun on 2006 December 01, 20:25:15
Zombie Apocalypse causes zombies to start attacking other sims and trying to eat their brains. If they eat a sim's brain, that sim becomes a zombie.

Oh, oh, oh, I like that!!  :o  I was getting annoyed with my agonizingly slow zombies (who can never run, even if they have full active points), and I was going to kill them off again.  Now I have a reason to keep them around.

With reverse-zombie personalities (which means 10 nice personality points) but 10 body skill points, it will be interesting to see who they can beat up.  If necessary, I may have to reverse their personalities again...  ::)


Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2006 December 02, 13:11:08
I think you may find the outcome of all those zombies a little disturbing, since with a 10-body skill Uber-Zombie, a lot of sims are liable to become zombies. :P


Title: Re: The Fight Club: Now With More Shinyness
Post by: Oddysey on 2006 December 02, 16:42:22
Dude . . . when Zombie Apocalypse comes out, I may actually be tempted to play Pleasantview. ZOMBIE HORDES!


Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2006 December 02, 19:28:49
Zombie Apocalypse would be a great accessory for Pinstar's Challenge also.


Title: Re: The Fight Club: Now With More Shinyness
Post by: seelindarun on 2006 December 02, 20:08:08
I think you may find the outcome of all those zombies a little disturbing, since with a 10-body skill Uber-Zombie, a lot of sims are liable to become zombies. :P

Ahh, but you underestimate my carefully bred sims.  About half of them are grouchy and all have just as many body skill points.  Since FightClub, I've made a practice of spending influence points on community lots.  Whenever I notice one of my nice playable sims crying like a baby over some townie bully, I send my controllable over to influence them to fight...  ;D  Thus, even my nice playable sims are slowly gathering a modest base of combat experience.

If FightClub is all it should be, mean sims should have an edge when body skill and combat experience are about even.  Yes?
I'm looking forward to seeing which grouchy townies will be dumb enough to pick a fight with the Uber-zombies.  :D 

Does fitness matter in FightClub outcomes?  i.e. townies and NPCs with many body skill points may not be fit.  If so, I might have to get Fitness for All to even the scales a little.


Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2006 December 02, 21:51:07
If FightClub is all it should be, mean sims should have an edge when body skill and combat experience are about even.  Yes?
Nope. Even is even. Mean sims are more likely to accrue combat experience but do not have any special advantage...although they *DO* enjoy fighting.

I'm looking forward to seeing which grouchy townies will be dumb enough to pick a fight with the Uber-zombies.  :D
You know, zombies are pretty grouchy, too.

Does fitness matter in FightClub outcomes?  i.e. townies and NPCs with many body skill points may not be fit.  If so, I might have to get Fitness for All to even the scales a little.
Fitness doesn't inherently help. Being fat makes one more resistant to damage, so it balances out. Plus the Maxian fitness scale doesn't really make much sense: In the real world, one can be both fat and muscular, which makes you meaty and able to absorb a great deal of punishment.


Title: Re: The Fight Club: Now With More Shinyness
Post by: seelindarun 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. ;D  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.  :P

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?


Title: Re: The Fight Club: Now With More Shinyness
Post by: Andygal on 2006 December 02, 22:38:37
that has something to do with romantic rivals, I'm not actually sure how that actually works as sims don't flirt on their own unless you have ACR so whatever....


Title: Re: The Fight Club: Now With More Shinyness
Post by: Elven Ranger on 2006 December 04, 11:10:39
I am EXTREMELY interested in the zombie mod you mentioned. What does that entail? Or is it some surprise?
Zombie Apocalypse causes zombies to start attacking other sims and trying to eat their brains. If they eat a sim's brain, that sim becomes a zombie.
[/quote]

WEE! Sounds good to me :D Cant wait for that one :) That will be time to make some zombies and have them actually be entertaining instead of irritating :)


Title: Re: The Fight Club: Now With More Shinyness
Post by: syberspunk on 2006 December 04, 16:42:47
I think you may find the outcome of all those zombies a little disturbing, since with a 10-body skill Uber-Zombie, a lot of sims are liable to become zombies. :P

I am eagerly waiting in anticipation of this zombie apocalypse mod. This is totally awesome and I'm glad you thought of it. ;D But... since I don't know if I want my town overrun with zombies... will we get an equally awesome mod and/or hacked object like say... a trusty ol' shotgun to blowup fat headed zombies? Maybe you could adapt the Bluesoup head 'splodie thing you have, and make it more generic, but for zombies, and it just kills them, with maybe a custom death type and/or memory. Death by shotgun. Sims should also be able to mistakenly shotgun other sims.

Bart: Dad! you just killed zombie flanders!
Homer: He was a zombie?

;D Sims should also be able to commit suicide and shotgun themselves in case they ever get holed up and are the only surivor left and they are surrounded by zombies with no hope and no means of escape. ;)

Ste

ETA: VampCat has a semi working gun here (http://www.sims2workshop.com/viewtopic.php?t=92). Maybe you can do something similar if someone would be willing to supply a good shotgun mesh. ;D


Title: Re: The Fight Club: Now With More Shinyness
Post by: Emma on 2006 December 04, 17:21:15
I really, really want the zombie apocalypse mod.
Bart: Dad! you just killed zombie flanders!
Homer: He was a zombie?

/me giggles


Title: Re: The Fight Club: Now With More Shinyness
Post by: jsalemi on 2006 December 04, 23:54:34
ETA: VampCat has a semi working gun here (http://www.sims2workshop.com/viewtopic.php?t=92). Maybe you can do something similar if someone would be willing to supply a good shotgun mesh. ;D

Paladin has a working assault rifle over on simwardrobe. :)


Title: Re: The Fight Club: Now With More Shinyness
Post by: syberspunk on 2006 December 05, 05:01:13
Paladin has a working assault rifle over on simwardrobe. :)

Yeah. I've downloaded all of his shooters and various other hacked objects. I haven't used them yet... have you tried any of the shooters? What kind of death memory do the sims get? Shotgun is the best kind of weapon to use against zombies... so I'd still prefer that, with 'splodie heads too. That would be totally awesome. :D I'd also wish someone would come up with a nice stake hack for vamps. Then I could role play some Buffy scenarios... heheh. I think Shaklin has a stake related type hack... but I think the animation looked weird, at least in the pictures. Maybe I'll go redownload a bunch of her stuff again and test it out someday.

Ste


Title: Re: The Fight Club: Now With More Shinyness
Post by: Stitches on 2006 December 05, 15:55:05
Paladin has a working assault rifle over on simwardrobe. :)

Yeah. I've downloaded all of his shooters and various other hacked objects. I haven't used them yet... have you tried any of the shooters? What kind of death memory do the sims get? Shotgun is the best kind of weapon to use against zombies... so I'd still prefer that, with 'splodie heads too. That would be totally awesome. :D I'd also wish someone would come up with a nice stake hack for vamps. Then I could role play some Buffy scenarios... heheh. I think Shaklin has a stake related type hack... but I think the animation looked weird, at least in the pictures. Maybe I'll go redownload a bunch of her stuff again and test it out someday.

Ste

The animation was odd, but boy was it worth it. I turned Riley into a vampire and had Angel stake him, which is what I always wanted to happen in season 4. Stupid Riley.

I'm not a nerd or anything.  :P


Title: Re: The Fight Club: Now With More Shinyness
Post by: jsalemi on 2006 December 05, 17:28:04
Yeah. I've downloaded all of his shooters and various other hacked objects. I haven't used them yet... have you tried any of the shooters? What kind of death memory do the sims get?

Don't know -- I haven't used them, just noticed them over on Paladin's site.  I'm keeping a kinda gun-free game out of personal preference.  I don't like the idea of my sims killing one another -- only I'm allowed to do that (BWAHAHAHAHAHAHAHA! :) )


Title: Re: The Fight Club: Now With More Shinyness
Post by: VampLena on 2006 December 21, 05:51:26
Does Vampires get special fight bonuses? afterall.. Vampires are awesome fighters.


Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2006 December 21, 08:31:29
Does Vampires get special fight bonuses? afterall.. Vampires are awesome fighters.
Yes, vampires have a combat bonus.


Title: Re: The Fight Club: Now With More Shinyness
Post by: seelindarun 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.  :D


Title: Re: The Fight Club: Now With More Shinyness
Post by: Magicmoon on 2007 January 25, 11:52:58
I saw this new sword mod at
http://www.modthesims2.com/showthread.php?t=215543

Not only does the item allow for fake duels, but it also allows one Sim to kill the other Sim. Unfortunately, with the "kill Sim" interaction, the outcome of the duel is decided in advance and has nothing to do with the skills of the participants.

So I got to thinking, why can't we have a "harder" fight club available? One in which one Sim can actually kill the other at the end of the fight if certain conditions are met such as this is the nth time that Sim won a fight against the loser, or if the loss was a total loss where they lost all of the rounds in the fight or some other criteria.

Think of the bonus when the winner fulfills their want of seeing the ghost of their enemy. Instead of Big Man on Campus we could now have Neighborhood Bully. Sims everywhere will start working on their fighting skills to avoid his/her wrath. Survival of the fittest will take on a whole new meaning. Some Sims may even be able to take out a few zombies and have a small chance of saving the world from apocalypse.


Title: Re: The Fight Club: Now With More Shinyness
Post by: seelindarun on 2007 January 26, 11:29:50
I have this mod but haven't had a chance to kill anyone with it yet.  ;D

I think the problem with any fight club to the death is that many playable sims could die off their home lots.  Related to that is the issue of deaths on comm lots.  I'm not sure whether it rises to the level of a VBT, but I prefer to kill sims myself in the comfort of their well-appointed homes. :D  I have however lobbied for greater stakes in the fight club, like loss of skill points or something, so I'd support a harder fight club.

Too bad there isn't more injury and maiming in the sims.  What about a lethal illness resulting from injuries?


Title: Re: The Fight Club: Now With More Shinyness
Post by: Jelenedra on 2007 January 26, 13:47:49
Well, you could always slap a cast on sims who get into fights and pretend they got hurt.

http://www.modthesims2.com/showthread.php?t=127022 (http://www.modthesims2.com/showthread.php?t=127022)

He's got arm casts too. The casts even affect animations for the sim.


Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2007 January 26, 20:51:45
There's always eyepatches, bruise and scar masks, and soforth.


Title: Re: The Fight Club: Now With More Shinyness
Post by: seelindarun on 2007 January 27, 10:34:06
Thanks for the links, I have most of I need for the aesthetics of being sick and beaten up, half-rotting, etc.  What would be truly cool is for some of them to die from their injuries. ;D

BTW JMP, I tried your suggestion of using the vacuum skill sucker asp reward, but it seems to choose a random skill to decrement. I'm not sure it does anything at all if both sims have maxed all skills.  Anyway, it turned out to be too clumsy at decrementing specifically the body skill of my delinquent uber-zombie, so I had to cheat him out of 1 skill point.  Which he promptly earned back by eating the brains out of a dormie.  ::)

I think I'll have to begin culling the zombie hordes with that katana...


Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2007 January 28, 01:16:28
It seems to me that you want to have your cake and eat it, too. You can't have a zombie apocalypse and then try to render it toothless. :P


Title: Re: The Fight Club: Now With More Shinyness
Post by: seelindarun on 2007 January 28, 10:00:40
I think what I'm looking for is a little more turnover.  I have maybe between 15-20 zombies from the 4 uber-zombies I started with before the Z Apocalypse.  One of the uber-zombies is a grand vampire, and another is a mascot, so those two win pretty much every fight, except with  my most hardened playables.  Their minions are actually much more interesting because there's some uncertainty about the outcome of their fights.  I have pretty decent stability in the horde so I guess the hack works reasonably well in the medium-term, but the uber-zombie seeds are boring.

Since my playables die, there's always some cycling.  I have some very hardened fighters, and some quite green ones.  Since zombies never do, and are always getting into fights, I anticipate that I'll end up with an ever-growing number of uber-zombies who can win a fight with any sim.  I don't want a toothless zombie horde, but I do want to play more than just zombies.  What I'm looking for is a zombie horde with a stable, self-sustaining population.  The horde needs a predator. :P


Title: Re: The Fight Club: Now With More Shinyness
Post by: jsalemi on 2007 January 28, 14:00:46
Easy -- when you get the zombie hoard to the level you want it, just remove the hack for a while. :)

Seriously, Paladin has some functioning guns over on simwardrobe -- they're very handy for giving your regular sims a fighting chance against the zombies.


Title: Re: The Fight Club: Now With More Shinyness
Post by: syberspunk on 2007 January 29, 08:12:19
You know... I was thinking... wouldn't it be cool if someone could like mesh a molotov cocktail... and then clone/hack the Throw Water Balloon interaction.  Then sims could buy a molotov cocktail and throw it at zombies and maybe it could be done so that the zombies actually light on fire and die, with some random chance of course, depending on how strong or resilient the zombie might be... Hehe. :D

So far... I've only one zombie.  That's pretty much because I've only had one sim so far that wanted to make zombies and could actually do so, since I still don't have any Uni graduates yet... and only one sim has been able to join the secret society.  And I've only seen that zombie once since I created her. She showed up on a comm lot for a tussle, attempted to eat a sim's brains and summarily got her butt kicked.  It may be a while before I manage to get a horde goin... heheh. ;D


Ste


Title: Re: The Fight Club: Now With More Shinyness
Post by: Magicmoon on 2007 January 29, 08:37:36

So far... I've only one zombie.  That's pretty much because I've only had one sim so far that wanted to make zombies and could actually do so, since I still don't have any Uni graduates yet... and only one sim has been able to join the secret society. 
Ste

Was this an actual want or was it just a regular resurrection want? I've seen the fear that a loved one would be turned into a zombie, but I've never seen someone want to actually make one. I'd like to see that.


Title: Re: The Fight Club: Now With More Shinyness
Post by: syberspunk on 2007 January 29, 09:23:20
Was this an actual want or was it just a regular resurrection want? I've seen the fear that a loved one would be turned into a zombie, but I've never seen someone want to actually make one. I'd like to see that.

Yep, it's an actual want. Afaik, I only recall Knowledge sims ever getting them.  Maybe... sims who have a hatred for other sims might get the want as well?  But thus far, I've had sims get the want to turn other sims into zombies (I think it says something to the effect of Make so-and-so a Zombie or... it could just be that so-and-so becomes a zombie... I'll take a peek into that household later tonight to see if that sim still has any zombie related wants, he had 3 of them roll up at the same time). 

Oh yeah, and this Knowledge sim didn't hate any of those 3 dormies that he wanted to turn into zombies.  In a few cases, they were his friends, in another, I think he just sorta barely knew the dormie. *shrug* I think in these cases, the want to make them zombies rolled up after they died.  I did have one case, a long time ago, where this sim wanted to turn his enemy into a zombie (who was not dead yet hee). I thought that was pretty funny. ;D

Ste


Title: Re: The Fight Club: Now With More Shinyness
Post by: Jelenedra on 2007 January 29, 09:23:45
Maybe there could be a token we could give sims we want to be immune from the zombies? Like a Zombie Survival Guide?


Title: Re: The Fight Club: Now With More Shinyness
Post by: seelindarun on 2007 January 29, 12:41:20
All of the lethal weapons I've seen are rather absolute, y'know?  I mean if you fire it, you kill.  Duh, I guess that's what you'd want from an assault rifle?  :D

I don't know, I suppose ideally I'd like it to be a little more sporting.  I really do like the way the fact that Zombie Apocalypse works on a merit system.  It's just that if you have any well-played sim turn zombie, he's essentially unstoppable until you kill him, which is a pity.  Oh well, there's no shortage of ways to kill a zombie, at least.

Oh, and thanks for your other suggestion too, Joe.  I don't want to take out the hack because I play more than one 'hood.  In the newer 'hood, I had the foresight to make sure the first zombies had undeveloped body, logic and mechanical skills.  That 'hood has a slowly growing gang, not up to a horde yet.  ;)


Title: Re: The Fight Club: Now With More Shinyness
Post by: syberspunk on 2007 January 29, 13:11:42
I don't know, I suppose ideally I'd like it to be a little more sporting.  I really do like the way the fact that Zombie Apocalypse works on a merit system.  It's just that if you have any well-played sim turn zombie, he's essentially unstoppable until you kill him, which is a pity.  Oh well, there's no shortage of ways to kill a zombie, at least.

Heh... that's why I suggest a molotov cocktail with random chance of death by fire, which could depend on probably the "skill" of the thrower and the "constitution" of the target.  Maybe the thrower has a higher chance of hitting their target on point, the more deaths they have doled out, and the target has a higher chance of evading the attack if they have more body skill, fitness, and are very active (lazy, slower targets should be easier to hit and maybe those with lower logic because they be dumber :P).

Besides, a molotov cocktail seems something Pescado might approve. ;D

Ste


Title: Re: The Fight Club: Now With More Shinyness
Post by: eevilcat on 2007 January 29, 13:45:31
I've been using the assault rifle from simwardrobe to keep the zombie hordes at bay. Once in a while I'll let an uber-zombie on the loose on a downtown community lot just to cause some mayhem, but on the whole once a zombie's turned 3-5 sims then that's their death warrant signed. Playable zombies tend not to last too long; once they've made enemies or turned everyone on their lot then it's curtains for them. The entire apocalypse was seeded from a single (badly) resurrected vampire who was completely pants in a fight until he'd regained his body points from the electro-dance-sphere/swimming. After that there was no stopping him. I also make it a policy for playable sims to build up 4-6 body points as children/teenagers, posssibly more if it fits in with their LTW, likewise any townies who marry/move in. I am considering supplementing the zombie apocalypse with a rash of cowplants as they will eat both zombies and live sims.


Title: Re: The Fight Club: Now With More Shinyness
Post by: Jelenedra on 2007 January 29, 14:20:51
Heh, I make a point of making my teenagers get 8 points in body, for the scholarship and all.


Title: Re: The Fight Club: Now With More Shinyness
Post by: jsalemi on 2007 January 29, 15:26:47

Yep, it's an actual want. Afaik, I only recall Knowledge sims ever getting them.  Maybe... sims who have a hatred for other sims might get the want as well?  But thus far, I've had sims get the want to turn other sims into zombies (I think it says something to the effect of Make so-and-so a Zombie or... it could just be that so-and-so becomes a zombie...

I think it's 'make so-and-so a zombie'.  I've seen knowledge sims get that one, and I thought it might be just a recently deceased enemy, but I found it's friends also.  The 'recently deceased' seems to be the key.



Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2007 January 29, 16:10:13
All of the lethal weapons I've seen are rather absolute, y'know?  I mean if you fire it, you kill.  Duh, I guess that's what you'd want from an assault rifle?  :D
That's sort of expected. They're so simple a child could use them. Proof: They do!


Title: Re: The Fight Club: Now With More Shinyness
Post by: kuronue on 2007 January 30, 11:10:55

Yep, it's an actual want. Afaik, I only recall Knowledge sims ever getting them.  Maybe... sims who have a hatred for other sims might get the want as well?  But thus far, I've had sims get the want to turn other sims into zombies (I think it says something to the effect of Make so-and-so a Zombie or... it could just be that so-and-so becomes a zombie...

I think it's 'make so-and-so a zombie'.  I've seen knowledge sims get that one, and I thought it might be just a recently deceased enemy, but I found it's friends also.  The 'recently deceased' seems to be the key.



I've also seen "Make a Zombie" once in a blue moon- though it tends to show up when they're in asp failure and keep wanting irrational things like "Family member meets aliens" or "Bite someone"


Title: Re: The Fight Club: Now With More Shinyness
Post by: sloppyhousewife on 2007 January 30, 23:37:54
I've seen the "make a zombie" want in panels of knowledge sims with few nice points and low relationsship to the deceased, aspiration level didn't seem to have an influence in my game.


Title: Re: The Fight Club: Now With More Shinyness
Post by: cwykes on 2007 February 08, 00:27:01
So how does fighting work in the actual game?  I take it it's broken....  Was it always broken or did NL screw it up?   
I'm asking because I'd like to explain to a couple of simmers why increasing the body skill of their policemen isn't actually going to stop them getting beaten up by burglars.

Is your mod adding things to the fight routines or just fixing what was wrong?  for example did EA actually intend grouchy sims to find fighting fun?


Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2007 February 08, 00:57:50
So how does fighting work in the actual game?
Well, in the game, the winner is determined basically at random. Body skill has only a weak influence on whether or not you win or lose. The animations you see of the fighting had no effect on the outcome of the fighting, making it similarly uninteresting to watch, since a single roll determined whether or not you won the fight, which was completely independent of the roll which determined who appeared to be winning a given round, so you could thus see your sim apparently handing another one's ass to him, yet lose anyway.

I take it it's broken....  Was it always broken or did NL screw it up?
It technically always "worked" that way. If you consider this working. Let's just say that without it, the ongoing BlueSoup, Warrior Princess thing gets very uninteresting.

I'm asking because I'd like to explain to a couple of simmers why increasing the body skill of their policemen isn't actually going to stop them getting beaten up by burglars.
The burglar fight has not yet been addressed. It works entirely differently and completely independently of Body...for now.

Is your mod adding things to the fight routines or just fixing what was wrong?  for example did EA actually intend grouchy sims to find fighting fun?
Adding. See "Green" rating. If something were genuinely broken, it would have a higher Terror Alert than Green.


Title: Re: The Fight Club: Now With More Shinyness
Post by: cwykes on 2007 February 08, 01:14:10
Baaaa - I'll pass on the info.  Fighting is one of the bits of the game I don't like and fighting being fun really doesn't appeal so I haven't DL'd this one so far.  On the other hand I don't like the lame way fighting "works" now either and I hate playing with things I know are broken.  I'll look out for a nice shiny fix for the policeman/burglar fight.


Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2007 February 08, 01:34:17
I didn't used to like fighting in the game either, because it was pointless, random, and unsatisfying. Now it's fun!


Title: Re: The Fight Club: Now With More Shinyness
Post by: jsalemi on 2007 February 08, 05:55:40
It's certainly made having sims live in dorms more fun.  I like to watch what dormies the game throws into a dorm, because some of them have a long history of hating each other and I know that fights will break out all over the place. :)


Title: Re: The Fight Club: Now With More Shinyness
Post by: miros on 2007 February 08, 08:13:27
I just started a new 'hood last night, and there have been at least 5 fights in my new dorm!  Mostly involving visitors, especially mascots, but still...


Title: Re: The Fight Club: Now With More Shinyness
Post by: baaaflatfit on 2007 February 12, 07:21:56
I'm getting a dead link for the zip in your top post. Just to make this clearer for my zombie brain, is there any advantage to having this version over the older OFB version if 1) one doesn't have Pets 2) one doesn't have/want/like dumb zombies ???

Max


Title: Re: The Fight Club: Now With More Shinyness
Post by: Magicmoon on 2007 March 03, 18:45:29
Grouchy sims will find fighting to be fun! The more grouchy the sim, the more
fun fighting is!

My Sims love to fight. It seems to be one of their favorite hobbies lately. But since the sides are often pretty evenly matched, most fights go on for hours.

Some Sims, seeing the fight, will run to another room, while others cheer the fight on. After the fight is over, the cheering Sims usually have very low fun motives. They sure looked like they were having fun watching the fight. Is there no way to raise their fun and perhaps social motives from watching? The last fight lasted around 5 hours before they stopped to go to class. The fight fans should receive some type of bonus for using up this many hours.


Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2007 March 04, 08:43:21
My Sims love to fight. It seems to be one of their favorite hobbies lately. But since the sides are often pretty evenly matched, most fights go on for hours.

Some Sims, seeing the fight, will run to another room, while others cheer the fight on. After the fight is over, the cheering Sims usually have very low fun motives. They sure looked like they were having fun watching the fight. Is there no way to raise their fun and perhaps social motives from watching? The last fight lasted around 5 hours before they stopped to go to class. The fight fans should receive some type of bonus for using up this many hours.
Watching the fight will be made more fun soon.


Title: Re: The Fight Club: Now With More Shinyness
Post by: Viewer on 2007 March 06, 09:12:43
Would it be possible for watching Sims to tip the winner of a fight (for example, if they were entertained or was against someone they hated)?


Title: Re: The Fight Club: Now With More Shinyness
Post by: Weaver on 2007 March 06, 12:02:03
Fight Club with Gambling!


Title: Re: The Fight Club: Now With More Shinyness
Post by: akatonbo on 2007 May 06, 22:53:35
Hm, question. Does this play nicely with Crammy's Less Autonomous Fighting?


Title: Re: The Fight Club: Now With More Shinyness
Post by: Khan of Wyrms on 2007 May 08, 08:44:47
I have been using this for a few weeks now and I have feedback.

I am wondering if the endless dormie fighting day in and day out is a feature or bug.  Everything seems to work with perfect transparency save for this.  Incidents of dormie fighting seem to go on almost constantly, and nowhere else does this happen with such regularity.  It is always the same story:  First some sorry, dormie goober-sim tries to admire another sim who is too grumpy to accept a compliment.  Then comes the poking, then the shoving, maybe some slapping, and then finally, the inevitable fight.  Over and over this happens until every dormie is enemies with every other one, I'm certain, I just can't keep up with them all.  Also, at least one fight was over as soon as the cloud appeared and one other went on for what seemed like forever, I'd say 8 sim-hours plus or minus.  Everything seems to be otherwise working fine, it is just working fine all of the time, in the dorms.

It seems like someone else here hinted at this before, but I thought I would add my input as well.  It's not a serious issue, I don't believe, but the contrast between the fighting activity at the dorms and the overall incidence of fighting in all other parts of the game is like night and day.  It could always be just my game, which is apparently horribly corrupt beyond all repair yet continues to function in spite of the ever-present lurking fiery doom.


Title: Re: The Fight Club: Now With More Shinyness
Post by: purplehaze on 2007 May 08, 14:57:00
That is common in dorms. The longer you play a dorm with the same NPC's, the more likely it it. If you have the same dormies for eons, they develop love/hate relationships. I had the same thing occuring at one dorm that I've played for ages. I solved it by offing the one of the offending parties. *thank you hottub of doom*


Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2007 May 08, 22:14:29
Dormies hating each other is basically a side effect of the fact that sims don't know how to pick appropriate actions to new people, so will tend to pick actions that piss someone off, particularly with very low or very high values of niceness (either through being rude or through unwanted affection), and once the initial tone of the relationship is set, things snowball from there. With sims, first impressions are forever.


Title: Re: The Fight Club: Now With More Shinyness
Post by: Maria on 2007 May 31, 01:16:37
I love this hack!  I never used to let my sims fight, but now there's nothing like watching my hick werewolf sims duke it out with each other :D  It would be great if it were possible for sims to start a fight without hating each other, that would make it more of a sport.


Title: Re: The Fight Club: Now With More Shinyness
Post by: Magicmoon on 2007 June 01, 16:06:50
For as long as I can remember, I've had 'No Force Watch Fight' in my game to allow for canceling of fight watching for those Sims who had pressing needs.

Recently I noticed that it showed up as a conflict with The Fight Club, so I assumed that you added the ability and removed the other from the game.

When I see a Sim watching a fight that needs interrupted, I first give them a command, then cancel the 'watch fight' interaction so they will move on to the new command rather than get caught up in watching the fight again.

But since I removed the redundant mod I have to keep giving them commands 2-3 times before they will stop watching and move on. The command after 'watch fight' keeps dropping out of queue. They will briefly stop watching the fight, take a few steps, then the command drops from the queue and they start watching the fight again.

Oh, and I love the fun increase that fight fans receive now!


Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2007 June 01, 18:20:49
The tweak was made so it only drops the first command, rather than stomping the entire queue (Including Power Idle). If you want them never to stop and watch the fight, leave that one in.


Title: Re: The Fight Club: Now With More Shinyness
Post by: Sibling on 2007 June 08, 08:07:05
I like this hack but I think it might be messing with the burglar scenario. I don't get memories of being burgulated anymore or rewards when the culprits get captured by the police. Anyone more awesome then me notice this?

PS: I'm only using awesome hacks


Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2007 June 08, 08:26:15
The memories of burgelation are not affected by this, as the Fight Club does not influence burgelation. However, I think you only get a burglar memory the first time.


Title: Re: The Fight Club: Now With More Shinyness
Post by: Sibling on 2007 June 08, 09:32:52
Seems to be only happening to me so it must be something extremely non-awesome that I'm doing... I suspect shoddy house design. Appreciate the response.


Title: Re: The Fight Club: Now With More Shinyness
Post by: seelindarun on 2007 June 09, 00:14:13
No, it's not just you.  I also never get the memory or fury or any relationship with the burglar.  It's happened a couple of times (different lots, one in the main 'hood, and one in the uni sub-hood).

Unfortunately, I have nothing useful to report about it.  I only have Awesome hacks, but this issue hasn't bothered me enough to track down the culprit.  It's possible that the problem is rare because I only have up to Pets, or 'cause I play on a mac.

Like I said, not too useful.  :-[


Title: Re: Fight Club bug
Post by: Alexx on 2007 November 10, 00:30:40
Wow,obviously you have "TheSims2 contre strike Edition" :)
Why do you think that bug linked to Pescado's thefightclub?


Title: Re: Fight Club bug
Post by: Venusy on 2007 November 10, 01:24:23
Because the fight club bases your chances of winning a fight on several factors, including body skill and fighting experience (affected by how many fights you've won and lost), as opposed to the EAxis fights, which are sadorandom but partially affected by body skill?
and just wanted to let you know even tho many people dont tell you often your work is very very much appreciated!! :D :D
Actually, a lot of people make THANKS THIS IS GREAT posts instead of using the convenient button. It's just that most users never see them because the posts get deleted for clogging up feedback queues.


Title: Re: Fight Club bug
Post by: Alexx on 2007 November 10, 01:36:17
Of course I know about fightclub features,but intersting to know if this bug exist without fightclub installed.


Title: Re: Fight Club bug
Post by: Gwill on 2007 November 10, 11:06:37
Sounds like an overflow issue.  I think other people had the same problem, I've heard about it before, but don't know of any fix.
Doesn't the hack have a thread to report issues in?
Edit: Yes it does: http://www.moreawesomethanyou.com/smf/index.php/topic,6641.0.html


Title: Re: Fight Club bug
Post by: Gwill on 2007 November 11, 12:51:24
If you report it in the correct thread Pescado might look at it!


Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2007 November 11, 13:03:44
I thought I corrected this overflow bug. I will look at it again, but damn, man. 500 fights? And I thought MY game was violent.

Anyway, try again. Although I thought I added a ton of overflow checks already.


Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2007 November 29, 01:21:26
I will try looking at it again. Did you keep an exact count of the number of fights at which this occurs?


Title: Re: The Fight Club: Now With More Shinyness
Post by: dontbenosey on 2007 December 16, 13:40:18
i will have a look now and find the exact point where the fights all turn negative.


Title: Re: The Fight Club: Now With More Shinyness
Post by: DMDye on 2008 March 24, 09:15:56
There are reports that with FT there are a greater number of annoying Mascots running around harassing sims in the Uni Hoods... with no option/way to get back at them; is there any way this can be made More Shiny to take care of that?


Title: Re: The Fight Club: Now With More Shinyness
Post by: jsalemi on 2008 March 24, 13:14:27
So I'm not crazy thinking the mascots and cheerleaders are more frequent now, huh.  Anyway, there are ways to control them -- TwoJeffs' visitor controller lets you ban them completely, and his stuffed cow head plaque is an amusing way to take care of the annoying cow. :)  You can find them over on the inteen site.


Title: Re: The Fight Club: Now With More Shinyness
Post by: nekonoai on 2008 March 24, 14:31:53
*downloads this in the hopes that Pescado will win his fights moar regularly* I can't have him keep losing to my pussy ass husband. LOL


Title: Re: The Fight Club: Now With More Shinyness
Post by: DMDye on 2008 March 24, 22:18:31
Thank you, jsalemi!  I knew about the visitor controller, but not about the stuffed cow plaque; talking about amusing... wouldn't it be more fun to be able to beat up the annoying Cheerleaders?  ;)


Title: Re: The Fight Club: Now With More Shinyness
Post by: Gwenke on 2008 April 18, 19:40:13
HCDU tells me that this conflicts with Crammyboy's NoForceWatchFight. I know that is not updated, but would like to use both if I can. Any idea about the nature of the conflict?


Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2008 April 19, 01:45:41
Conflict would lie in the way the Fight Club handles fight watching. It should not affect the core aspect of the game, but the Fight Club is better.


Title: Re: The Fight Club: Now With More Shinyness
Post by: Gastfyr on 2008 October 04, 01:37:21
Hmm, never been a Necromacer before...

Anyway, I noticed this wasn't in the list of AL compatable hacks.  I would be very interested in having this mod in my game.  Any chance it will be updated/tested for AL compatablity?


Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2008 October 04, 04:33:18
It's not? It seems to be working fine in my game! I mean, THE FIGHT CLUB, *NOT* updated? Are you on DRUGS?


Title: Re: The Fight Club: Now With More Shinyness
Post by: Gastfyr on 2008 October 04, 06:41:37
Are you on DRUGS?
I guess so?   ???

Sorry, but since the hack did not appear to be on the AL list of hacks (maybe my drugs are messing up my eysight), I assumed it wasn't safe to install it with AL.  Glad to hear this is AL compatable; I'll download it and the zombie one as well.

Didn't mean to tick you off, but then again, I guess you generally walk around in a perma-ticked off state, so not much change there.  :P



Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2008 October 04, 08:49:09
It's like you're not THINKING. AWESOMELAND without MOAR FIGHT? INCONCEIVABLE!


Title: Re: The Fight Club: Now With More Shinyness
Post by: ingeli on 2008 October 04, 09:35:43
Is the fight club updated to have impact on reputation? I would think winning fights would increase reputation. :)


Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2008 October 04, 10:31:19
Fighting does not directly influence reputation. In fact, I'm not really sure what does, since I've never seen a sim gain or lose reputation.


Title: Re: The Fight Club: Now With More Shinyness
Post by: EsotericPolarBear on 2008 October 04, 13:19:43
Fighting does not directly influence reputation. In fact, I'm not really sure what does, since I've never seen a sim gain or lose reputation.

My romance sim gained some reputation after seducing a couple other sims into the love-me phase.  But another sim lost reputation just from not talking to anyone.  I wouldn't be surprised if it's another of those silly draining stats.


Title: Re: The Fight Club: Now With More Shinyness
Post by: jsalemi on 2008 October 04, 14:09:09
It's like you're not THINKING. AWESOMELAND without MOAR FIGHT? INCONCEIVABLE!

It's not in the AL directory or AL Director's Cut, fyi. :)


Title: Re: The Fight Club: Now With More Shinyness
Post by: Crash on 2008 October 04, 14:20:43
I can see thefightclub.package both in the hack directory listing and in the Director's Cut. You need MOAR sight.


Title: Re: The Fight Club: Now With More Shinyness
Post by: EsotericPolarBear on 2008 October 04, 14:23:40


It's not in the AL directory or AL Director's Cut, fyi. :)


It's the silly naming convention.  It's named The Fight Club, and, as Crash has said, it's thefightclub.package.  It's in there. 

But yeah, it threw me, too.


Title: Re: The Fight Club: Now With More Shinyness
Post by: jsalemi on 2008 October 04, 14:26:50
Ah, yea, I was looking for 'fightclub'.  Nevermind....


Title: Re: The Fight Club: Now With More Shinyness
Post by: ingeli on 2008 October 04, 17:04:53
Sims gain reputation from nice interactions, on community lots but not only there  seems like it works if they are guests also, and for example a party gives a nice boost. I would imagien that pick a fight with people would give bad reputation, but WINNING should give a boost on the green side.


Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2008 October 04, 18:54:35
I made it apply to all lots, not just community lots, but the Butt still doesn't have a badrep from beating people up.


Title: Re: The Fight Club: Now With More Shinyness
Post by: rufio on 2008 October 05, 02:23:39
Maybe there needs to be a hack for more efficient loss of reputation?


Title: Re: The Fight Club: Now With More Shinyness
Post by: jolrei on 2008 October 05, 16:25:03
I had one female sim gain reputation for chatting with the evil witch.  Having received her witchy powers, she returned home held a birthday party for her spawn, and cheated on her husband with a party guest.  MOAR FIGHT ensued and she pwnd her husband.  All this seems not to have had a negative effect on reputation.  On the other hand, her husband is not speaking to her, and the relationship is in the minus levels.  Presumeably, enough of that sort of thing, and reputation would fall.


Title: Re: The Fight Club: Now With More Shinyness
Post by: sloppyhousewife on 2008 October 06, 08:12:16
To me it seems that reputation gain/loss can only happen via interaction with the "social" townies (and maybe the new AL NPCs):

One of my sims lost a lot of rep by just poking one of the social townies on a community lot (though she annoyed him first). This happened in my test 'hood without clean AL template, so the community lots were overrun with those townies.

Another sim (in a 'hood *with* clean AL template) usually slaps and fights his way through community lots and has the best rep of all my playables without even trying. He's on good terms with one of the two social townies living in the vacant apartments on his apt lot. The sims he likes to beat up are playables or "normal" townies.


Title: Re: The Fight Club: Now With More Shinyness
Post by: Ruann on 2008 October 06, 19:23:03
Rep gain and loss seems to only require a townie witness to the action.  It can even be as little witnessing as a townie doing a walkby on your lot.  I've had Sims going up in reputation while on a date with another playable (visiting) sim on their own home lots (which is theoretically impossible according to what the guide says). 

Best rep gains and losses can be gained by going to a community lot and picking a random townie you don't know and Auto-socializing them into friendly or enemy status.  Fighting, despite the fun and long drawn out animations, doesn't ultimately have that big of a relationship hit attached. 

I also suspect it's nerfed in social loss due to all the Cop/Burglar fights that happen.


Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2008 October 06, 20:13:25
Code dissection: Rep gain/loss does not depend on the target being a social townie, but it DOES require that the action be "accepted", and without Awesomeware, must occur on a community lot. With negative actions, however, "accepted" or "rejected" is unclear.


Title: Re: The Fight Club: Now With More Shinyness
Post by: EsotericPolarBear on 2008 October 06, 21:54:29
Code dissection: Rep gain/loss does not depend on the target being a social townie, but it DOES require that the action be "accepted", and without Awesomeware, must occur on a community lot. With negative actions, however, "accepted" or "rejected" is unclear.

Can negative actions even be rejected?  The only way I know of is to manually queuestomp.


Title: Re: The Fight Club: Now With More Shinyness
Post by: rufio on 2008 October 06, 22:02:21
I remember reading in the Prima guide that negative interactions could be rejected (the guide had stats on how much relationship was lost because of it).  I've never seen it happen in-game, though.


Title: Re: The Fight Club: Now With More Shinyness
Post by: talysman on 2008 October 07, 05:15:10
Code dissection: Rep gain/loss does not depend on the target being a social townie, but it DOES require that the action be "accepted", and without Awesomeware, must occur on a community lot. With negative actions, however, "accepted" or "rejected" is unclear.

Can negative actions even be rejected?  The only way I know of is to manually queuestomp.
I don't think Pescado is saying negative actions can be *refused*. Only "rejected", which can mean various things. For example, rejected pranks get negative reactions from most sims, but if the target has the right playful/grouchy combo (and, I think, if the relationship with the target isn't negative already,) the target will accept th prank and laugh along, instead of throwing a hissy fit. There are also two reactions for insult: crying, and insulting back. I'm not sure which one is considered the "rejected" reaction, but the point is: there are two responses, one worse than the other.

This is the problem: "rejecting" a negative reaction is not defined intuitively. It's just "whatever is defined as the rejection reaction in the code."


Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2008 October 07, 11:17:02
Negative interactions typically do not produce a clearly distinguishable "rejection" response. It becomes simply an internal flippy bit that is invisible to the player, as the target is still poked, shoved, slapped, etc.


Title: Re: The Fight Club: Now With More Shinyness
Post by: Lum on 2008 October 08, 01:56:55
I recently had a birthday party for a female sim and I teleported in all her friends and family -uncles, nephews, mom and dad's old college friends, the Big Love cult down the street- all of them my playables. Not a single townie. Next thing I know, birthday girl gets a good boost on her reputation. This occurred at her home, not a community lot. Make of that what you will.


Title: Re: The Fight Club: Now With More Shinyness
Post by: Gastfyr on 2008 October 13, 18:26:49
It would appear that rep gains (and probably losses as well) can occur on residental home lots.  I was doing some testing of new CC objects and foods, etc, and I moved the Travelers and the Gavigans (each family has two married adults and one child) into the same lot in a test hood.

I played through a couple of days, and while the two families interacted quite a bit with each other, they barely met any townies and never left the lot (well, the kids went to school, but the parents all remained unemployed).  I wasn't paying any attention to their reputation, but suddenly I got a pop-up message (I think this was just after Marry and Trisha became freinds), "Oh Marry, more and more sims are beginning to see you're a good sim..."  I looked at ther reputation, and it was all the way to the 2nd positive line, and so I checked the others and they all had some level of green progress.

I don't know exactly why Marry had more rep than the other 5 sims on the lot; they'd all been rather nice and friendly with each other as I was playing.  But, as I said, none of them had ever visited a community lot.

eta:  After re-reading part of this thread, it would seem that maybe some awesome hack I have is actually causing the rep gains to be possilbe on regular lots?  I don't know if I understood that post correctly, though.


Title: Re: The Fight Club: Now With More Shinyness
Post by: Process Denied on 2008 November 07, 19:47:08
There seems to be some insane behavior with reputation.  If you have a bad reputation, Sims just walk up and put their finger in the Sims face(good way to lose a finger).  This doesn't seem to be logical- if you cry over everything then why would you provoke a notorious fighter?  I understand if you are mean but a nice person wouldn't do that and neither would a person who is in love with them.  It is crazy, my bad rep Sims can't do anything on a community lot.


Title: Re: The Fight Club: Now With More Shinyness
Post by: jolrei on 2008 November 07, 19:56:15
Heh.  This may actually be a design feature.

Similarly, I had trouble with one sim leaving a community lot after trying to prank Mrs. Crumplebottom.  The prank itself fell out of the queue and was never executed, but she was still upset.  I thought she was picking a fight (she did poke and lecture).  The "walk to lot - home" action dropped out 3 times to allow Mrs. C. to lecture and poke again before the sim was able to go home.


Title: Re: The Fight Club: Now With More Shinyness
Post by: J. M. Pescado on 2008 November 07, 23:51:30
There seems to be some insane behavior with reputation.  If you have a bad reputation, Sims just walk up and put their finger in the Sims face(good way to lose a finger).  This doesn't seem to be logical- if you cry over everything then why would you provoke a notorious fighter?  I understand if you are mean but a nice person wouldn't do that and neither would a person who is in love with them.  It is crazy, my bad rep Sims can't do anything on a community lot.
This isn't really part of the fight club, but I will keep an eye out for this behavior.


Title: Re: The Fight Club: Now With More Shinyness
Post by: TheCheat on 2009 March 04, 22:04:57
Necroing this thread for functionality question...

I read a few pages back that the Burglar/Cop fight scenario wasn't modified by The Fight Club. Is this still the case?

The reason I ask is because five times now I've had the Burglar come to this apartment, break in, steal a TV, lose every single fight round to the cop, and still WIN, thus shorting me of even the cash for catching a known criminal. Frankly, it's getting ridiculous. The Cop and Burglar's Body skills are both identical, ironically, but if it's being left up to EAxian code then it's probably just that random one-roll anyways. Still, it'd be nice to see this fight being non-lame with Fight Club.

Oh, and that Necromancy warning when I went to post this totally scared the shit out of me. Awesome work!