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TS3/TSM: The Pudding / The World Of Pudding / Re: Tombs do not reset
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on: 2009 November 22, 00:16:57
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Only way I could see to be able to manually reset a lot with the push of a button for example, would be if there is some way to take the data of the unexplored lot from wherever it is stored (obviously somewhere as the tomb lots are new and reset whenever you make a new game), and replace the explored lot with that data. I have NO idea if that's even possible.
And that may still break the quests, I don't know.
The other way to "manually" reset a tomb, would be to go into it and use the tomb building debug stuff to edit every single thing back to how it starts out as, using an unexplored copy as a comparison of course. This seems the least likely to break the quests, as the original lot is still there, you're just editting it back to how it normally is. Again I could be wrong, because as far as I can see the adventures/quests are off in their own little world that would require modding/coding to mess with.
All you would have to do is learn how to build tombs, which honestly isn't all that hard once you figure out what all the options do. But at that point, you might as well just make your own tombs!
At this point I'm tempted to make a basic guide, because with there being an object with logic gate capability in the debug section of the buy mode, I can see people making awesome stuff.
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TS3/TSM: The Pudding / The World Of Pudding / Re: So is World Adventures worth it?
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on: 2009 November 21, 23:16:50
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Tomb creation is already in the expansion. With testingcheatsenabled true, there is a new cheat called buydebug on, which shows a new debug tab in buy mode. This is where all the traps, switches, and other little tidbits are. Toss down a floor switch (for example), hold down Control and Shift, and then click the switch. Tada, you have a bunch of new options to fiddle with the programming and setting up of interesting puzzles. I'm sure eventually there will be detailed guides on how it all works, because it can get pretty complex, especially since there are LOGIC GATES.
I can see many fiendish tombs being made with the ability to do logic gates. Doors that need two sims stepping on switches at the same time to open, timed switches, so much more.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Tombs do not reset
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on: 2009 November 21, 23:08:14
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Unfortunately that is NOT the case. I just tested switching households to another sim and sending them to a previously explored tomb. The black fog that covers up a room before you explore it IS reset, but everything is still solved. Statues I pushed with the other sim are still pushed, doors are still unlocked, etc.
Also, having the different sim grab the quest associated with a tomb that's been explored, does not reset anything either. This new sim was able to go straight through the previously solved tomb and grab the quest item with no effort whatsoever.
As far as I can tell, the only ways to reset a tomb is: A) Make a new game, where everything is reset to normal of course. B) Go to a new game, save the lot of the fresh tomb you want to replay, and plop it down in your other save. However, no quests will be able to see its existence. C) Manually go into the tomb and change everything back to how it starts out. This would be the definition of tedium!
Also, it seems if you delete one of the original tomb lots, it will break any quest associated with it. I was testing with deleting a completed tomb, replacing it with a fresh copy, and then taking the quest associated with it. The quest doesn't even acknowledge the existence of the copied tomb lot.
Unless this is somehow a bug and gets patched out/changed, but I really doubt it. Any actions taken in a tomb seem to change the entire lot, even if you have your sim go back home, and then edit the tomb while no one is there. Every switch is still triggered and every statue is still moved.
If you really want to replay a tomb, the only thing I can see is to copy the unplayed tomb from a new save, plop it down somewhere, and just play it from there and skip the quests. And if need be, go and change any of the quest-specific keystone locks to a normal lock.
Edit: And honestly, I would much rather the tombs reset once you go home and come back, even if it means you have to start a tomb over that you were in the middle of. Because as it is, only one sim can explore a tomb and solve its puzzles for that save. Ever.
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TS3/TSM: The Pudding / The World Of Pudding / Re: THE HORROR: The REAL TS3 Scoop As It Unfolds
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on: 2009 May 24, 06:01:45
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I'm curious to know if there are options to package Sims or lots to share them like there is in TS2. Does it look like that's possible, or is the game set up to only share textures? And is there a way to clone born-in-game Sims?
If the answer to those is no, then they've REALLY made it impossible for storytellers.
I've found a good way to be able to get any most any sim into CAS. Send them to a dresser or a mirror to plan outfit or change appearance. You should see your sim's portrait at the bottom. If you click the "..." and do "save sim", it will put that sim into the pre-mades in CAS. Which is the button in the bottom-left with the silhouettes of sim heads. Took me a while to figure this out; I wanted to fix a sim with an irritating voice and had to find a way to get her back in CAS.
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TS3/TSM: The Pudding / The World Of Pudding / Re: THE HORROR: The REAL TS3 Scoop As It Unfolds
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on: 2009 May 23, 04:24:49
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Yeah I guess they really listened to the complaints where money was too easy to come by. Now I'm sure there's plenty of ways to get rich quick, but if you just go the normal jobbing route, you don't start making a lot of money until very high in the career. It's a lot different. But also most of my playtime has been with single sims; I'm sure with more than that money is a little less scarce.
Collect ores. There's a mine that is always a good place for ores and metals. Also, Stonehenge is good for ores and rare bugs. Harvest wild fruit from parks and fishing areas. A day-long collecting spree will pay around $2k, much more than if you spent the entire day working a low-level career. Which you don't, since jobs are only about six hours. Yeah, the problems I'm having with money aren't helped by me avoiding the collecting if the character wouldn't do such things. Something tells me a neurotic neat workaholic might not want to touch dirty rocks and bugs! Thanks for the tips though, I'll have to check out those places with a collector type person at some point. Some of those things are worth a truckload. Edit: Personally I've been pretty happy with how my sims have been looking, but I do agree on one thing: the sims' heads still moving after you pause CREEPS me the heck out.
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TS3/TSM: The Pudding / The World Of Pudding / Re: THE HORROR: The REAL TS3 Scoop As It Unfolds
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on: 2009 May 23, 00:46:51
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Yeah I guess they really listened to the complaints where money was too easy to come by. Now I'm sure there's plenty of ways to get rich quick, but if you just go the normal jobbing route, you don't start making a lot of money until very high in the career. It's a lot different. But also most of my playtime has been with single sims; I'm sure with more than that money is a little less scarce.
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TS3/TSM: The Pudding / The World Of Pudding / Re: THE HORROR: The REAL TS3 Scoop As It Unfolds
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on: 2009 May 22, 19:18:58
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There is a Mean-Spirited trait, and yes there is Grumpy and Evil. I haven't checked any of them out yet though; I like nice sims >.>
On the other hand I like the crazy/weird traits, like inappropriate and neurotic. They just give so much strange character flavor, and good story ideas. That could just be me though!
All in all I really like the trait system, and like someone said, I could see them easily adding more in expansions and whatnot.
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TS3/TSM: The Pudding / The World Of Pudding / Re: THE HORROR: The REAL TS3 Scoop As It Unfolds
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on: 2009 May 22, 06:36:16
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Basically this whole system seems to be a pain. Sure I don't mind it so much when I'm still exploring the game and figuring stuff out and not worrying about the socialization so much. But when I want to do story type stuff and not have to go through each tier every single time I want them to do something specific, ugh it's a pain in the butt.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Story Progression Toggle: Is it borked?
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on: 2009 May 22, 04:24:52
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If your Free Will is off though I'm surprised the Sims you aren't playing aren't dropping dead!
That's the thing: everyone else does things autonomously PERFECTLY fine from what I can tell! When I go to the park for example, people arrive and eat and hang out and talk to people and whatever. It really doesn't seem like free will is off for them. So it seems like the free will setting is only affecting my own playable sims. Edit: And setting free will to high didn't seem to make a single difference. They all still did the same exact things they did when it was off. Only difference was my sim was doing things on her own.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Story Progression Toggle: Is it borked?
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on: 2009 May 22, 04:08:28
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I haven't been religiously checking the paper, but every time I do, I get none of those announcements. All I've seen is random useless news tidbits. I also happen to be playing with free will OFF and story progression ON, and lifespan set to epic if that makes any difference. Could free will somehow be the option that does what we think Story Progression should do? I'm gonna make more of a habit of checking the paper every day, to see if I get any of those kinds of notifications. Maybe everyone should also make a note of what your free will setting is on, to see if that might have anything to do with it. Either way, something is seriously wonky. Story progression should be controlling ALL of it, and thus has to be broken somehow. OR the toggle is indeed flipped, and story progression ON is what stops all that from happening.
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TS3/TSM: The Pudding / The World Of Pudding / Re: THE HORROR: The REAL TS3 Scoop As It Unfolds
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on: 2009 May 21, 21:01:49
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About the dead people, i think their tombs are in the mausoleum, you can grab them and take them to your house, or put one from your home in there. The last also make the ghost not to appear again.
Naturally I had to go check this out, and I can confirm this. If you go to the mausoleum with a grave in your inventory, you get the option to "Manage the Dead". You can put in/take out graves from there. Could the people that have had sims randomly die, go to the mausoleum in the middle of the graveyard and check to see if that option is there? Maybe these graves that you can't find get automatically put into there? If not, can you get a grave somehow, do the manage the dead option, and see if they show up then?
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TS3/TSM: The Pudding / The World Of Pudding / Re: THE HORROR: The REAL TS3 Scoop As It Unfolds
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on: 2009 May 21, 19:28:08
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Yeah the people complaining about the existence of rabbit holes must have REALLY not paid any attention to info about the game, we've known about them for a looooong time. So, what you're saying is that even if we can't have a technically destitute homeless sim sleeping in parks (as pointed out by Zazazu) because of the need to replenish energy, we can have klepto-moocher sims that essentially live off other people? Except that klepto doesn't work, as you don't actually get the items. Mooch works well, as does eating the free food in the main park or harvestables available all around. Someone posted this earlier, but I'll say it again just in case. Stuff stolen with Klepto goes into the family inventory, which is found by going into buy mode. I think there's the "sort by room" tab, the "sort by function" tab, and then the third tab is the family inventory. Here is some more handy info about klepto, since my first sim had the trait: You can only steal at night. I'm thinking it's from 7PM-6 or 7 AM or something like that. You can only steal three items per day. To steal stuff, you have to go to another lot (I'm wondering actually if you can steal a car that someone has driven over to your lot and parked in your parking spot; I have to test this) and click on the ground near an object, like you were walking there. The interaction "swipe something" should show up. You can't swipe stuff if someone is nearby. I dunno how close/far away they need to be though. And no, you can't choose what to steal. They pretty much go after whatever they want within the room. For example, my inappropriate klepto rockstar has some fascination with stealing lights of all kinds.
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TS3/TSM: The Pudding / The World Of Pudding / Re: THE HORROR: The REAL TS3 Scoop As It Unfolds
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on: 2009 May 21, 01:12:34
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I like the gathering and the like, but not being able to buy basic seeds like tomato, onion, garlic, and the like is...maddening.
You can actually just go to the supermarket and plant the fruits/vegetables that you can buy there, they don't need to be in seed form. You can also plant whatever you manage to harvest, this is pretty much how you get higher and higher quality harvests.
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TS3/TSM: The Pudding / The World Of Pudding / Re: THE HORROR: The REAL TS3 Scoop As It Unfolds
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on: 2009 May 21, 00:38:55
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This post is going to be about the tiered method of socialization with other sims and how the interactions show up accordingly. If you know about this already, feel free to skip the post.
If however you have been wondering why you can't propose steady relationship/woohoo/ask someone to move in at certain times, this MAY help. Or if you already know how this works and still can't find the stuff, then something is probably bugged/implemented crappily. Go EA!
Basically, each method of chatting seems to have different tiers, with more interactions available with each successive tier. In the upper left it says what the person is currently thinking of the conversation. Friendly chatting starts with them "thinking [sim name] is okay." Next after that is thinking you are sociable and thinking you are friendly (can't remember which comes first).
Flirting starts with "[sim name] is flirty", then followed by "is very alluring", and finally, "is extremely irresistible". From what I've seen, going steady only shows up with that very last stage, and I'm assuming marriage is the same. And you get to the next stage by doing the interactions in that grouping till it gets up there. Yes this means you usually can't just walk up to someone and do the woohoo interaction for example (unless you have specific traits blah blah blah).
Hopefully this helps some people, and if stuff still isn't appearing when you think it should be, then I have no clue yet. I still haven't tried to get people married yet, so I don't exactly know where that is. I know I've seen "ask to move in" in the friendly section, and it is probably at one of the higher tiers of friendly chat.
Edit: The interactions not appearing till higher tiers seems to apply at ALL times. Even if you have a sim as a romantic interest and with a very high relationship, it doesn't look like you can walk right up to them and make out/woohoo out of the blue. You have to go through each tier yada yada until you get to the right one and the interactions show up.
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TS3/TSM: The Pudding / The World Of Pudding / Re: THE HORROR: The REAL TS3 Scoop As It Unfolds
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on: 2009 May 20, 22:40:03
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The REALLY bad one is energy. It seems to go down relatively fast, and take a long time to sleep to get it all back. It's a little better with the best bed, but with money being a lot tighter than normal, it takes at least some time to get one. Also I don't think there's a lifetime reward that touches energy, of course.
On the other hand, hunger is SPEEDY. Basically one decent meal fills you from empty to full, and they eat it fast. This could be offset by the fact that cooking takes a loooong time sometimes, though.
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