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TS3/TSM: The Pudding / Pudding Factory / Re: The Birth Control Mirror
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on: 2010 July 21, 22:33:10
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Thank you for all the work you've done on this mod, Buzzler. It's far easier to use this than trying to manually manage population.
I have a few questions. In the Maintain-O-Mat mode, is the number of current pregnancies used when calculating the neighborhood's total population? It seems that the BCM currently runs in fits and starts in this mode. It tends to overshoot the target population by about 7-10 sims and then has to sit idle until the population naturally settles back to the target, at which point it will overshoot by 7-10 sims again. This leads to a less than smooth population distribution. If current pregnancies are not counted as part of the population, making it so that they are would probably fix this.
Also, would it be possible to implement a super-smooth mode where a target population is set and the BCM tries to maintain a pre-calculated number of pregnancies? For example, if lifespan was set to 80, pregnancies lasted for 3 days, and a user wanted a population of 120, the BCM would keep the number of pregancies around 4.5 every day. This would make all of the numbers in the "Demographic's Deviance" table in the "Raw Data" function close to 0.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Please clarify something about the patch?
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on: 2010 January 03, 04:00:28
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It's possible to use Delphy's installer, but it's not ideal. Having too many .package files will slow down the game tremendously. There are some other alternatives, like manually merging .packages with S3PE or downloading witch's .dbc torrent. However, I think the method described in that thread will be easier in the long term because it gives you full control over what you're doing and takes less time than merging .packages with S3PE. Trust me on the "too many .package files will slow down the game tremendously," too. I used the Delphy method on the December Store Update, and my fps went down to 20 from its framelimited 30. When I used the method described in that thread, I was back up to 30 fps.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Patch 1.8/2.3 plus Create a World Released
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on: 2009 December 24, 03:22:05
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Just jumping in - I am having no problems with getting pirated EA Store content to work using the methods previously discussed, and I have pirated versions of both the base game and WA. I don't think that has much to do with anything. Computer specs could be an issue though; I have a nice graphics card and an Intel i7 CPU.
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TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here
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on: 2009 December 22, 14:59:36
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Ok, here's the torrent with all of the December stuff: http://thepiratebay.org/torrent/5235041magnet:?xt=urn:btih:PYAZ3LYXFXUOTRMVVI4RJ7RI5DWHMQRE Contains all new EA STORE content from 12/3/09, and additional items that were free. Free Items afHairHatSTORE02NY.Sims3Pack afHairSTOREHatCowboyBobTight.Sims3Pack afShoesAnkleAHiHeelPointy_DRpepper.Sims3Pack afTopShirtHalterRuched.Sims3Pack amHairHatSTORE02NY.Sims3Pack amHairSTOREHatCowboyBold.Sims3Pack amTopJacketDJUpCollar.Sims3Pack clockWallVegasRetro.Sims3Pack HappyHolidays_Presents.Sims3Pack HotBeverageMachineModern.Sims3Pack loveseatVegasLips.Sims3Pack loveseatVegasRetro.Sims3Pack Pay Items (Free now ) afBodyClassDressCocktail.Sims3Pack afBodyVicDressFlowingBack.Sims3Pack afBodyVicDressFlows.Sims3Pack afhairhighbraidpigtails.Sims3Pack afHairSTORE02BunTiara.Sims3Pack amHairSTORE02ShortBangs.Sims3Pack CastleExterior.Sims3Pack cfBodyKids1DressBeachie.Sims3Pack cfBodyKids1DressSunny.Sims3Pack cfBottomKids1Hip.Sims3Pack cfBottomKids1SkirtMod.Sims3Pack cfBottomKids1SkirtPockets.Sims3Pack cfShoesKids1SnapBuckle.Sims3Pack cfTopKids1Hippie.Sims3Pack cfTopKids1HoodieHip.Sims3Pack cfTopKids1JacketMod.Sims3Pack cmBodyKids1ShirtChain.Sims3Pack cmBodyKids1SuitTie.Sims3Pack cmBodyKids1SuspenderShirt.Sims3Pack cmTopKids1BaggyShirt.Sims3Pack cmTopKids1ShirtSleeveShort.Sims3Pack cmTopKids1TeeCollar.Sims3Pack cmTopKids1VestHoodie.Sims3Pack cuShoesKids1Sneakers.Sims3Pack ModernMinimalistset.Sims3Pack SantaHat_Fullset.Sims3Pack tfBodyHolidaySkirtSweater.Sims3Pack Thanks to those at MATY who uploaded these items.
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TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here
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on: 2009 November 24, 00:33:55
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Because I've noticed a few of my torrents mysteriously disappearing from Mininova and TPB, I'm posting all of the magnet links (supported in µTorrent 2.0 Beta and other recently released clients) for the torrents I've uploaded previously. Just copy and paste the (bolded) magnet address into your browser's address bar and it should send it to your default BitTorrent client.
9.3.09 Update: magnet:?xt=urn:btih:SCERL3UZRWZL6WCXDG2GDNBDM7EJYFOQ 10.1.09 Update: magnet:?xt=urn:btih:FFIEKW5IAPOKHAITUJ2N4EE2Q3XMTSYU 11.5.09 Update: magnet:?xt=urn:btih:UTTQBC5QVPYNDCNGAYQ57FCCXIBTWPLE
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2009 August 17, 19:05:23
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That's not how ASM is working out for me in my current hood. I have 27 (!) cribs and plenty of extra bed space, but unless I go around spamming ctrl+shift+click "get pregnant", the demographics indicators in twallan's Supercomputer will always predict a fall in population. Many of my sims also fail to get married or even have relationships of any kind unless they have the flirty or hopeless romantic traits, and then they have too many. I suspect the population would sustain itself better if most sims had an inclination to start relationships and get married, but as of now that is not happening.
Also, apparently most sims are fine and dandy with being unemployed and living with their parents when they've grown up.
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2009 August 16, 04:43:16
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The demographic function on Twallan's supercomputer might be useful for anyone working out the ratio of cribs needed. Using the ratio from the population screen to figure out the optimal number of cribs per hood would be a very tedious task. You would need to go through a long process of trail and error before you could get the Adult:Child ratio to stabilize because of the delay between when you place cribs and when sims have their babies. The semi-randomness of it doesn't help much either. You would need to wait around two sim weeks between each change in the number of cribs to get a valid test result, and after the multiple tests required to find the optimal number of cribs, the population of the neighborhood will have changed significantly, rendering the results of the test almost worthless. If only AwesomeMod did the calculations by itself, and automated the whole process of trying to keep the population stable. I don't know why you think the computer's demographic function wouldn't be useful. I would assume that anyone who worked out the crib ratio would be playtesting several times before they posted "this is definitely the crib to adult ratio you want for a stable population", otherwise they're just going to look silly when it turns out they're wrong. The supercomputer's demographic function would be handy during those playtests - unless you're suggesting counting the sims of each age group manually? Oh, the demographic function would definitely be useful. I was just saying that doing the testing would probably take loads of time, just because of the nature of births and deaths in the Sims. If only AwesomeMod did the calculations by itself, and automated the whole process of trying to keep the population stable. You are making the assumption that everyone who uses AM wants to keep the population stable. There are times when players might want to have a higher or lower rate of population growth. Someone who gassed all the premades is going to want a higher rate of population growth than someone starting a game in a pre-made hood, and someone who switches to ASM after EA story mode or ISM may want to slow the rate of population growth to gradually reduce the size of their neighbourhood. This would be better achieved by having a way in ASM to specify a target population growth rate (or target population and maximum change), say per generation or per lifetime. This whole "experiment with different numbers of cribs indefinitely until you get the population growth rate you want" thing isn't very user friendly, and distracts time away from actually playing the game.
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2009 August 15, 21:38:41
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The demographic function on Twallan's supercomputer might be useful for anyone working out the ratio of cribs needed. Using the ratio from the population screen to figure out the optimal number of cribs per hood would be a very tedious task. You would need to go through a long process of trail and error before you could get the Adult:Child ratio to stabilize because of the delay between when you place cribs and when sims have their babies. The semi-randomness of it doesn't help much either. You would need to wait around two sim weeks between each change in the number of cribs to get a valid test result, and after the multiple tests required to find the optimal number of cribs, the population of the neighborhood will have changed significantly, rendering the results of the test almost worthless. If only AwesomeMod did the calculations by itself, and automated the whole process of trying to keep the population stable.
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Awesomeware / AwesomeMod! / Re: crash crash crash help me, somebody, please
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on: 2009 August 06, 13:41:46
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Exactly where do the crashes occur? At the first loading screen? As soon as you try to load a saved game? Randomly while you are already in-game?
Just saying crash over and over doesn't help us.
If the crash is occurring when you attempt to load a saved game, check your Mods/Packages folder for a file called enablescripterror.package. If you find it, delete it because you probably don't even really need it anyways. Unless you want script error messages to come up on your screen while you play, you don't need it, and it causes the game to crash if you forget to update it when you update your game after a new patch comes out.
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Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread
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on: 2009 August 06, 01:59:59
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HELP! I was playing around with some of the cheats, and now Justine Keaton will not have her baby. I accidently lost all my game data after eight days of gameplay, but the story was still intact. So I decided to induce labor right away for Justine and Claire Ursine, so they would not look their babies went back in. Claire had hers in a timely fashion, but Justine has gone on almost five days without. She is not supposed to be pregnant right now; the story forbids it. How do I induce labor as quickly as possible?
Thanks in advance!
You can always type 'falconpunch' into the cheat bar while the pregnant sim is selected to terminate the pregnancy. You won't get the baby though, for obvious reasons.
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Awesomeware / AwesomeMod! / Re: Awesome Story Driver Beta-Testing reports
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on: 2009 August 05, 18:58:29
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1. In current build Polygamy is allowed. Some of my sims marry every day to a different person and move in with them. Abandoned spouses still count themselves married to the polygamist. This bug is not dependent on gender. I've got both multiple wives and multiple husbands situations. If it is a feature I would like it optional please. Are you sure you have the latest version (EST August 04, 2009, 12:30:58 PM)? Pescado said that he fixed that issue.
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Awesomeware / AwesomeMod! / Re: A new kind of crash!
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on: 2009 July 31, 19:29:31
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3. I just downloaded it (1.2.7 version), placed it in packages, started up game, and it just crashed at the load screen. I think we're getting somewhere, people! Well, AwesomeMod isn't supported with version 1.2.7 anymore anyways. Download and install the new patch, and don't install an enablescripterror.package at all.
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Awesomeware / AwesomeMod! / Re: Install 1.3 update or not?
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on: 2009 July 29, 21:06:24
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Well, my game works perfect without the enablescripterror.package- Is it a "must", or? It allows the game to create error logs if/when a script fails. You really only need it if you want to be able to post an error log when you report a bug or crash, or if you're making a core mod yourself. It doesn't change gameplay at all.
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