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TS3/TSM: The Pudding / The World Of Pudding / Re: Does the Vegetarian Trait affect anything besides food choices?
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on: 2009 July 09, 09:41:51
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Guns and explosives are cheap. Bullets are about $0.50 each. We're not talking about specialized ammo for accuracy (match grade, subsonic, etc) or for damage per round (hollow points for eg). At point blank, really, any ball of lead works on the head. You pay that much? You're getting ripped off. Yeah, you're right. That price is for precision rounds. Typical 9mm's can be $0.10 each or less. Reminds me of what the Joker said in "The Dark Knight".
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TS3/TSM: The Pudding / The World Of Pudding / Re: The Legacy Challenge for TS3
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on: 2009 July 09, 09:37:32
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Subscribe to mailing lists like Qt-interest@trolltech.com . Try dispensing with social niceties as simple as a "Hi everybody". Let me know how long you lasted. Actually, I am subscribed to that list, and while I admit that I don't read it religiously (it's way to high volume for that), people seem perfectly happy to dispense with salutations and the like, and while they are reasonably polite and helpful, they aren't overly so. Every time I've asked for help, I've just posted "Hey, I can't figure this out, does anyone else know how it works?" with no salutations or any extraneous politenesses, and everyone has been perfectly reasonable to me. Also, double-posting doesn't really mean a whole lot in the context of an email list, so I'm not sure how that's relevant. On hardcore technical lists, we don't even say "Hey". I got lambasted for omitting things like that. And yes, for bundling posts as well. I even received a reprimand for top-posting. Usually, top-posting is required on other lists because people just wanna read the latest info, not the most recent history.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Does the Vegetarian Trait affect anything besides food choices?
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on: 2009 July 09, 09:28:32
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What does the killing of plants have to do with teeth hollowing out from the inside? I'm not following your train of thought. At all.
I was cramming too many posts into one. Point 1: Killing is killing. The question of the factor of sentience is beyond me. Do plants feel, think? I don't know. Point 2: It's hard to deny our bodies their natural nutrients. Carnivores like tigers have shorter intestines, so food passes through quickly. Meats carry most nutrients for them. Our intestines are so much longer; meats do turn bad inside, I hear. I'm really no expert at what our bodies need. For now, I just know I need to handle my Hunger, Social, Bladder, and Energy motives.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Does the Vegetarian Trait affect anything besides food choices?
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on: 2009 July 09, 09:11:00
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Removing aversion to our insides would allow us to live simpler lives (and not as hypochondriacs). I don't understand what you mean by this. Could you elaborate a bit? Simpler how? I don't suffer from aversion to my "insides" but I don't see how it makes my life simpler, or how it would make me less of a hypochondriac. That was a simplistic example for illustrative purposes, that bit about making life simpler and less hypochrondiac-like. The aversion part... lemme see how to explain it. Ok. If my Sim dies of old age, I can see it in one of 2 ways. I can be pained, wondering when there ever will be a time when a Sim grows up exactly like it did, with all the memories that it accrued. Or I can just let go, understanding nature for what it is. Everything that has a beginning has an end. And before we all get too emo from this, that's not the end of it! Everything that has an end has a beginning. Energy cannot be destroyed; only converted from one form to another. If I am averse to old age or death, then I might do stupid things when faced with those parts of nature. I can become irrational. If I crave old age or death (or living), I could also become stupid. I love Kung Fu Panda for a cute saying that the wise and lovely Oo Guay (Turtle) quipped. "Yesterday is history, tomorrow is mystery, today is a gift and that's why we call it the present". I know, it's an old adage, and it's probably trite by now. But it's still cute. Hold firm to the present, because it is the only thing we can mould. Anything is possible in the future, as long as we work with the present. I read something about teeth hollowing out from the inside if we lack meats. What? Yeah, my reactions too when I first read it. rosenshyne posted something about plants screaming when killed. I remember reading something about Buddhism forbidding even the killing of plants. But I'm no expert. I just eat what I eat. Avoid addictions (sugar, salt, anything). And just be at peace as much as I can. Oh, dang that fly! I'm a kill you later! Peacefully. But veggie is the only defence we got against inflammatory tendencies, I think. Just about any ailments has to do with inflammations: old age, allergies, scleroses, etc.
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TS3/TSM: The Pudding / The World Of Pudding / Re: Does the Vegetarian Trait affect anything besides food choices?
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on: 2009 July 09, 08:18:45
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O.o I can't imagine that would be very cost effective. Bullets are, what, a buck apiece?
Guns and explosives are cheap. Bullets are about $0.50 each. We're not talking about specialized ammo for accuracy (match grade, subsonic, etc) or for damage per round (hollow points for eg). At point blank, really, any ball of lead works on the head. Compare price of bullets to say... hmm... stationery. A good pen could cost even more! Used to be that the "The pen is mightier than the sword". Seems today that "A bullet is cheaper than a pen". Mightier than a pen or not, I don't know. They taste good whether you mistreat them or not.
Oh, you poor, sad thing. Either you've never had properly raised meat, or your tastebuds are so shot you can't taste the difference. Ah, don't remind me! I live in a city, but do try to get away to the burbs once in a while. The meat sure tastes different, even at fast food restaurants like KFC. My sentiments exactly. If they're that bothered by it, how can they eat it without puking? To me it seems like these people are missing some vital connective synapses or something. I want to slap these types when I meet them. They're the epitome of hypocrisy in this discussion. If you've got any sense at all, either it bothers you, or it doesn't.
I have some friends who had to do a dissection one morning, then have lunch at a steak house! Heh. Perspectives can change quickly when we look too closely at "what we are made of inside". Most of us are squeamish about our insides, though we still need to live with our insides. I read something about 2 key moodlets (in real life): aversion and craving. Supposedly, both are bad. Removing aversion to our insides would allow us to live simpler lives (and not as hypochondriacs). Removing craving to erm, eternal bodily existence, might let us slaughter our foods without getting squeamish (via empathy)? I once heard someone say: "stand ground/firm and observe/learn, rather than run from one troubled scene to another". Wait, where were we? Ok, I gotta stand my ground, collect my thoughts. Where the hell is my ground? Hmm. I don't have any evidence of this (no vegetarian sims here), but the ingame text implies that vegetarian have longer lifespans, but will vomit if they eat real meat.
I still want to know this. I've looked through the GameplayData.package file. Found the nauseous moodlet. But didn't find anything to do with lifespan. The ingame text did put ellipsis ("...") after the "said to live longer lives" thing. I have not seen any evidence supporting this. For that matter, it's not firmly supported in real life...and even if it WERE in the game, it would only extend the part of the lifespan you want to see least, anyway, so lose-lose.
I read something about teeth hollowing out from the inside if we lack meats. It's one (good) thing to have a healthy dose of veggies (to reduce inflamation tendencies?). It's another (bad) thing to miss meats altogether, I think. About the GameplayData.package, I have a feeling some things are hardcoded. As in, the developers forgot to make them tunable. Addressing the original question: My veggie-Sim passed on last night at the age of 111. She was also athletic, and would work out to the TV or stereo constantly -- I couldn't keep the woman still! However, I've had Sims live to 125, 109, and 106 without being vegetarian or athletic. Seems to me veggie-Sims get the same 14% chance of croaking every day beyond 90 that any other Sim does, but it's purelly anecdotal.
Thanks for the info! My mid-life crisis is gonna gimme something else other than Vegetarian.
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TS3/TSM: The Pudding / The World Of Pudding / Re: The Legacy Challenge for TS3
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on: 2009 July 09, 07:56:15
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What forums do you frequent? I've never been on one which favours double posting.
Subscribe to mailing lists like Qt-interest@trolltech.com . Try dispensing with social niceties as simple as a "Hi everybody". Let me know how long you lasted. Like I said. I personally prefer the space savings brought about by the MATY policies. Things are tighter and more information-dense in other forums or lists, esp for hardcore coders like Linux lists. But yes, we all have to learn different rules for different forums or communities. When in Rome... it's good to learn Roman (or Latin?).
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TS3/TSM: The Pudding / The World Of Pudding / Re: The Legacy Challenge for TS3
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on: 2009 July 08, 08:05:57
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Okay, now you are triple-posting. I take back what I said.
STOP IT. Use the "Insert Quote" button. Double-and-triple posting is frowned upon on this forum. And before you get smart, quadruple-posting is just double-posting doubly.
Alright, I think I need to get this straight once and for all. The FAQ says: "If you want to quote multiple people, you can use the "insert quote" function" Ok, got it. If we're responding to 2 different persons, we would expect 2 different replies, right? Bundling responses to multiple persons would certainly make it difficult for the multiple addressees to see which parts are addressed to them. Socially speaking, I would rather people respond to my posts in a single response post dedicated to feedback to me. Would be tough finding replies to my posts within a bundle. On other forums, it's either a ban for bundling replies like that (because it's socially rude), or we at least risk our addressees not finding relevant feedback. Personally, I like the space savings. I don't know why people are rushing off and getting their sims jobs, anyway.
Because we're F's and we want those 32 little Gold Stars for getting all the Career LTW's. I think it's more of a completionist thing than an F thing. I'm one of those who will play a game over and over to get all the medals, or one of every object in a MMORPG. Yeah, I can understand that. A perfectionist thing too, maybe. If I married a rich real person, and have more time, maybe I can still stick to my obssession with completing games. I make do by trying for quick and intense challenges. I'm thinking how I can do this legacy challenge (or any challenge at all) within a short time. I did create a simple short challenge by modding the GameplayData.package, if anyone is interested. Certainly removes all (or at least most) book-keeping required to keep score. Or if any challenge designers are interested in doing away with book-keeping, we can work together. What are "12s"? 12 year-olds and younger? EDIT: No. 12-18. Thanks FAQ. If challenges actually come with consistently and easily/automatically enforced rules, they might appeal to a much wider audience? EDIT: Please do consider moving the FAQ to a more global location. It's currently nested at least 2 levels deep inside the "The Sims 2" forum.
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TS3/TSM: The Pudding / Facts & Strategery / Re: Question about the Logic skill affecting learning rate
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on: 2009 July 07, 15:07:45
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HOLYSHIZWHIZZ!!!! The Prima Guide was actually right about something! The Apocalypse, it is nigh. And I quote: (because it was gifted; no, I didn't spend my own money on it) As this skill is developed, it shortens the time it takes to develop other skills, with the exception of Athletic and Charisma. [Can anyone confirm these two skills?] Teen and child Sims also get a homework speed boost as this skill is developed... This skill also increases the chance of winning all varieties of games.Confirmed that those 2 skills don't receive logic boost. <LogicSkillBoost>True</LogicSkillBoost> only exists for the other skills, not for Athletic or Charisma.
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TS3/TSM: The Pudding / The World Of Pudding / Re: The Legacy Challenge for TS3
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on: 2009 July 07, 06:46:08
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The Black Market restriction is going to be a pain to keep track of after a few generations. If a founder generation steals some small item, it has to stay on the lot for all 10 generations? I mean at that point, it will have lost so much value that selling it is pocket change, anyway. Could we get a time restriction on it? Like after the thief dies and the object is inherited, it is no longer considered stolen. If only to make bookkeeping a little easier. ... I think I'll give it a try, though. I'll just put stolen goods in the Family Inventory or something. I don't want to fail just because generation 7 sold a generation 2 stolen fishbowl.
Which was precisely why I asked: why don't we just come up with a specific mod that automatically keeps track of those rules and restrictions for us?
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TS3/TSM: The Pudding / The World Of Pudding / Re: The Legacy Challenge for TS3
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on: 2009 July 07, 04:08:18
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Actually, now that I think about it this sounds stupid. I barely get by with one generation, because it's the same thing everyday. Go to work, raise motives, raise skill, raise motives, rinse and repeat.
Without expansions, there's hardly anything to do. Think about it, take away the skills and the jobs, what do you have? Loafing around your house, or running around town like a released schizophrenic picking up rocks. EA gave us sticks and expect us to build Rome with it. There is almost nothing to do, and this shows it. Try and make a ton of money, and follow guidelines? I don't know about anybody else, but that sounds exasperatingly boring.
That's why we stick with a time limit. Playing with normal lifespans, I actually had to choose which skills to improve. My sims do die of old age before they can master many skills. Often, I would take a high-logic sim off of work permanently, just so she can tutor the next generation well. Having a level 10 (career or logic skill, etc) sim die is a big blow, but a natural one. In short, playing with normal lifespans, there almost always seems to be never enough time to get everything (that I wanna do) done before my life is over. Much like how busy you might have felt reading that gratuitously long last sentence I just wrote. Life's like that. Busy busy busy.
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TS3/TSM: The Pudding / The World Of Pudding / Re: The Legacy Challenge for TS3
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on: 2009 July 07, 03:55:42
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Please don't double-post. You can insert another quote simply by scrolling down and clicking the "Insert Quote" button. Also, a quick gander through the FAQ might help you. You seem to be a decent one. I was replying to 2 different posters. But I didn't realize the topic discussed may be similar. Where's the FAQ? Nice to be on a forum that's so neat. Why is the official Sims 3 forum so unpolished? As for ambrosia and life fruit, I'm not sure that I like the rule against them, though I am playing with it. In TS2 legacy, you weren't restricted from using elixir. You could choose not to for an extra point, but you weren't kept from it. Life fruit and ambrosia are harder to obtain (much harder, in the case of ambrosia) than elixir in TS2. You pay more for the advantage. Yeah, sure, a sim can be immortal off of life fruit. They could off of elixir, too, and it wasn't hard to earn. It was ridiculously easy, actually, after NL introduced dating.
If ambrosia and life fruits are so difficult to get (so much that I haven't been able to get them at all!), then yeah, no point disabling them. I just thought that it might be nice to have Sims 3 actually mirror real life to some good extent. I like the legacy challenge for making me run through Sims 3 gameplay like I'm considering actual trade-offs for real life. Aside from getting a kick out of realism in the game, gameplay balance and mechanics is another thing. Ambrosia and life fruit may have gameplay usefulness somehow. As for lifetime rewards, I like the idea of upgrading cars for better speed, not the teleportation device. I've heard that work performance grows more slowly under the longer lifespans. I don't intend to ever test that myself. The 90-day span is a bit longer than I'd like it as it is.
Oh, it does? Yeah, I don't intend to test it either. The 90-day span feels right, given how I actually have to rush hard to fulfill a career lifetime wish if I start at middle-age (Adult). And I don't have all that much real-life time to devote to Sims 3 too. I have lifetime wishes myself. There is an exploit that many don't realize. You can get a female pregnant at any time before they become elder. So if you have one day, zero days left until age transition, they can still breed.
Yeah, I knew that. Hmm. I guess I was unconsciously hoping that my Martinez couple can play with their kids while still not elders yet. I hear that energy motive decays faster when in Elder life stage. Also, Awesomemod doesn't enforce maternity leave and Awesomemod is expressly allowed.
That's realistic. It'll also be nice if we can call in to take leave or something. Then we have the option to turn up for work or not. Maybe allow 1 sim-day leave per week? Assuming the YA and Adult life stages are 20 years each (20-40, 40-60), that would mean that 1 sim-day is about 1 year in real life. A 14-day leave package per year would give about 0.32 sim-days (7.84 sim-hours) of leave per sim-week. If we take more leave than that, then yeah sure, hit our work performance. To make it more realistic, maybe we need to call in to apply for leave, say, 6 sim-hours before work starts? This keeps bugging me. Why is EA not adopting Awesomemod? If I were working on Sims 3, I wouldn't mind paying Pescado and company to improve Sims 3. It's not like EA can earn any extra from updates that ship these fixes in Awesomemod, right?? Awesomemod's very existence already means that area of revenue is already lost. Why not just let Pescado make Sims 3 better? Updates that ship fixes should really not have to be paid for by customers.
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TS3/TSM: The Pudding / Facts & Strategery / Question about the Logic skill affecting learning rate
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on: 2009 July 06, 19:24:00
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It seems the logic skill will improve skill gain rate for the other skills. Is this true? Can anyone confirm it?
I was poking around the GameplayData.package file, and found this:
<SkillGainModPerLevelUp value=".033"> <!--Skill Gain rate mod to add to skills for each level of logic skill the sim has--> </kSkillGainModPerLevelUp>
That would mean at logic skill level 10, skill gain rate for the other skills will go up by 33% faster.
Does that also mean the logic skill itself also gets the modifier? The logic skill's increase rate will also be bumped up as the skill goes up?
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TS3/TSM: The Pudding / The World Of Pudding / Re: The Legacy Challenge for TS3
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on: 2009 July 06, 18:51:44
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This sounds pretty fun, actually.
I'm not sure if this was asked already, but is it allowed to make the life span longer than normal? I play with Very Long, I think it's called. Pretty sure It's 180 days.
Given how a typical career path would take a sim from 20 years of age (young adult) to maybe about 50 (adult) under the "normal lifespan" setting, I'd say that's the thing to play for most realism. Of course, everyone wants more time to fulfill whatever lifetime wishes they have. Sticking to the normal lifespan setting makes the game more engaging. We need to carefully consider trade-offs in life. Take the Martinez couple for example. As adults, they have just 21 days (less actually) to reach the top of their careers, and then have kids. If I run a real tight ship, I would JUST make it. The mid-life crisis reward is necessary. I'd say the Martinez couple decided they needed to give up some traits and become ambitious workaholics to get any chance at all at fulfilling their lifetime wishes. Fun. Maybe almost as fun as the legacy challenge. Having kids early will put them out of work for about 6-8 days. Then they would have settle for gray hair when at the top of their careers.
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TS3/TSM: The Pudding / The World Of Pudding / Re: The Legacy Challenge for TS3
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on: 2009 July 06, 18:44:52
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What rules? What restrictions? I swear, all these little kiddies are whining about how TS3 Legacy is just like TS2 Apocalypse. Have you seen TS2 Legacy rules? They were ridiculous. This one has pretty much no rules past the initial setup, which is exactly the same as TS2 Legacy's rules. Pick a lot. Familyfund down to $1,300. Spawn sims. Don't cheat.
It's so damn hard, isn't it?
Well, there's the life fruit, the ambrosia. Once we get access to those, sims live perpetual lives. Sort of like some "Actuarial Escape Velocity", where the rate of increase in life expectancy (from improvements in life sciences) outpace the time-cost (time taken) to bring about said rate of increase. A simple mod that removes all those lifetime rewards would be great. There's no way to "sell away" a lifetime reward that we might accidentally buy! I never play with life fruits or ambrosia. I think it makes the game terribly trivial.
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TS3/TSM: The Pudding / Facts & Strategery / Re: Work Performance Facts
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on: 2009 July 06, 18:30:06
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I've had one success with it in the Science career track. He was awarded with a sizable boost in job performance. I don't have any hard numbers, but it was enough to max his job performance resulting in a promotion at the end of the day. He was probably a bit less than halfway through the performance bar at the time, but I'll admit that I don't watch it all that carefully.
Politics ("new course of action") had a similar effect. The success popup may have said something about work relationships being strained, but I was too busy spending the bonus to notice the little people. I think the "Propose New Course of Action" is hardly worth it. It takes 16 hours (2.5 work days) to complete. There's only a 10% chance of getting promoted (outright, doesn't consider performance bar). 30% chance that we get a "impress boss" outcome (+40 to relationship). 40% chance we get a "brown-nosed boss" outcome (+40 to boss relationship, -40 to coworkers). 20% chance that "no one is impressed" (-30 with boss, -40 with coworkers). Better to use "Inspirational Speech" to develop relationships, than to use "Propose New Course of Action". Very bad chance of getting a promotion with that anyway. That chances listed above seem to be hard numbers, not affected by skills or anything.
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TS3/TSM: The Pudding / Facts & Strategery / Re: Work Performance Facts
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on: 2009 July 06, 17:44:39
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Interesting, it seems the one or two notch drain in your mood metric that comes from working hard too long is not enough to counter the benefit of actually working too hard, especially if you pre-pad your fun bar before going to work.
Working hard causes your Fun meter to decay at double the rate. It's -5 per hour if you work normal, not hard. I do it all the time. I work hard till my "Having a Blast" moodlet is gone, then I slack off to get back that moodlet. Having a good mood is vital in the initial levels, when only the mood and 1 other factor (usually skill) matters. When more factors come in, having a second-rate mood doesn't do as much harm; the drawbacks are averaged out to a smaller value.
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TS3/TSM: The Pudding / Facts & Strategery / Re: Work Performance Facts
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on: 2009 July 06, 17:38:40
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Does "build independent case" actually do anything, then? I've been ignoring it so far.
After doing it for a while, you will either get a success or a failure. I believe it's related to your logic skill, and I've never had a success so I can't tell you what you get, but I have failed twice and it it just a minor performance hit. It might also hit you coworker relationships, not sure. According to the GameplayData.package file... Build independent case actually causes your performance modifier to dip by 1. Sort of like bumping your mood from "Elated" to "Very Happy", down by 1 level. The time taken to complete building the case is 600-1080 mins (10-18 hours). As for success rate, it depends on your logic skill. Above level 7, it will always be successful. Below level 7, probability of success decreases linearly (not too sure what this means, ie if level 0 gives near zero chance of success). Upon success, your work performance gets filled up by 75%! So, if you calculate the losses you're taking over 10-18 hours at a performance penalty of -1, maybe you can see if it works out profitably. Upon failure, your relationship with every co-worker takes a hit of -5. Is the relationship scale 100? Ie, -50 to 50? Or 0 to 100? Or -100 to 100? Not sure about this. Ok, that's all I can read for independent cases from the GameplayData.package file. How does mood factor in? Are there any modifiers for sending a Sim to work in a great/terrible mood?
Mood is a "performance metric." See point A. Does building skills not have any effect on stress level? I never noticed a performance decrease, but I thought it added more stress. I assume Office Hero modifies work socializing in the same fashion that Schmoozer does. Also, how quickly does performance decay while you are missing work? And what the heck is up with the Vacationer reward, I have no idea how that work. I have no option to call in, and if I just tell my sim not to go, I still get a performance hit for being missing. How does this thing work? The Vacationer reward seems to reduce performance decay by a factor of 0.2. Ie, decay is reduced to one fifth of normal. The performance flow when missing work seems severe: -10. That's even more severe than the being at work in your worst possible condition: -8. So, with the Vacationer reward, it seems missing work will only give you a performance flow of -2. I do hate the fact that any performance gains when performance bar is full (100) is wasted. Weird.
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TS3/TSM: The Pudding / The World Of Pudding / Re: The Legacy Challenge for TS3
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on: 2009 July 06, 17:10:04
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I'm just curious. With all this ability to do with modding, why not just do a mod for the legacy challenge to install rules and restrictions? It's tough enough playing through 10 generations. Having to manually watch out not to accidentally violate any of the rules adds quite a burden.
Besides, it's no fun knowing that I might make an accidental mistake violating the rules once in a while throughout the long 10 generations.
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