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sickness indicator?
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Topic: sickness indicator? (Read 21598 times)
DaveFlew
Asinine Airhead
Posts: 36
I'm going to have pi best friends?
Re: sickness indicator?
«
Reply #25 on:
2005 July 28, 21:26:54 »
Quote from: ElviraGoth
I don't remember if she was an active enough sim or not to increase her fun level. But hygiene certainly went down, as well as comfort and energy. So what motives (or needs) have to be improved for a sim to get well? Just fun?
Hehe, all I can do is speculate. Maybe the game only does a sick-check every 1, 2, 3 or 6 Sim hours. If the general state of your Sim's motives has improved since the last check, your Sim's chances of getting healthy again will improve. Maybe your Sim did other things that improved Comfort, Hygiene, Bladder or whatever. I think next time I get a sick Sim, I'll be sure to take notes.
Sim-Man! To the Biotech Station!
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What's the boolprop for siamese twins?
invisiblehousesr2cute
Duchess
gali
Crazy Lollipop
Terrible Twerp
Posts: 2691
Re: sickness indicator?
«
Reply #26 on:
2005 July 28, 21:43:04 »
No Zephir, the sickness comes when the simulator wants to hint something, or "punish" you for a bad decision...
.
I played at General Buzz's house, and didn't know that you are not suppose to leave a child alone. So, Tank wanted to get a job, and I found him a job. That day Buck remained alone from 3 PM to 4 PM, and I got a message: "it's not wise decision to leave kids alone". At 4 PM Buzz returned from work, and I got a message that he is sick with the flu. Buck had to grow to a teen the next day, at 6 PM.
The simulator hold Buzz sick all the night, and all morning, and I had to "call in sick". It was a punishment, and a hint that I have to leave somebody with Buck.
Another useful hint I got, when I wanted to throw a wedding party: the future bride had a day off, but the groom had to work until 6 PM. I didn't know what to do.
A day before the wedding the groom came home sick with the flu. Boy, I was so happy for the hint! I called in sick, and the groom got healthy in no time, ready for his wedding.
From then on I used the "call in sick" as a strategy...
.
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ZephyrZodiac
Whiny Wussy
Posts: 7469
Re: sickness indicator?
«
Reply #27 on:
2005 July 28, 21:49:38 »
Well, after probably 5,000 hours of playing, that's a new one on me!
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Zephyr Zodiac
ElviraGoth
Knuckleheaded Knob
Posts: 532
Just another shitty day in paradise
Re: sickness indicator?
«
Reply #28 on:
2005 July 28, 22:09:33 »
Same here! My sims get sick when they don't have to work! In fact, I only have them call in sick when they miss the car pool! I think I only had one call in sick once when he really
was
sick.
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Werewolf?<br />There! There wolf! There castle!
DaveFlew
Asinine Airhead
Posts: 36
I'm going to have pi best friends?
Re: sickness indicator?
«
Reply #29 on:
2005 July 28, 22:11:13 »
Quote from: ZephyrZodiac
Well, after probably 5,000 hours of playing, that's a new one on me!
Just another 57000 hours to go until you get a nice surprise!
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What's the boolprop for siamese twins?
invisiblehousesr2cute
Duchess
gali
Crazy Lollipop
Terrible Twerp
Posts: 2691
Re: sickness indicator?
«
Reply #30 on:
2005 July 28, 22:14:35 »
Only 5,000 hours play since TS1? I think I played about 20,000 hours since then...
.
But really, you can "talk" to the simulator, lol (oh my, it sounds insane..
). I learned it when I played "Sim Tower 2". I was very bad in putting the elevators at the beginning, and I had to get down an elevator from 90th floor to 30th floor.
So, I was quite desperate, and wrote a big question mark on the screen. Then I tried again, and suddenly I saw that I got free space, and when I reached the 30th floor, it hold me there, not letting me get down anymore.
I "talk" to the TS2 simulator too - through the pictures shots. And always I get a "respond". For instance, if I have 4 sims in the house, I can host only 2 guests (I have only 6 portions of food). At the beginning the simulator sent me more than 4 guests. I was furious, deleted 3 guests, took a shot and write there: "I have only 6 portions, so I can host only 2 sims". The next day it sent me only 2 visitors, lol.
I talked about it with my brother, who passed a simulation course, and he said that it is normal - the simulator teaches you, but also learns from you. I quite believe him...
.
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J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Re: sickness indicator?
«
Reply #31 on:
2005 July 28, 22:22:56 »
You're imagining things. There's no text parser. And how many guests you can host is not really dependent on how much food you have: Guests do not need food. If you don't feed them, they'll eventually piss off and quit bugging you about it anyway. Then you can call them back later. Get yer own! Bloody freeloaders.
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Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
ZephyrZodiac
Whiny Wussy
Posts: 7469
Re: sickness indicator?
«
Reply #32 on:
2005 July 28, 23:17:09 »
Quote
Only 5,000 hours play since TS1? I think I played about 20,000 hours since then....
Since University, of course!!!! Since TS1, I wouldn't like to guess!
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Zephyr Zodiac
J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Re: sickness indicator?
«
Reply #33 on:
2005 July 28, 23:47:18 »
Quote from: ElviraGoth on 2005 July 28, 22:09:33
Same here! My sims get sick when they don't have to work! In fact, I only have them call in sick when they miss the car pool! I think I only had one call in sick once when he really
was
sick.
That's generally because ACTUALLY being sick is not a compelling reason not to go to work, what with the free food and all.
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Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
fff
Exasperating Eyesore
Posts: 203
Re: sickness indicator?
«
Reply #34 on:
2005 July 29, 03:02:46 »
Quote
it clearly states somewhere or other that a Sim has to be ill for 10 days before they will die
That would be the Prima Guide, it gets lots of things wrong.
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Baroness
cwieberdink
Retarded Reprobate
Posts: 1459
Dark and evil penguins!
Re: sickness indicator?
«
Reply #35 on:
2005 July 29, 12:53:50 »
Quote from: ElviraGoth on 2005 July 28, 21:16:50
I don't remember if she was an active enough sim or not to increase her fun level. But hygiene certainly went down, as well as comfort and energy. So what motives (or needs) have to be improved for a sim to get well? Just fun?
My question is, you can quarantine them in the bedroom with a TV for fun, but WHY oh WHY can they not freakin SIT DOWN when they talk on the phone??? I can even lay on my bed and talk on the phone. I do like to pace while I talk, but I don't have to. I know there are problems with making new animations, but is there any way to make them SIT and talk on the phone? Or would that require a new animation?
Chris
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Darkerdink -- aide to Dark_Trepie. Now with moar dark!
J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Re: sickness indicator?
«
Reply #36 on:
2005 July 29, 12:56:35 »
Well, I pay absolutely no attention to "comfort". Active sims scoff at comfort. According to the decay rates, it would take nearly two days of continuous standing without ever sitting down for an active sim to run out of comfort. If he stays standing for an entire 24 hours, he will be halfway down. Comfort is for wimps.
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Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
moonluck
Dimwitted Dunce
Posts: 198
Re: sickness indicator?
«
Reply #37 on:
2005 July 29, 13:58:07 »
Back on topic someone made this,
http://www.modthesims2.com/showthread.php?threadid=80201
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Or I could be totally wrong...
Oddysey
Nitwitted Nuisance
Posts: 861
Robotic Baby Harp Seal!
Re: sickness indicator?
«
Reply #38 on:
2005 July 29, 21:13:46 »
Comfort, I do the same thing as I did in Sims 1: beds. Get an uber-bed, and between that and sitting down to eat your sims are set.
Increased body skill theoretically makes a sim recover faster . . . perhaps this caused the work-out thing?
The Sims simulator has almost no feedback mechanism. Zip. Nada. And it's unlikely to ever get one, as Will Wright has moved on to other things, leaving the vultures to suck the Sims franchise dry.
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J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Re: sickness indicator?
«
Reply #39 on:
2005 July 29, 21:26:16 »
Quote from: moonluck on 2005 July 29, 13:58:07
Back on topic someone made this,
http://www.modthesims2.com/showthread.php?threadid=80201
Well, other than the fact that everyone will want to be Chief of Staff, and that it doesn't make a lot of sense....
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Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
ElviraGoth
Knuckleheaded Knob
Posts: 532
Just another shitty day in paradise
Re: sickness indicator?
«
Reply #40 on:
2005 July 30, 16:23:15 »
Quote from: J. M. Pescado on 2005 July 29, 21:26:16
Quote from: moonluck on 2005 July 29, 13:58:07
Back on topic someone made this,
http://www.modthesims2.com/showthread.php?threadid=80201
Well, other than the fact that everyone will want to be Chief of Staff, and that it doesn't make a lot of sense....
Yeah, not what I had in mind, either. And I already have enough sims who want to be Chief of Staff! (And criminal masterminds, and athletic superstars and woohoo with 20 sims and have 30 best friends)
Even the reroll lame ltw doesn't help. I probably need another hack for that. (To get better LTW's)
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Werewolf?<br />There! There wolf! There castle!
Baronetess
vcline
Dimwitted Dunce
Posts: 174
Re: sickness indicator?
«
Reply #41 on:
2005 August 09, 23:21:51 »
I missed this topic when it was originally posted. What I am wondering is, how do you know if an NPC is sick? Is it just the message they get when they visit your playable sims? Or is there a flag which you can modify in SimPE?
Vicki
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