babyblueearly4
25th Dec 2009, 11:26 PM
For this challenge, you will need a die or a random number generator of sorts. My boyfriend is a programmer and made me a random number generator, but here is an excellent one as well www.random.org. I recommend using this because there will be instances where you will need bigger numbers than 6, but it is not needed; I will use my brain to adjust do die-users.
I came up with this idea reading other challenges and trying to find new playing styles for the Sims. I get bored with the game very easily anymore, so I made this challenge in hopes I (and other people) could discover different things in the game. I do need some playtesting done, so if anyone would be willing to try this one out, your results would be greatly appreciated. Many of the "fates" I used were ideas from other challenges, some copy/pasted, and some just inspired by. If you were the creator of the challenge, or your idea was used, I don't mean to steal it, I just liked it and used it as a fate. Thanks to the creators whose ideas I used in this challenge. Elements from the Legacy challenge are used as well.
If it's worth mentioning, I have Nightlife, University, Open for Business, and Apartment life. If someone with seasons has an idea for a "fate" or a change to a fate that would have originally not worked in seasons, please feel free to post these things. Suggestions for Freetime (or other EP's, stuff packs) are also appreciated.
You are probably wondering what this "fates" stuff is about; I'll get there in a minute :P. I just want to get you all started out.
Create a new neighborhood. Name it whatever you like, using whatever turf you like.
Build 10 - 20 houses in a row, custom or not. (I only have 18 "fates" written out, so unless you have ideas of your own, 18 houses will be the maximum.) They need to be next to each other (or organized in a manner which you can figure out which one is next in line). They need to start from least expensive to most expensive. I don't have any custom houses so I just used EAxis ones, and I ended up with 17 houses. You could build less (or more) houses, just know that 1 house = 1 generation.
In CAS, make a man and a woman. (These people will be eventually married, you can choose to make it so in CAS or do it during their lives.) It doesn't matter which person you make first. I made my first person using dice rolls. (IE: a dice roll for skin color, face, eye color, etc.) You don't have to do this. I also tried to make the second person using dice rolls but the kids came out deformed, so I found a face that made fairly good looking children. You don't have to do this either. Don't make any pre-made children, and don't adopt (if you adopt, an adopted child may not get heir.Bloodlines, people!) I rolled for the aspirations and personalities of the mother and father, but you certainly don't have to do this.
Move them into the cheapest house you have put down. (I frown upon using money cheats for this challenge, at least in the beginning.) Furnish how you see fit. Now, roll a die or use a random number generator (www.random.org) to figure out how many kids this family will have. If you roll a 3, you have three children. If you adopt, your adopted child is not considered one of the three. You must have three blood children. The only exception to this rule is if you get a fate that requires adoption and your family (in any generation) is to have 6 children. You may have 5 children and adopt 1 in this case, to add up to 6 children. Once again, adopted children may not get "heir."
I made four levels of child frequency. In level 1 child frequency, forcetwins must be used. In level 2, you must try for baby the day the preceding child is born (if unsuccessful, keep trying like twice a day until you get a pregnancy.) In level 3, you try for a baby when the preceding baby becomes a toddler (if unsuccessful, keep trying.. blah). In level 4, you try for baby when the preceding baby becomes a child. ELIXER OF LIFE/COW JUICE MAY BE USED (it may even be needed haha.) I don't recommend using boolprop for age unless you have to.
The beginning is boring, in my opinion, because it's what I do all the time, so if you would like to use boolprop to age the kids, I don't frown upon it. I aged my second child (the eventual "heir") to teenager because I didn't want to play through her childhood. I recommend not doing this after generation 1, though, because it *should* get fun after generation 1. (Testers wanted!) When the children age up to teenagers, roll for their aspirations, but turn-ons and turn-offs are totally up to you guys. If you want to roll for them, go for it; it may be interesting. ;)
I don't personally have an "heir-choosing" system. You can pretty much choose whatever child you want (so long as it's not an adopted or alien pregnancy baby; I'm a bloodline freak). I usually go by which aspiration is less annoying to me. For example, I HATE HATE HATE romance and popularity sims, so, in an avoidable case, I would choose an heir of a different aspiration. I recommend waiting until all (or most) of the children are teenagers before making a decision, because children and toddlers are boring.
Once you have chosen an heir, the fun begins.
Roll a die (or choose random number) for number of children, 1-6.
I came up with this idea reading other challenges and trying to find new playing styles for the Sims. I get bored with the game very easily anymore, so I made this challenge in hopes I (and other people) could discover different things in the game. I do need some playtesting done, so if anyone would be willing to try this one out, your results would be greatly appreciated. Many of the "fates" I used were ideas from other challenges, some copy/pasted, and some just inspired by. If you were the creator of the challenge, or your idea was used, I don't mean to steal it, I just liked it and used it as a fate. Thanks to the creators whose ideas I used in this challenge. Elements from the Legacy challenge are used as well.
If it's worth mentioning, I have Nightlife, University, Open for Business, and Apartment life. If someone with seasons has an idea for a "fate" or a change to a fate that would have originally not worked in seasons, please feel free to post these things. Suggestions for Freetime (or other EP's, stuff packs) are also appreciated.
You are probably wondering what this "fates" stuff is about; I'll get there in a minute :P. I just want to get you all started out.
Create a new neighborhood. Name it whatever you like, using whatever turf you like.
Build 10 - 20 houses in a row, custom or not. (I only have 18 "fates" written out, so unless you have ideas of your own, 18 houses will be the maximum.) They need to be next to each other (or organized in a manner which you can figure out which one is next in line). They need to start from least expensive to most expensive. I don't have any custom houses so I just used EAxis ones, and I ended up with 17 houses. You could build less (or more) houses, just know that 1 house = 1 generation.
In CAS, make a man and a woman. (These people will be eventually married, you can choose to make it so in CAS or do it during their lives.) It doesn't matter which person you make first. I made my first person using dice rolls. (IE: a dice roll for skin color, face, eye color, etc.) You don't have to do this. I also tried to make the second person using dice rolls but the kids came out deformed, so I found a face that made fairly good looking children. You don't have to do this either. Don't make any pre-made children, and don't adopt (if you adopt, an adopted child may not get heir.Bloodlines, people!) I rolled for the aspirations and personalities of the mother and father, but you certainly don't have to do this.
Move them into the cheapest house you have put down. (I frown upon using money cheats for this challenge, at least in the beginning.) Furnish how you see fit. Now, roll a die or use a random number generator (www.random.org) to figure out how many kids this family will have. If you roll a 3, you have three children. If you adopt, your adopted child is not considered one of the three. You must have three blood children. The only exception to this rule is if you get a fate that requires adoption and your family (in any generation) is to have 6 children. You may have 5 children and adopt 1 in this case, to add up to 6 children. Once again, adopted children may not get "heir."
I made four levels of child frequency. In level 1 child frequency, forcetwins must be used. In level 2, you must try for baby the day the preceding child is born (if unsuccessful, keep trying like twice a day until you get a pregnancy.) In level 3, you try for a baby when the preceding baby becomes a toddler (if unsuccessful, keep trying.. blah). In level 4, you try for baby when the preceding baby becomes a child. ELIXER OF LIFE/COW JUICE MAY BE USED (it may even be needed haha.) I don't recommend using boolprop for age unless you have to.
The beginning is boring, in my opinion, because it's what I do all the time, so if you would like to use boolprop to age the kids, I don't frown upon it. I aged my second child (the eventual "heir") to teenager because I didn't want to play through her childhood. I recommend not doing this after generation 1, though, because it *should* get fun after generation 1. (Testers wanted!) When the children age up to teenagers, roll for their aspirations, but turn-ons and turn-offs are totally up to you guys. If you want to roll for them, go for it; it may be interesting. ;)
I don't personally have an "heir-choosing" system. You can pretty much choose whatever child you want (so long as it's not an adopted or alien pregnancy baby; I'm a bloodline freak). I usually go by which aspiration is less annoying to me. For example, I HATE HATE HATE romance and popularity sims, so, in an avoidable case, I would choose an heir of a different aspiration. I recommend waiting until all (or most) of the children are teenagers before making a decision, because children and toddlers are boring.
Once you have chosen an heir, the fun begins.
Roll a die (or choose random number) for number of children, 1-6.