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Volvenom
15th Oct 2014, 11:53 AM
This was a very big issue in TS3. I made a video on how to choose zoning and why. It's only meant for my lot, so it's either nightclub, bar or lounge to choose between. My judgement on the Lounge may be a bit rushed. They probably left because it was that time of day. Later testing shows more singers and pianoplayers. What I'm really looking for is that experience you have on different zoning, pro and cons?

4gnDMGr1mF0

plasticbox
15th Oct 2014, 2:21 PM
What type of lot will have what types of visitors at what times of day is defined in various XMLs in /venue and /situation_job -- for instance

<?xml version="1.0" encoding="UTF-8"?>
<I c="SituationJob" i="situation_job" m="situations.situation_job" n="job_barfly" s="16158">
<V n="churn" t="enabled">
<U n="enabled">
<L n="auto_populate_by_time_of_day">
<U>
<T n="beginning_hour">2</T>
<U n="desired_population">
<T n="upper_bound">2</T>
</U>
</U>
<U>
<T n="beginning_hour">10</T>
<U n="desired_population">
<T n="lower_bound">2</T>
<T n="upper_bound">5</T>
</U>
</U>
<U>
<T n="beginning_hour">17</T>
<U n="desired_population">
<T n="lower_bound">5</T>
<T n="upper_bound">10</T>

(etc etc)

<T n="filter">30732<!--filter_ages_ctyae-->
</T>
<T n="goal_scoring">10</T>
<U n="sim_auto_invite">
<T n="lower_bound">5</T>
<T n="upper_bound">8</T>
</U>
<U n="sim_count">
<T n="lower_bound">0</T>
<T n="upper_bound">10</T>
</U>
<L n="sim_spawner_tags">
<E>Spawn_VisitorArrival</E>
</L>
<L n="tests">
<L>
<V t="sim_info">
<U n="sim_info">
<V n="ages" t="specified">
<L n="specified">
<E>YOUNGADULT</E>
<E>ADULT</E>
<E>ELDER</E>



("Churn" means the game will replace sims as they leave, to keep the count constant)

So one can just look that up instead of running long-winded in game tests?

Volvenom
15th Oct 2014, 2:48 PM
What type of lot will have what types of visitors at what times of day is defined in various XMLs in /venue and /situation_job -- for instance

<?xml version="1.0" encoding="UTF-8"?>
<I c="SituationJob" i="situation_job" m="situations.situation_job" n="job_barfly" s="16158">
<V n="churn" t="enabled">
<U n="enabled">
<L n="auto_populate_by_time_of_day">
<U>
<T n="beginning_hour">2</T>
<U n="desired_population">
<T n="upper_bound">2</T>
</U>
</U>
<U>
<T n="beginning_hour">10</T>
<U n="desired_population">
<T n="lower_bound">2</T>
<T n="upper_bound">5</T>
</U>
</U>
<U>
<T n="beginning_hour">17</T>
<U n="desired_population">
<T n="lower_bound">5</T>
<T n="upper_bound">10</T>

(etc etc)

<T n="filter">30732<!--filter_ages_ctyae-->
</T>
<T n="goal_scoring">10</T>
<U n="sim_auto_invite">
<T n="lower_bound">5</T>
<T n="upper_bound">8</T>
</U>
<U n="sim_count">
<T n="lower_bound">0</T>
<T n="upper_bound">10</T>
</U>
<L n="sim_spawner_tags">
<E>Spawn_VisitorArrival</E>
</L>
<L n="tests">
<L>
<V t="sim_info">
<U n="sim_info">
<V n="ages" t="specified">
<L n="specified">
<E>YOUNGADULT</E>
<E>ADULT</E>
<E>ELDER</E>



("Churn" means the game will replace sims as they leave, to keep the count constant)

So one can just look that up instead of running long-winded in game tests?

That must be why the computer at work changes tiny little things in it's program without warning ;) . Just reading game codes does not replace testing in my opinion.

It's also so much more fun looking at my interior than reading codes I don't understand anyway, very useful too considering those planters are too high on the wall. You can read codes though if you like, but trusting them to tell you the hole story?

plasticbox
15th Oct 2014, 3:09 PM
You wanted to know how the zoning works, or am I misunderstanding your point?

Volvenom
15th Oct 2014, 11:44 PM
well, I wasn't looking for the simple solutions.