Test Subject
#101 Old 20th Nov 2011 at 3:21 PM Last edited by lumiina : 21st Nov 2011 at 6:22 PM.
Quote: Originally posted by Enirei
Save a copy of the school in the bin and bulldoze the school leaving the lot. When the cure is found and kids can go back to school, place a copy in the bulldozed lot.


Oh, good idea! Thanks.
Lab Assistant
#102 Old 21st Nov 2011 at 7:50 PM
Desecrate's Weapons mods are very useful for this challenge. Even after deleting all the families in town and using MasterController to kill off the homeless sims, I got Edison Trace the Burglar in my sims' living room the first night.
He is now my nemesis, by the way; this is the fifth time I've played Appaloosa Plains and every time, he shows up within the first week. But anyway, my lead sim Stephan took him out with the Glock. It was awesome. I'm thinking that I should repopulate with zombified sims and let him go hunting.
Field Researcher
#103 Old 22nd Nov 2011 at 2:11 AM
Quote: Originally posted by Tasselcat
Desecrate's Weapons mods are very useful for this challenge. Even after deleting all the families in town and using MasterController to kill off the homeless sims, I got Edison Trace the Burglar in my sims' living room the first night.
He is now my nemesis, by the way; this is the fifth time I've played Appaloosa Plains and every time, he shows up within the first week. But anyway, my lead sim Stephan took him out with the Glock. It was awesome. I'm thinking that I should repopulate with zombified sims and let him go hunting.


You can make the sims mummies and then use the MasterControl to change their looks to something more zombieish to have your zombie sims look AND walk kind of like a zombie. Something I miss in the sims 3 is having actual zombie like sims 2 had.
Lab Assistant
#104 Old 26th Nov 2011 at 3:34 AM
They're at full relationship and I can't get them to try for a baby!!! Their moods are green and I'm at extremely irresistible and they won't even make out with each other.
Test Subject
#105 Old 15th Dec 2011 at 10:58 AM Last edited by OctopusGirl : 17th Dec 2011 at 1:31 PM.
I'm loving this challenge! Thanks a lot for coming up with such a great idea.

I completed Stage Zero so I thought I'd share some snapshots, although I'm terrible at remembering to take them. I'm playing without cheats or lifetime awards to make things more challenging. My family are aptly named "Apocalypse".


I started off creating a world. I figured it was easier than deleting lots from an EA world. It has an eerie feel to it, being so empty and desolate.



Here's the fenced shack where my starting couple, Adrian and Cherry, live together. I thought it was fitting to use a garage door as the only entrance/exit.


Adrian sitting with their eldest son and daughter, Apple and Blossom. At this stage, all the couple ever do is garden and work on their logic and body skills, catching sleep when their babies aren't screaming.


Adrian and Cherry working the land in their flourishing garden.


Oldest child, Apple is too young to help his parents garden so he spends his days fishing for the family's dinner.


Without a fridge or stove they get by perfectly well roasting fish and vegetables on the fire pit.


Apple playing with his little sister, Blossom.


Second son, Stoke, playing with his baby sister, fourth child, Jessica.


I forgot that the mailbox respawns after loading, so at one point a demented repo-zombie teleported into the compound to claim their possessions for unpaid bills!


Stage Zero ends with three birthdays. Eldest child, Apple grows into a young adult while his youngest sisters, Jessica and Paradise age up with him.

So far, so good! I haven't had to kill anyone off yet (though I'm well into Stage One now and can't pretend that doesn't change) and family-oriented Adrian and Cherry Apocalypse are well on their way to achieving their lifetime wish of raising five kids.
Test Subject
#106 Old 16th Dec 2011 at 10:05 AM
Default I've made this challenge into a blog :-)!!!!
I was so inspired by this challenge I have made a blog where the story will unfold. I tweaked it to make it more storytelling friendly and unique.
Right now I'm in the prelogue stage before the out break setting it up for the challenge itself. I'm working on stage zero right now, a lot of posing and cc I have to line up before I can move foward. I hope to have some more of the story up later this week. Please check it out and leave me comments please :-) Happy Simming.

Crystal's Sim's Challenges--A collection of stories based on Sims challenges
Test Subject
#107 Old 17th Dec 2011 at 3:10 PM
Oceaneyez, I read your prologue and now I can't wait for the rest of the story! I really love the extra dimension you added to this challenge.

In the mean time, I've just completed Stage One and have much to share. I chose a light fixture and a treadmill as my family's electrical items. The parents, Adrian and Cherry went to work helping the military kill zombies while eldest child, Apple got a job with the police.


Tragedy soon befell the family. Youngest child, Paradise had always been the weakest. Absent-minded as a child, she developed the clumsy trait in her teens and it was these flaws that led her to lose her life at the mercy of zombies.


Apple met his wife, Justina when they were partnered on the force.


She didn't survive the birth of their son, Adrian Junior (AJ).


My founding couple however grew into elders, having achieved their lifetime wish of raising five babies to teenagers, shortly before the death of Paradise.


Eldest daughter, Blossom grew into a young adult without developing the family-oriented trait. She made the tough decision not to start a family of her own, in order stay alive and care for the family around her.


Little AJ took after his dad. An athletic outdoor lover, he too took up fishing from an early age.


When second son, Stoke was old enough he got a job in the military where he met his future wife, Caitlin Parrish.


Sadly, she didn't survive childbirth...


...and Stoke was left to raise his son, Trent. (Pun intended with the names :P)


Adrian Apocalypse was the first of the founding couple to die of old age.


His wife, Cherry soon joined him in Sim-afterlife.


This left eldest son, Apple as the new head of the family.


Eventually his son, AJ (Adrian Junior) became a young adult. Thenceforth began Stage Two.

So stage one ended with a total death count of five. Apple, Blossom, Stoke, Jessica, AJ and Trent remain to continue the zombie struggle.
Test Subject
#108 Old 22nd Dec 2011 at 7:53 AM
This sounds awesome! I can not wait to try this out ... thanks for the challenge
Test Subject
#109 Old 18th Jun 2012 at 10:46 AM
This is gonna work a lot better when supernatural comes out!But then there does not be rules about killing and creating(YAY) but I might try this buuuuuut, I'm gonna wait 'till supernatural so there's REAL zombies but this good too!
Test Subject
#110 Old 18th Jun 2012 at 1:16 PM
Do you have to randomize traits for kids, or can you pick appropiate traits if you get the oppertunity?
Field Researcher
#111 Old 18th Jun 2012 at 11:58 PM
Quote: Originally posted by PikminStar
This is gonna work a lot better when supernatural comes out!But then there does not be rules about killing and creating(YAY) but I might try this buuuuuut, I'm gonna wait 'till supernatural so there's REAL zombies but this good too!


I tried this challenge, but I got annoyed with editing the mummies in CAS to make them look like zombies. I'm so happy they are coming out with Supernatural.
Test Subject
#112 Old 23rd Jun 2012 at 6:01 AM Last edited by DeathJr : 23rd Jun 2012 at 4:42 PM. Reason: spelling
Default better idea
Hey cupcake could you do somthing like if i get one of the bad traits,they could live but. if they take 1 step outside the gate even for work or romance they die?becuse they cant die in the gates soooooooo it seems better.Also could the wemen if they dount have family wuterver role a dice and the more good traits more likely hood of living from baby and more bad traits less likely .and the family trait for a baby is
100% or 90% (sorry for bad spelling)
Test Subject
#113 Old 23rd Jun 2012 at 6:37 AM
Default yea......
Quote: Originally posted by dedreav0531
I tried this challenge, but I got annoyed with editing the mummies in CAS to make them look like zombies. I'm so happy they are coming out with Supernatural.



yea it is cool but its out in like 3 mounths school starts by then well mine anyway
Field Researcher
#114 Old 23rd Jun 2012 at 2:37 PM
Quote: Originally posted by DeathJr
yea it is cool but its out in like 3 mounths school starts by then well mine anyway


My classes start in August. Hoping I'll have some free time to play though...
Test Subject
#115 Old 23rd Jun 2012 at 10:29 PM
Quote: Originally posted by dedreav0531
My classes start in August. Hoping I'll have some free time to play though...


me to.I wish it came out sooner though but i can make time still Cheers for zombie expantion pack
Test Subject
#116 Old 29th Jul 2012 at 8:48 PM Last edited by chaoticidealism : 27th Aug 2012 at 3:23 PM.
I wanted to add my own version of the challenge here. I made this version for myself to add some randomness and difficulty to the challenge and to organize the rules in an easier-to-reference way. It is essentially still the same challenge, but will have a higher death rate because of the additional limitations on choosing traits and a higher number of non-surviving traits.

ZOMBIE AFTERMATH CHALLENGE: HARDER VERSION
Everyone around you is a zombie. Literally. You managed to survive due to the self sustaining trait(s) you happened to have.

Traits List
SURVIVING
Lucky
Green Thumb
Handy
Athletic
Brave
Light Sleeper
Angler
Family-Oriented
Disciplined
Perceptive

NON-SURVIVING
Absent-Minded
Neurotic
Insane
Coward
Heavy Sleeper
Unlucky
Hot-Headed
Mean Spirited
Loser
Clumsy

WORLD:
No school
Delete all pre-existing families/homes
Suppress opportunities

Make sure your world has:
-Supermarket
-Bookstore
-Hospital
-Military Base
-Police
-Science Facility
-Criminal Warehouse
-City Hall

Create a married couple. Each of them needs to have at least one of the surviving traits and no more than one non-surviving trait.

If at any time a sim has more than one non-surviving trait, he must be killed.
If a sim of YA or older does not have at least one surviving trait, he must be killed.

Create a house/shack that is 10x10 squares. You may have two floors, if you can afford it. Your house must be surrounded by a stone fence, placed on the first day and not moved thereafter.

Optional Mini-Challenge: You may never use the Moodlet Manager.

You may never move anyone out of the house.

You may cheat to kill a sim (or age a sim up to kill him) or to delete an item; otherwise not.


Stage Zero: Zombie Infestation
--Before beginning, set up your lot. On the first day, you may send sims to grocery store and bookstore and buy what you want with remaining money. You may also call to stop newspapers from coming.
--Must eat only food that is produced on the home lot (or bought from the grocery store on the first day).
--All traits in this generation must be randomized. A Mid-Life Crisis allows you to re-roll random traits; this could result in death for the sim.
--May not buy anything from the Buy/Build menu. May not sell anything with monetary value.

ELECTRICITY:
"Battery Operated" items may be used until broken, then deleted. A battery-operated item is any device which can function on a battery and is capable of breaking.
You may not buy or use anything that uses electricity. (All reward items are considered electrical.)
No phones, including cell phones.

WATER:
No running water (includes swimming pools).
One cheap toilet. May not be upgraded, flushed, or repaired.

SAFETY:
Any sim that leaves the fenced area must be killed.
May not interact with anyone besides housemates.

REPRODUCTION:
Any female that gives birth without the Family-Oriented trait must be immediately killed. The child survives.
Birth control is available.
Sims may not give birth at the hospital.


Stage One: Military Takeover
Your family toiled away, made their own food and managed to raise kids while avoiding zombie infestation. Now the military is moving into town, taking up shop and killing zombies.
--Begins when the first child of the founders survives to Young Adult.
--Sims at YA or older have all been drafted! Everyone YA or older must join the Military or Law Enforcement careers, may not quit, and must re-join them immediately if fired. They may miss work and stay home to take care of children if necessary, but they must always be employed.
--Traits gained at the toddler-to-child birthday may be chosen. All others must be randomized. A Mid-Life Crisis allows you to re-roll random traits, then replace one of those traits with a chosen trait. If you are unlucky, this may kill the sim.

ELECTRICITY:
Two items that use electricity are allowed. (All reward items are considered electrical.)
May use cell phone, but only to call co-workers or call the police, or to adopt a child.

WATER:
No running water (includes swimming pools).
One cheap toilet.
Your family has gotten better at maintaining their primitive outhose. Choose one of these two options:
1. You may not repair or upgrade your toilet, but you may replace it with any toilet made on the sculpting station by a Sim living on the lot.
2. You may not upgrade your toilet, but you may have a sim with at least 5 Handiness skill repair it. You may not place or use any toilets made on the sculpting station (they may still be sold).

SAFETY:
Any sim that leaves the fenced area except for approved reasons must be killed.
Sims may leave the fenced area to visit a sim in the Military or Law Enforcement careers if they are at the 5th level in their jobs or have 10 points in Athletic.
Any Romantic Interest of any Sim on the lot may be invited over.
May only interact with, marry, and move in sims that are working in the Military or Law Enforcement careers.

REPRODUCTION:
Any female that gives birth without the Family-Oriented trait must be immediately killed. The child survives.
Sims may not give birth at the hospital.
Sims may not use birth control ("Try for Baby" option must be chosen if available.)
If there are no potential spouses available, Sims may adopt. Adopted children are subject to the same trait rules as all other sims.

Stage Two: Crime
The military has been overworked lately with killing mass numbers of zombies. They’re thinking about just nuking the whole town. To make matters worse, other survivors have come into town to loot. Everyone that doesn’t join their gang will be robbed.
--Begins when the first grandchild of the founders survives to Young Adult.
--When this stage begins, the military begins to lose its hold on the town and nobody but the bravest and most skilled can survive the pressure. All Sims who are at level 10 of Military or Law Enforcement careers, or who have the Brave trait, may keep their jobs or retire. All others must immediately quit.
--YA or older may join the Criminal career. No one may join any other career (but may remain in another career if they are already in it at the beginning of this stage).
--If no one on the lot is at level 5 or higher of the Criminal career, you must either force a burglar every night at midnight, or remove an item on the lot worth $100 or more.
--Any sim that goes to jail must be killed.
--At least one child in this generation must survive to YA with the Kleptomaniac or Evil trait (in addition to having a combination of traits that allows survival).
--You may not have any alarms or call the police.
--Traits gained at birth may be chosen, if allowed. All others must be randomized. Buying a Mid-Life Crisis allows you to re-roll random traits, then replace two of those traits with a chosen traits. If you are very unlucky, this may kill the sim.

ELECTRICITY:
Three items that use electricity are allowed. (All reward items are considered electrical.)
May use cell phone, but only to call Sims in the Criminal, Military, or Law Enforcement careers, or to adopt a child.

WATER:
Limited running water is available. You may own one sink, which you may repair, clean, and upgrade as desired.
One cheap toilet or one home-made toilet of any kind. You may repair, clean, and upgrade the toilet at will.

SAFETY:
Any sim that leaves the fenced area except to go to work must be killed.
Sims may leave the fenced area to visit a sim in the Criminal career if they are at the 5th level in their jobs or have 10 points in Athletic.
Any Romantic Interest of any Sim on the lot may be invited over.
May only interact with, marry, and move in townies that are working in the Criminal career.

REPRODUCTION:
Any female that gives birth without the Family-Oriented trait must be immediately killed. The child survives.
Sims may not give birth at the hospital.
Sims may not use birth control ("Try for Baby" option must be chosen if available.)
If there are no potential spouses available, Sims may adopt. Adopted children are subject to the same trait rules as all other sims.


Stage Three: Vaccine
The military has done a good job of cleaning up the city. They’ve gotten control of the looting problems. There are still zombies around, but not nearly as many. With military escort around, the remaining scientists and medical professionals have been called in to create a vaccine for zombism.
--Begins when the first great-grandchild of the founders survives to Young Adult; lasts as long as it takes to successfully create a vaccine.
--YA or older may join the Medical, Law Enforcement, Criminal, or Military careers.
--If there are YA or older sims living on the lot, at least one must be in the Medical career.
--Every Friday, all sims in the Medical career serve as guinea pigs. Roll a die for each sim: If an even number is rolled, they survive and contribute to the research. If an odd number is rolled, they die. After three successful rolls, the vaccine is successfully created.
--Traits gained at birth and at the toddler-to-child birthday may be chosen. All other traits must be randomized. Buying a Mid-Life Crisis allows you to re-roll the traits and replace three of them with chosen traits. If you are extremely unlucky, this may kill the sim.

ELECTRICITY:
Four items that use electricity are allowed. (All reward items are considered electrical.)
May use cell phone, but only to call Sims in the Medical, Criminal, Law Enforcement, or Military careers, or to call the police, or to adopt a child.

WATER:
Running water is available and unlimited.

SAFETY:
Any sim that leaves the fenced area except for approved reasons must be killed.
Pregnant sims and their spouses may leave the lot to give birth at the hospital.
Sims may leave the fenced area to visit a Sim in the Medical, Criminal, Law Enforcement, or Military careers if they are at the 5th level in their jobs or have 10 points in Athletic.
Any Romantic Interest of any Sim on the lot may be invited over.
May only interact with, marry, and move in sims that are working in the Medical, Criminal, Law Enforcement, or Military careers.
Any Sim who has 10 Athletic points may leave the lot to go to the bookstore or grocery store.

REPRODUCTION:
Sims who give birth at the hospital survive even without the Family-Oriented trait.
Birth control is available.
If there are no potential spouses available, Sims may adopt. Adopted children are subject to the same trait rules as all other sims.

Once a vaccine has been created, the challenge is over.

Q&A
Q: May I own pets?
A: Yes. They are subject to the same restrictions as Sims.

Q: What is an "electrical item"?
A: If it needs electricity in real life, it's an electrical item. Use your judgment; just stay consistent. Refrigerators and stoves are electric, but the cheap grill and fire pit are not. Washing machines are both water-based and electric. Torches and candles can be used to provide light. All "Big Inventions" from the inventing bench are electrical items, but the bench itself and smaller inventions are not. All Lifetime Reward objects are considered electrical. Cars and motorcycles are not electrical.

Q: How long may my Sims stay at the houses of Sims they are visiting? Can they stay overnight? Can klepto Sims steal items?
A: They may not stay overnight, lest the family start worrying. Your Sims may use any object at the house they are visiting--though of course they may be kicked out for using them unless you have taken the appropriate rewards and/or traits. Kleptos may steal, but remember the items may be unusable due to restrictions when they get them home.

Q: What do I do about the zombie mail carrier?
A: The original challenge had you delete the mailbox, but this causes a few bugs and I removed that rule. Instead, move the mailbox inside the fenced area and keep gates locked to outsiders at all times. I highly recommend the "No Bills Ever" LTR. If you do not have access to this LTR, you may keep the mailbox outside the fence, and pay bills via the pop-up that comes up when they are late. Basically, just do anything you like with the mailbox, so long as your Sims do not exit the fenced area and the zombie mail carrier cannot come in.

Q: How do I feed my Sims?
A: Initially, you will be feeding them only fruits and vegetables grown on the lot, and fish from a pond inside the fence. It is possible to roast them at a fire pit, or to roast marshmallows at the fire pit if you can't get any fish or vegetables. Once you have access to electrical items, you can buy a refrigerator and cook on a grill, or buy a refrigerator and stove/microwave/etc. The "Hardly Hungry" reward helps if you are short on food, but in my experience this is rare.

Q: Help! My sim is Neat and won't use my nasty toilet!
A: Poor Sim. Unfortunately, they will have to wet their pants until you can buy them the Steel Bladder reward, or wait until you are allowed to upgrade the toilet to be Self-Cleaning.

Q: My Sim has just been eaten by zombies. How do I kill them off?
A: Any way you like. You may cheat to age them up and cheat to kill them.

Q: A bug made me break a restriction or made a Sim leave the fenced area! What now?
A: Fix the bug and pretend it never happened. For example, it is known that babies occasionally "teleport" outside the walls when born, or glitched sims being re-set may end up outside the walls. Put them back in and play as normal. Only if your Sims wander outside on their own do they get eaten by zombies. Note that it is perfectly acceptable to turn off free will, lock gates, or simply not have a gate.

Edits made:
8/13: Clarified visiting rules. Added "No Moodlet Manager" mini-challenge.
8/26: Relaxed Water restrictions during "Criminal". Added Q&A.
8/27: Added clarification re. bugs.
Instructor
#117 Old 31st Jul 2012 at 6:20 AM
are we allowed to own pets?
Lab Assistant
#118 Old 31st Jul 2012 at 11:38 PM
Can't wait to try this! Thinking about trying it on the family I have going to the Big Brother Challenge right now. Once the sim wins, they get to keep the house! BUT OH CRAP there are zombies now. Better plant a garden and find a worthy spouse! (I already have a stone wall, hahaha.)
Test Subject
#119 Old 1st Aug 2012 at 9:56 PM
Quote: Originally posted by TrillianRikku
are we allowed to own pets?
I don't see why not. The challenge was written before the Pets EP, so you'll probably have to make your own list of surviving and non-surviving traits for pets. I don't have Pets, so I can't post a suggested list here; if you make one up, you could post it.

But remember you'd have to feed the pet somehow. That first generation, when nothing can pass that fence and you can't own anything that runs on electricity, including a stove or a refrigerator--you'd be hard pressed to keep an animal alive. Later generations, maybe. But since pets don't run on electricity, I don't see why you shouldn't own one. A guard animal like a dog is pretty useful in a zombie apocalypse, anyway; and without modern technology, you've got to keep the vermin away from your food somehow--a cat could come in handy. Horses... ehh, they're transportation, but you're not traveling much, so they might eat more than they're worth. But, your game, your choice, eh?
Lab Assistant
#120 Old 2nd Aug 2012 at 12:26 AM
So has there been any consideration of conjoining this with the use of Twallen's Vector mod? Actual illness!!!!!
Space Pony
#121 Old 2nd Aug 2012 at 12:38 AM
Quote: Originally posted by telephonesnow
So has there been any consideration of conjoining this with the use of Twallen's Vector mod? Actual illness!!!!!


Oooh... (*v*) Haven't looked at that mod before. Will have to try it. For the zombie apocalypse I think the Lethal diseases one should be used since the Z-virus is pretty lethal (^.^)
Lab Assistant
#122 Old 2nd Aug 2012 at 3:58 AM
Quote: Originally posted by Enirei
Oooh... (*v*) Haven't looked at that mod before. Will have to try it. For the zombie apocalypse I think the Lethal diseases one should be used since the Z-virus is pretty lethal (^.^)


He just released it. I'm wondering whether he'll actually make a zombie virus for it. Maybe not just yet, with Supernatural just around the corner. But because that's the case, it'll be better when he does. :D
Lab Assistant
#123 Old 6th Aug 2012 at 7:07 AM
Giving this a whirl. Going pretty well so far! I ran out of money basically immediately, ha. But because my family-oriented parents had so many points, I bought "No Bills Ever," which helped out a lot.
Test Subject
#124 Old 27th Aug 2012 at 10:54 PM
Oh man
so i just came back from trying this and it ended up bad i couldnt get past the 1st generation of this challenge the two parents died of starvation after the baby was born and the baby was taken by a social worker it was a really good challenge but hard for me good job making it though it was pretty awesome while it lasted
Test Subject
#125 Old 2nd Sep 2012 at 2:11 AM
I wonder if you should put a Supernatural update to this. Because there are actually zombies that break into your house...
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