Thanks: 23 in 1 Posts
"Oh look, my grandchild is now an elder. They grow up so fast. Gee, I wonder when I'll finally graduate college." Sims 2
Thanks: 25 in 1 Posts
Originally Posted by lazyviolet
when the game nauseates me, i just stop playing or i'll play ts1 again.
That's what i always do! go and plug the old gaming machine and play.
I use this utility: KeepNote, which is a sort of notebook with the ability to break down pages. (Open source, free)
I will have pages with the
General theme of the neighborhood
Special rules of the neighborhood
Business and community lot information
List of all the families, and under each listing, specific family members and their particular personality, etc.
A sort of "newspaper" to record special events or the town gossip
It's very useful, and you can use it while playing the game in windowed mode-switching back and forth while the game is paused to take notes.
Otherwise, everything can become complicated very quickly-especially if you have a lot of families in your hood.
I've also approached a more individual- and wishing-based style of playing, and I feel like I'm getting more out of the game that way. I try to take time to see all my sims and get to know them, and since the wish- and fearpanels are the closest things the player has to look into their sims minds, I try to fulfill as many of their wishes as I can (and want to), simply because that shows what the sims themselves want in their lives at that point, whether it's having a baby or simply playing in the sofa, and it gives me a good hunch of who they are. Like, when one sim's wife cheats on him and he breaks up with ther and then his entire two panels are full of wishes and fears concerning her, it might be a sign he wants her back, or at least get some closure... Another couple had a baby and I was only planning for them to have one child, but then one of them wished for a new one, so there we are. Every time I switch sim in a household, I try to go through their wishes and see what I can do about them, molding my playing after the sims rather than the other way around.
Another thing is their personality points. I used to complain about them not having enough of an influence on the sim, but now I've started making them matter myself, by playing my sims around them. For example, playing games and telling jokes are surefire ways to boost up relations, and if a serious sim have a harder time making friends because they're not willing to use these interactions, then so be it. Likewise, a very shy sim might not be the one to take the first step in various relations. I find taking stuff like that into consideration makes it a little more fun and challenging, and the sims themselves become more dynamic. Paying attention to personality points in general makes it a little more interesting too - for example, I have a sim with, I think, only one nice point and as many neat points. Still, he's a really sweet guy as shown in his interactions, and despite his lack of neat points he'll constantly take out trash, pick his toddler cousins bottles off the floor and so on if I leave him to his own will. Comparing what his personality points say and what he himself chooses to do makes him a pretty multifaceted character to me.
Also, since a few years back I've played with just one family - that is, several households but they're all related. I started a family from one CAS-made sim who married and had kids who had grandkids, and seeing this family grow and knowing my sims since they were just babies makes me way more invested than when I made a bunch of families and played them a little until I got bored and started a new one. Just seeing the genes getting passed on and being able to distinguish the "look" of that family makes it awesome.
I am Error.
Originally Posted by Kligma
or simply playing in the sofa
Yeah, I know you mean playing on the sofa, but it doesn't half conjure up some wonderful visions.
"Get the hell out of that thing right now!"
"Kid, I'm your grandfather, I can do what I want."
I am Error.
Another romance-knowledge sim had twins by abduction and filled his wants right after with teaching toddler skills. They each got all 3 skills and the nursery rhyme done with no problem. Unlocking any wants prior to birth gives space for these wants to roll. Secondary, versus just main aspirations, give sims a wider variety to their their personalities. They are much more fun and entertainment.
When you forgive, you heal. When you let go, you grow.
Originally Posted by Duine
The busiest fun community lots for my sims seems to be the cemetery or a night club.
When I was playing a family in the House of Fallen Trees, I built a night club called Danse Macabre and moved the HoFT graves there. So now it's a cemetery as well as a night club. Only one ghost sighting there so far, though, but I tend not to send my sims there very often.
Or I take couples from college and put them in separate households of other people. Like there was a mixup.
1. Your sims learns cooking skills, the goal is to max it out. Secondary goal to cook all existing recipes in your game and feed their friends. If they don't have any they can just dine by their lonesome. Also they try every food avaialble at the restaurant. Of course not all at once, maybe over the course of 4 seasons.
2. Your sim finds religion. It could be some in-game religion you have already established or maybe they call the fortune teller once a week to get spiritual advice. Extreme mode - your sim joins a cult or meditates for a few hours everyday in a community lot that you have built meant for worship.
3. Dates to find their true love. Let's say 10 partners of one or both genders. They are really looking for a connection.
4. Hit up every vacation spot and get all the mementos. Go to each place once with the sim by themselves and then each place again with a lover. This takes care of that travelling the world to 'find themselves' portion.
Once all three of the 'Eat, pray, love' steps are complete your sim hopefully will have been played sufficiently and will come out with more of unique personality.
Not so much a challenge as a real-world imitation. I have a 'military installation' hood in my game, with 20 pixels and their roomies. For the sake of simplicity, I've written a short set of rules that I think would go along with such a neighborhood.
Thanks: 92 in 2 Posts
It can give a running commentary on the neighborhood and even put things in context where there seemingly isn't any.
Like, "Spotted on a community lot: Pascal serenading that pretty dark-skinned townie with the side-bun hair!" or "Spotted at the library: Vincent playing chess for hours with the Grand Vampiress." Although I always used to think that I'd remember those extra glimpses of other households, the truth was that something interesting usually slipped through the cracks (although granted, in my megahood, there are around 45 households, so perhaps it's not surprising I couldn't remember everything before journaling!).
Here's my contribution to this thread: consider making each household's experience different by differentiating/limiting hobby proficiencies and even using the Visitor Controller to limit whom they are likely to know. Also, in playing a megahood, consider making each subhood mostly self-contained except for some major services that might only be found in the main hood---this can boost realism and also allows for creation of more realistic subhood identities.
Let me explain further. I know playing integrated hoods is a thing, as far as creating economies. I do that, but I also partition some hobbies by the actual interests (in the Interests section of their UI) that the sim has; so even though in my game, with the mods that I have, all Arts and Crafts sims have at least significant interest in Fashion, I make sure that I find the Arts and Crafts sims who have special interest in Nature/Environment (pottery but also basketweaving; for the latter I use a station from PlumbBob Keep that involves growing and harvesting reeds to use in weaving) or in Culture (painting). In those cases, those A&C sims focus on those hobbies instead and only occasionally get to sew (if they can additionally afford a sewing table at all).
Why is this useful? Because then not all sims with the same hobbies are doing all the possible crafts for that hobby. And it means that despite the size of my hood, there are only a handful of sims that can (or that I encourage to) make custom clothing or weave furniture or paint a portrait. And if they don't own a business,* that means that other households can only get those things by happening to be friends with those specific sims. So Household X doesn't know any sewing sims, so they don't have custom outfits or have anyone to gift them new outfits---they buy their clothes. But they have a nice set of family portraits on the wall, because they do have a friend who paints portraits, for example. And maybe they have a few nice baskets, because the teen son of one of mom's coworkers is working up to weaving furniture someday.
I also have enjoyed making it much harder for all sims to know each other, to bring more realism to the hood, since it's spread across four subhoods plus the main one. Sims will typically want to be friends with whom they know, but each household is more likely to end up having a unique set of friends, which I feel adds to their distinctiveness. To get this done, I set TwoJeffs' Visitor Controller to "Ban Nonlocals" on almost all community lots (there are a few exceptions, only in the main hood, like the main library and the largest park there, as well as the seaside shopping promenade that has a little beach---for that last, I edited some interiors of this amazing lot ). Otherwise, each subhood has their own shopping and entertainment/dining and graveyard lots---each decorated to emphasize the feel and socioeconomic class of that subhood---so sims mostly stay local when they shop or dine or play or visit their late loved ones.
*Most of my sims don't; again, there are only a few owned businesses, such as two clothing shops, each meant to serve only a couple of the subhoods, and one restaurant for the swankiest subhood plus one takeaway place for a lower-middle-class subhood---so again, sims stay mostly local to shop, and depending on the nature of the subhood they live in, not everyone has access to all the types of facilities available in the hood, like they may not have libraries or public pools but might have a couple of local fishing holes. This also helps me give a different feel to each subhood and thus to the lives of the sims living in it.
Originally Posted by vorpalit
I prefer to be rather.. sadistic to my sims. Find new ways to make their lives miserable, make a king and put the rest in a dungeon, etc.
... Its not unhealthy... right?
Nope... I had a basement and i had the bookshelf/door thingy and they couldn't get out and i kept their hunger just high enough so they wouldn't die. But there was nothing in there, no toilet, no shower, no entertainment... They don't like me much.
First-get Squinge's college hack suite: http://www.insimenator.org/index.php/topic,96190.0.html
and Monique's computer (updated for AL, & MG) http://www.insimenator.org/index.php/topic,93501.0.html
With the first hack, all teens will grow up to be YAs automatically without using the cake actively.
Second, using the feature of 'donate money' from the computer, have the parents send an appropriate amount of money out (presumably to the college registrar)-I use $20,000 for 4 years of college-you can do any amount, per year.
It burns through any excess money a pixel has, especially if they're a working stiff, with mods to limit skill gain and career advancement.
Who says life is easy?
On the other hand-there is a way to get money beyond the usual in-game methods: create a 'town dump' (make it look like one, too.) and stuff all the 'junk' you can find in the deco area of the catalog there-make it outrageously expensive to own. If you have the 'enable build and buy' mod in installed in your game, you can take a broke pixel (who has no other option to make money) and delete everything on the lot while they're visiting. I just had the judge in Bellefleur 'dump surf' there to get the required amount of funds necessary to send his daughters to college.
Quite a profitable venture that was-$35,0000 worth. Now he won't have nightmares about going broke...