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- Who works where and what disaster is it?
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- Who works where and what disaster is it?
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Just Call me Square!
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And by who owns what, I think the OP means Sims.
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- craters
- lava
- broken asphalt
More destroyed than toxic?
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The main question is: What was the reason for the apocalypse?
War?
epidemic plague?
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I think a more realistic catastrophic event should be behind the initial destruction. This could be a nuclear disaster, some sim-tech war or whatever. I think the folks creating the terrain would know best what is possible and capable of being done well on this front.
(Given the desire for utilizing tombs and dive-wells and such, I think nukes could be a great way to go, since it would force sims underground. We could also use the little butterfly pavilion (sparingly) for safe above-ground places.)
Now, to respond to the disaster, you get the sim military in, and a whole bunch of scientists, all trying to fix things, and they quarantine the city in effort to contain the disaster. Alternately, the disaster itself cuts the sims off from the rest of the world, and there's just a heavy concentration of scientists in the town, and the surviving sims militarize themselves.
Everyone will respond to the situation in different ways. In trying to fix things, they will create new problems. You could very well have a scientist sim trying to cure the damage caused by radiation/nuclear waste, or trying to modify sims to survive in the newly hostile environment, and end up creating a worse problem - the "zombie" or "mutant" sim. (The discussion of what exactly a zombie sim would be is best left to someone other than me, but story-wise, it could work.)
Yet another scientist, desperate to reconnect with the world could build some super-crazy-imaginary-technology radio tower or something to contact the rest of the world, but instead attract a couple meteors (mysteriously drawn by the beacon?) to destroy the shopping mall. Or he could summon aliens.
Basically, I can see ways most things can happen with it still being believable in the sims universe. It will be fun to hide the bits and pieces of the story around.
Personally, I want some sim obsessed with preserving the sim race (the zombies will destroy us all!) who will build and train simbots to hatch and raise his many clones. I'd love to build his lair (he'll be long dead - all that will be left are the simbots and the clones), if I can find a good place for it.
Thoughts about these ideas?
edit: immediately after posting, I realized that Prawler addressed the zombie issue with a mod to shoot the zombies. One question though: would you disable the paper-boy/girls? From what I understand, children don't work so well as most non-basic sims, so I don't know if they would function the right way turned into modded zombies. Also, I'm not sure about how I feel running around shooting sims, since I have plenty of other games to do that in. I was thinking simbots would be good npc service sims, since they wouldn't be affected by disease or other disasters. I wonder if that could work?
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Just Call me Square!
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Three fronts appear across the city. 1 vs Zombies, 1 vs Extraterestrial Life and another 1 vs Other Sims. The Aliens then settle down peacefullly in a small neighborhood of their own, but the front remains as a Demiltarized Zone. (like Berlin Wall) The Zombies still roam and theres an Enemy war camp on the edge of the City. . |
That seems like way too much going on. I may have been wrong to think that that much could happen. I think it would get too chaotic and disorganized, not to mention a lot more work.
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That seems like way too much going on. I may have been wrong to think that that much could happen. I think it would get too chaotic and disorganized, not to mention a lot more work. |
Yeah just posting my erractic ideas lol
Maybe drop all those fronts and the major earthquake damage and even the flooding and especially the war fronts. But I still like Alien Subdivisions
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is all of this plausable/realistic. And so everyone is aware, Desecrate has joined, and volunteered to try and make a zombie mod |
This would be key. I'll stop worrying about how zombies work and wait for what Desecrate comes up with.
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This used to be a quiet little city, with a few outlying regions. One day, however, a large meteor was sighted in the sky. People started to fear for the end of the world, fear for their lives, and half of the population moved away "until the meteor thing finishes." They had no chance to come back. The next day, the meteor crashed into the science faculty. It was a large meteor and caused a nuclear meltdown. However, this wasn't just a dead space-rock: certain life-forms present on the meteor mixed with the radiation and created a totally new and never seen before thing, not an animal, plant, or virus. It enslaved its hosts and turned them into what we now know as zombies. At first, this thing spread through the air; but after a while, it mutated and started to be only transferable from host to host via bites and brain nibbling. That is why all of the houses around the ex-science faculty are abandoned, rotting, and full of zombies who are trying to make their lives normal again. (I think the zombies can be just reskinned sims with a thirst for brains. So vampire traits, maybe? I believe that the zombies should be "thinking", because it's be easier, and they'd be playable.) The farther away you get, the less zombies there are. By this point, most of the original human population was either gone or dead; however, a few small groups refused to give up and now live in barricaded houses as far from the zombiezone as possible. They survive by raiding and looting the abandoned places around them.
This can just be the base story though. You'd be free to add onto it, like that scientist thing. Or the radiation forcing all sims to wear repurposed astronaut suits/live underground.
Speaking of clothing, I think we'll need a mod that makes sims keep the same clothing for everything.
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Just Call me Square!
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So if you don't want to wait for EP release to check how the EA zombies work, for now I would suggest using mummies instead, that will try to fight with any non-mummy sim that walks near.
The mummies already have a zombie-like walk, and can spread the mummy's curse which will kill the sim after after a few days (I can check if the can be modded to turn him into a mummy/zombie instead).
It would just be a matter of doing replacement clothes for the mummy outfit and renaming the Mummy's curse moodlet to Zombie's curse or something like that.
Speaking of clothing, I think we'll need a mod that makes sims keep the same clothing for everything. |
The outfit resources are named like:
[age][gender]mummy[number 1-5]
where [age] can be 't' 'a' or 'e' (teen, adult or elder - child mummies not possible I guess); [gender] is 'm' or 'f', and in the end is a random number from 1 to 5.
e.g. "afmummy3" would be the 3rd outfit for an adult female mummy.
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http://simsvip.com/?p=11375
And the next EP is only a few months away, anyway (and I'm going to already pre-order it). Or do you guys reckon that we'll finish this world before that?
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I agree, with Varpunen, its better to wait til the EP comes out before we release this thing, just in case EA give us some apocalypse stuff |
I truly hope they do. Also - since it's about zombies - I really hope they'll give us some torn and dirty zombie clothes, as well. Odds look good, since it would be strange if those ea zombies would roam the streets in clean designer clothing. But it's ea, so...
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Just Call me Square!
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Does it mean: one more slot package
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Just Call me Square!
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I think she means the "Tipsy OMSP" add-on. http://www.modthesims.info/download.php?t=470232 |
Since that mod requires the OMSP by granthes (HERE), we should add that to the list of mods we'll be using for this world. That's one of my favorites, so yay!
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Just Call me Square!
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