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Alchemist
Original Poster
#51 Old 15th May 2013 at 1:17 PM
Mine were also very accident-prone. It did improve, but life in the colonies is always risky for at least the first couple of generations. Having a medic is a big help.
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Test Subject
#52 Old 19th May 2013 at 12:03 AM
Currently in the set up process
Test Subject
#53 Old 19th May 2013 at 1:12 PM
Oohh, I love this idea on how to play the Sims as an rpg scenario! I have set up the game and played the characters (biologist, surveyor, technician and cartographer) for a couple of days, in the world of Lunar Lakes. I have a few questions though that I couldn't find in the rules:

- Are you allowed to sell things that you own whenever you wish?
- What is the cost of expanding a room? Let's say that you want to expand from 5x6 to 6x6. Is that two walls or eight walls? And do you need two collectibles/inventions to buy one wall? Or just the money?
- Electricity. Since one of the specialist bonuses is that each lot is that a lot can have 10 tiles of electricity, what is the normal number of tiles?
- May unwanted art be used as raw material?
- Does radiation sickness result in death or "ordinary" sickness?
- Are you allowed to sell collectibles without buying something?

Other questions:

- I have a very hard time making money. The first bills were $96 so I only have $4 now and by the next time I guess someone will start taking our stuff. To be able to sell stuff I guess I need either the store (rabbit hole) or the crystal mine where I suppose all the metals and gems are (community lot). I figure I need a specialist in writing/logic/cooking/music for this but since none of those are my characters starting role, I first need to max their "role" skill. Is this correct? Before this I guess the only way to get money is to find stuff and sell, but I can't find a single thing! Not one seed, not one metal or any other stuff. Is it a bug? I have checked the places where seeds should be, but nothing.

Thanks for a great game idea!
Alchemist
Original Poster
#54 Old 20th May 2013 at 9:02 AM
Money is meant to be tight at first, but not impossible. If you just started the world, it may take a few days for collectibles to spawn. My Lunar Lakes has collectibles. If another few days go by and none appear, use Buydebug and place a few somewhere - it may be a bug, and you are allowed to do whatever it takes to fix a bug.

You have a cartographer, so must have an easel or drafting bench - you can sell one out of every four pieces of artwork (I put one for selling into inventory, then start three in quick succession, scrapping them early, so I can keep track. Then if they paint autonomously you still know where you're up to. Depending how you chose for your technician, you may also have an inventing bench. Same rules as for artwork. The one-in-four sale can be made from inventory, but one of your sims has to leave the lot to do this, which means at least one penatly roll. Put the saleable stock into one person's inventory, send them out (maybe do some collecting as well as selling the artwork), and hope you get away with it. Even if that sim is 'killed', you can sell the crafted items they were carrying. You can also use the excess inventions as raw materials, like collectibles, although you may find that difficult at first as you probably don't have a local source for scrap, nor money to buy it from the bench.

Items you already own (including art) can be used as raw materials for something else, selling them in the process, or you can sell them as part of an outing if you need to, although you can't actually take them with you of course.

My intention for building was simply that you had to have the funds to pay for all building after the setup stage. If you want to use collectibles and salvage for walls, you can call it a variation if you like. I'd assign two collectibles per section, in that case, as one section of wall uses one grid square.

I have to go out now, but I'll try and get back to this later today. Hope that is some help at least.
Lab Assistant
#55 Old 20th May 2013 at 12:00 PM
That's actually how Ive been playing since I was able to start with a sculpting bench. I use two sculptures or anything my sim collects while out and about and sell those two items freely as long as they go towards something like a wall or a piece of furniture. It's slow going but I figured it would be in that situation. Can't tell you how excited I was when my guy actually sculpted an end table. Wow! Something I could use as is!

Dr. Qusul Pa'Lhaxalic has been reassigned and has a new partner. Stay Tuned.
Test Subject
#56 Old 20th May 2013 at 7:40 PM
Thank you for your reply. Ok, seems I have a problem with spawners... Maybe I'll add some and see if that changes anything then. I had a technician and so I have the inventing bench. I use this for making inventions as you say, selling them as raw material but I still have the problem with lack of money. They came and took two chairs and a lamp since I couldn't pay the second round of bills. I have so far bought a... what's it called... kicking ball, to gain athletic skill. My technician died of shock when meeting the sim that took our stuff, so he's now replaced with a medic. At least no one will die at home anymore :P

I interpreted the rules as though the Junk Yard was the crashed space ship and that it could be visited? Because I have done that to collect scrap, hope that was allowed.

Looking forward to more answers, thanks again for a great and well-written challenge!
Lab Assistant
#57 Old 20th May 2013 at 11:51 PM
Quote: Originally posted by Nimare
Thank you for your reply. Ok, seems I have a problem with spawners... Maybe I'll add some and see if that changes anything then. I had a technician and so I have the inventing bench. I use this for making inventions as you say, selling them as raw material but I still have the problem with lack of money. They came and took two chairs and a lamp since I couldn't pay the second round of bills. I have so far bought a... what's it called... kicking ball, to gain athletic skill. My technician died of shock when meeting the sim that took our stuff, so he's now replaced with a medic. At least no one will die at home anymore :P

I interpreted the rules as though the Junk Yard was the crashed space ship and that it could be visited? Because I have done that to collect scrap, hope that was allowed.

Looking forward to more answers, thanks again for a great and well-written challenge!


Definitely not my call as to the spirit of the challenge, but I'd give yourself back the things you lost. I personally don't think we should have to pay bills, at least until there's a City Hall. Who would deliver them and who would be collecting? I've been deleting them until I start having an organized government of some sort! That's just my own little variation.

Dr. Qusul Pa'Lhaxalic has been reassigned and has a new partner. Stay Tuned.
Alchemist
Original Poster
#58 Old 22nd May 2013 at 4:09 AM
You can cancel bills if you prefer - I leave them because I don't find them an issue (very frugal by nature!), but you are correct that they don't fit the empty world theme. But remember - the more stuff on your lot, the higher the bills will be. My founders just made enough to cover the second set of bills, in fact - I think they barely scraped the money together before the next lot were delivered, and thus escaped the repo man. But that's what makes it a challenge!

My intention was that there would be no lots at the start (apart from the single residentional lot), unless you have a Bridge Officer to provide the junkyard as a starting bonus. My thinking was that the location of the 'crashed ship' would not necessarily be known at first, unless a senior officer was among the survivors and could pinpoint the spot. However, if you prefer to install the wreckage from the beginning, there's a good case for it. It certainly makes finding raw materials easier. I don't see it as necessary, though, as there are other ways of getting the things a junkyard provides.

I have tried to make it so that whatever mix of founders you get, it is possible to make progress. I haven't tried all the possibilities, of course, which is why I'm keen on feedback.
Alchemist
Original Poster
#59 Old 22nd May 2013 at 4:55 AM
Quote: Originally posted by Nimare
Electricity. Since one of the specialist bonuses is that each lot can have 10 tiles of electricity, what is the normal number of tiles?
- Does radiation sickness result in death or "ordinary" sickness?
- Are you allowed to sell collectibles without buying something?


Back to these queries, in case you're still wondering...

Until you have a master technician, theoretically there is no general power source. Powered items you start with (setup and founder starting bonuses) run on battery power or perhaps a tiny generator included in the prefabricated survey shelter.

However, this is a bit of a weak spot as soon as you get multiple residential lots. You pretty much have to give them plumbing and electrical items, even if you are getting by without them on your founding lot. Same if you change active households - any inactive household will need to have stuff like a fridge and toilet. So the electrical and plumbing restrictions become mainly about your active lot and any community lots.

Unless someone has a better suggestion, my thinking is that you should not add plumbing or electricals to community lots until you have the appropriate specialist. And the home lot is resticted to its starting equipment - looks to me like six gridsquares, if you want to count it that way (3 lights, fridge, computer), plus any founding bonuses. Six makes it the same as the bathroom annex, so that is quite neat.

Radiation sickness: My intention was that it should be dealt with like any other injury in the colony: get the sim home/indoors, cancel any current actions and don't control them until noon next day.

If you want the radiation issue to be harder, you could make a penalty roll when the sim is caught out too long. Odd numbers would mean 'get me inside fast and I'll be okay', while a failed roll might kill the sim.

Collectibles cannot be freely sold until you have somewhere to sell them. They can be used as raw materials, of course, from the beginning. You can sell gems at a consignment store, I think, once you have one, and bugs etc at the science centre...you get the idea. The trick is in using a high-value collectible to 'make' another item, so you make a profit on the exchange.

Nimare, did you fix the spawning issue you were having? I was thinking, maybe Lunar Lakes' spawners are all attached to lots. You could place a couple of the LL parks (just landscaping, no amenities!) and that might help. Make them 'No Visitors' until you've earned the lots properly.

Hope that clarifies a few more things. This kind of playstyle is always a work in progress. I can't test all the possibilities myself, even if I wanted to. Keep the feedback coming if you find any more glitches!
Test Subject
#60 Old 24th May 2013 at 11:17 AM Last edited by knightwraith : 25th May 2013 at 12:25 AM.
Hi there! I love this concept so much I joined the site just to give you my feedback on it!

I'm doing things according to your guidelines, but with a few twists. Tell me what you think of my variant ideas. Thanks again for coming up with this great challenge!

BTW, my starting team was Technician, Shuttle Pilot, Bridge Officer, Medic, Xenobotanist, and Engineer.

My tweaks:

For the specialist rewards (after maxing the skill):

Technician/Inventing: Instead of just providing power per lot, they instead know how to make solar panels. These are a free download with one of the Prius packages, I think. Some of the Lunar Lakes houses show neat ways to simulate solar panels using Stages and a certain floor tile, too. Anyways, one solar panel can power a 3x3 enclosed space and one electrical device. They are REQUIRED for any enclosed space as they power the air handlers and filtration systems making the air from the outside safe. The electrical systems are all linked, so the panels and appliances may be placed however you like. The starting Prefab building comes with enough Solar panels to do the job. Additional solar panels must be built as per the rules. (This makes the challenge harder, I think)

Surveyor/Handiness: Instead of just providing plumbing and water per lot, they instead know how to make windmills. These are another free download. The windmill does not provide power, but rather uses mechanical energy to drive a pump and filtration system powerful enough to provide clean water to the lot. The prefab building does NOT come with a windmill, only a miniature filtration pump powerful enough for the starting bathroom fixtures. The windmills must be built as per the rules. (and they are BIG, requiring lots of resources. Again, I feel this makes it more challenging.)

Building materials: I count any floor tile (and use them for roofs, as I make boxy prefabs) as an item (regular cost, as per rules). A wall tile counts as 3 floor tiles. I don't charge extra for doors and windows.

The final idea (not fully formed) I'd like to run past people are "lucky finds." The idea is that with sufficient resources ($5000, $10000, or $20000), you can blow a big wad of resources to create an expedition to search for big finds: cargo containers from the ship full of prefab building materials, supply pods with vehicles, life pods with crew members in cryo-stasis. The idea would be that you blow the cash, and make a roll. There is a chance that it will be wasted (the trip was a bust), 2-in-6 for 5000, 1-in-6 for 10000, 0-in-6 for 20000 (you always get SOMEthing for that big expenditure). The better the roll, the better the stuff found. Only big spenders get to roll to find the really GOOD stuff.

I could use some ideas for how to roll up the random tables, though.

One thing I HAVE already thought out: Find a cryo-stasis life pod? You get 4 walls and 2 tiles (top and bottom) worth of materials from repurposing. Family full? Just build the life pod on your lot. The crew member will keep until you have room. He's in cryo-stasis, remember?

Anyways, hope my ideas are of some use!

Update: I realized that the Solar Panels are 4x4 items and cost $800. I'm wondering if one unit should cover a larger area, say, 16 tiles. Thoughts?
Test Subject
#61 Old 24th May 2013 at 9:36 PM
Thank you very much for your answers aelflaed! I haven't played for a few days due to massive workload but will take it up next week again. I think I will cancel bills, as you say they seem a bit non-realistic when you think about it. Bringing them back when there are more lots is an idea.

About the spawners, I looked where others had found good spots but couldn't find any there so my conclusion was that something was wrong. However, when I started looking around I found a lot, so that's no problem anymore Now I feel I can get going a bit.

Thanks again!
Test Subject
#62 Old 26th May 2013 at 5:38 PM
looks awsome, but saddly i dont have ambitions soo....
Alchemist
Original Poster
#63 Old 27th May 2013 at 8:06 AM
cats715, you could probably think of ways to alter the guidelines. I'm not precious about 'my' rules - use them as a springboard to make your own fun!

Nimare, good to hear you have solved your resource issues.

knightwraith, I'm honoured to have inspired you! I like your ideas. I use the windmill and solar panels similarly at times, but didn't make them part of the challenge so as to keep things simple - requiring EPs is bad enough!

I used to have a random events roller (a DOS program I think). It is a stand-alone program for which you can write your own set of scenarios - I posted my version on MATY ages ago -it enabled shipwrecked sims to 'find' various objects, including the occasional shipping container with a random selection of goodies in it. It was designed for TS2, but the concept could certainly be adapted. Maybe I should look it out.
Test Subject
#64 Old 27th May 2013 at 10:35 PM
A tool like that sounds very useful for this kind of scenario-building.
Alchemist
Original Poster
#65 Old 29th May 2013 at 4:49 AM
I went and found that old post...the program is by Hook, and called RandomStuff. The link below takes you to the thread where my version is, and that contains a link to the program itself if you want to follow it up.

http://www.moreawesomethanyou.com/s...ic,14281.0.html

It should be easy enough to convert the scenarios to suit this challenge.
Lab Assistant
#66 Old 13th Apr 2014 at 10:57 PM Last edited by katysim3 : 14th Apr 2014 at 2:05 AM.
yes found this trying this very interesting

Ok I created my 4 Specialists : Botanist, Security Officer/Solider, Engineer, and Cartographer .



I built the shelter too, I will probably change it because I should have used bunk beds instead >.<
Lab Assistant
#67 Old 22nd Feb 2015 at 1:23 PM
Looks like fun! Will give it a try!
Alchemist
Original Poster
#68 Old 24th Feb 2015 at 5:02 AM
Hope you have fun, simsgeneration.
Lab Assistant
#69 Old 25th Feb 2015 at 10:05 AM
Quote: Originally posted by aelflaed
Hope you have fun, simsgeneration.


Thanks..I just finished creating my "founders"...about to get started!!
Test Subject
#70 Old 25th Feb 2015 at 6:44 PM
This looks like an interesting challenge! I have never played Lunar lakes world before.....is it pre-populated? Do I need to delete townies if it is?
Test Subject
#71 Old 26th Feb 2015 at 1:22 AM
I am trying this. Im starting with 4 sims, and I didnt roll for a Bridge Officer, so does that mean I cant add a junkyard to the town?
Test Subject
#72 Old 28th Feb 2015 at 11:57 AM
Hey,um,so,I noticed I did this challenge back when I was,at least according to myself,absolutely hyper and crazy,haha. I am now older, and wiser, I will be re-doing this challenge,posting pics and stuff too. I remember I loved the challenge because it was cray,and I did very crazy stuff that I don't think that was supposed to happen. >_< Anywho,I'm going to re-do this~

Hello there! I have my challenges and stories at http://starrysimschallenges.blogspot.com/ It would mean a lot if you checked it out at least,I will do challenges from these forums only. :)
Alchemist
Original Poster
#73 Old 1st Mar 2015 at 9:24 AM
Quote: Originally posted by althea4u
I am trying this. Im starting with 4 sims, and I didnt roll for a Bridge Officer, so does that mean I cant add a junkyard to the town?


That's right. You can still collect things from the environment, though.
Also there is hope that a Bridge Officer will turn up quite soon, as the survivors find their way to your camp!
Test Subject
#74 Old 3rd Mar 2015 at 1:24 PM
I'm trying this!
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