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Utility of a mod #1 |
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Zoltic
Original Poster
Test Subject
Join Date: Sep 2009 |
Hello, I'm actually working on two "possible" mods to tune the game. The first concern "Investments part". I remarked that when you are only associated you have between 14% and 16% money back per week. When you are owner alone you have only between 7% and 11%. I understand that to have the possibility of changing the name or firing an employee has a cost, but it seems there is very expensive. Secondly, the delta applied on the return is not a constant. So I modified the ratios to have same return (less 2.5% for name an firing) as owner than as associate. My problem is not to know if 2.5% is good or not, this can be a discussion but not very important, I only would have your commentaries about the utility of such a mod for other players. The second mod I'm working is about Gem and Metal spawners. When you are tired to search the last metal or the last gem missing you have already the possiblity to had many spawners where you want. It is a good idea but I think this reduce a part of the game which is in the collections without helping very much because there is only a question of luck or unluck to see the "good" piece at the "right" moment. So I modified the spawners to increase a little the probability to find "very rare" objects. Like this the "hunt for collection" stay same but with better gain. I have the same question than for the previous mod, is it really interesting for players ? Thank you for yoour commentaries and sorry for my english, I'm french...... Nobody is perfect.
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#2 |
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J. M. Pescado
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The probability of finding a given spawned item doesn't need to changed. All you really need is the ability to grab these things without your constant hovering, and that is a functionality of AwesomeMod's Supreme Commander: Set your sim to find these things, and he will do so without your help, going from item to item and collecting them, taking motive breaks as needed, all automatically. Huzzah. As for "investments", there is too much money already. |
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Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off. |
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#3 |
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Zoltic
Original Poster
Test Subject
Join Date: Sep 2009 |
I don't know if there is too much money or not, and it is not my purpose. I have questions about the "logic" which can explain the difference between the percentage back when you are associate and when you are owner. As it is not possible to tune the degree of liberty Sim by Sim, it is very difficult to let Sims doing themselves whithout any control. For exemple : When you are going to learn a capacity, the action is considered finished when your Sim arrive on a certain place out of the building. If there is some other Sim on this place doing anything (as reading in the middle of the street, I saw this), your Sim stay here whithout doing anything and finally forget what he has to do after. So, you must verify permanently what each Sim is doing. Another exemple : I saw a hungry Sim whithout any capacity in cooking, trying to cook whithout seing than his friend (cooking level 10) had let many meals in the refrigerator. And I have many other exemples of the "stupidity" of the Sims actually. For now the AI is not enough "high" and not enough tunable one by one to let your Sims really doing what they want even with the help of some "mods" which try to give them a small piece of intelligence. Or I didn't find the "miracle" mod which let me choose priorities Sim by Sim. As, for exemple, "Go to toilet" or "Eat" before going to sleep when you see that you'll be awake 1 one hour later if you don't do. Or "Change your fishing location" when fishes are no more spawning. Or "Answer the phone and speak with your friends" but GO BACK AND DO what you were doing before the phone call as fishing, writing, gardening, ......... And so on........ For this I would have some remarks about "adding spawners" vs "modifying probabilities". |
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