April 13, 2024, 11:04:34 pm *
Welcome, Guest. Please login or register.

Login with username, password and session length
  Home Forum Help Search Calendar Login Register  
  Show Posts
Pages: [1]
1  Simmers' Paradise / Apartment Life Help / Re: Making more than 4 apartments inhabitable? on: February 17, 2011, 01:11:06 pm
Is there any reason for playing apartment when you want to have many controllable sims? You can play fake apartments.
Wait a minute, I don't keep households with this many sims, that would be a micromanaging nightmare. On the factory I mentioned, the employees are directly controllable because that are all managers, and they don't require a lot of micromanagement because they are servos, and I use the servo recharger platform and the shift manager from simwardrobe.

The point is, the game and my computer both have no problem with crowded lots. And more useable apartments would allow more possibilities. For example, I would like to make a sort of servo employee hive. A huge building with dozens of tiny apartments, each just with a computer, a phone and a servo recharger. The way the game is now, only 4 of those apartments would actually have servos, all the others would have silly npc's...

I also like to make minimalistic future apartments for space colonies, and for that scenario, I cant build large apartment lots or I would have a ton of "out of costume" npc's walking around. The same goes for medieval hood apartments.

I think I know why your asking about this Zerit. I have sims I like to keep in a group but not have to control at the same time.

watching the rest of my sims come around that arent game townies is much nicer for pictures and playability. 
This too.

2  Simmers' Paradise / Apartment Life Help / Re: Making more than 4 apartments inhabitable? on: February 15, 2011, 09:18:33 am
Sorry to bump this old thread, but as my question is the same, I didn't see the need to start a new topic.

Has there been any progress in the "more than 4 inhabitable apartments" issue?

I know this has been asked before, but as the newest thread I could find on this is 2 years old, I thought someone might have found a way to increase the limit.

Also, 2 years ago, this limit might have made sense, but not today. With my present computer I can smoothly run factories with up to 20 controllable workers (that's the mod limit). And I'm certain that my computer could handle more than 4 small families on 1 lot.
3  Simmers' Paradise / General Sims 2 Help / Re: High Resolution Glitch on: March 20, 2010, 01:18:49 pm
Thanks! With your link I was able to track down another post were I found a fix for the problem.
Post with fix
4  Simmers' Paradise / General Sims 2 Help / High Resolution Glitch on: March 20, 2010, 07:14:22 am
I've recently bought a 1920x1080 screen, and to my surprise, the CAS menu doesn't adapt to the new screen resolution. Instead of surrounding the character it appears smack on top of it, blocking the view.
It's rather annoying...

I've searched the web but was unable to find a solution.
Does anybody know how to solve this?
Thanks in advance!

5  Resident Creators / Mod Requests / Request for "Simsanto Inc. Biotech Station" Mod on: September 20, 2009, 09:55:36 am

After searching every sims2 forum I know, I was quite surprised that no one so far has made a mod that makes the "Simsanto Inc. Biotech Station" more useful. Although it's a very cool model, the options avaliable could be improved. And I'm not even going into the uselessness of the virus, all I request, is:

1- The option to "Make Many Medicine". So that I could leave the scientist Sim building logic and he wouldn't stop until I canceled the action. Basically, it would start as a normal "Make Medicine" action, but when it was over, he would automatically sell the medicine and start a new one.

I think that this single modification would make the station much more useful, and I would be very grateful if you could do it. If you are willing to accept this project, I can think of two more secondary modifications that would allow some very cool possibilities:

2- The option to "Assign Employee to Make Many Medicine".


3- Raise the value of sold medicine so that it compensates hiring a Sim with 10 logic points. 200 or 300 simoleons should do it.

Again, modifications 2 and 3 are secondary, the first one alone would be excellent. But think about the possibilities: with all three, it would be possible to make and run a genetic research center! Think Umbrella Corp.  cool

Aditional info: I have the latest upgrade, all EP's except Pets, and none of the stuff packs.

I would be very grateful if you could look into this project.

Pages: [1]

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.047 seconds with 29 queries.
SimplePortal 2.1.1