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View Full Version : Is there a Sims glossary?


Norm35
07-06-2009, 08:44 AM
I have been searching the web, looking for a glossary of terms found in the various XML files. This would save a lot of questions from being posted here.

Does anyone know the URL of a site that can provide quick definitions for terms like cooldown, stacks, activated emitter, conditioning, etc as they relate to the Sims game and its files. I'm sure such a thing exists but so far I can't find it.

I've browsed the help function but come up with very little useful information for someone who wants to tweak the xml files a bit.

Every software system has is own unique terminology. For the most part this doesn't refer to new and exotic technology, just the words someone decided to use to describe the same old things used in other systems but for some reason it is necessary to use different terms of reference.

pcgamer2
07-06-2009, 10:29 AM
here you go http://www.usccb.org/nab/bible/


hope that helps

MidrealmDM70
07-06-2009, 10:32 AM
I have been searching the web, looking for a glossary of terms found in the various XML files. This would save a lot of questions from being posted here.

Does anyone know the URL of a site that can provide quick definitions for terms like cooldown, stacks, activated emitter, conditioning, etc as they relate to the Sims game and its files. I'm sure such a thing exists but so far I can't find it.

I've browsed the help function but come up with very little useful information for someone who wants to tweak the xml files a bit.

Every software system has is own unique terminology. For the most part this doesn't refer to new and exotic technology, just the words someone decided to use to describe the same old things used in other systems but for some reason it is necessary to use different terms of reference.

I am putting together a guide that will help with designing and understanding Special Abilities.

Cooldown = requires 24 hours before can be used again
stacks = true/false condiution that suppsoedly defines if the ability can be take effect more than once (true) or only takes effect once regardless of how many times it is applied (false)
Note: Some abilities (about 5%) have this tagged false but it still can be apply multiple times, so just because it is tagged as 'stacks=true' or 'stacks=false' does not mean it will work that way, only that it was intended to work that way.
Activated = an ability that must be activated and is not always in effect.
Emitter = building radiates the ability to all buildings in a certain radius
So an activated Emitter is a building or object that emits a radius effect when the building action is activated.
Conditioning = an ability that corrects a Sims behavior towards content. If they are happy or angry it makes them less so, moving them towards a balanced 'center.' Used by many buildings in the authoritarian socieity. It exists in at least two forms 'mild conditioning' which moves their mood only slightly and 'strong conditioning' which moves it alot.

Hope that helps some - As I said I am working on a guide for modding,
I have Part 1 done (homes) and Part 2 & 3 (Venues and Workplaces) will be real soon, then I am moving into Buidling Actions & Abilities and then into Special Sims - then probably Language/Localization and finally audio & sounds.

I may put out something about modding graphics - if I can ever figure out how to make a decent bump map.

MidrealmDM70
07-06-2009, 10:37 AM
here you go http://www.usccb.org/nab/bible/
hope that helps

Not that I disagree with the subject matter, but it doesn't seem to be relevant in this situation.
Are you sure you put in the correct link?:confused:

Norm35
07-06-2009, 12:44 PM
I am putting together a guide that will help with designing and understanding Special Abilities.

Cooldown = requires 24 hours before can be used again
stacks = true/false condiution that suppsoedly defines if the ability can be take effect more than once (true) or only takes effect once regardless of how many times it is applied (false)
Note: Some abilities (about 5%) have this tagged false but it still can be apply multiple times, so just because it is tagged as 'stacks=true' or 'stacks=false' does not mean it will work that way, only that it was intended to work that way.
Activated = an ability that must be activated and is not always in effect.
Emitter = building radiates the ability to all buildings in a certain radius
So an activated Emitter is a building or object that emits a radius effect when the building action is activated.
Conditioning = an ability that corrects a Sims behavior towards content. If they are happy or angry it makes them less so, moving them towards a balanced 'center.' Used by many buildings in the authoritarian socieity. It exists in at least two forms 'mild conditioning' which moves their mood only slightly and 'strong conditioning' which moves it alot.

Hope that helps some - As I said I am working on a guide for modding,
I have Part 1 done (homes) and Part 2 & 3 (Venues and Workplaces) will be real soon, then I am moving into Buidling Actions & Abilities and then into Special Sims - then probably Language/Localization and finally audio & sounds.

I may put out something about modding graphics - if I can ever figure out how to make a decent bump map.


Thanks a lot for the above information. I don't want to sound greedy but I have a lot more questions. I suggest defining every term in the xml files. It would also be a good idea to explain the purpose of every file type in the XMLDb and perhaps draw a an interrelationship chart that includes every file that can be modified without having access to a compiler or expensive graphics editor. This information alone will make possible a multitude of mods. As I mentioned earlier, what is mainly needed is to understand the meaning of the terminology in the readable xml files. In most cases, that will be enough for us to take it from there.

The documentation you are writing is providing the rest of us a great service. We are deeply in your debt.

MidrealmDM70
07-06-2009, 02:44 PM
Thanks a lot for the above information. I don't want to sound greedy but I have a lot more questions. I suggest defining every term in the xml files. It would also be a good idea to explain the purpose of every file type in the XMLDb and perhaps draw a an interrelationship chart that includes every file that can be modified without having access to a compiler or expensive graphics editor. This information alone will make possible a multitude of mods. As I mentioned earlier, what is mainly needed is to understand the meaning of the terminology in the readable xml files. In most cases, that will be enough for us to take it from there.

The documentation you are writing is providing the rest of us a great service. We are deeply in your debt.

If you haven't seen it, here is part 1 of the guide,
http://www.tiltedmill.com/forums/showthread.php?p=260258#post260094
I plan on trying to stay as detailed throughout -

Norm35
07-06-2009, 03:13 PM
I have seen your part 1 of the guide and I think this is just what is needed. When will Part 2 be posted and how many parts do you estimate there will be?

A quick question. Once the flower is complete and its frame is blinking, does adding more Baroque Fountains have any further effect?

I am still puzzled by the wide swings in visitation from one game start to another. I can't believe that the randomization function would vary this much. I feel there must be something else at play here. Do you have any idea how wide randomization swings visitation?

MidrealmDM70
07-06-2009, 03:30 PM
I have seen your part 1 of the guide and I think this is just what is needed. When will Part 2 be posted and how many parts do you estimate there will be?

Part 2 and 3 are in the works (Venues and Workplaces) and because they are very similar to homes, they should be completed soon.

Part 4 - Special Abilities / Actions
Part 5 - Special Sims
Part 6 - Languages/Localization (Or how to get new building names to show)
Part 7 - New Sound Sets

So at least 7 parts

A quick question. Once the flower is complete and its frame is blinking, does adding more Baroque Fountains have any further effect?

No idea - I don't know if there is a cap on the effect or not. Although, since a max Attracitve building pretty much trumps all others, I don't see a point in making it any better. It may make things worse if everyone want to visit the same building and ignores all otehrs.

I am still puzzled by the wide swings in visitation from one game start to another. I can't believe that the randomization function would vary this much. I feel there must be something else at play here. Do you have any idea how wide randomization swings visitation?

No clue. I've always been content that my sims were happy and never even wondered if they were visiting all the venues or not. But knowing these types of things sure would help in strategic mode.

By the end of this you are going to have to write a guide on Sim behavior you know. ;)

Norm35
07-06-2009, 04:25 PM
I am a long way from knowing enough about Sim behavior to write a guide for others. At this point, I feel I know very little about it.

I got the impression from something you said that you got zero count on Sims who were unable to get into a venue. That is my problem at the moment and the reason I am so frustrated at the poor visitation counts I am getting, despite high attractiveness and high happiness counts on all my venues. I have doubled the attractiveness of the Baroque Fountain but haven't put a dent in the problem. Until I did that, I had wall-to-wall Baroque Fountains in the venue area. I have even modified the roads so Sims are forced to pass through the venue area when going to and from work.

MidrealmDM70
07-06-2009, 08:41 PM
I am a long way from knowing enough about Sim behavior to write a guide for others. At this point, I feel I know very little about it.

Yet you are the only one dedicating any time to figuring it out. Others may be having similar problems and not knowing it.

I got the impression from something you said that you got zero count on Sims who were unable to get into a venue. That is my problem at the moment and the reason I am so frustrated at the poor visitation counts I am getting, despite high attractiveness and high happiness counts on all my venues. I have doubled the attractiveness of the Baroque Fountain but haven't put a dent in the problem. Until I did that, I had wall-to-wall Baroque Fountains in the venue area. I have even modified the roads so Sims are forced to pass through the venue area when going to and from work.

Yes, when I bother to check it is usually 0 who are unable to visit. But I don't know why. I've never checked my venues, I may have twice as many venues as I need and have many go unvisited.

What is the proper balance? Should venue capacity be 100% of workers, or 150% of workers, or 200% of workers? If you make a bulding 100% attractive is it a benefit or a hindrance? Is it better to place venues next to workplaces or next to homes? Should venues be clustered near one another or spread out?

If you want, you could save your game and upload the save game file (or e-mail it) and I could take a look at it and see if I saw anything that struck me as odd. Other than that, it would be hard for em to speculate on anything without seeing the reason. Alternatively you could post some screen shots of your city layout and maybe someone could spot something.

Norm35
07-07-2009, 03:53 PM
Can you provide a few instructions for making and sending the screen shots?

That is one of the many things I haven't tried to do yet.

MidrealmDM70
07-07-2009, 05:30 PM
Can you provide a few instructions for making and sending the screen shots?

That is one of the many things I haven't tried to do yet.


Just press the 'Print Screen' key on your keyboard.

It should save a image in the folder structure where you save game files are.

I think the default is /My Documents/Sim City Socieites/
(For Windows Xp users)

Norm35
07-07-2009, 06:24 PM
How do I insert the picture into this message?

Azeem
07-07-2009, 07:04 PM
Use the "Manage Attachments" button at the bottom when you post a new message.

MidrealmDM70
07-07-2009, 10:16 PM
How do I insert the picture into this message?

If you want to insert a picture in the middle of the post rather than attached at the bottom, you can find an icon for inserting an image at the top of your text box when entering your post.

Click the icon and enter the http address of the image you wish to insert.

http://www.tiltedmill.com/forums/attachment.php?attachmentid=30916&stc=1&d=1247022843
http://www.tiltedmill.com/forums/attachment.php?attachmentid=30916&stc=1&d=1247022843

If the image is not already on-line you can upload it as an attachment first (By using Manage attachments as Azeem indicated) and then enter the address for the direct link to the image.

Norm35
07-08-2009, 01:04 AM
Here is my first try.

C:\Downloads\Norm\Amateur Radio\SimCity Societies\User Data\Norm\Snapshots\simcity societies_1.jpg

This only displayed the address of the image but not the image itself.

I also tried highlighting the file on the Windows Explore page and clicking copy in the right mouse button menu, then going to this message box. I right clicked the mouse here. Unfortunately there was no paste option visible on the menu.

How do I display the picture in this message?

MidrealmDM70
07-08-2009, 04:56 AM
Here is my first try.

C:\Downloads\Norm\Amateur Radio\SimCity Societies\User Data\Norm\Snapshots\simcity societies_1.jpg

This only displayed the address of the image but not the image itself.

I also tried highlighting the file on the Windows Explore page and clicking copy in the right mouse button menu, then going to this message box. I right clicked the mouse here. Unfortunately there was no paste option visible on the menu.

How do I display the picture in this message?

The image has to be uploaded to an on-line location first. And the image address must be the http address of that image.
Such as an attachment here- or on another website.

You can attach it here in the same way you uploaded your save game file in the other thread.

Norm35
07-08-2009, 07:58 AM
I'm not sure I understand.

Where do I upload the image to (and how?) before I try to invoke it (and how?) so it appears on my page?

For example, how did you get the images to display in the message you sent me (above)?

Never mind. I just realized that the answer to my questions is on the FAQ page. Thanks anyway.