"SimCity Societies: Korea" Mod Project (take 2)

For discussion and help on modding and customizing the game
Azeem
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Postby Azeem » Thu Jun 25, 2009 1:27 am

I'm referring to "Localization Text." The Hanaro Mart file had its own individual localization text in the DataXP1's Localization folder. I did the same with the Coffee Shop. And yet the Hanaro Mart's text appears whereas the Coffee Shop's doesn't. :confused:

MidrealmDM70
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Postby MidrealmDM70 » Thu Jun 25, 2009 6:16 pm

"Azeem" wrote:I'm referring to "Localization Text." The Hanaro Mart file had its own individual localization text in the DataXP1's Localization folder. I did the same with the Coffee Shop. And yet the Hanaro Mart's text appears whereas the Coffee Shop's doesn't. :confused:


Wierd - You want to send me a copy of the text file and I can take a look at it and see if I can spot anything?

I'll PM you my e-mail.

Azeem
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Postby Azeem » Thu Jun 25, 2009 11:23 pm

I'll send it to you if my next few tries don't work. There's something I did before that made the difference; I don't recall what it was...

MidrealmDM70
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Postby MidrealmDM70 » Fri Jun 26, 2009 6:53 am

"Azeem" wrote:I'll send it to you if my next few tries don't work. There's something I did before that made the difference; I don't recall what it was...


No worries - I hope you can get it worked out

Azeem
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Postby Azeem » Sat Jun 27, 2009 6:03 pm

It works now. I've found that the game only reads the first two XML files listed in the Localization Text folder. The primary XML file for Destinations is read first and then only one modded XML file (which must be the second in the list) is read.

Also, the pack XML file has to reference this one BuildingText XML file.

MidrealmDM70
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Postby MidrealmDM70 » Sat Jun 27, 2009 9:49 pm

"Azeem" wrote:It works now. I've found that the game only reads the first two XML files listed in the Localization Text folder. The primary XML file for Destinations is read first and then only one modded XML file (which must be the second in the list) is read.

Also, the pack XML file has to reference this one BuildingText XML file.


Really? - cause I have four additional ones on my system and its reading them all. But the important thing is that it is working now.

Azeem
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Postby Azeem » Sat Jun 27, 2009 10:35 pm

That's pretty wierd. Mine only reads the first two of them. But then again, it probably make more sense to put everyting in fewer files to avoid clutter.

MidrealmDM70
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Postby MidrealmDM70 » Sun Jun 28, 2009 1:03 am

"Azeem" wrote:That's pretty wierd. Mine only reads the first two of them. But then again, it probably make more sense to put everyting in fewer files to avoid clutter.


I am runing four full mods, and a fifth that is under construction.
So I have in mine so far (aside from the default)

for my language text files (for tool tips and ability descriptions)
MR1_Language.xml
MR2_Language.xml
MR3_Language.xml
NightmareLT.xml
Morpheus_Lang.xml


and in the Object Text files (for building descriptions / names )
MR1_Text.xml
MR2_Text.xml
MR3_Text.xml
ZoomText.xml
NightmareText.xml


And it reads them all fine.
I am running Destinations so I have them all copied into the default game directory \Localizations\en_us\
But I've run multiple mods pre-destinations as well without difficulty. And indeed can run these using the original SimCity executable and they still function.

Edit: It just occured to me that (under destinations) there are two localization folders.
\SimCity Societies\Localizations\
\SimCity Societies\DataXp1\Localizations\

I've put all mine in the first (never tried them in the second)- are you running Destinations?



Whatever the case may be I hope you get it figured out to allow you to use more than two at a time.
Last edited by MidrealmDM70 on Sun Jun 28, 2009 1:13 am, edited 6 times in total.
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Azeem
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Postby Azeem » Sat Jul 04, 2009 11:23 pm

A little brainstorming on changes to the core game aspect.

There are several things that don't seem to be represented quite well in SCS and I've been thinking of ways to change things and the way specialists work.

Education Buildings: For the most part, education almost seems redundant in SCS; whenever I start up a city, it's very rare that I'd build many knowledge-producing buildings. SCS's treatment of educational buildings as venues is a double-edged sword. In order to create a high-knowledge society, you'd have to build lots of impractical structures arbitrarily. This wouldn't reflect South Korean society (which values Education very highly if not obsessively) very well. Also, I think too few buildings require knowledge, so I'm thinking of making the following changes additions:

1) High School - This would be a simple retexture and alteration of the Vocational School; the sign would have "high school" in Korean script and the building would no longer spawn workmen crews. The High School would produce a Knowledge value of 10 and Prosperity value of 5 while being a high-maintenance building. Corporate buildings would be modified to require Knowledge values. One thing that I don't know how to do is to set building dependencies so that the High School needs the Elementary School and the College needs the High School. Wonder if that's possible?

2) University - Not really sure which building this would be a retexture of. Unlike the "Liberal Arts College," the University spawns Student Activists (50%), Scientists (20%) Tycoons (10%), Consultants (10%), and Celebrities (10%).University produces 20 Knowledge, 15 Creativity, and 15 Productivity; it'd be the most crazy-expensive of the Knowledge buildings and have very high maintenance. The University also makes Educational venues more attractive.

The Water Treatment Plant and Sanitation: Honestly, I have no idea what to do with these. As it was in the original SimCity, pollution in SCS is all CO2-based and there's no Water management. Anyone have ideas here?

Specialists: I think the way specialist Sims are handled in SCS is what makes SCS highly unique and provide an interesting strategic level. There are a few things that can change or be added to.

1) Farmers and Markets - The Supermarket and Farmers' Markets would be re-designated to "Dining" venues so that Farmers could provide bonuses to them. It seems to make more sense that Farmers would improve these two.

2) Student Activist - Student Activists function similar to street specialists like the Street Preacher - they might appeal significantly to some Sims while they might turn others off. These come from the University building. *As this would be a "new" specialist Sim, I'll soon ask MidRealm here for some pointers on how to do this. ;) *

3) KCIA [South Korean Secret Police] - Some of the most detested agents during the authoritarian era of South Korea. These are produced by some Authoritarian structures and function the same as regular secret police, but also target Student Activists.

Housing: Just a few changes here.

1) Apartment Blocks - Simple change to the "State Housing Block" to just regular Apartment Blocks. These are high-capacity buildings that produce productivity and require prosperity. Regular maintenance.

2) Children - Row Houses, Condominiums, and Flats would be modded to have a chance of producing children.

3) Wealthy Homes - Rich homes require no maintanence and produce daily income, but in turn require large amounts of Prosperity and are double the price to build.

Agriculture: It seems to me that the "Production Drive" would be more fitting for agricultrual buildings (to represent harvests). Crops take time to grow and there's always an issue of uncertainty.
Last edited by Azeem on Sat Jul 04, 2009 11:26 pm, edited 3 times in total.

MidrealmDM70
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Postby MidrealmDM70 » Sun Jul 05, 2009 5:34 am

"Azeem" wrote:A little brainstorming on changes to the core game aspect.

There are several things that don't seem to be represented quite well in SCS and I've been thinking of ways to change things and the way specialists work.


In the spirit of brainstorming I am throwing some ideas into the ring, these are not meant to criticize, condem, or otherwise negatively impact your own ideas, but merely offer advice and ideas that you may not have thought of.

"Azeem" wrote:One thing that I don't know how to do is to set building dependencies so that the High School needs the Elementary School and the College needs the High School. Wonder if that's possible?


I don't think so, at least I don't know of any way to do it. However you could require a certain population and or knowledge level to unlock the building. If the only way to increase the knowledge within your society filter it to add the elementary school, it would be similar to your goal. Of course people could just ignore the filter and place non-appropriate buildings to reach the required level.

"Azeem" wrote:2) University - Not really sure which building this would be a retexture of. Unlike the "Liberal Arts College," the University spawns Student Activists (50%), Scientists (20%) Tycoons (10%), Consultants (10%), and Celebrities (10%).University produces 20 Knowledge, 15 Creativity, and 15 Productivity; it'd be the most crazy-expensive of the Knowledge buildings and have very high maintenance. The University also makes Educational venues more attractive.


Yowza - expensive yes and unique as well maybe? and/or a difficult unlock prerequisite. Anyway I don't think (I could be wrong) the buildings can support more than two societal values, so you could have knowledge and Creativity or Knowledge and Productivity, or Creativity and Productivity (an odd idea, a scool that produces no knowledge - that would be an American school yes? ha ha - I make fun of my own :p ).

However you could make it do something like generate Knowledge and increase productivity or creativity (or both) from all Education buildings.

It is interesting to note that the basic schools in the game consist of Elementary (which adds +10 Knowledge) and the others Military, Parochial, Private, Vocation, and -- drama? (I forget) produce 5 Knowledge and 5 of one other value. So each of the basic school types produce 10 societal points in certain combination

"Azeem" wrote:The Water Treatment Plant and Sanitation: Honestly, I have no idea what to do with these. As it was in the original SimCity, pollution in SCS is all CO2-based and there's no Water management. Anyone have ideas here?

Increase productivty or efficiency of agricultural (and/or botanical) buildings. Cleaner water means better crops?
There is a new ability in Destinations which removes the 'illness' ability from homes. Sanitation could do something like that, but it would mean it would be only viable for people who have Destinations.

"Azeem" wrote:1) Farmers and Markets - The Supermarket and Farmers' Markets would be re-designated to "Dining" venues so that Farmers could provide bonuses to them. It seems to make more sense that Farmers would improve these two.

Of course they would have to be Restaurant for pre-destinations players. Unless this mod would be for Destinations only. It would be a relatively simple fix to make a 'pre-destinations' version with a 'destinations' add-on. It just takes a little advance planning and being very aware of which abilities do or do not work without Destinations.

"Azeem" wrote:2) Student Activist - Student Activists function similar to street specialists like the Street Preacher - they might appeal significantly to some Sims while they might turn others off. These come from the University building. *As this would be a "new" specialist Sim, I'll soon ask MidRealm here for some pointers on how to do this. ;) *


I would be honored to offer assistance.
I'll offer this advice now, unless you want to try re-scripting a new brain file (which is theoretically possible but the game doesn't like) it is much simpler to change the apperance of a sim but leave the behavior the same as an existing Sim . Such as having a sim appear as a 'mad scientist' but behave like a 'street performer' or appear as a 'farmer' and act like a 'mime'
Appearance can be customized much easier. You can even change the animations, so the above 'street performer' instead of dancing could do yoga like the 'hippie' to entertain the crowd (but the game effect would be the same as the street performer)
In my recent Synidcate mod (shameless plug) http://www.tiltedmill.com/forums/showthread.php?t=24176
the 'Exhibitionist' sim does just that, looks like a Spring Breaker, does Yoga like a hippie, and affects the game like a mime.

"Azeem" wrote:3) KCIA [South Korean Secret Police] - Some of the most detested agents during the authoritarian era of South Korea. These are produced by some Authoritarian structures and function the same as regular secret police, but also target Student Activists.


Och! A hard one that, The Secret Police target sims based on Happiness level, and Special Sims have no happiness level. If you want them to go after your Student Activists, It would be easier to have them behave like MIB (again they can look like anything you want) and arrest deviant special sims.
Of course you can actually have two versions of the KCIA (such as KCIA Agent and KCIA Enforcer - or whatever you wanted to name them) outwardly the same, but have two different brain sets, one acts as MIB the other as Secret Police so you could have both effects.

"Azeem" wrote:2) Children - Row Houses, Condominiums, and Flats would be modded to have a chance of producing children.

I'm not sure if this can be done unless you change those buildings to 'single family' types which would result in everyone in the building having the same last name and being considered a single family. Of course if that is what you want, that is fine. This would be interesting to try as I have never experimented with trying to make children in a non-single-family building.

"Azeem" wrote:3) Wealthy Homes - Rich homes require no maintanence and produce daily income, but in turn require large amounts of Prosperity and are double the price to build.

Why no mantenance? (just curious)

"Azeem" wrote:Agriculture: It seems to me that the "Production Drive" would be more fitting for agricultrual buildings (to represent harvests). Crops take time to grow and there's always an issue of uncertainty.

Alternatively you could set up something similar 'Harvest Time' that after a certain number of visits, a cadre of farmers are released to sell their wares. Or simply automatically boost all dining (or other type) buildings for 24 hours when activated without having to deal with the farmers.

Sounds like you've got a good handle on what you want to do.

Azeem
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Postby Azeem » Sun Jul 05, 2009 5:52 pm

"MidrealmDM70" wrote:In the spirit of brainstorming I am throwing some ideas into the ring, these are not meant to criticize, condem, or otherwise negatively impact your own ideas, but merely offer advice and ideas that you may not have thought of.


I haven't done any actual modding of the system yet, so any input and feedback on ideas is more than welcome. :)

I don't think so, at least I don't know of any way to do it. However you could require a certain population and or knowledge level to unlock the building. If the only way to increase the knowledge within your society filter it to add the elementary school, it would be similar to your goal. Of course people could just ignore the filter and place non-appropriate buildings to reach the required level.


That's what I thought as well. Maybe if I reduce the knowledge production values of other Knowledge-based buildings and bump up the ones for school buildings? But then again, one still could go on a build-spamming spree of this and that to get the needed numerical values...


Yowza - expensive yes and unique as well maybe? and/or a difficult unlock prerequisite. Anyway I don't think (I could be wrong) the buildings can support more than two societal values, so you could have knowledge and Creativity or Knowledge and Productivity, or Creativity and Productivity (an odd idea, a scool that produces no knowledge - that would be an American school yes? ha ha - I make fun of my own :p ).


If that were the case, then I'd have to create a "Dropout" Sim with a 50% chance of spawning, then. ;)

Anyways, maybe Knowledge and Prosperity for the University then. It'd be a unique building, maybe cost $25000? What building could this be a retexture of?

Increase productivty or efficiency of agricultural (and/or botanical) buildings. Cleaner water means better crops?
There is a new ability in Destinations which removes the 'illness' ability from homes. Sanitation could do something like that, but it would mean it would be only viable for people who have Destinations.


Yeah, that makes more sense. Is there a specific ability already existent in SCS to improve agricultural buildings? There are so many buildings in SCS that I still haven't seen every one of them yet. :o

Nearly all my mods are for Destinations only. The "Traditional Japanese Home" (which I modded into the Traditional Korean Home) comes only with Destinations. Also, the specialists and new abilities I'm looking at are Destinations-specific. I might do a standard version mod if I ever get around to it, but it'd be wierd to have a Korean mod without Korean houses; the Dojo building is too Japanese in shape to be retextured to look Korean.


I would be honored to offer assistance.
I'll offer this advice now, unless you want to try re-scripting a new brain file (which is theoretically possible but the game doesn't like) it is much simpler to change the apperance of a sim but leave the behavior the same as an existing Sim . Such as having a sim appear as a 'mad scientist' but behave like a 'street performer' or appear as a 'farmer' and act like a 'mime'
Appearance can be customized much easier. You can even change the animations, so the above 'street performer' instead of dancing could do yoga like the 'hippie' to entertain the crowd (but the game effect would be the same as the street performer)
In my recent Synidcate mod (shameless plug) http://www.tiltedmill.com/forums/showthread.php?t=24176
the 'Exhibitionist' sim does just that, looks like a Spring Breaker, does Yoga like a hippie, and affects the game like a mime.


Scripting a completely new brain file would be more work than it's worth, so I'm going to go the traditional cut-and-paste route. Since the Street Performer already appears like an urban youth, I'll use his/her figure but do the "preaching" action similar to the Street Preacher. The Street Preacher sim appeals to some sims but turns others off; the Student Activist would be similar.

Och! A hard one that, The Secret Police target sims based on Happiness level, and Special Sims have no happiness level. If you want them to go after your Student Activists, It would be easier to have them behave like MIB (again they can look like anything you want) and arrest deviant special sims.
Of course you can actually have two versions of the KCIA (such as KCIA Agent and KCIA Enforcer - or whatever you wanted to name them) outwardly the same, but have two different brain sets, one acts as MIB the other as Secret Police so you could have both effects.


In that case, it'd be better (and easier ;) ) to have two different KCIA Sims.

I'm not sure if this can be done unless you change those buildings to 'single family' types which would result in everyone in the building having the same last name and being considered a single family. Of course if that is what you want, that is fine. This would be interesting to try as I have never experimented with trying to make children in a non-single-family building.


That'd be interesting to look into. I wasn't aware that the "Townhouse" was designated a "single family" home. If it is necessary to designate houses as "single family" homes in order to have children, then it probably wouldn't be that peculiar. All the "single family" home designation does is make every resident sim have the same surname; that wouldn't be unusual in Korea where there are entire "lineage villages" where the overwhelming majority of residents have the same surname.

Why no mantenance? (just curious)


To represent taxation revenue from upper-scale homes. Or I could just set it to being "low maintenance."

Alternatively you could set up something similar 'Harvest Time' that after a certain number of visits, a cadre of farmers are released to sell their wares. Or simply automatically boost all dining (or other type) buildings for 24 hours when activated without having to deal with the farmers.


Presently, I'm looking at ways to make agricultural workplaces more economically productive while having their downsides. As it stands now, factories in SCS can potentially produce decent income per week or hardly anything at all, dependent on whether or not Sims show up for work. I think it'd make sense that a similar thing be applied to farms as well; after all, farming does require the attention of the farmer on the daily basis in order to have any results.

EDIT: I've noticed that the State Housing block is set to spawn Sim kids, and yet it's not designated a "single family" home. I guess all that really does is just determine wether or not spawned sims share the same family name.
Last edited by Azeem on Sun Jul 05, 2009 6:05 pm, edited 3 times in total.

MidrealmDM70
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Postby MidrealmDM70 » Sun Jul 05, 2009 7:28 pm

"Azeem" wrote:That's what I thought as well. Maybe if I reduce the knowledge production values of other Knowledge-based buildings and bump up the ones for school buildings? But then again, one still could go on a build-spamming spree of this and that to get the needed numerical values...


Yep - so it does become difficult (if not impossible) to control in what order you want the player to place buildings. At best, it seems you can only make it 'easier' to place buildings in certain order.

You could have an activated ability on the first school that offers a discount on the next education building constructed. This would make it cheaper to build it prior to the university. Combined with unlock prerequisites would make it the most direct route.


"Azeem" wrote:Anyways, maybe Knowledge and Prosperity for the University then. It'd be a unique building, maybe cost $25000? What building could this be a retexture of?

Well you can try it with three values first and see what happens. Just have an alternate plan in case it doesn't work.
I couldn't say what building it shoudl be, I have no idea what a traditional Korean University looks like.
Maybe one of the Manor Houses or Dormatories.


"Azeem" wrote:Yeah, that makes more sense. Is there a specific ability already existent in SCS to improve agricultural buildings? There are so many buildings in SCS that I still haven't seen every one of them yet. :o

I don't think one exists already, but it would be easy (very easy) to cobble one together. If you see an ability in game that affects a specific type or category of building it can easily be copied and changed to affect another type. So if there is an ability that adds productivity to government buildings, you can easily make it educational buildings. Or an ability that affects Corporate Workplaces can instead become one that affects Agricultural Venues.

"Azeem" wrote:Nearly all my mods are for Destinations only. The "Traditional Japanese Home" (which I modded into the Traditional Korean Home) comes only with Destinations.

Well if it is just a question of the model, you can include that in the mod and it should work with pre-destinations.
It is the special abilities, etc. that can cause problems, but even then it can be minor. Interestingly, If you make a building that has an ability that only exists in Destinations. And someone runs it in pre-destinations, the game ignores the ability, it won't even show up (although sometimes you may get missing string, descriptor, or icons) But the building still functions.

The only thing I have found that absolutely does not work is Special Sim brains, because many destination brain abilities target travelers, any pre-destination game can't handle that, it can't ignore the brain, because the Specail sim must do something, so the unknown brain scripting causes problems.

"Azeem" wrote:Also, the specialists and new abilities I'm looking at are Destinations-specific. I might do a standard version mod if I ever get around to it, but it'd be wierd to have a Korean mod without Korean houses; the Dojo building is too Japanese in shape to be retextured to look Korean.


This might even work because the street performer existed in pre-detinations. I think they gave him a new brain in destinations, but without Destinations, the game should still work and call the original brain.
(Much like the Farmer fix, if you changed it to read dining in the Destinations folder and left the original alone, you can run it either way and the farmer should function because the brains scripts are still called by the same name)

"Azeem" wrote:Scripting a completely new brain file would be more work than it's worth, so I'm going to go the traditional cut-and-paste route. Since the Street Performer already appears like an urban youth, I'll use his/her figure but do the "preaching" action similar to the Street Preacher. The Street Preacher sim appeals to some sims but turns others off; the Student Activist would be similar.

Sounds good


"Azeem" wrote:In that case, it'd be better (and easier ;) ) to have two different KCIA Sims.

Much :)

"Azeem" wrote:To represent taxation revenue from upper-scale homes. Or I could just set it to being "low maintenance."


Or give it whatever maintenance you want and actually give it the tax ability (where a certain amount of money goes into your treasury each morning).
If a player was playing without Strategic mode, they would get the tax benefit with no side effect. In strategic mode, if the taxes matched the upkeep then it would be balanced.
Many of the 'luxury' homes have this feature.

"Azeem" wrote:Presently, I'm looking at ways to make agricultural workplaces more economically productive while having their downsides. As it stands now, factories in SCS can potentially produce decent income per week or hardly anything at all, dependent on whether or not Sims show up for work. I think it'd make sense that a similar thing be applied to farms as well; after all, farming does require the attention of the farmer on the daily basis in order to have any results.

That makes sense - Of course you could customize the ability to do both. After X visits the treasury gains a boost and all dining venues (or only those within a certain radius) gain a small boost to happiness or attractiveness for 24 hours.

Or it could instead increase efficency of all agricultural workplaces for 24 hours. So for the next day any agricultural workplace (or maybe just the one with the ability) would produce more money per worker than normal. This should be editable to a percentage so you could make them increase simolean output by 50%, 100%, or 1000% :D

"Azeem" wrote:EDIT: I've noticed that the State Housing block is set to spawn Sim kids, and yet it's not designated a "single family" home. I guess all that really does is just determine wether or not spawned sims share the same family name.


Ahh - as you said, so many buildings in SCS that it is hard to be familiar with them all. :o
Well that is good to know, but it does raise other questions. If a child provides hapiness benefit to its family; then in a building that is not single family, would the bonus go to the whole building or only a single sim in the building?
Not that it really matters, just makes me curious.

It sounds liek you are going to be having
Two Special Sim sets -
Three new special Sims
At least two, if not more, new Building abilities
And have you considered sounds - are you going to be adding custom sounds or just borrowing in game existing sounds.

Either is fairly easy to do.
You can even take sounds from three different buildings to make a new set (such as ambient sound 1 from building A, ambient sound 2 from building B and the building selection sound from building C)
Lastly you can have more or less than 2 ambient sounds. I've never seen more than 3 but in theory you could have more.

Azeem
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Postby Azeem » Sun Jul 05, 2009 8:24 pm

"MidrealmDM70" wrote:Yep - so it does become difficult (if not impossible) to control in what order you want the player to place buildings. At best, it seems you can only make it 'easier' to place buildings in certain order.

You could have an activated ability on the first school that offers a discount on the next education building constructed. This would make it cheaper to build it prior to the university. Combined with unlock prerequisites would make it the most direct route.


That's a good idea.

Well you can try it with three values first and see what happens. Just have an alternate plan in case it doesn't work.
I couldn't say what building it shoudl be, I have no idea what a traditional Korean University looks like.
Maybe one of the Manor Houses or Dormatories.


Korean Universities nowadays look like any universities. Maybe a retexture of the Liberal Arts College. Or perhaps even the Concert Hall since it resembles a lecture hall.

Adding onto the "Student Activist" specialist Sims, I could divide the grouping further into "Student Activists" and "Radicals" - Student Activists have a similar function as the Street Preacher and Radicals may shut down Government buildings.

Maybe I can include two other structures to the University set aside from the main "University" building - the Student Union [Retextured Campus Book Store, produces "Student Activists" and a very slim chance of "Radicals"] and the University Science Lab [produces Scientists and Professors].

Well if it is just a question of the model, you can include that in the mod and it should work with pre-destinations.
It is the special abilities, etc. that can cause problems, but even then it can be minor. Interestingly, If you make a building that has an ability that only exists in Destinations. And someone runs it in pre-destinations, the game ignores the ability, it won't even show up (although sometimes you may get missing string, descriptor, or icons) But the building still functions.


Didn't know that. I've been so focused on Destinations that I haven't gone back to regular SCS. :o

That makes sense - Of course you could customize the ability to do both. After X visits the treasury gains a boost and all dining venues (or only those within a certain radius) gain a small boost to happiness or attractiveness for 24 hours.

Or it could instead increase efficency of all agricultural workplaces for 24 hours. So for the next day any agricultural workplace (or maybe just the one with the ability) would produce more money per worker than normal. This should be editable to a percentage so you could make them increase simolean output by 50%, 100%, or 1000% :D


That might be a bit too unbalancing. ;) Just keeping one or the other would suffice. Or there could be variation among the different farms in what they do. Rice Paddies could generate relatively decent income while Communal Gardens could increase efficiency of agricultural workplaces.


Ahh - as you said, so many buildings in SCS that it is hard to be familiar with them all. :o
Well that is good to know, but it does raise other questions. If a child provides hapiness benefit to its family; then in a building that is not single family, would the bonus go to the whole building or only a single sim in the building?
Not that it really matters, just makes me curious.


No idea. Maybe they affect the whole building or maybe there are multiple "families" within the building; I think I might have seen more than one Sim child produced from housing, but I could be mistaken.

It sounds liek you are going to be having
Two Special Sim sets -
Three new special Sims
At least two, if not more, new Building abilities
And have you considered sounds - are you going to be adding custom sounds or just borrowing in game existing sounds.

Either is fairly easy to do.
You can even take sounds from three different buildings to make a new set (such as ambient sound 1 from building A, ambient sound 2 from building B and the building selection sound from building C)
Lastly you can have more or less than 2 ambient sounds. I've never seen more than 3 but in theory you could have more.


More or less a mix-and-match exercise here. :) Although I am considering putting in customized music for new metrics for atmospheric flavor.

Azeem
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Postby Azeem » Thu Jul 16, 2009 3:38 am

Preview of a Korean High School. The characters literally read "Je-il Godeung Hakgyo," which just means "First High School." Any ideas for the building wall textures or should I just keep the brick walls as-is.
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Last edited by Azeem on Thu Jul 16, 2009 3:46 am, edited 2 times in total.

MidrealmDM70
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Location: USA, Arkansas

Postby MidrealmDM70 » Fri Jul 17, 2009 12:13 am

"Azeem" wrote:Preview of a Korean High School. The characters literally read "Je-il Godeung Hakgyo," which just means "First High School." Any ideas for the building wall textures or should I just keep the brick walls as-is.



Looks good!

I haven't been able to dedicate as much time to SCS lately because of real life, but I am taking a vacation from work at the end of this month. During that time I hope to be able to put together alot of the guide to help you and other's interested in modding.

Azeem
Posts: 3678
Joined: Wed May 05, 2004 9:30 pm
Location: Hetepsenusret

Postby Azeem » Fri Jul 24, 2009 6:13 am

Should I keep the wall textures as-is or should I replace them with something else to differentiate it from the Vocational School?

MidrealmDM70
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Joined: Wed Apr 29, 2009 4:57 pm
Location: USA, Arkansas

Postby MidrealmDM70 » Thu Jul 30, 2009 4:11 pm

"Azeem" wrote:Should I keep the wall textures as-is or should I replace them with something else to differentiate it from the Vocational School?


I would differentiate as much as possible.
Maybe use a tan, off-white or grey brick color?

You could probably mod the bump file to make it look like wooden slats. But I think that would be taking it too far and wouldn't 'feel' right.

Azeem
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Joined: Wed May 05, 2004 9:30 pm
Location: Hetepsenusret

Postby Azeem » Wed Aug 26, 2009 9:40 pm

Korean High School. :)

After I SCS Pack this, I'll move on to doing a small eatery building and then afterwards, I'll re-do the Korean Traditional Houses, the Nonghyup Bank, and the Convenience Store.
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MidrealmDM70
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Location: USA, Arkansas

Postby MidrealmDM70 » Thu Aug 27, 2009 4:31 am

"Azeem" wrote:Korean High School. :)

After I SCS Pack this, I'll move on to doing a small eatery building and then afterwards, I'll re-do the Korean Traditional Houses, the Nonghyup Bank, and the Convenience Store.


Looks good -
Have you started modding special abilitites yet or are you waiting to do that after all the buildings are done?

Azeem
Posts: 3678
Joined: Wed May 05, 2004 9:30 pm
Location: Hetepsenusret

Postby Azeem » Thu Aug 27, 2009 4:53 am

I'll get to doing Special Building Actions once I have converted enough buildings to create something reminiscent of an actual town. First I'll create a "set" and then once I finish the first phase of the cosmetic and flavor aspects, that's when I'll get into doing deeper modding. :)


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