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