Time only passes on a residential lot when it is being played, so each household has its own time. When Sims visit a community lot , time on their home lot stops, so Sims can spend hours or even days on community lots and return home shortly after they left.
Inviting Sims at or after midnight will always cause them to refuse regardless of relationship level; the exception to this is The Urbz: Sims in the City. Time affects when the buildings can be entered, when Mini-games can be played, and where a Sim would be at. It is the first game to record the days that have passed, which was later added in The Sims 3 and The Sims Medieval.
Many areas in The Sims Bustin' Out change music between day and night though some areas such as the Jail and the Pizzeria don't change music between time periods. Time in The Urbz: Sims in the City is the same as the other The Sims games, except that time passes for the entire city regardless of which Urb the player is playing as. Unlike other The Sims games, Urbz such as Scary Mary will never refuse if the player invites them after midnight but they will however if the player has a relationship with that Urb.
Unlike the console versions of The Urbz, time is very important in these versions. Like Bustin' Out , it affects what mini-games can be played, what objectives can be completed and what area Urbz are at Note: In the DS version, Urbz might be at a different area than in the GBA version.
The default day and time is Monday AM. The game also keeps track of how many days has passed. A majority of areas in The Urbz: Sims in the City have different music at day and night though some areas such as the King Tower, Jail and Club Xizzle do not change music. This affects work and school schedules; students have weekends off, and Sims with jobs have scheduled days off. Bills are delivered every Tuesday and Thursday. When Sims first move onto a residential lot, the time will be AM on Monday.
When a household moves into a previously occupied home, the time will be AM, but the day of the week may be what it was when the previous occupants moved out. If it is not, it will be Monday. If The Sims 2: Seasons is installed, it will be the last day of the first season of the neighborhood when Sims first move onto a residential lot. When a household moves out of a lot, the seasonal progression will stop, and will resume when a new household moves in.
As in The Sims , trying to invite Sims after midnight will always cause them to refuse regardless of relationship level. Also, time only passes on a residential lot when it is being played, and time on a Sim's home lot stops when he or she visits a community lot.
Time continuity on community lots is only featured in the vacation community lots in The Sims 2: Bon Voyage. Time actually passes when Sims return to their home base lot from vacation community lots. Much like The Sims , the player can speed up the clock in order to pass long stretches of time, and time will automatically speed up when there are no Sims on the lot or when all Sims are asleep. Speeding up time will also increase the speed and pitch of sound effects and the voices of Sims in-game, but will not affect sounds from the UI, TV , or stereo.
In college sub-neighborhoods, time on lots works much as it does in The Sims ; there are no days of the week, and bills come every three days.
However, there is an additional time scale; a playable Sim's time on campus is split into 8 hour semesters, plus a post-graduate period that can last up to 72 hours. The timer that keeps track of this does not stop when a Sim travels to a college community lot, although time on the Sim's home lot does stop. However, a Sim's semester timer will stop if he or she travels to a community lot outside the college sub-neighborhood.
Also, a Sim's semester timer only runs while he or she is selectable; it does not run for young adult townies or for playable Sims who are visiting a lot. In The Sims 2: Seasons , there are four seasons, each of which lasts five days.
As with other aspects of time in The Sims 2 , each residential lot has its own seasonal progression. It may be summer on one lot and winter on the lot next door. Once it's casted, everyone on the lot except witches and their spectral cats will stop what they're doing and will react in terror and confusion to the phenomenon before freezing. Pets , toddlers and babies will pass out and all Servos will be powered down. Visitors, service NPCs, and vehicles will be unable to spawn and electrical appliances will not be usable.
You are now entering the Dark Ages. The Empire has fallen, and the Black Death and Vikings sweep across the land. Those who were once rich isolate themselves into individual manors, and cling to Feudalism for support and protection. Old customs are forgotten, villages are abandoned, and community lots are destroyed.
With the fall of Vikings and the Black Death, governments emerge once again. Community lots develop, and old customs and learning once again emerge. Learning resumes and sickness no longer claims millions of lives. For some young men, university life finally awaits. Welcome to the exploration and colonization phase. Your families move across the ocean to live life as American colonists. A new class is discovered — Native Americans.
You continue to amaze me! I have to say though have you ever considered Minecraft, because it has so much creative freedom than the sims in my opinion. You can also make it more realistic such as flatting the square blocks or adding a nutrition and temperature function in survival mode.
Hi Cindy! I am currently using the normal game lifespan, but I am thinking of changing to a shorter life span to make it move faster. Hey Cindy! I hope these help you in some way! Love this series!
I'm rapidly approaching the roman stage and found a Pinterest board with a myriad of different Ancient cultures' cc, as well as cc for later stages. I thought it might be nice for you as well! For the prehistoric era but it will also be useful for later eras , I've been really enjoying this fridge which I noticed you don't have yet. So if you're interested, you can find it here. Because of your streams, i got inspired to do this challange, so thank you!
I was maybe thinking of making an exception on the surname-rule if there are only female heirs, just to make sure there is enough variation in the family names… anyway, love your streams! If I only had female heirs, I would just change their names to their husband and still let them inherit. So, no worries! I am a huge fan of your work and thoroughly enjoy watching your streams. I came across a Sims two mod that I think would be extremely helpful for your gameplay.
It is a farming mod with attention to historical gameplay. Only one heir per family to stay on the main lot. All others must move out and start their own small lots. All households are played rotationally — heirs and non-heirs. I just used my YouTube username for the name. I tried to reply to my comment on YouTube, for part 3 of this, but some reason when I reply to my comment the reply disappears after a few seconds.
I hope some of this will be useful for you. Hi thanks! But I will check these out, thank you! I only put them here to save you some time. There were no URLs in that post either. If I do see object that would work in any of your challenges I will just post in the blog post, over here, for that challenge and let you know that way. This one will really fill up sims hunger just in case you want them to hunt for T-Bone steak.
The Fruit Salad you wanted. Since you play the TS2 UC, do you know if the invisible object glitch, the jump bug and the broken packaging were fixed with it? All families are at moderate economic status; not too rich and not too poor. There are a number of community lots where Sims can do many activities, such as gallery, sport park, community kitchen, and so on. Sims now have a new bar between the daily aspiration bar and the Influence bar, the Lifetime Aspiration bar. This bar indicates how happy a Sim has been throughout their life.
The longer the daily aspiration bar is kept high, the more points the lifetime aspiration bar is awarded. Sims who reach the maximum Lifetime Aspiration will be rewarded with Perma-platinum mood. The higher a Sim's lifetime aspiration bar is, the more aspiration benefit points they can spend. Sims who spend their aspiration benefit points will be given special personal abilities and advantages. For example, slower needs decay, making friends faster, smooth talking, higher salary, etc.
The secondary aspiration unlocks Sims' possibilities for new wants and fears that are outside their primary aspiration. Sims can choose their secondary aspiration as an aspiration benefit. The new simology includes hobby enthusiasm for each Sim. Sims who do activities relevant to a particular hobby will gain enthusiasm in that hobby, and will be able to unlock more and more benefits as they become more enthusiastic in that hobby. Each Sim has a predestined hobby, and Sims will build enthusiasm for that hobby faster than for the others.
Sims who have gained enough enthusiasm in a hobby will discover a secret hobby lot. The instructor for that hobby will give the Sim membership in the hobby club, which will grant them entry to the secret lot. The hobby lot can only be visited by Sims who have a membership, though they can bring other Sims with them. BFF is a new friendship level. Two Sims who are best friends long enough will develop the BFF relationship.
BFFs will have a slower daily relationship decay, and will never fall out of friendship, even if they are furious with each other. BFFs also have benefits, such as an autonomous "far away greet" interaction, and the ability to tell inside jokes. Sims' townie friends no longer remain the same age forever.
Whenever a Sim grows up, they can choose any 3 townies they know to grow up together.
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