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Lab Assistant
#26 Old 26th Mar 2013 at 10:58 PM
Alright just downloaded it, I'll be on the sims later and I'll tell you if theres any problems. But itlooks amazing :D
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Test Subject
#27 Old 29th Mar 2013 at 7:21 PM
I really like the looks of your Zeinth and Xander. They look perfert for a space theme. Would you be willing to share them? I'm downloading your world to try it out. It looks great. Thanks for sharing it.
Test Subject
#28 Old 30th Mar 2013 at 7:40 PM
Will start this soon, I'll roll right now! Sim 1: Technician...Awesome! Sim 2: Biologist! YES! Guess where my food is coming from! Sim 3:Bridge Officer... Am I lucky or WHAT?! Sim 4: Medic.......... Heck yah! Imma love this team!
Test Subject
#29 Old 30th Mar 2013 at 8:39 PM
Actually I'm putting in another Sim if that's fine with you, lol! Sim 5: Cartographer! YES! Oh, btw how to upload pictures to MTS, so I can show you my sims? 0_0 With the cartographer, can you only enable or can you build residential also?
Test Subject
#30 Old 30th Mar 2013 at 8:50 PM
And if that sim dies, she's gone forever, no replacement for her /= That's only way to make it fair! Btw on the challenge!
Test Subject
#31 Old 1st Apr 2013 at 10:57 AM
Quote: Originally posted by PikminStar
Actually I'm putting in another Sim if that's fine with you, lol! Sim 5: Cartographer! YES! Oh, btw how to upload pictures to MTS, so I can show you my sims? 0_0 With the cartographer, can you only enable or can you build residential also?


How did I get that dog GIF? 0_0 GAH! IT Disappeared?
Alchemist
Original Poster
#32 Old 5th Apr 2013 at 6:34 AM
PikminStar, if something is enabled that means you can build it, use it, whatever. Glad you are enthused to have a go at the challenge.

My first-born colonists will have to aim for some specialisations which are currently lacking - such as replacing the nearly-qualified Bridge Officer I lost, so we can have rabbitholes at last. It is getting boring with only a junkyard to visit, and that isn't even working properly. The furniture appearing is not salvageable, and never goes away after spawning - so the area is packed full of desirable furnishings no one can take home. Grrr.
Test Subject
#33 Old 5th Apr 2013 at 9:11 AM
Quote: Originally posted by aelflaed
PikminStar, if something is enabled that means you can build it, use it, whatever. Glad you are enthused to have a go at the challenge.

My first-born colonists will have to aim for some specialisations which are currently lacking - such as replacing the nearly-qualified Bridge Officer I lost, so we can have rabbitholes at last. It is getting boring with only a junkyard to visit, and that isn't even working properly. The furniture appearing is not salvageable, and never goes away after spawning - so the area is packed full of desirable furnishings no one can take home. Grrr.

Hi! My gen 2 babies are born and are toddlers. Technician died. I give hilarious/painful/horrific ways for my sims. Luke Tecko(technician) died of a tree biting off his private parts(yes, serves him right), he was slapping everyone, dumping babies in the junkyard. Kissing his best friend, killing the sink /= Oh, well. So the two boys that were born are going to be shuttle pilot and caterer.Btw the babies have same father, not same mother.XD.Mommas went in ta labor at da same time! So that way when they've maxed the skills this would happen:
+1 residential from Cartographer.
+1 community lot from Caterer.
+1 rabbit hole from Bridge Officer.
No deaths at home.
BTW can I buy vehicles if I afford it? Cuz I do. I have 2000 simoleons from my fisher(go girl!) And they already have neighbors. Which my fisher lady is gonna try to steal Kesha's bf. Yes, I made Kesha in sims. :cylon:
Alchemist
Original Poster
#34 Old 6th Apr 2013 at 4:00 AM
Quote: Originally posted by PikminStar
BTW can I buy vehicles if I afford it? Cuz I do.

You can buy whatever you like. It's up to you to prioritize what your sims need/want/can store safely. Remember they can't leave furnishings outdoors, although vehicles are okay.
Lab Assistant
#35 Old 6th Apr 2013 at 8:34 AM
Alright so far in the world I have no issues, and the spawners seem to be pretty balanced and in the right areas, I have a medic, geologist, cook and a shuttle pilot so a good lot!
Test Subject
#36 Old 7th Apr 2013 at 10:11 AM
Quote: Originally posted by aelflaed
You can buy whatever you like. It's up to you to prioritize what your sims need/want/can store safely. Remember they can't leave furnishings outdoors, although vehicles are okay.

I totally forgot about that . Well, bye bye patio! Hello dining room and baby room and bedroom! BTW, thanks to Uni mascot for 24 simoleons .
Test Subject
#37 Old 7th Apr 2013 at 3:58 PM
Toddlers learned all toddler skillz, yeah.
Test Subject
#38 Old 7th Apr 2013 at 7:17 PM
My first attempt at this was rather successful but of course my game went a little bit wacky so I had to reinstall and as a result am starting all the challenges I was playing for months already all over again... including this one.

My starting team of survivors is made up of a biologist, cartographer, caterer and bridge officer. I am hoping to have pictures of them once I get everything set up and I get to play for a little while.
Test Subject
#39 Old 9th Apr 2013 at 2:00 AM
Hello, I am getting ready to start this challenge and just would like some clarification on some things.

1. when you say 30 tiles, 6-tile bathroom does that mean you can add a 6 tile bath to the main 30 tiles making the shelter 36 tiles?

2. With University out it came with a cool science station that looks like it would be perfect for a science expedition/exploration unit. Can the founders start with one of these? What about the chemistry table from Generations? They both seem like stuff that would be part of the landing/survey teams equipment. Or are these things you think that the Technician or Engineer should invent/build after the ship blows up?

3. a) If Pets is installed how do you feel about them? I can see later on into the colony when it's doing better maybe setting up a 'lab' where some of the minor pets could be caught and brought back to be studied (For minor pets I mean things like snakes/lizards/turtles/birds....)

b) With the Biologist-you say animals, insects are gained. I am guessing that means fishing and collecting insects to sell when you can sell stuff but what about the horses/dogs/cats? They could all be useful to the colony after the Biologist 'catches' and tames them. Thinking if they are aloud they would have to be the wild/stray ones found on the planet. Horses-transportation if you don't have a Shuttle Pilot and fertilizer for the garden. Cats/dogs can hunt be it 'food' or insects/gems/metal.

4) Kind of goes along with the Pets questions. The store just came out with a chicken coop-would this fall under the Biologist and be aloud? As they would be 'native' like the wild horses and strays they wouldn't be subject to the radiation unless the DNA was brought with the landing party and they used the science station from Uni to clone them from Earth stock or maybe gene splicing Earth sample's with the native breeds. I can see needing a Biologist to do this for the animals and a Botanist for the plants maybe even needing a Medic.

This will be my 1st go at something like this. Rolled up my team and it looks like I'll be starting with the Security Officer, Botanist, Bridge Officer and the Biologist. Can't decide between Lunar Lakes or Owl face's world.

Thanks for the fun challenge!
Alchemist
Original Poster
#40 Old 9th Apr 2013 at 12:42 PM
Quote: Originally posted by blutoad
1. when you say 30 tiles, 6-tile bathroom does that mean you can add a 6 tile bath to the main 30 tiles making the shelter 36 tiles?(...)


Main room 30 tiles, bathroom six tiles extra. Look at the photos for my starting layout; you can vary the shape, but there aren't a lot of options really.

I don't have UNI, so don't know exactly what effect it would have. However, the starting computer is meant to represent lab equipment for the survey team. Your sims can then acquire whatever other stuff you choose as time goes by - including more lab equipment such as the chemistry table etc.

I wouldn't start with any pets, but wild animals (minor pets) can be collected by your sims.

The Biologist is listed as a specialist in animals and insects. This column of the table is not meant to be literal, but more of a flavour text. The specific benefit of a Biologist is in making fishing easier for the colonists. Any sim can collect insects or animals, just as any sim can learn any skill. Founding specialists have an advantage in a particular area, and Master Specialists have a bigger advantage that is meant to benefit the entire community.

Large 'native' animals can certainly be tamed by the colonists. I find it worse than tedious to try adopting a stray - rarely see the same one twice, and they don't have phones, so it's hard to build any relationship. I haven't yet made a call on adopting cats etc. I would probably require a Master Biologist before allowing large pets.

Didn't know about the chicken coop - sounds good! Not starting equipment, though, to keep things simple. You might 'find it in the wreckage' on a collecting expedition later.

Thanks for your comments; hope I have clarified things for you.
Test Subject
#41 Old 26th Apr 2013 at 5:08 PM
Quote: Originally posted by owl_face
Thanks! I've uploaded it to mediafire: here it is! I used terrain paints from World Adventures and crystals from Lunar Lakes, but you can download the crystals for free from the store.

It seems to be working well so far. Please let me know if you have any problems--it's my first world, so I'm expecting to come across a major error soon. :p


Hello Owl Face, I've been playing your world for about 2 Sims weeks and the world plays well so far with no routing problems. Had no problems yet of any kind and it's a really pretty world and you laid out the lots nicely.

I hadn't played with Lunar Lakes after I bought it as I hadn't liked the look of the world or the layout after I loaded the game but you are right-the trees and crystals are really pretty when you start to play. I'm very happy I decided to try your world for this challenge. I may have to go back and re-look at Lunar Lakes now for future games.

So far I love your world! I was wondering if you are building your own rabbit holes for this world or if you are using the regular EA made one? I've been trying out some so far and the only ones that look ok in this world are the Sunlit Tides one but they aren't really 'alien' or even 'pre-fab' looking. If you make any more worlds let me/us know as I would love to try them out.
Alchemist
Original Poster
#42 Old 29th Apr 2013 at 7:16 AM Last edited by aelflaed : 8th May 2013 at 3:49 AM.
blutoad, you can use the 'alien' rabbitholes from Lunar Lakes. Someone has even made matching ones for EP rabbitholes not provided with the world - do a search for those if you need more than the basic ones.
Instructor
#43 Old 2nd May 2013 at 7:13 PM
Quote: Originally posted by blutoad
Hello Owl Face, I've been playing your world for about 2 Sims weeks and the world plays well so far with no routing problems. Had no problems yet of any kind and it's a really pretty world and you laid out the lots nicely.

I hadn't played with Lunar Lakes after I bought it as I hadn't liked the look of the world or the layout after I loaded the game but you are right-the trees and crystals are really pretty when you start to play. I'm very happy I decided to try your world for this challenge. I may have to go back and re-look at Lunar Lakes now for future games.

So far I love your world! I was wondering if you are building your own rabbit holes for this world or if you are using the regular EA made one? I've been trying out some so far and the only ones that look ok in this world are the Sunlit Tides one but they aren't really 'alien' or even 'pre-fab' looking. If you make any more worlds let me/us know as I would love to try them out.


Thank you for the feedback! I haven't been playing much recently since I've been busy with school and work, so I haven't made any progress on the challenge. I haven't considered which rabbitholes to use yet, but as aelflaed said, the Lunar Lakes RHs (and the clones of them) would work really well. Over the summer, I might build community lots and RHs as I progress through my challenge and release a complete world when I'm finished.
Lab Assistant
#44 Old 7th May 2013 at 11:14 AM
This sounds awesome! Can't wait to give it a try!

Dr. Qusul Pa'Lhaxalic has been reassigned and has a new partner. Stay Tuned.
Alchemist
Original Poster
#45 Old 8th May 2013 at 3:50 AM
Welcome, Secresa! Hope you enjoy the challenge.
Lab Assistant
#46 Old 8th May 2013 at 11:23 AM
Well, I couldn't wait to at least roll to find out what my starting victims....um team...would be. I didn't do too bad although I could see where some stuff would be easier. I ended up with a geologist, medic, engineer and records clerk. The healing is great obviously and there is something to be said for another room and a bonus to cash!

I will set it up as soon as I get a chance tomorrow. I decided to go with Sunlit Tides thinking it would be a crash with the 4 surviving together and some other unknowns scattered in the wind who could stumble onto the camp if I need replacement crew or for when I start adding residences. Seasons will be set to constant summer so they have extreme heat to deal with; sunburn I think should require a roll. Can't remember if Sims pass out from heatstroke. If they do I think that is an automatic funeral. In addition to after dark, I was thinking that if it rains that requires shelter as well because the water would be toxic. Reading through the comments I like a lot of the suggestions. I think for the death factor 2 6's in a row might be too soft, but I liked the idea of if you roll a 6 then roll another even number that's a fatality.

I'm sure I'll keep thinking on this but can't wait to start!

Dr. Qusul Pa'Lhaxalic has been reassigned and has a new partner. Stay Tuned.
Test Subject
#47 Old 10th May 2013 at 8:26 AM
This seems like a really fun challenge, I'm going to start setting it up now. I need a break from my normal game style and this sounds perfect!

more pics @ pixelplayground
Lab Assistant
#48 Old 12th May 2013 at 1:17 AM Last edited by Secresa : 12th May 2013 at 4:19 AM.
Man are my Sims accident prone. It's hard to get things done! Is there some kind of penalty for racking up injuries on one trip? My one Sim went fishing and had to roll 3x for the trip out and two for two new fish, All 3 came out as injuries. Didn't seem enough to just make him out of commission until noon the next day but I wasn't sure if there was anything in place for injury severity. I do have a medic so I guess that mitigates some things like no home fatalities but ... I don't know lol

Any thoughts?

Very much enjoying this although I am still just trying to get through this first week! Takes a while to make sure everyone is doing what they're supposed to!

PS...okay after playing for a sim week I've changed up the rolls a bit; at least for myself. Considering how many times you have to roll (for going out, every skill up, every new thing, etc) it was near impossible to do anything without getting injured. So, for me 6 is the magic number. If my sim rolls a 6 they're on the shelf until the next day with an injury, they also roll again. If it's another 6 then they're dead. So far, I think it's going alright that way.

Dr. Qusul Pa'Lhaxalic has been reassigned and has a new partner. Stay Tuned.
Alchemist
Original Poster
#49 Old 15th May 2013 at 5:55 AM
Secresa, I think you must be rolling too many times. Maybe the guidelines aren't clear enough.

For a single outing, roll once for leaving the lot - anytime during the trip (it's okay to wait a while, so they at least get properly away from home and lose that cabin fever moodlet). Roll for new skills, new types of fish etc if that is needed while they are out - make those rolls as soon as the event occurs. As long as they keep winning the throw (rolling odd numbers), they can keep doing whatever you like. But the FIRST TIME the roll 'fails', take the consequence. So if they are bitten by the first fish they catch, that's the end of it (for that sim, for that day). They have to deal with that injury, which means cancelling actions and sending them home (roll now for leaving the lot, if you hadn't already, in case they are going to be eaten by a monster on the way home). Once safely home, you can't control that sim for the rest of the day, but they also don't have to make any more penalty rolls, since they are not under your command.

Quoting myself:
"Sims 'poisoned' or 'injured' by an activity must spend time recovering. Immediately, cancel any queued actions for that sim, and send them home if they are elsewhere. No further commands may be given to that sim until noon the next day. Actions may be cancelled if necessary. Penalty rolls are not required for autonomous skilling by sims in recovery."

Hope that makes it clearer. Nice to see people giving it a try!
Lab Assistant
#50 Old 15th May 2013 at 10:15 AM
Quote: Originally posted by aelflaed
Secresa, I think you must be rolling too many times. Maybe the guidelines aren't clear enough.

For a single outing, roll once for leaving the lot - anytime during the trip (it's okay to wait a while, so they at least get properly away from home and lose that cabin fever moodlet). Roll for new skills, new types of fish etc if that is needed while they are out - make those rolls as soon as the event occurs. As long as they keep winning the throw (rolling odd numbers), they can keep doing whatever you like. But the FIRST TIME the roll 'fails', take the consequence. So if they are bitten by the first fish they catch, that's the end of it (for that sim, for that day). They have to deal with that injury, which means cancelling actions and sending them home (roll now for leaving the lot, if you hadn't already, in case they are going to be eaten by a monster on the way home). Once safely home, you can't control that sim for the rest of the day, but they also don't have to make any more penalty rolls, since they are not under your command.

Quoting myself:
"Sims 'poisoned' or 'injured' by an activity must spend time recovering. Immediately, cancel any queued actions for that sim, and send them home if they are elsewhere. No further commands may be given to that sim until noon the next day. Actions may be cancelled if necessary. Penalty rolls are not required for autonomous skilling by sims in recovery."

Hope that makes it clearer. Nice to see people giving it a try!


Thanks for the clarification! I still have very accident prone Sims! Ironically, that includes babies. My Sims autonomously hit the shower together and my 5% risky woohoo kicked in. So, now they are five. Accident prone or not at least no one has died!

Dr. Qusul Pa'Lhaxalic has been reassigned and has a new partner. Stay Tuned.
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