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puzzlezaddict
7 years agoHero+
@TreyNutz @igazor Thank you for again appearing with so many answers. So, to review: I have a new mod to try, spawners are gonna do what they do, and never, ever mess with the Grim Reaper. I have to admit, that last one makes me sad.
Regarding the medical career, I'm surprised you haven't seen a hit in the rate of experience gain when the metrics aren't completely maxed out. I'm kinda OCD about promotions, so I tend to use MC to check the numbers at least once a shift if I'm at all worried. Two games ago, I had a level 9 military man who was one notch down in handiness (perfect mood, athletic, and boss relationship) and he gained exp at 20.5 per hour while working hard, instead of 22 (he was ambitious and brave as well, but I didn't buy him the multi-tasker LTR). This didn't ultimately matter, as he had a 5-hour shift, but I still noticed the difference—I've had a few astronauts in my games, as I like the single shift followed by six days of free time. In my current save, one of my founding sims is a 5-Star Chef, and the game rolled her a new boss the night before she had to go back to work after four days off. Since the new boss was merely a friend, the metric was either normal or nice, and she only wound up with 48/100 exp over a four hour shift while working hard; normally, she gets 56/100 while hanging with coworkers (she's ambitious with the multi-tasker LTR). And her mood was maxed, as usual.
But whatever the case, if I can't get my doctor sims past "good" on the research metric, then so be it.
As far as the plants' growth goes, I actually looked for the nraas discussion I started but couldn't find it. It's a moot point, though, since nobody had any good suggestions, and I can repeat what I said then, which is that every plant progresses into its next stage every morning at 5am no matter how many days it's supposed to require to hit maturity. The only exception is something planted before my sim harvests anything. I actually did a test back then where I made my sim read skill books to hit level 5 gardening, just so she could plant uncommon seeds, and those progressed the way they used to in my original game, or at least they didn't sprout the next morning. But when she harvested from other lots, everything she planted going forward progressed to harvestable in four days.
I don't have the Swift-gro Gardening Station or any other store content that has to do with gardening, or any CC at all. I thought that the change might have been due to the patch that came with Seasons because it happened right after I patched my game to that level; I'd neglected to do so for a while but wanted to install nraas mods for the first time. I guess that would put it at the end of 2012, or maybe early 2013, as I tend to procrastinate. The plants don't seem to be borked, and they never grow at any other time of day. The only reason I asked (then and now) is that I never understood why this change suddenly appeared and wondered if there was anything I could do to make it revert.
My last question was more idle curiousity than anything else. I definitely notice patterns that shouldn't be there, although I readily concede that most of them could be explained away by statistical variance. Like two writers in the same household who have the same (lack of) relavant traits, eat the same food and get the same environment moodlets, and are otherwise controlled in exactly the same manner, yet they have starkly different rates of hits and bestsellers. If no one knows for sure whether any hidden metrics exist, I don't really need an answer. It only really becomes a potential issue for me when my supposed master sculptor refuses to make masterpieces, and I start to wonder if making a fresh sim in CAS would get me better results. I would never say that to the sculptor, though. Unless I was really mad.
Regarding the medical career, I'm surprised you haven't seen a hit in the rate of experience gain when the metrics aren't completely maxed out. I'm kinda OCD about promotions, so I tend to use MC to check the numbers at least once a shift if I'm at all worried. Two games ago, I had a level 9 military man who was one notch down in handiness (perfect mood, athletic, and boss relationship) and he gained exp at 20.5 per hour while working hard, instead of 22 (he was ambitious and brave as well, but I didn't buy him the multi-tasker LTR). This didn't ultimately matter, as he had a 5-hour shift, but I still noticed the difference—I've had a few astronauts in my games, as I like the single shift followed by six days of free time. In my current save, one of my founding sims is a 5-Star Chef, and the game rolled her a new boss the night before she had to go back to work after four days off. Since the new boss was merely a friend, the metric was either normal or nice, and she only wound up with 48/100 exp over a four hour shift while working hard; normally, she gets 56/100 while hanging with coworkers (she's ambitious with the multi-tasker LTR). And her mood was maxed, as usual.
But whatever the case, if I can't get my doctor sims past "good" on the research metric, then so be it.
As far as the plants' growth goes, I actually looked for the nraas discussion I started but couldn't find it. It's a moot point, though, since nobody had any good suggestions, and I can repeat what I said then, which is that every plant progresses into its next stage every morning at 5am no matter how many days it's supposed to require to hit maturity. The only exception is something planted before my sim harvests anything. I actually did a test back then where I made my sim read skill books to hit level 5 gardening, just so she could plant uncommon seeds, and those progressed the way they used to in my original game, or at least they didn't sprout the next morning. But when she harvested from other lots, everything she planted going forward progressed to harvestable in four days.
I don't have the Swift-gro Gardening Station or any other store content that has to do with gardening, or any CC at all. I thought that the change might have been due to the patch that came with Seasons because it happened right after I patched my game to that level; I'd neglected to do so for a while but wanted to install nraas mods for the first time. I guess that would put it at the end of 2012, or maybe early 2013, as I tend to procrastinate. The plants don't seem to be borked, and they never grow at any other time of day. The only reason I asked (then and now) is that I never understood why this change suddenly appeared and wondered if there was anything I could do to make it revert.
My last question was more idle curiousity than anything else. I definitely notice patterns that shouldn't be there, although I readily concede that most of them could be explained away by statistical variance. Like two writers in the same household who have the same (lack of) relavant traits, eat the same food and get the same environment moodlets, and are otherwise controlled in exactly the same manner, yet they have starkly different rates of hits and bestsellers. If no one knows for sure whether any hidden metrics exist, I don't really need an answer. It only really becomes a potential issue for me when my supposed master sculptor refuses to make masterpieces, and I start to wonder if making a fresh sim in CAS would get me better results. I would never say that to the sculptor, though. Unless I was really mad.
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