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nitroglycol4104's avatar
5 years ago

EA really doesn't want sim to kill sim

So we all know of ways of killing sims (locking them in a room and deleting the door, etc). But actually doing it by the actions of another sim without going into buy/build mode is not easy. I decided to try using the door lock feature added in UL, and it worked... sort of.

You see, I created a household of two of my CAS sims (Paul Bateman and Karla Horton, both with the Evil trait) and built them a house with some rooms in the basement. Then I got the university mascot to go into one of those rooms, and locked the door... but the mascot eventually teleported out.

Second attempt: I added another sim to my household (another CAS sim, named Phoebe Lay). Again, I put Phoebe in one of the basement rooms and locked the door; eventually she starved to death (not before saying her own name a few times LOL). But Paul and Karla spent the next couple of days spontaneously bursting into tears (even though they had positive moodlets from "seeing sim suffer" that was outweighed by the "witnessing death" moodlet).

I tried using the roommate feature instead (thinking that maybe there's less of an emotional bond between roommates than between full-on household members). And they starved, but again Paul and Karla are spontaneously crying over mere acquaintances, despite being evil. It's almost as if they feel guilty - or like EA wants to make you feel guilty for doing that.

24 Replies

  • "Turjan;c-17787559" wrote:
    "xxcrazyskittlesxx;c-17787513" wrote:
    I have never seen a sim kill another sim without the help of mods.

    Even without mods, there's at least the possibility that a witch can kill a vampire with the combination of a curse and a spell. Probably an oversight. The "kill it with fire" is a bit trickier to pull off without any exploits.

    Or, as I mentioned above, using the locking doors from UL so that you can lock them in a room to starve. But this stuff about the AI sounds fascinating. And odd as well as interesting if it turns out that sims are more likely to kill each other autonomously than when under player control.

    That poisoned apple thing sounds weird too. I suppose you could always just have sold the apple in the consignment store instead of using it for its "intended" purpose...
  • "Nitroglycol;c-17787570" wrote:
    Or, as I mentioned above, using the locking doors from UL so that you can lock them in a room to starve.

    That never worked for me. Trapped sims get always reset by the game for me before they starve. Sometimes it's only the hunger need that is reset. Maybe, if you watch them the whole time?
  • "Turjan;c-17787590" wrote:
    "Nitroglycol;c-17787570" wrote:
    Or, as I mentioned above, using the locking doors from UL so that you can lock them in a room to starve.

    That never worked for me. Trapped sims get always reset by the game for me before they starve. Sometimes it's only the hunger need that is reset. Maybe, if you watch them the whole time?

    Doesn't always work for me either. I've only gotten it to work when they're at least at the roommate level, not simple visitors. Which does suggest that EA wants killing other sims to be something sims can only do autonomously, kinda like working as a tattoo artist or postal worker. But I can now confirm that with the Stone-Hearted trait your sims will no longer cry when it happens.

    Not that I've done much with that particular save since verifying that it worked, mind you.
  • mw1525's avatar
    mw1525
    Seasoned Ace
    5 years ago
    @DivaDoodle - As players, we have all directed our Sims to do things out of curiosity which may have had less than desirable results; that's just normal. I wouldn't worry about your Sim wanting to 'do away' with his sister-in-law. Sometimes, Sims will just blow off a little steam.

    Yes, the AI is very intelligent in this game and (for me) is a joy to watch. The Sims move in very subtle, almost miss-able ways, so it very easy to not 'see' or notice things as they unfold. Also, most Simmers are mainly focused on their Sims and do not pay much attention to the townies or other Sims which wander throughout the world. But, it is the townies, NPC and other Sims who are running full 'thinking' autonomy all the time.

    Sim 'thinking' has nothing to do with the push and pulls of the game's commands. It has everything to do with that individual Sim.

    Concerning a Sim's desire to 'remove' another, while anything is possible, from what I have seen it is highly unlikely player choices influence or even contribute to their decision, even if jealousy is exploited.

    When it comes to AI watching, I am certain there are others who enjoy it as much as I do, maybe I just post about it a bit more :).

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