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7 years ago
"igazor;c-16688690" wrote:"ScottDemon;c-16688138" wrote:
That's right you don't use mods. So that means the game doesn't have a 180 population cap which I never believed it did.
Okay. Then what is it that triggers the need for the game to cull inactive sims in a modless game, or rather, one that lacks a modded story progression substitute, if it isn't an over the population cap (rightfully or wrongfully engaged) condition? In your experience then, is this just random or triggered by something else?
I'm pretty sure that the built-in population cap of which I speak was discussed by EA's game developers back in the day, and verified by the likes of Pescado (AwesomeMod) and Twallan (NRaas). But it's not like I ever went behind them to "check on their work" because I would have had no need to think they were making stuff up at the time.
I think it's triggered by game performance. On my older computer when the population got to around 100 the games performance takes a huge nose dive and the culling starts a day or 2 later and usually stops when the population gets around 75-78 but not always sometimes it doesn't stop.
But it could also be random and wrongly triggered as on my current computer culling starts when the population gets to around 240 but the game still runs perfectly fine and it happens even if I have TFM's No Immigration/Emigration mod installed (the Grim Reaper starts to go to town on sims) only in this case it does stop at around 210.
It's probably a combination of both.
I'm not saying that there never was a population cap just that it was removed which they could have done at some point.
*Edit*
(forgot to mention when it stopped)
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