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13 years ago
BSIRegina wrote:
I did at least start on it the other week! Then I got side-tracked by a couple of things and haven't got back to it yet. The water pretty much fixed on its own, except for one area that I think was just too far away from another water source. No matter, I turned it into a sand trap. I've been trying to figure out how all this water stuff works in CAW. It seems like as long as water is close enough to another source that leads out to the edge of the map it gets the watery surface and is fishable. If there's too much space between, it loses that surface and isn't fishable. I'm not sure if this is really how it works but what happened with my experiments. This gave me no small amount of grief the other day when working on the Shire. I want a pond in a particular place but ended up having to run a small stream of water to it. Since water doesn't belong where that stream is at all I've got to disguise it one way or another.
Anyway, what I'm going to have to do in Fort Sim is somehow reduce the number of lots it has. Trying to do that without ruining the feel of the place is a bit tricky. I did manage to rework a couple of spaces to remove three empty lots. I think it might also help performance on my computer if I replace some of the middle class homes with smaller starters.
I guess I never really stop to think about how a lot or world runs on other peoples' computers when I make them. I have a souped up computer and everything runs pretty smooth on mine. However, I have notice that it takes a long time to start the program with the addition of the last two EP's.
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