Forum Discussion
5 years ago
I thought it was Traveler that allowed the Base Camp designation in non-WA worlds, but maybe I am not understanding that part entirely.
If there are no available places to stay, no empty residential lots to temporarily host the visiting party, and no Base Camps, then the traveling sims will get stuck on the arrival screen with the player being asked where they would like to stay (and no viable choices presented). That doesn't break the game, but the session becomes useless and has to be quit and replayed from a prior point. There was supposed to be a fix in Traveler to prevent this from happening, sort of a "just drop us somewhere and we'll figure it out" escape switch, but it's either not entirely effective or is still on the drawing board for a future mod release. I mean...this isn't as common in some parts of the US once we get away from motels alongside the highway, but I've traveled to places in other countries where it's just not necessary to make reservations beforehand. You show up at the train or bus station and find a nice Bed and Breakfast from the local hospitality board, with staff on hand or a landline phone call away for those who need assistance. And if there are no vacancies in town, then tough luck, get back on the next bus or train and try the next town. Or spend the night in the station. One learns quickly that 10 or 11pm arrivals are not a great idea during busier seasons. To be fair though, I was much younger and more flexible when I used to travel that way. :)
My long-running ongoing game has 16 Traveler mod connected worlds in it. Each save weighs in at around 2.3 GB and it's all fine, it was even fine at sizes something like that back when I played the more crippled Mac version of the game. It's the size of each actively being played nhd file within the save that counts, not the overall save as the not being simulated worlds and the TravelDB file do not load into RAM and they become extra data that gets dragged back and forth with each loadup, save, and quit. Unless of course one is running low on usable drive space, then the size of each save becomes more significant.
If there are no available places to stay, no empty residential lots to temporarily host the visiting party, and no Base Camps, then the traveling sims will get stuck on the arrival screen with the player being asked where they would like to stay (and no viable choices presented). That doesn't break the game, but the session becomes useless and has to be quit and replayed from a prior point. There was supposed to be a fix in Traveler to prevent this from happening, sort of a "just drop us somewhere and we'll figure it out" escape switch, but it's either not entirely effective or is still on the drawing board for a future mod release. I mean...this isn't as common in some parts of the US once we get away from motels alongside the highway, but I've traveled to places in other countries where it's just not necessary to make reservations beforehand. You show up at the train or bus station and find a nice Bed and Breakfast from the local hospitality board, with staff on hand or a landline phone call away for those who need assistance. And if there are no vacancies in town, then tough luck, get back on the next bus or train and try the next town. Or spend the night in the station. One learns quickly that 10 or 11pm arrivals are not a great idea during busier seasons. To be fair though, I was much younger and more flexible when I used to travel that way. :)
My long-running ongoing game has 16 Traveler mod connected worlds in it. Each save weighs in at around 2.3 GB and it's all fine, it was even fine at sizes something like that back when I played the more crippled Mac version of the game. It's the size of each actively being played nhd file within the save that counts, not the overall save as the not being simulated worlds and the TravelDB file do not load into RAM and they become extra data that gets dragged back and forth with each loadup, save, and quit. Unless of course one is running low on usable drive space, then the size of each save becomes more significant.
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