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Post by elowolfe on Jan 12, 2022 17:46:28 GMT -5
From reading the forums for a little bit now, I see things are still being learned. And it seems the documentation of some learned things are rather sparse. So I wondered if there was a resource or site for the various mechanics, such as weights, time, etc. of the Sims. As an example, I wanted to know if there was any clarification on skills and time. I see a level list with statistics.skill, but it carries a number of values which doesn't make immediate sense. It is obviously the different levels, and whatever counts to this number. But are these Sim-minutes of learning, without any modifiers/bonus? So clarification for things like these. For those curious, the levels and these values are: Level | Value | 1 | 100 | 2 | 1440 | 3 | 2160 | 4 | 3600 | 5 | 5280 | 6 | 7200 | 7 | 10140 | 8 | 13440 | 9 | 17100 | 10 | 21120 |
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Post by elowolfe on Jan 16, 2022 22:39:17 GMT -5
I am hoping someone who may know will visit this. I did some testing with a Vampire Sim. I let him get the perks to stay out in the sun, and dampen emotion. I gave him three of the boring traits so he would have no skill gain bonuses. I chose a Star Wars aspiration so, again, he wouldn't get any bonuses. I cheated his needs so they never went down, and gave him the aspiration traits so he could stay outside indefinitely. Then I had him Sing in the streets. Based on rough estimations of time when the next level triggered, it looks like each minute is, when at complete neutral, worth 8 points. (A few times the vampire would hiss, even without the hissing weakness. It was the natural vampire hiss. Since this made the majority of the calculations just under 8, to something like 7.940486, I am assuming that this hiss lasted long enough to break the singing.) The values also reset at gaining a level. This meant, for example, that to get to level 3 of a skill, you would first need to get 1440 points to get to level 2. Then you would need an additional 2160 to get to level 3 (so 3600 total). For those interested in the skill portion, and how long each skill will take (when at neutral), I made the chart below. Level | Value | Minutes | Equals Hours | Cumulative Hours | 1 | 100 | 0 | 0 | 0 | 2 | 1440 | 180 | 3 | 3 | 3 | 2160 | 270 | 4.5 | 7.5 | 4 | 3600 | 450 | 7.5 | 15 | 5 | 5280 | 660 | 11 | 26 | 6 | 7200 | 990 | 15 | 41 | 7 | 10140 | 1267.5 | 21.125 | 62.125 | 8 | 13440 | 1680
| 28 | 90.125 | 9 | 17100 | 2137.5 | 36.625 | 125.75 | 10 | 21120 | 2640 | 44 | 169.75 |
Why is this important? Well, for me it was an attempt to find values so I could work with tuning the bonuses to skills. Scouting, for example, adds 25% to all skills (making each minute work 10 instead of 8). This means to get to level 10, a Sim would only need to spend 135.8 hours as opposed to 169.75 hours. Skill bonuses are also multiplicative instead of additive. So if you combine the Scouts trait with Top Notch Toddler, as well as Savant reward trait, you end up with each minute being worth 15.625 points - almost double! This isn't including any other traits, moods, or other bonuses (like Tiny Home, Vampire night bonus, etc). I want to make a mod which overhauls the traits by giving them all a major, medium, and minor bonus (or some combination of). Useless traits like Bookworm would give a bonus to Writing, for example, as well as a minor value to charisma (for example, I am not sure). I want Sims who have certain traits find it easier to gain specific skills applicable to that trait, but varied enough so Sims can feel more unique from each other. I wondered about making the skills slower, but I think the best way to do that is by doubling the values of the skills so they take, perhaps, double or triple as long to gain a level. Then having an Adventurous, Active Dance Machine will be easier to get Fitness than a Lazy, Squeamish Slob. Right now, they're going to get to the max skill level in the same amount of time. Which doesn't make sense to me. Meanwhile, the Lazy, Squeamish Slob should be able to get a different skill to max level quicker that the AADM. So there. If anyone was interested in how Skill gains work, I did the math. Hopefully someone can say if there is any resources to explain other mechanics for tuning purposes.
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