Archive for April, 2008

April 11th, 2008 The Asylum challenge: Everyday life (2)

Johanna starts the day with some training.

Cleaning in your underwear can’t be booring. I have to try that sometime and take the cleaning to a whole new level!

They’re such exhebionists (spelling?)!

Another one is getting addicted…

And then he is sleeping on the floor…hungry…

An then he just feels awful.

And then he starts goofing around.

movie009

After this he goes to the kitchen for some bad food.

Falls asleep….

The day after he continues his training.

And to relax he watch the TV – in his undies!

Asylum dinner in their undies.

I have heard of plastic parties and sex parties… but cleaning parties?!

Another training addict eventually dies. Serously, that bike is cursed! Cause of death: The bike of death!

…and they’re all suicidal…

My Asylum is from now on haunted. Yay!

And the reception is no longer abandoned.

Just a crazy pic.

And then the guy on the floor just dies… Cause of death: unknown.

One of them is sleeping in front of the kitchen which causes problems.

This one went hungry for days just crying and not doing anything about it… and when she finally does…. she drinks juice!

But Johanna doesn’t care about the others and try to work on her skills to reach her lifetime goal.

A ghost jumped out and scared him to death! I almost missed it. Cause of death: weak nerves.

And this one really turns into a lunatic!

Johanna wanted to get out of it all and invites Andreas over for a date.

It ends well but she can’t go any further as long as she is institutionalized (spelling?).

And this on ends up starving, tired and being a complete wreck. Last words: I wasn’t ment for this world anyway.

And when the fridge ran out of food the last one joined short after.

So…uhm… since Johanna is the only one left i guess it’s all over lol.

And my score:

100 p start with.

The Good
* Never used influence 20 points
* Skill points of fellow patients 0
* Aspiration points of fellow patients 0
* Household friends 2
————-
Total: 122

The Bad
* Days institutionalised – 12
* Every roommate death – 20 * 7= 140
* Each visitor death 0
————-
Total: -152

122-152= -30

-30! Lol! Next time I woun’t have any death-bike!

But Johanna says goodbye anyway! Maybe she will get new roommates someday.

//End of The Asylum challenge round one.

April 10th, 2008 The Asylum: Everyday life (1)

Johanna starts off with doing a painting instead of learning to know the other patients.

A quarrel in the bathroom about who should us the toilet first.

A line to the fridge…

This one is addicted to training. She use it all the time.

Just look at her!

Finally she wakes up to pee on the floor……

Johanna is watching TV with one of the neighboors.

An then she is so tired so she goes to bed.

But not everyone understands the “things” about beds… or showers for that matter.

Which causes problems for thoose who wants to use the shower for what it’s actually ment for.

People – including Johanna – is getting irritaded.

But she finally awakes. Think it’s the same as the training addict. She seems to be a real nutpack.

And now she’s hungry…

But she’s not the only one to be sleeping in stupid places.

I thought my sim should wake them up with the TV, but she wanted the sofa for that…

People like to go around in their undies obviously…

Perverts!

Det är viktigare att hålla huset rent än sig själv; gammalt sims-ordspråk.

He didn’t shower before going to bed. :X I wouldn’t sleep in that bed after him…

The training addict is on it again…

And after that she lay to sleep on the floor – again!

If you’re afraid of using the shower you can always use a sink.

The first fire! And it took them five days! I’m actually impressed!

Everything ends well.

Johanna is training some football.

The training addict dies at day 6. Death cause: starvation. She probably was anorectic.

Too tired to find a bed.

Hm… sleeping on the floor seems to be the favourite hobby in this house..

And then he dies too. Cause of death: swallowed paint.

//End of pictures set 1.

April 10th, 2008 The Asylum: A small tour

The abandoned reception. Some of the garden:

The asylum at night.

The graveyard. 2 are actual gravestones, the rest is just deco.

Bedroom:

Bathroom:

Kitchen:

Hobby area.

View.

Entrance.

April 10th, 2008 The Asylum: Greetings!

Meet the inhabitants of the Asylum! The all wear normal clothes because I wanted it to be kind of humane. In todays institutions people have the right to keep their personalities instead of being “another one wearing white linens and acting crazy.”

This is the sim I’m controlling; Johanna.

Johannas lifetime goal is to reach the top of the gaming-career. Shouldn’t be to hard to reach…

April 10th, 2008 The Asylum: a little history.

Welcome to the asylum in Green Village. This is the place to go to if you litterly are out of your mind.

The asylum was founded in the 1830s by Caroline Madsy.

George Madhatter was the owner of the asylum til’ the 1960s. He was little ‘in his head’, he to.

In the 1970s The Asylum was abandoned since no one had any interest to take it over. But people still have urges to go there…

April 10th, 2008 Rules: The Asylum challenge

Asylum

You have been committed to a run down mental health facility against your will. In order to prove that you are fit to rejoin society and earn your freedom, you must achieve the goal your psychiatrist has set for you – your lifetime want.

The catch? You need to achieve your goal as quickly as possible, while keeping 7 other patients, who you don’t know and are out of your control, alive and as happy as possible. Add to that budget cutbacks leading to a lack of decent furniture and limited supplies, and your task gets harder.

SETUP

Create a group of 8 unrelated adult sims.

For the first sim (the only sim you will be allowed to control) assign them an aspiration using this chart and a die:

1 – Knowledge
2 – Fortune
3 – Romance
4 – Popularity
5 – Pleasure
6 – Roll Again

For the 7 sims you won’t control use this chart and a die:

1 – Knowledge
2 – Fortune
3 – Romance
4 – Popularity
5 – Pleasure
6 – Family

You can choose the personality for the sim you will control, but must randomly assign personalities to the other 7 adults. Of course, if you really like randomness you may assign your controllable sim a random personality as well.

You can use the method from the Prosperity Challenge to randomly assign the personalities. Roll the die once to choose the set of astrological signs and a second time to choose the sign from that set. Keep the personality traits as they default for the sign.

Set Choice:
Odd (1,3,5) = Set 1
Even (2,4,6) = Set 2

Set 1:
1 = Aries
2 = Taurus
3 = Gemini
4 = Cancer
5 = Leo
6 = Virgo

Set 2:
1 = Libra
2 = Scorpio
3 = Sagittarius
4 = Capricorn
5 = Aquarius
6 = Pisces

Choose all other aspects of their personality and appearance as you want. Again, you may random it up if you want.

Remember you can never control the 7 other sims. You can’t even look at any of their information after creating them. You can not know their ltw, their current wants and fears, or the status of their motives. In other words, once on the lot, never click on their pic. Also you may not ask them any questions or on a date, take them off the lot or get them jobs. They are heavily medicated patients and unlike you, they don’t have day passes.

On the other hand, you may ask them to join you in activities or use influence (or as I like to call it – mind control) to get them to do things. However, there is a bonus if you never use influence.

You may only leave the asylum to work. You may have other sims visit. You can even date other sims as long as you don’t leave the lot. You may influence visitors (you will lose the no influence bonus) to do anything, including cleaning, gardening and repairing.

No maid, no gardener, no repair person, no exterminator. You can not have a baby or move anyone else into the lot even if someone else dies.

If anyone dies (other patients or visitors) you must leave their tombstone on the lot and allow the ghost to roam freely. And congrats, you now have a haunted asylum. And if a patient dies, you must delete 1 bed and 1 seat (until you are down to 1 bed and 1 seat).

LOT/BUILDING

Choose any size lot you wish. You can also use a pre-made house if you want. Keep in mind, the design of the house matters more than it normally would in playing and you can’t redesign once you start. A little thought and planning will make a world of difference.

These aren’t free range patients so you must give them a building. All objects, excluding plants, décor and lighting must be placed inside of a building.

You may cheat for money to build but when you are done building before starting to play, you must reduce your funds to 100 simoleons. You may then NOT buy anything else from build or buy mode during the game except to replace stolen or repossessed items as long as you buy the exact same item.

If you do not cheat for money to build, you do not need to reduce your funds prior to playing and may continue to buy any décor items as the game continues, such as windows, flooring, wallpaper, pictures, plants, lights and pretty knickknacks. You may NOT buy anything that serves any purpose other than décor – including surfaces, seating, walls, doors and skill objects. The only exception is that you may replace stolen or repossessed items as long as you buy the exact same item.

OBJECTS

Custom content is allowed as long as it conforms to all other rules and has a reasonable price. All objects must meet certain requirements.

Beds – No bed may have over a 3 in energy or comfort. You may have up to

1 double bed and 3 single beds

OR

0 double beds and 5 single beds

Chairs/Couches – There can only be total seating for 6. That includes couches, lounges and chairs. If you have a dining table with 4 chairs then you may not use a couch that seats 3. You may have only 1 piece of napable furniture, so if you have a couch then you may not have a recliner and vice versa. No seating may have over a 3 in energy or 8 in comfort.

Plumbing – Only 1 toilet, 1 sink and 1 tub. For the tub you can have a tub or a shower or a tub/shower combo.

Skill Items – Only 1 skill building item per skill type. No different types of items that build the same skill or multiples of the same item. For example, you can have a painting easel or a piano but not both since they both build creativity. You can have one bookcase but not two bookcases. The only exception is to allow for a tv. You can have a tv and a bookcase even though both build cooking.

Entertainment – You can have a tv or a radio but not both and whichever you choose can not be more than 7 in fun. There can be no other entertainment items in the house – no mp3 player, no computer, no handheld games, no video games, no pool table, etc. This ain’t The Ritz.

Electronics – You can have as many phones as you want. But due to the shoddiness of the asylum, no burglar alarm, no smoke detector and no sprinklers.

Appliances – You must have an accessible stove for the patients. How else can they play with fire?

Aspiration/Career Rewards – not allowed.

Misc – You can not use any lockable doors. And no rearranging of furniture to reserve or use something for yourself. For example, you can not move the tv into a bedroom and turn it on just to get an uncontrollable patient out of bed so you can sleep in the bed. Nor can you remove a door so others can’t gain access to the bathroom so you can use it when you come home from work.

Most Importantly – You may not buy any objects that serve any purpose other than décor after beginning the challenge – including surfaces, seating, skill objects. You may buy windows, flooring, wallpaper, pictures, plants, lights and pretty knickknacks after starting. So choose wisely grasshopper. The exceptions being that you may replace stolen or repossessed items as long as you buy the exact same item.

Cheats/Hacks – not allowed with the exception of aging off.

SCORING

Once you achieve your ltw you calculate your score.

You begin with 100 points then:

The Good:

* never used influence = + 20 points
* each skill point your living fellow patients have at the end (you can look now) = + 1 point
* each 1000 aspiration points your living fellow patients have at the end (add them all together and then round up) = + 1 point
* each friend of the household = + 1 point

The Bad:

* every sim day that you remained institutionalized = – 1 point
* each roommates death = – 20 points
* each visitor death = – 30 points

Questions that have been asked:

1) When does a day end? 8 a.m. everyday equals 24 sim hours. So excluding that first 8 a.m. Monday when you start just count all the 8 a.m.’s you have at the asylum.

2) Can we buy a car? Sure, but remember you can only drive to work.

3) Can I cheat for money? The rules say no. But, you should also have fun. So if you need to do that to set up the place then go ahead. But once you’ve done your initial setup you should remove any remaining money. And if you post a score make sure you notate the money cheat at the beginning.

4) Can we keep date gifts? No. It really gives an unfair advantage to Nightlife players. So put them into your inventory and if you manage to survive and choose to play your sim in the land of the free you can take them with you.

April 10th, 2008 Rules: The Royal Kingdom Challenge

The Goal: The point of this challenge is to make a themed neighborhood with a royal family, nobility, merchants, and peasants/farmers and reach 5 generations with at least one family from each category.

* To begin you must make a new neighborhood
* Make 1 King and Queen for your royal family in CAS
* Make 3 or less families that will become the Noble class
* Make 2 or less families that will be the Merchant class
* Make 3 or less families that will be the Peasant class
* You may not use any cheats except where specified

* Rules for the Royal Family All money cheats are acceptable
* You may use boolProp cheats for building their castle
* You may download a castle for the royal family is you don’t want to build one
* The first-born son of the current King and Queen will become the heir to the throne and must never move out of the house except to go to university
* The heir to the throne may only marry a Sim from the royal family or the Nobel class, but they may have lovers of any class (They can marry as close a relation as the game allows)
* The heir to the throne must be the legitimate son of both the king and the queen.
* If you have university, all male royal children must attend, but they can drop out after at least completing freshman year (except for the heir to the throne, he/she must complete collage)
* Women of the royal family are not permitted to have a job or live alone
* Don’t forget to use any influence points that a Royal Sim gets. Members of the Royal family should be able to influence their subjects
* Children must get accepted to private school (Keep trying until you get accepted)
* Non-heir Peasants may move in as servants to cook and clean

* Rules for The Noble Class You may use the motherlode cheat only two times
* You may use boolProp cheats for building purposes only
* The first-born son will be the family heir and must never move out of the house except to go to university
* The HEIRS may not marry below their status
* Women are not permitted to have a job
* Children of the Nobel Class are encouraged to attend university
* Don’t forget to use any influence points that a Nobel Sim gets. Members of the Nobility should be able to influence their subjects
* Only one elixir of life is allowed per Sim
* Children must get accepted to private school (Keep trying until you get accepted)
* Non-heir Peasants may move in as servants to cook and clean

* Rules for The Merchant Class You may use the motherlode cheat only one time
* You may use boolProp cheats for building purposes only
* Although the eldest son traditional becomes the heir, if the eldest becomes enemy¡¦s with his father, any of the children may inherit their father’s house and fortune
* The heir must never move out of the house
* The HEIRS can’t marry below their status
* Only single women may have jobs
* Only one elixir of life is allowed per Sim
* Children can only attend private school if their family has at least 5,000 available simolians in their account

* Rules for The Peasant Class You may not use any cheats (except boolProp for building purposes only)
* Anyone and everyone is encouraged to have a job since they will have very little money
* Although the eldest son traditional becomes the heir, any of the children may inherit their father’s house and fortune
* The heir must never move out of the house
* Children of this class are not permitted to go to university since peasants did not receive much of an education.
* Since they are the lowest rank, peasants may marry anyone but royalty.
* You may not use the elixir of life on a peasant since they generally would not live as long anyway
* Children are not permitted to attend private school
* The only service NPC they are allowed to hire is the nanny and the matchmaker

* General Rules Unless otherwise specified you may not use any cheats. No mood or aspiration cheats and no hacks that alter a Sims mood, personality, aspiration etc.
* To keep all the families and classes in the same generation try to play each family for a specified number of days and then move on to the next family. Play one family from each class before you move on to the next.
* Roll a dice (or pick from a hat) to determine the aspiration for teens.
* To avoid confusion try to stop your Sims from having an affair until after the heir is born
* Since reliable birth control was not used in the old days, you must choose “try for baby” each time your Sims woohoo.
* Women always take the status of their husbands so make sure it is always the man who proposes
* Illegitimate children below Royalty will take on their mother’s class
* You should assign a hair color to each Class for the townies so you know which class they belong to (example: All townies with red hair could be considered of the merchant class). However since Townies do not have a family tree they are less respectable and should not belong to the Royal or Nobel class
* NPC’s are servants so they may only marry Sims from the merchant class or lower
* You may use move_Objects on only to decorate and move Sims if they get stuck or there is a glitch
* You are encouraged to use custom content that fits the neighborhood theme. Pick a theme and try to make your neighborhood fit that theme as much as possible.
* Try to use only objects that fit within the theme, this means no TVs, computers, electric guitars, etc. if you are doing a historical theme for your neighborhood. You may however use objects in the small electronics section such as fire alarms. You may also use the smallest stereo in the Royal and Nobility houses since they would have had paid musicians to play for them at dinners and parties.(If you have to have a TV, there are custom made TV’s available that look like something else, like a painting or crystal ball)
* You may not delete gravestones
* You may use all reward/aspiration objects unless stated differently. If doing a historical theme, try to hide any modern looking rewards in a basement or attic.
* Hacks and mods are allowed for the purpose of making the neighborhood more historical accurate and Hacks and/or mods that make the game easier are not permitted

* Career limitations: Royalty would be limited to Artist, Natural Science, Paranormal, Politics, Science, Military and Show Biz if they went to college. If they didn’t, they would be limited to Politics, Military and Science
* Nobles are the same as Royals if they are College Grads, non-grads limited to Athletic, Military, Politics, Science.
* Merchants, even if going to college, would be limited to Business, Medical, Politics, Science, and Culinary
* Peasants would be limited to Criminal, Medical, Military, Slacker, Culinary
* ONE child of each class per generation (not per house, only per generation) could go to ANY job.
Peasants still would only get the 10 basic jobs, but they could do any of those.
Consider, a genius Peasant becoming a Top Athlete or Politician, a Black Sheep Royal becoming a Criminal. Oh the stories you can tell…

* OPTIONS If medieval isn’t your style you could also play this challenge with another theme such as Renaissance, Regency, Victorian, or fantasy.
* If you want an even harder challenge you could create two kingdoms by having the second kingdom in a downtown neighborhood attached to your original neighborhood. However, this means two sets of everything, 2 royal families, two sets of nobility etc.
* You can add a church/monastery or abbey to you neighborhood that you can send Sims to that you don’t want to marry. You still must play these Sims. Sims of the Church are considered a separate class and must be added to your play list. You must play Sims of the Church as often as Sims of the other classes.
* You can start the first King and Queen as young adults but you can not begin playing the other families until they graduate and move to the regular neighborhood.
* To keep track of who belongs to what class you can have each class have a specific hair or skin color (ex. all peasants could have brown hair or green skin).
* You can add one household for the town witch or wizard. The heir to that family would have no cheat restrictions and would be able to attend university in order to get the paranormal career but otherwise would have to live by the rest of the peasant rules.
* If you can¡¦t decide which theme to choose, try advancing the time period every one or two generations. Then you could start at medieval, then renaissance, colonial, regency, victorian etc. If you find the custom content for it you could even start with an ancient period like Egyptian or Roman.

* Nightlife Update Your original families can not live downtown, but non-heirs that start their own families may live either in the regular neighborhood. Also as was started in the Options section, you can create a second Kingdom in your downtown area.
*
* You can make vampires if you want them. However vampires don’t age so remember that an heir to a family can not inherit their parents place until they are dead. Also with the quickly growing population, you don’t want to many Sims hanging around far longer than their regular life span. SO you might want to use the vampire feature sparingly. Use of the matchmaker is encouraged since many cultures use to rely on matchmakers to find a suitable match for their children. The drawback of the matchmaker is that you often don’t get one of your playable Sims as a match. A Nobel or Royal Sim should not marry a Sim of unknown parentage. A good bloodline is very important.
* Gravestones can be moved to a community lot however there needs to be a separate graveyard for each class
* Only the Royal and Nobel classes are allowed to have carriages (Cars) but they must have a garage to make them less discreet
* Mr. Big and The Diva can marry Merchants or non-heir Nobility (They may not have a known bloodline, but they come with a large ‘dowry’ so money conscious merchants are encouraged to marry them)

* Open For Business Update Peasants
o Only a Home Business is permitted
o Are allowed Retail and Service businesses
o May only sell items they make themselves
o If a peasant family reaches a level 10 business and keeps that status the next generation of that family may be promoted to Merchant status
o Only family member may work in business
* Merchants
o May have a home business and/or community lot business
o Are allowed Retail, Service and Venue businesses
o If a Merchant family has a community lot business, they are allowed to purchase a carriage (car) for more efficient transport
o All family members may work in businesses, at home and community lots
o May hire an employee of merchant or peasant status (Use hair or skin tone classification when employing a townie)
* Nobility
o Are allowed Retail and Venue businesses
o Must hire a manager as soon a possible
o Women of the family may only help out by crafting items such as paintings or flower arrangements
* Royalty
o Are only allowed a Venue business
o This is encouraged, with this Royals could hold court with their subjects ‘donating’ money to the good of the kingdom for a chance to mingle with the Royal Family and enjoy the luxuries of the Royal Castle or Palace
o Royals may use a crafting table as a hobby but it would be below them to sell what they made
* General OFB Rules
o Only your town wizard/witch or equivalent are allowed to use the Robot making bench since a robot would be considered magic.
o Only Nobility and Royals would be allowed to purchase a Robot. Servo would be considered a live in servant of the house.
o Only the head of household may purchase a business and it must be passed on to their heir
o Selling clothing allows the business owner to ‘suggest an outfit’ for a customer. This is a good way for you to make the townies fit into your theme. If they decide to buy the will immediately change into the outfit your picked out for them. The salon chair also works for hair and makeup.

Scoring
* Count up all the points when at least one family from each category reaches 5 generations. If you keep track of points you must play by all the rules, but you don¡¦t have use the scoring system. Please be honest.
* 1 point for each generation reached
* 10 points if every heir for all classes is the first born son. *See below
* 1 point for each PLATINUM grave
* 1/4 point for each family friend the royal family has
* 2 points for each heir to the throne who marries another royal
* 1 point every time a Sim fulfills an impossible want
* 1 point for each lot that has all career reward objects are on each lot
* 1 point for each different color ghost you have on the lot
* 1/2 point for each set of natural twins
* 2 points if you manage to collect ALL the different types of ghosts on a lot
* 1 point for every Merchant who marries a Mr. Big or Diva
* -2 point for each Sim that was purposely killed
* -1 point for each Sim that marries below his or her status
* -1 point for each infant, toddler or child that gets taken by the Social Worker
* -1 points every time a household member drops into aspirational failure, prompting a visit from the Sim Shrink.
* -1 point each time you change a Sims aspiration using the ReNuYu reward

* University Bonus Points 1 point for each Sim that graduated from collage
* 1 additional point for graduating Summa *** Laude (4.0 GPA, no less)
* 1 point for each heir who becomes a member of the secret society
* 1 point if your Sim enters and graduates college as a vampire.
* -1 point for each heir that drops out of collage

*If you want to make a society run by women then you get the point is all heirs are first born daughter

*If you don’t have all of the Expansion Packs simply ignore the rules or bonuses that don’t relate to you.

Remember, this challenge is very flexible so it can fit your personal tastes. With this challenge you can unite all the families in a neighborhood and give it some sort of structure and goal. If you are not playing for points feel free to bend the rules a bit to fit your playing style, but don’t be afraid to try something different then you normally do!

Note:

  • I don’t collect points.
  • I don’t send my sims to college.
  • I mix medieval-regency-empire styles.

April 10th, 2008 Rules: Internet Lover Challenge

Rules
Make your Sim any aspiration and give them any personality points you want.
Buy them a house for your $20k (any size) but it must have a computer and NO phone.
Your Sim is not allowed to leave the lot – so therefore they are not allowed to be employed and must gain income from the home (ie canvas).
You cannot use any NPC’s ie Maid, Gardener, delivery services, exterminator etc (you will have to buy a new fridge when your food runs out).
Unlike the hombody challenge you can pay your bills, take out your trash, do your gardening etc- you are not restricted to being inside the house.
Your Sim cannot greet any other Sims that walk past the lot – or ring on the door bell- unless it is your internet lover who you have invited over.
You cannot own a business on your lot.
No cheats or hacks allowed.

Aim of the Game
Your sim has to become friends with someone over the computer via chatting or sending emails. You have to keep building this relationship via the computer only (You cannot use the phone or invite them over until you are ready). When your relationship is high enough to invite your internet lover over you can do so. But as soon as your Sim greets their internet lover your sim must confess their undying love for them and flirt with them right away – they must reciprocate by automatically falling in love(pink and red hearts at once).

If your sim and their lover do not fall in love right away its back to the computer to find a new lover….