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Repopulation?

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Anonymous
August 16, 2005 6:43:15 AM

Archived from groups: alt.games.the-sims-2 (More info?)

So my cow plant has eaten like 6 or 7 evil townies. The place is much
more quiet now, although Alvin has managed to escape his fate by
befriending a family member. However, none of them have respawned, and I
haven't met any new townies that aren't students. (I despair of ever
getting to know all the students.)

So, when does the town spawn new townies? Is there a certain treshold,
like 10 or 15 Sims, that must be eliminated before it makes new ones? Or
does it take a certain amount of time? Or do you have to do anything
special to make it happen? I just hope they don't have the same
personality as those I got rid of.

--
"When someone starts bragging about how much debt they have, it's not a
good sign." -G

More about : repopulation

Anonymous
August 16, 2005 3:26:27 PM

Archived from groups: alt.games.the-sims-2 (More info?)

I don't think it does it immediately - new townies are called up as you
visit community lots as needed AFAIK and that's when they get
created/respawned. The game will either choose an existing townie or spawn
a new one. There is a maximum number of townies you can have in the game at
any one time and it respawns up to that number. I have a feeling - and I
don't know if this is actually the case - that the number of townies you get
on a community lot relates to the number of people you can have at a party.
Or, in other words, it's a calculation done by the game that takes account
of your computer's processing and memory capabilities. I'm not at all sure
whether you can change this number with the visitor cheat though - I've been
meaning to try and test it. Anyway, if you have a high-powered fly-by-wire
computer you should be seeing a fair number of townies on lots, if your
computer is not so high-powered, you will only see a few at any one time.
Obviously, respawning will be more noticeable and quicker with the first
option because there is a greater demand for sims on the lots. Oh, I think
the game also calls up townies for walk-pasts as well and you may see them
there but the game may well use existing townies instead of new ones for any
given walk-past and you may not see a new one for a while.

mmm - why was I thinking the number of people on a community lot might be
related to the number of visitors you can have? Ah, I was reading over at
Pescado's site about a hack he had made to limit the number of secret
society students. The game will spawn, and continue to spawn (call up when
you visit a community lot), new secret society members until it reaches the
limit of your visitor numbers. I altered my maximum number of visitors
(permanently) to 12 (I thought this was a reasonable number to make a
manageable but varied party) but noticed that there were more and more new
secret society members spawning in my university community lots often at the
expense of real students. As I don't play the secret society part of the
game much, I felt this was a waste of time - especially as I didn't want my
students to make friends with them but also because the game is memory and
archive heavy and I don't want any more spurious sim files in the
neighbourhoods folder. I noticed too that there were more sims on my
community lots and that's why I thought the number of sims on a community
lot might be related to the maximum visitor number. Don't know for sure
though.

This generation of new sims can both be a space problem (you run out of disk
space - my My Documents folders are on a small partition which I've already
expanded once) and a population problem. There is a limit to the size of
your neighbourhood after which your sims will not be able to reproduce.
There are fixes for - custom game hacks - it but the main problem seems to
be the generation of spurious sims. A new sim is created as you eat and
respawn townies, obviously, but the old sim is not deleted from your game
and their file remains there contributing to the maximum number of sims in
your neighbourhood - it's this that allows you to re-create them as a zombie
if you have the urn. Also when you download populated houses off the
Exchange (or elsewhere), you, again obviously, get the new sims in your
neighbourhood, but you also get a sim file created for EVERY ONE of the sims
they knew in the game they were created in. This is ok, if the sims you
have DL are newly created and have never met anyone but if they've been
played, to develop certain skills or get a certain job, for instance, you
will get a whole pile of extra sim files dumped in your Neighbourhood
folder - sims you can't access except through memories (this is not to
mention all the clothes/skin files for those sims - plus a whole pile of
files for the objects/walls/floors in the house - this is why I don't DL
houses off the Exchange). This also happens when you transfer houses
between neighbourhoods in your game. I put the Curious brothers into my
regular neighbourhood and I also got sim files for Circe and Loki Beaker,
Olive Spectre, Nervous Subject, PT9 and Jenny, the Grunts and so on and on.
Basically anyone they knew in Strangetown.

Sorry - that was a far longer answer than you were expecting I'm sure.
Basically the answer is, it can take a while to see new townies and I don't
think there's a threshold.
Best wishes
maxon

"Magnus Itland" <itlandm@online.no> wrote in message
news:o psvksadngb52ai9@news.online.no...
> So my cow plant has eaten like 6 or 7 evil townies. The place is much
> more quiet now, although Alvin has managed to escape his fate by
> befriending a family member. However, none of them have respawned, and I
> haven't met any new townies that aren't students. (I despair of ever
> getting to know all the students.)
>
> So, when does the town spawn new townies? Is there a certain treshold,
> like 10 or 15 Sims, that must be eliminated before it makes new ones? Or
> does it take a certain amount of time? Or do you have to do anything
> special to make it happen? I just hope they don't have the same
> personality as those I got rid of.
>
> --
> "When someone starts bragging about how much debt they have, it's not a
> good sign." -G
Anonymous
August 16, 2005 9:33:58 PM

Archived from groups: alt.games.the-sims-2 (More info?)

Magnus Itland wrote:

> So, when does the town spawn new townies?

According to the Prima Game Guide the townies are replaced when the
townie pool dips below 25 randomly generated townies. Normally, there
are 30 townies who are half women and half men divided in 17 adults, 8
teens and 5 children.

Best regards,
Boerge
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Anonymous
August 16, 2005 10:41:35 PM

Archived from groups: alt.games.the-sims-2 (More info?)

On Tue, 16 Aug 2005 17:33:58 +0200, Boerge Rahbech Jensen
<asdfaf@asdfa.ax> wrote:

> Magnus Itland wrote:
>
>> So, when does the town spawn new townies?
>
> According to the Prima Game Guide the townies are replaced when the
> townie pool dips below 25 randomly generated townies. Normally, there
> are 30 townies who are half women and half men divided in 17 adults, 8
> teens and 5 children.

Well, with University there are dozens more people, so I suppose killing
off a few townies doesn't really make much of a dent in the population
then.

--
"When someone starts bragging about how much debt they have, it's not a
good sign." -G
Anonymous
August 17, 2005 1:20:34 AM

Archived from groups: alt.games.the-sims-2 (More info?)

Magnus Itland wrote:

> Well, with University there are dozens more people,

Yes - at the campus. I don't think the number of townies is increased in
the ordinary neighborhoods.

Best regards,
Boerge
Anonymous
August 17, 2005 5:47:05 PM

Archived from groups: alt.games.the-sims-2 (More info?)

On Tue, 16 Aug 2005 11:26:27 GMT, "Maxon"
<jen.magson@NOSPAMntlworld.com> wrote:

>This generation of new sims can both be a space problem (you run out of disk
>space - my My Documents folders are on a small partition which I've already
>expanded once) and a population problem. There is a limit to the size of
>your neighbourhood after which your sims will not be able to reproduce.
>There are fixes for - custom game hacks - it but the main problem seems to
>be the generation of spurious sims. A new sim is created as you eat and
>respawn townies, obviously, but the old sim is not deleted from your game
>and their file remains there contributing to the maximum number of sims in
>your neighbourhood - it's this that allows you to re-create them as a zombie
>if you have the urn. Also when you download populated houses off the
>Exchange (or elsewhere), you, again obviously, get the new sims in your
>neighbourhood, but you also get a sim file created for EVERY ONE of the sims
>they knew in the game they were created in. This is ok, if the sims you
>have DL are newly created and have never met anyone but if they've been
>played, to develop certain skills or get a certain job, for instance, you
>will get a whole pile of extra sim files dumped in your Neighbourhood
>folder - sims you can't access except through memories (this is not to
>mention all the clothes/skin files for those sims - plus a whole pile of
>files for the objects/walls/floors in the house - this is why I don't DL
>houses off the Exchange). This also happens when you transfer houses
>between neighbourhoods in your game. I put the Curious brothers into my
>regular neighbourhood and I also got sim files for Circe and Loki Beaker,
>Olive Spectre, Nervous Subject, PT9 and Jenny, the Grunts and so on and on.
>Basically anyone they knew in Strangetown.
>
When I download a Sims 2 household off the web, I add them to my game
using the Sims2Pack Clean Installer. Using the Clean Installer I'm
able to delete any sim files of previously known sims before I install
the household to my game.

Granted until now I didn't know that sim files of previously known
sims would affect my game in any way, I deleted the sim files because
I didn't want to add excess clutter to my game by installing useless
files along with any households I'm adding to my game...


That's my 2ยข,

FTA


"In the end, we will remember not the words of our enemies, but the silence of our friends."

-Martin Luther King Jr.
Anonymous
August 17, 2005 10:51:40 PM

Archived from groups: alt.games.the-sims-2 (More info?)

Uh-huh, yes, that's always a good idea - you can get rid of all the clothes
and other skins for the memory sims too - but sometimes it's hard to tell
what is what. For instance, does that eyebrow belong to one of the sims you
are DL or is it an extra?

mmm
maxon

"FTA" <FTA@fake.email> wrote in message
news:che6g15bu58jm12akjk3udole0jp7rbt9a@4ax.com...
>> >
> When I download a Sims 2 household off the web, I add them to my game
> using the Sims2Pack Clean Installer. Using the Clean Installer I'm
> able to delete any sim files of previously known sims before I install
> the household to my game.
>
> Granted until now I didn't know that sim files of previously known
> sims would affect my game in any way, I deleted the sim files because
> I didn't want to add excess clutter to my game by installing useless
> files along with any households I'm adding to my game...
Anonymous
August 17, 2005 11:35:19 PM

Archived from groups: alt.games.the-sims-2 (More info?)

On Tue, 16 Aug 2005 21:20:34 +0200, Boerge Rahbech Jensen
<asdfaf@asdfa.ax> wrote:
> Magnus Itland wrote:
>
>> Well, with University there are dozens more people,
>
> Yes - at the campus. I don't think the number of townies is increased in
> the ordinary neighborhoods.

True. But since the ordinary townies don't seem to respawn, I suppose the
game waits until the total population for the neighborhood and university
is noticeably reduced? Otherwise killing off 7-8 of them should have done
the trick.

Oh well. If I play long enough, I should find out. I've eradicated most
of the evil ones, but townies that marry my Sims will eventually die from
old age and this should bring the number further down.

--
"When someone starts bragging about how much debt they have, it's not a
good sign." -G
!