TwoKinds Sims 2 Mod Ideas

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BadFoMo
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Re: TwoKinds Sims 2 Mod Ideas

#16 Post by BadFoMo »

TinyVoices wrote:Oh snap, I knew I forgot to do something nearly 2 months ago. :oops:
And here I thought all interest had been lost.

TinyVoices wrote:
BadFoMo wrote:Why should the player work so hard to get this rare ability when it will make them older every time they use it?
Well, that way the rare ability comes at a cost. You get to change races entirely, therefore unlocking the special abilities and chances that race gets. Yet, it comes at a cost of a small percentage of your life.
Okay, that makes sense.

TinyVoices wrote:
BadFoMo wrote:One of the many things you can get off of them is some sort of injection device which when used allows a Keidran to age like Humans and Basitins for a certain amount of time.
That'd be interesting. Just don't add in too many of those chrome suited travelers. :P
‘Chromes suited travelers’? Anyway, as I sort of said earlier they would only be found on the ‘Abandoned’ lots, and rarely if ever more than one.

I was thinking that when you visited one of these lots there would be a one in X (however rare you want this encounter to be/how many could be on a lot) number of chances that one might appear there.

Also, they wouldn't technically be dead. Similar to how a cash register will spawn a cashier in the normal game, certain objects would spawn these NPCs. For example, certain trees could spawn them and they would ‘interact’ with it to make it look as if they had sat down and prop themselves up against it when they bled out, or a small patch of flowers could have spawned one for them to lay face down. Either way, they're just there for the player to interact with and get some items from.

Also, if I remember correctly you can hover your mouse over NPCs to find out what their names are. Should all of these deceased NPCs be part of the Owen family and all be named U.N., or should they all be part of the Doe family and all be named Jane (for the ladies) and John (for the gentlemen)?

TinyVoices wrote:
BadFoMo wrote:In this case, there's only one Magical Reagent. [...]

For example, you could click on your Sim and tell them to ‘Draw Mana’ [...]

As for the use of Dark Mana in the game, I have two ideas. Either you can only draw Mana from certain places and if you need more but can't find these certain places, you can tell your Sim to ‘Draw Dark Mana’ which would cause them to draw little black and red lights towards themselves which would cause their Mana amount increased by ten every five seconds. Or once you're out of Mana and try to cast any spells you automatically draw and cast with Dark Mana.
The concept of reagents will work. I just never had that expansion pack, so didn't know there was already a way to limit your magic use.

Draw Mana might work too. Coupled with how many crystals you have, perhaps we'd have a system of buying rechargeable crystals. Each one holds a different amount of mana, and once as soon as a crystal has held two or three times its capacity, it can't be recharged again. So, a crystal with 50 mana points can be depleted to zero, then recharged to 50, then depleted, then either it's dead, or else we can make a second or maybe third recharge possible. Recharges can also be interrupted, much as you hinted. Just make it so the 50 mana stone can only hold 50 at most at any time, and in its career can only hold a max of either 100 or else 150. After that further recharges are not permitted. Humans can get mana crystals, or else recharge their "Natural Mana Reserve", which could just have a capacity of, say, 100 or what have you. This can then just be a single crystal in their inventory, which can be recharged an indefinite amount of times. Thus giving humans a slight advantage. Maybe make varying sizes of mana crystals. A small (10-40), a medium (40-80), or large (80-100). You can mess with the final numbers some, but that way you have an idea of what to work with. If instead we just work with spells that only require maybe 3 or 4 points on average, then the numbers for the crystals would be much lower. How big the humans' natural reserve is would also be up to how much they need to use spells, and how much each mana crystal size holds. Beyond that I think it starts getting really complicated.

I'm not sure which dark mana method I like better. I think defaulting to using dark magic when out of regular would be quite dangerous. If you did implement that method, you'd have to alert the player of the action as best as you could. Maybe making it trigger one of those camera views to pop up, much like what happens when something important happens out of view. Pretty lights and whatnot around the character would probably also help.
About the recharging, I'm not exactly sure how we would give an item in the inventory a ‘charge bar’ or how it would remember how many charges it has had (although that gives me an idea on something to look into and test in the game already), but tell me what you think about this. My original idea was that each individual stone would be one point and that you would buy them in bulk leaving it up to the player's imagination how many stones they have. To introduce the concept of recharging the stones, let's just say that the spell that's being cast costs five points. So five stones would be used to cast that spell. And each stone has a, let's just say 75% chance of being returned to the users inventory as an uncharged stone giving the illusion that the thing is losing its ability to hold a charge and becoming worthless.

The idea of the stones coming in Small, Medium and Large sizes along with the natural reserve sound like good ideas. Also, should the natural reserve’s capacity increased with age? For example, a child would have like maybe 25 whereas a full grown adult would have 100.

Now that you mention it, using Dark Mana by default would probably be a bad idea (I've known Sims to not be trustworthy/all that intelligent). Plus I think the thing I was basing it on was what happened to Trace when he was fighting Natani and Zen, but I'm pretty sure he wasn't all that in control when that happened. So, it would probably be best if it was a player dictated type of thing.

Also, should I try making another altered screenshot of the Mana Stones and the ‘Natural Reserve’ in the inventory screen?

TinyVoices wrote:
BadFoMo wrote:Third, getting things from the future from deceased NPCs. Earlier I mentioned rare items and clothing (like these) which could be found on and taken from deceased NPCs who have mysteriously fallen back in time. Although I don't have many ideas, I do have a few.
Injection device addendum is good, just remember what else I said about it. I like the idea of fast entertainment boosters. I totally forgot that TV won't exist (or shouldn't, at least) and so keeping Fun up will be pretty tough. It would mean you'd have to have your sims play with each other more, most likely. Unless we put in some easy and chronologically correct ways to entertain them. But the electronics with batteries or solar are good. Clothes could also be cool. Besides that, I'm not sure what else to add either, though I haven't exactly put much thought in it.
Actually, keeping the fun up would sort of be easy. In a similar way to how we give the illusion that Keidran live shorter lives, the custom items would give more fun than they naturally would. I mean, if you had never even heard of televisions or computers wouldn't you be content with simply reading a book, painting or getting drunk at the tavern?

TinyVoices wrote:
BadFoMo wrote:Trading Halves could be included with some of the things that Prank Pixies do.
The panties could be something from the future.
The tentacles could be a normal plant available from the get go.
The gender swapping can easily be one of the many magic spells which can be performed in the game.
Prank Pixies in general could be added, or else have their effects randomly occur if you manage to trigger their wrath. They like light, so maybe the more light your house has, the higher the chance at shenanigans? A spell or maybe "Pest Control" guy could be used to halt their attack. Temporary affects caused by them should be okay. Such affects would include just what the comic has. Gender bending, attraction alteration, and race change. Might not be too hard to add that in. Would be interesting to have that happen. Trading halves would get confusing, I would think. Gender swapping as a spell might be okay, since gender really only affects attraction, child rearing, and whether or not you can pee standing up as long as your bladder is less than half full. Shouldn't be too much of a game changer. Just hoping it doesn't make things too weird...

Tentacles and panties are just what the [censored]... I don't think the Sims ever had anything like the panties before, so let's not go in and add anything sex tool related. The tentacles could just entangle the Sim, but let's not add in any erotic action or anything here. The worse thing I recall being in the Sims, is the act of woo-hoo itself. Let's not turn it into a porn game. :|
Now that you mention it, that does seem like a very bad idea to include (not exactly sure what I was thinking there). But maybe they can still sort of be in the game. For example, when looking at the description of the panties it might say, “They look like some sort of strange undergarments. It feels like there's something inside the very fabric to make it do something. You’re no expert in these sort of things, something tells you it's broken.”. The tentacles can maybe appear as a small potted plant with an animation to it. Maybe in addition to the option ‘View’, we can include a joke option which does the exact same thing only labeled, ‘You can't do anything else other than view it, you weirdo!’.

TinyVoices wrote:
BadFoMo wrote:Right now, I'm sort of debating between wanting to include it for that extra little option, and not including it because at the moment its only feature is to allow or disallow the different races to breed with one another. Any ideas on this?
I'm not entirely sure I understand this concept entirely, so I don't know what extra little option it would include. Choosing to prevent hybrids would be nice, but would only be needed if hybrids were in-game. So, it depends on if they can work on the regular sims 2, or else which expansion packs they would need. We could add the Demi-God thing in just to control hybrid creation, though.
That's exactly what I was talking about. Controlling whether or not the hybrid children were a possibility.

TinyVoices wrote:As for list of spells, ya that can just be put off for when you want to make a screenshot of what that would look like. Maybe try to find a way to categorize them, though. Attack, defense and maybe like alteration or something. Then go from there.
I'm not exactly sure how to categorize them, but for now I shall continue to procrastinate on this.
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Re: TwoKinds Sims 2 Mod Ideas

#17 Post by TinyVoices »

BadFoMo wrote:'Chromes suited travelers’?
Yeah, y'know. Everybody wears chrome suits in the future. (Yes I know where that's from; no I never watched it. It's just for example)
BadFoMo wrote:Anyway, as I sort of said earlier they would only be found on the ‘Abandoned’ lots, and rarely if ever more than one.
All right. And yeah, one in X should do. The dying NPC would be a neat find. Had to look up U.N. Owen to get it, but lol'ed at it. That should work- either Doe or Owen that is.
BadFoMo wrote:About the recharging, I'm not exactly sure how we would give an item in the inventory a ‘charge bar’ or how it would remember how many charges it has had (although that gives me an idea on something to look into and test in the game already), but tell me what you think about this.
Aw man. Didn't think about that. Well, so long as it made you think about stuff. I like the idea of the 75% return chance, though. If we couldn't get recharge and charge bars to work, that should be a good replacement.
BadFoMo wrote:Also, should the natural reserve’s capacity increased with age? For example, a child would have like maybe 25 whereas a full grown adult would have 100.
That wouldn't be too bad an idea. Just have it be a set number with each progressive life stage. Since "leveling" might not really work. Depends, I guess. If leveling works, then we can have it progressively go up. Else, yeah have it be 25 for kid and 100 for adult. Final numbers to be decided later.

A thought also entered my head: toddlers having some magic ability as well. Maybe just enough to cause some minor chaos or shenanigans. Like, they wobble their arms around, and make toys or small objects near them fly around if they're bored or upset. Older people could react to it, or maybe be pranked by the kid. Like have them dodge the flying objects, or else get a bit zapped or singed when they pick up the kid. :P

And speaking of getting singed. What if we added baby dragons in as pets? I'm not sure if that was already an option or not for the Pets expansion, but why not? :D
BadFoMo wrote:Now that you mention it, using Dark Mana by default would probably be a bad idea (I've known Sims to not be trustworthy/all that intelligent).

Also, should I try making another altered screenshot of the Mana Stones and the ‘Natural Reserve’ in the inventory screen?
Yup yup. Sims are pretty dumb, as I've said before with all the yelling at walls and such. So player controlled will work, then.

Screenshot: Eh, if you want. The only thing I'd say to wait on is to see which idea we could work with for the mana stones. But that's really a moot issue, seeing as this is all just fun hypothesis. Along with the idea that, if someone were to indeed pick up our ideas and do something with them, that these would be concept ideas/Alpha version. So it's okay to change later. Basically, go ahead if you want. You can choose to do with it what you wish, based on our discussion.
BadFoMo wrote:I mean, if you had never even heard of televisions or computers wouldn't you be content with simply reading a book, painting or getting drunk at the tavern?
I suppose so. So we'd just have to slow the depletion of the Fun need, and/or increase how much fun simple tasks are. I think reading pretty much takes forever to raise the fun bar up all the way from zero, so we might need to consider making it not take quite as long. And of course the idea of only some people being literate could be ignored, if you want.
BadFoMo wrote:(not exactly sure what I was thinking there)
Oh well, it's all cool. Easter eggs might be okay, though. Since the panties and plant being a nod to an incentive, while serving no actual use, would make it an Easter egg.
BadFoMo wrote:
TinyVoices wrote:As for list of spells, ya that can just be put off for when you want to make a screenshot of what that would look like. Maybe try to find a way to categorize them, though. Attack, defense and maybe like alteration or something. Then go from there.
I'm not exactly sure how to categorize them, but for now I shall continue to procrastinate on this.
Well, for example's sake, we could make elemental attacks or defenses. So, jets of water, fire or air for attacks, and walls of them for defense. Or maybe not exactly elemental defense like that, but instead like the ward spell in skyrim, where you put up a wall of energy that protects you. I need to reread the comic. I forget what examples of magic exist in it. Alteration would have things like age, gender or race spells. And so forth.

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Re: TwoKinds Sims 2 Mod Ideas

#18 Post by BadFoMo »

TinyVoices wrote:
BadFoMo wrote:Anyway, as I sort of said earlier they would only be found on the ‘Abandoned’ lots, and rarely if ever more than one.
All right. And yeah, one in X should do. The dying NPC would be a neat find. Had to look up U.N. Owen to get it, but lol'ed at it. That should work- either Doe or Owen that is.
You, did come up with ‘And Then There Were None’ while looking that up, right? Anyway, after posting that, I soon had another idea. The names of the NPCs could be a good way to sneak in the names of individuals who work on the mod. Think of it as an opportunity for more Easter eggs/credits.

TinyVoices wrote:
BadFoMo wrote:About the recharging, I'm not exactly sure how we would give an item in the inventory a ‘charge bar’ or how it would remember how many charges it has had (although that gives me an idea on something to look into and test in the game already), but tell me what you think about this.
Aw man. Didn't think about that. Well, so long as it made you think about stuff. I like the idea of the 75% return chance, though. If we couldn't get recharge and charge bars to work, that should be a good replacement.
After doing a little experimenting (and by little I mean I purchased a Money Tree, had someone harvest it, put it in the inventory, took it back out of the inventory and it still wasn't ready to harvest again), I believe it is possible to put something in the inventory and have it remember how much of a charge it has. So, I think there might be some hope for your version.

TinyVoices wrote:A thought also entered my head: toddlers having some magic ability as well. Maybe just enough to cause some minor chaos or shenanigans. Like, they wobble their arms around, and make toys or small objects near them fly around if they're bored or upset. Older people could react to it, or maybe be pranked by the kid. Like have them dodge the flying objects, or else get a bit zapped or singed when they pick up the kid. :P
I think it might be interesting to have this sort of thing in the game. So, until stated otherwise, perhaps there should be a couple basic spells which, although highly unlikely, toddlers could accidentally cast. And when the toddler becomes a kid (and becomes eligible to start training as a Templar), they can do a little more with this power. Your suggestion of pranks has me envisioning the kid booby trapping all sorts of things. For example, those who can do levitation could make it so that when someone goes looking for a book on the shelf one of them flies into their face in one second use electricity could make it so that when someone touches something made of metal they would get a small shock from it. We may need to think more on this.

TinyVoices wrote:And speaking of getting singed. What if we added baby dragons in as pets? I'm not sure if that was already an option or not for the Pets expansion, but why not? :D
It was an option the first time the Sims dealt with magic, but not the second time around. However, the Sims Castaway Stories had Orangutans in it, so I don't see why we couldn't have dragons in this.

Also, how would one come across baby dragons? The only ways I could think of involve either finding one orphaned/abandoned on one of the abandoned lots, or have one imported as some sort of exotic pet.

TinyVoices wrote:
BadFoMo wrote:
TinyVoices wrote:As for list of spells, ya that can just be put off for when you want to make a screenshot of what that would look like. Maybe try to find a way to categorize them, though. Attack, defense and maybe like alteration or something. Then go from there.
I'm not exactly sure how to categorize them, but for now I shall continue to procrastinate on this.
Well, for example's sake, we could make elemental attacks or defenses. So, jets of water, fire or air for attacks, and walls of them for defense. Or maybe not exactly elemental defense like that, but instead like the ward spell in skyrim, where you put up a wall of energy that protects you. I need to reread the comic. I forget what examples of magic exist in it. Alteration would have things like age, gender or race spells. And so forth.
Actually there might be a small problem with categorizing them. While I do have some ideas for some of the spells demonstrated in the comic and how they could be used in the game, I don't have ideas for all of them and therefore wouldn't know where to put them all. So, I have defaulted to using the same list that I was working on earlier.

Some sort of shoving ability which could be used on someone which that Sim hates, similar to a ‘shove’ or a ‘slap’.
The imperfect transformation spell Trace used on Grand Templar Mary which could also be used like a ‘shove’ or a ‘slap’ so long as they actually know that spell.
Whatever this guy did to heal Flora which could be used to… Well… heal your Sims when they get sick or hurt.
I cannot think of a way to implement looking through a pet's eyes or a purpose for the detached wings outside of decoration.
The spell [Database error] uses to break down the wall could be used for making a double door in the wall.
Whatever we saw this Templar do to Euchre here. Perhaps it can be used to temporarily stun another Sim so you could do whatever, like steal their stuff or take them to the locked up somewhere.
Possibly the same as the last one, but you can't exactly move them anywhere.
The Dragon/serpent energy things could potentially be implemented in fighting somehow, but how?
Teleportation is already in The Sims 2, but certain requirements must be met to unlock it and you have to meditate for one in game hour in order to use it.
I'm not exactly sure what this is, but it looks like it could be used in a fight. Or should it be left out due to a demigod being involved?
Another shove ability but this one looks a little more powerful. Just as the last one, should it be left out due to a demigod being involved?
Some sort of levitation spell which I'm not sure how to implement outside of combat where you would pick up an object (given that's not too heavy or nailed down) and use it as a shield.
I'm not sure what this is or how to implement it in the game, but if I had to guess, I'd say it would be a ‘pocket reality’/trance you could put someone in. I'm not sure what this could be used for outside of sneaking past someone and taking their stuff.
Now known as ‘Heart’s Desire’ it'll make a copy of whoever the Sim you cast it on has the highest relationship with. This copy will distract them while you can do whatever.
The shield and ‘Igniras’. Outside of combat, I can't think of any reason to have it or a way to have it in the game.
A dispel spell. Once again, I can't think of any reason to have it or a way to have it in the game outside of combat.
Some strange cross between levitation and shoving? Outside of making sure that the battles are one-on-one, I can't find a way to get it in the game.
Forced Sleep. Not sure what this could be used for, but it could easily be implemented.
The black Mana created Dragon. Much like normal dragons, I have absolutely no idea how something that big could be put in the game outside of being a Godzilla type of creature which would destroy parts of the lot.
The seal. Just something to simply lock a door. Perhaps this should be used to make sure that the house doesn't get burglarized while you're out. Also comes in an ‘Ultra Lock Spell’ flavor.
Mike's gender problem. Even though it was just an illusion in the comic, should we make it so it's actually physical in the mod?
I'm not sure if this is the imperfect transformation spell or something else, but it seems to be cast on one's self.
I'm not exactly sure what this attack is, or how it can be implemented in the game.
Immobilizing Spell. Can't think of a use for it, aside from using it to run away from a fight or incapacitate someone so you could steal their stuff.
Just a simple light.
Some sort of destructive blast. I think it should be a rare spell since (as we can see) it can easily and a fight.
Some sort of bolts of electricity.
I'm not exactly sure what happened here, but it looks like a powerful cross between two or more different spells.
Black Tentacles of Death. Not sure what to say about this for how it could be used.
Supercharging weapons. This seems self-explanatory.
Enchanting clothing and wearable items. Other than not all spells can be used for this, I'm not sure what else to say about it.
‘Aquamentis’. I won't swear to it, but I think in our version of their time period, if a building caught on fire, they would just let it burn to the ground. However, since I don't see that going over well with players, maybe this could be used by whoever replaces the firefighters in this mod.
‘Aerismentis’. Aside from being used alongside ‘Aquamentis’ by the firefighters, I'm not sure what this would be used for.
Some sort of disguise spell. I'm not exactly sure to be used for outside of what Zen was using it for.
An escape using the disguise spell. Perhaps it could be used for running away from combat and as a decoy.
‘Flawless Transformation’. I think we may have already discussed this.
Whatever it is that Mary's doing here. Not sure how this could be implemented into the game.
‘Boobyis Maximus’? I'm not sure if it's even possible to have something like this in the game. Perhaps we should leave it out or only hint to its existence.


I feel like there's something else I wanted to talk about here, but I can't really think of anything important at the moment.
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Re: TwoKinds Sims 2 Mod Ideas

#19 Post by TinyVoices »

BadFoMo wrote:You, did come up with ‘And Then There Were None’ while looking that up, right? Anyway, after posting that, I soon had another idea. The names of the NPCs could be a good way to sneak in the names of individuals who work on the mod. Think of it as an opportunity for more Easter eggs/credits.
Yup and sounds good. To be honest, if someone actually sat down and worked on this mod, it would be up to them what is or isn't in the final draft. We just brainstormed. They may just as well insert their names into basically everything. E.g. "Alex Troy's Race Change Potion" and so on.
BadFoMo wrote:After doing a little experimenting (and by little I mean I purchased a Money Tree, had someone harvest it, put it in the inventory, took it back out of the inventory and it still wasn't ready to harvest again), I believe it is possible to put something in the inventory and have it remember how much of a charge it has. So, I think there might be some hope for your version.
Sounds good. But then it raises the question of whether or not you can raise that charge by doing an action. Such as increasing the charge of a mana crystal by drawing mana.
BadFoMo wrote:-toddler spells- We may need to think more on this.
For sure.
BadFoMo wrote:so I don't see why we couldn't have dragons in this.

Also, how would one come across baby dragons?
You could find eggs on lots, or else perhaps make it possible to buy them from like a wizard store or something. I remember at one point in playing the Sims, I loved taking them to stores and having them collect resources. It'd be nice to get that to happen again. So a variety of stores would be a good thing.
BadFoMo wrote:Actually there might be a small problem with categorizing them. While I do have some ideas for some of the spells demonstrated in the comic and how they could be used in the game, I don't have ideas for all of them and therefore wouldn't know where to put them all. So, I have defaulted to using the same list that I was working on earlier.

-list of spells-
Hm, well I'll put in a reminder for myself here that this needs some thinking. I'm sure we don't need to over think any of this, as Tom most likely just thinks of spells off the top of his head. Whatever's convenient, he uses it. So if we do implement it, it may need some fine tuning. I bet there's a way to boil it down to a few different types of spells as well. Hence I shall keep that reminder there for the next time I get bored enough to want a project.
BadFoMo wrote:I feel like there's something else I wanted to talk about here, but I can't really think of anything important at the moment.
Well, go ahead and save any thoughts you may have, even if I'm talking about completely different things.

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Re: TwoKinds Sims 2 Mod Ideas

#20 Post by BadFoMo »

TinyVoices wrote:
BadFoMo wrote:You, did come up with ‘And Then There Were None’ while looking that up, right? Anyway, after posting that, I soon had another idea. The names of the NPCs could be a good way to sneak in the names of individuals who work on the mod. Think of it as an opportunity for more Easter eggs/credits.
Yup and sounds good. To be honest, if someone actually sat down and worked on this mod, it would be up to them what is or isn't in the final draft. We just brainstormed. They may just as well insert their names into basically everything. E.g. "Alex Troy's Race Change Potion" and so on.
Right, the minds that plot only have theoretical power over the hands that built.

Also, about the deceased visitors from the future, you think you'd be a good idea to have areas where a group of them can be found? Essentially a small team went back and got ambushed by the local inhabitants.
Or how about actually finding a car which has smashed into a tree. Again, the driver is dead and the car is totaled leaving not only his body but also the car ‘loot-able’.

I also might have a few ideas for some of the deceased characters, but it'll take a while to try and get my thoughts together and make a list. Should I try doing it?

TinyVoices wrote:
BadFoMo wrote:so I don't see why we couldn't have dragons in this.

Also, how would one come across baby dragons?
You could find eggs on lots, or else perhaps make it possible to buy them from like a wizard store or something. I remember at one point in playing the Sims, I loved taking them to stores and having them collect resources. It'd be nice to get that to happen again. So a variety of stores would be a good thing.
I don't remember needing the pet dragons to collect things for you when out at a community lot, but you bring up another interesting point.

Community lots could be anything like stores, restaurants and hotels. You just need the right items present on the lot.

So what kind of businesses would be in this idea and what items would we need on the lots to make them so?


P.S. Hope your outrage subsides and you return soon.
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Re: TwoKinds Sims 2 Mod Ideas

#21 Post by RonanLinkZX »

Have either of you any experience with "The Sims Medieval"?
I think it's got many of the features you two are talking about, such as quests an' stuffs. I'll have to check it again, but basically in this game you play 'The Watcher' (Almost the God of an area, the spirit that watches over the Humans that reside in your lands) and you influence Heroes, including the Monarch, Wizard, Knight, Spy, etc., which you do through quests, which have different approaches and different heroes you can use. After completion of a quest (which cost Quest Points) you earn Resource Points, which can be used to buy new buildings, which unlock new heroes.
[EDIT]There is also a combat system in place, which allows you to choose between 'Challenge to Duel' and 'Challenge to Duel to The Death', and this combat works thus: Both combatants have a 'Health' and a 'Stamina' bar, and when either of these is depleted, then whoever is depleted loses, and it plays a different animation depending on how it is won (Health or Stamina). The player can set different combat tones which have different effects, such as lower loss of stamina, or less likely to get hit, and can also tell their Sim to use different attacks, such as Hilt Smash, or Whirlwind Attack.[/EDIT]
I suggest you look it up, and get a better explanation than mine before considering this, but I'm sure it'll be fine.

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Re: TwoKinds Sims 2 Mod Ideas

#22 Post by Kaz »

With all of this planning, it would be easier just to create a Twokinds game.

Base it off of Skyrim.

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