How to Read a Sim - The Sims 2 Wiki Guide. Controlling a Sim is more than just randomly interacting with objects. Sims, like people, need things to get by, and must have some direction. Luckily, there's a wealth of information at your disposal, so you'll always know what to do to lead a Sim in the direction you want him or her to go. How to Read a Sim - The Sims 2: Controlling a Sim is more than just randomly interacting with objects. The symbols which may or not be next to the meters represent what your Sim thinks of the target. In the initial release of The Sims, there was a single relationship bar which ran from -100 to 100. The Sims: Hot Date turned this into the daily relationship bar, and added a lifetime relationship bar. As soon as the lot loads, hit P on the keyboard to pause the game. This screenshot shows almost the exact the thing you'll see upon doing so, although there is one thing already displayed that isn't in the game. To have the UCP match the picture, click the white crystal in the top- right corner of the bars at the bottom. You already know what's going on with main part of the UCP, where Buy Mode and Buy Mode are. Just to the right of that is a large picture of the active Sim (your only one if that's all you've got), and below that is one of the most important meters in the game: the aging meter. We'll deal with aging later. Below that is the current day and time, and below THAT is the speed selection box. You can change simulation speeds by clicking that, or using the 1, 2, or 3 keys on the key pad. Just to the right of that is the vertical aspiration meter, with your Sim's chosen aspiration at the top. Beside that is a row of four Wants, and three Fears. And to explain that, we'll have to explain aspirations entirely. Might as well do that now, huh? Aspirations. A Sim's aspiration is what he or she wants in life. Aspirations are divided into five categories. This Sim wants money, promotions, and stuff. High job skills are extremely desired. Also this Sim may want many lovers, and probably no children. This Sim wants to be known throughout the neighborhood. No aspirations are mutually exclusive. A Sim with Popularity may want to gain specific skill points. Read the Sims surname history and see the family crest, coat of arms for the Scottish Origin. Discover the Sims surname history. Where did the name Sims come from? Sacred Symbols and Their Meanings. It is a symbol that represents innocence, rebirth. There are many different views/opinions about the meaning of the Trinity Celtic symbol. There are so many texting symbols that its difficult to remember all of these. Today we are showing you most popular symbols used along with their meaning. What do the symbols mean in sims 3? On sims why cant i make cofee footprintsappear on top of her head what does that mean. What does partner mean in sims 3? A Knowledgeable Sim may still want a family. The aspiration simply says what Wants are more dominant. Simms Family Crest, Coat of Arms & Simms Name Origin. Return to Home page: Bookmark this page: Link to this page. This Months 'Meaning of Symbols' on Family Crests: COLORS: OR (Gold) = Generosity: Argent (Silver/White.But what is a Want? A Want is a specific thing the Sim wants to own, gain, or do. If a Want is fulfilled, the aspiration meter goes up, based on the intensity of the reward. You can click the Want to get a description of it, along with how many points it rewards you once fulfilled. The reward is scaled to the value of the Want. For example, a Sim after a family will gain more from getting engaged, getting married, and getting children, than it will from earning a new skill point or making out with another Sim. A Fear is the opposite. If a Fear becomes true, the Sim will lose many aspiration points and a chunk of the aspiration meter. Fears can range from having a spouse die to being rejected for a flirt. Again, the specifics of Fears is highly dependent on the particular aspiration. Wants and Fears are constantly changing. Every time a Sim wakes up for the day, all seven will roll like on a slot machine and will be randomly changed. If a Want or Fear comes to pass, it will be re- rolled, and up to the other six might be too. If you right- click a given Want or Fear, you'll lock it and prevent it from being changed. This is good if you're close to fulfilling a Want and to make sure it goes through, or if there's too slim of a chance for a Fear to fire and you want to effectively cut your possible Fears to two. You can only lock one Want OR Fear at a time, and can disengage the lock by right- clicking on it a second time. At this point, you're probably wondering what the point is of the aspiration meter. Oddly enough, almost all things that have to do with the aspiration meter are optional. High points lead to special rewards, but those can be only used if the meter is high. Paying no attention to the meter won't really affect anything. So why go through it at all? The reason is simple: the aspiration rewards are EXTREMELY potent. There's a reward to fully recharge your Sim's mood, and there's even one to resist aging and make your Sim younger. The thing is, you have to be in a special status with your aspiration meter. See how there's two black lines above the thin part of the meter? Below the bottom line, your Sim is green, which is good, but not great. Between the lines is gold, which is when you can actually use the rewards. Above the top line is platinum, which will be detailed in a moment. If no Want is fulfilled for awhile, the aspiration meter will slowly tick downward. This is to inspire you to keep your Sim happy by fulfilling Wants on a regular basis. The aspiration meter has one more important use. The higher it is, the more your Sim will resist the aging process. All Sims go through aging, and the first few stages have determined lengths. However, the final age is variable, and it's wholly dependent on how well the aspiration meter is. If your Sim has spent most of his life in the red or low green, it may not last 6. If your Sim has been gold or gone Platinum a lot, it can live through its 7. Even if you don't want to try for aspirations in general, you need to at least keep your Sim out of red, which is below the thinnest part of the meter. If you allow the meter to go all the way down, your Sim will have a nervous breakdown. Don't worry, a therapist will drop from the sky and give the Sim a short- term instant fix, but your Sim will still be in danger. Mood Panel. To the right of the Wants and Fears is a vertical series of five icons. You'll be flipping through these most of the time while you play. Each one leads to a panel that displays some damn important information. We'll start at the top and work our way down. The first one, represented by the crystal you clicked on earlier, brings up a series of eight bars, collectively called the Need Bars. It shows exactly how a Sim is feeling at a given moment, what that Sim needs the most help on, and what is the most fulfilled. The greener the bar (the more to the right it is), the better that need is met. Hunger is obviously a Sim's need to eat, fulfilled by eating. Comfort is fulfilled by sleeping or at least sitting in a comfortable chair. Bladder is filled by using a toilet. Energy is how rested the Sim is, and can be fixed quickly by drinking coffee or fixed better by sleeping. Social can be raised by doing any positive interaction to any other Sim, or by talking on the phone. Hygiene is how clean the Sim is, and this can be raised by having the Sim take a shower. Environment (called Room in The Sims 1) is factored by how nice a Sim's current surroundings are, including what's in the yard. Sims will complain if any of their meters are too low. If a Sim is at rest - that is, not doing anything but standing around - seven of the eight bars will constantly go down at a regular rate. The Environment bar is pretty much locked where it's going to be. Doing so will freeze all the bars (and the Sim itself) in place until you explicitly cancel the order. Meditate doesn't appear unless the Sim's job skills are high enough. This is best used if you're trying to stretch a Sim's energy out to get him or her on a certain schedule and have nothing better to do. If a Sim does have a low bar, you'll have to baby- sit them until they recover. Sometimes a Sim with a low bar will stop its interaction to complain, even if that interaction was helping the low bar. For example, Sims with low Fun may stop watching TV simply to complain to the player. All eight bars are weighted and averaged to make the mood summary, the vertical meter between the five icons and eight Need Bars. If the mood summary ever drops below half (and goes into red), the Sim will refuse to do things like study. Also a high summary will enable fast promotions in jobs and good grades for younger Sims. Remember in the last sub- section, we talked about the Platinum level of the aspiration meter? If the aspiration meter gets higher than the top line, your Sim will enter Platinum Mood Mode. This will completely max out the mood summary, basically enabling the Sim to study things non- stop unless their Energy completely drops. That alone makes it worthwhile to keep those Wants fulfilled. Relationship Panel. No Sim is an island (even on Sim. Isle). The summary of relationships are in the relationship panel, which is represented by the second icon in the vertical set of five (the one with two people that's under the crystal). You can filter the list to show only friends, only family, only other Sims in the same house, or all Sims that yours currently knows. Under their pictures are two horizontal bars with matching numbers, and possibly a few symbols as well. The upper bar and number are the Sim's daily (short- term) relationship level with the target Sim, and lower bar and number are the Sim's lifetime (long- term) relationship level. Both bars range from - 1. The higher the number, the more romantic interactions become available, and non- romantic interactions have a better chance of succeeding. Lower numbers allow violent interactions to become available, and those interactions always succeed. For every successful interaction (worded that the interaction . Mere talking may bump it up a few points, but making out may kick it up 1. Every few hours, the lifetime relationship meter moves toward the daily meter by a few points. That means while it's possible to get the daily meter up to possibly a perfect +1. The symbols which may or not be next to the meters represent what your Sim thinks of the target. A red face represents an enemy Sim, one that your Sim can unleash its fury on. A blue face indicates friendship. A blue face appears when the Sim has +5. A friend contributes toward the house's Family Friend count, which is used to get promotions in jobs. Two green faces claims two Sims as being best friends, which might be a step toward a romantic relationship if you so desire. A pink heart represents a crush, showing that the active Sim gets some butterflies whenever the target walks by. Two pink hearts mean a Sim is dating, and a red heart means a Sim is madly in love. If your Sim is ready to step up to the next level, then a symbol with a ring and diamond represent engagement.
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