Author Topic: Rules: Self Employment Project Rules  (Read 15856 times)

Sportsfan

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Re: Self Employment Project Rules
« Reply #15 on: October 17, 2011, 07:48:20 PM »
For the scoring, is it one point for every simolean in household funds? If so than it seems to me that the other components are useless.

imaGleek

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Re: Self Employment Project Rules
« Reply #16 on: October 17, 2011, 07:51:15 PM »
For the scoring, is it one point for every simolean in household funds? If so than it seems to me that the other components are useless.

Agreed.

Say if someone had 500,000 simoleans when they finished, and completed 10 LTW, would that really effect the score at all?



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Sportsfan

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Re: Self Employment Project Rules
« Reply #17 on: October 17, 2011, 08:09:46 PM »
Say if someone had 500,000 simoleans when they finished, and completed 10 LTW, would that really effect the score at all?
It technically would effect the score, but in such a marginal amount that it would essentially not.

Offline ratchie

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Re: Self Employment Project Rules
« Reply #18 on: October 18, 2011, 05:36:43 AM »
The most important part of the scoring is money. It probably would have been better to have the scoring done differently. Say for instance number of LTW plus number of hidden skills then multiply that by the households net worth.

But I don't think I could change that now.

Rachel
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Offline simfulicious

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Re: Self Employment Project Rules
« Reply #19 on: October 18, 2011, 05:59:18 AM »
I think you could change it now, since no one has even come close to finishing.

Offline ratchie

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Re: Self Employment Project Rules
« Reply #20 on: October 18, 2011, 06:29:17 AM »
I guess your right. I will go edit the rules.

Rachel
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Offline Katluvr

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Re: Self Employment Project Rules
« Reply #21 on: October 19, 2011, 02:35:06 PM »
Now that Pets is released I would really like to move my Blum family to Appaloosa Plains to complete this project (assuming the patch and EP didn't break the file).  I didn't notice anything in the rules that would prevent it.  Do you have any thoughts on the matter, Rachel?



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Offline ratchie

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Re: Self Employment Project Rules
« Reply #22 on: October 19, 2011, 03:15:36 PM »
Kat,it is fine to move just so long as you use the dynasty lot in the new town.

Rachel
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Offline Katluvr

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Re: Self Employment Project Rules
« Reply #23 on: October 24, 2011, 02:01:24 PM »
Hi Rachel,

Do you have any thoughts about adding horseman/woman to the athletic option for self-employment?

Offline Sims3Clacla123

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Re: Self Employment Project Rules
« Reply #24 on: October 25, 2011, 03:55:12 PM »
Hi ratchie, I have a question.
It states you cannot marry townies only NPCS , does this mean your teenage sim can have a romantic interest with a townie, and marry a NPC?

Clare  :)
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Offline ratchie

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Re: Self Employment Project Rules
« Reply #25 on: October 25, 2011, 04:23:49 PM »
Clare,yes your Sim can have a romantic relationship with a townie just so long as they marry an NPC.

Kat,I will be editing the rules to add horse person to the athletic options.

Rachel
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Offline Sims3Clacla123

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Re: Self Employment Project Rules
« Reply #26 on: October 26, 2011, 02:51:50 AM »
Clare,yes your Sim can have a romantic relationship with a townie just so long as they marry an NPC.

Kat,I will be editing the rules to add horse person to the athletic options.

Rachel
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Ketalar

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Re: Self Employment Project Rules
« Reply #27 on: May 30, 2012, 09:52:40 AM »
So although it's been a while since this has posted I will recapitulate some things to make sure I understand.

The ONLY way a sim can make money whatsoever is by using the options you described.(No opps, no job(klepto self-employment anyone?)

The heir, his/her brothers/sisters AND spouse ALL have to use ONLY those options..

Can a heir be adopted?

And could you clarify for me what you mean by number of hidden skills? I know about hidden skills, but if I get everyone to all possible hidden skills to level one it sounds just too easy.

Oh, can I go inside townies' houses? or can I just steal their cars?


Offline ratchie

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Re: Self Employment Project Rules
« Reply #28 on: May 30, 2012, 01:10:51 PM »
So although it's been a while since this has posted I will recapitulate some things to make sure I understand.

The ONLY way a sim can make money whatsoever is by using the options you described.(No opps, no job(klepto self-employment anyone?)
Opps are allowed but no jobs and Klepto is only allowed for law breakers.
The heir, his/her brothers/sisters AND spouse ALL have to use ONLY those options..
This is correct.
Can a heir be adopted?
Certainly or cloned whatever takes your fancy.
And could you clarify for me what you mean by number of hidden skills? I know about hidden skills, but if I get everyone to all possible hidden skills to level one it sounds just too easy.
Hidden skills are things such as the pyro trait(from a firefighter parent),makes no messes(from maid parent),These will stack up over the generations so generation six heir could have seven hidden traits. You count everyones hidden traits so if twenty seven of your Sims all have the makes no messes trait then that is 27 points.

Oh, can I go inside townies' houses? or can I just steal their cars?
You can go in townies houses. It is actually a little hard to stop your Sims from doing that,child Sims especially are always going over after school.
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Ketalar

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Re: Self Employment Project Rules
« Reply #29 on: May 30, 2012, 01:27:21 PM »
Great, that gives me some good ideas for my story. By hidden skills I thought you meant like tattooing at first so that's why it confused me.

 

anything