the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

How about in game documents that have infos player needs.

That would be nice. Seems like rather than add a new holotape though, they could just flesh out the tutorial section of the City Manager holotape with more info. Maybe make the tech tree a poster since i don't think the terminals can do other than text.
 
That would be nice. Seems like rather than add a new holotape though, they could just flesh out the tutorial section of the City Manager holotape with more info. Maybe make the tech tree a poster since i don't think the terminals can do other than text.
Agree. :)
 
Which aspects are you specifically thinking of? Since I don't think stuffing the entire Wiki into the game would work too well. Tech trees, HUD guide, Stats guide, etc?
 
Which aspects are you specifically thinking of? Since I don't think stuffing the entire Wiki into the game would work too well. Tech trees, HUD guide, Stats guide, etc?
I agree, it doesn't need the wiki crammed in there, just a few helpful things. At least for me, I'd like the tech tree accessible from somewhere in game and a bit better descriptions of what plots do what at what level with what costs. ex "basic power, produces 20/40/60 power, costs x/y/z food, x/y/z water". So i can plan ahead. Just for the base mod included plots obviously. Add-ons should be studied before plugging in anyway. Maybe it's just in my case since I'm out in the boonies and my only internet access is on my phone, but it getting the old thing online and looking through the wiki for these little things is tedious.
 
If you highlight a building plan and select "examine" it will bring up details for the plot the mod author added. For the base plots the production is listed.

Kinggath posted a spreadsheet before version 1.1.0 was released that has all these details you are looking for. (IIRC in the Latest News forum) Maybe find a friend with one of those old school printer things? ;) Then you wouldn't have to fumble through menus or a wiki.
 
If you highlight a building plan and select "examine" it will bring up details for the plot the mod author added. For the base plots the production is listed.
Neat, I didn't know that. Thanks.
As for printing, i'll just run one off at work i guess.
 
Its amazing how much is taken for granted with the current gen games. I even forget that printers exist!

I'm part of the pre-Internet generation. ;) I have vague recollections of text adventure games and early 3d where you had to make your own maps. Those old games did not have quests, quest markers, maps or even much documentation past "installation instructions" and a quick overview of stats, weapons and magic. You grabbed a notebook (analog kind) and wrote notes on everything and made your own maps. If you were real lucky, the game would have a journal that gave you very vague clues on what to do and where to go.
/history lesson
 
Its amazing how much is taken for granted with the current gen games. I even forget that printers exist!

I'm part of the pre-Internet generation. ;) I have vague recollections of text adventure games and early 3d where you had to make your own maps. Those old games did not have quests, quest markers, maps or even much documentation past "installation instructions" and a quick overview of stats, weapons and magic. You grabbed a notebook (analog kind) and wrote notes on everything and made your own maps. If you were real lucky, the game would have a journal that gave you very vague clues on what to do and where to go.
/history lesson
Ah, the good old days of playing Morrowind and having to keep an IRL journal to keep up with it and having to actually pay attention to npc directions.
 
Morrowind
That's the one that always comes back to mind for me. Specifically because you have to rely on the directions NPCs give you, and there is more than one instance where they say "Go north until you see the big pile of rocks then go west" but they meant go EAST.
 
Its amazing how much is taken for granted with the current gen games. I even forget that printers exist!

I'm part of the pre-Internet generation. ;) I have vague recollections of text adventure games and early 3d where you had to make your own maps. Those old games did not have quests, quest markers, maps or even much documentation past "installation instructions" and a quick overview of stats, weapons and magic. You grabbed a notebook (analog kind) and wrote notes on everything and made your own maps. If you were real lucky, the game would have a journal that gave you very vague clues on what to do and where to go.
/history lesson
Zork, Hunt the Wumpus!
 
I liked Zork. The text parser was very forgiving most of the time. Some of the other text based adventure games could be maddening.
Oh, yes, so true. I remember one of those games where the new player character was generated in a file called, 'fresh meat'. such humor...
 
Last edited:
That's the one that always comes back to mind for me. Specifically because you have to rely on the directions NPCs give you, and there is more than one instance where they say "Go north until you see the big pile of rocks then go west" but they meant go EAST.
Ha yep. Send you wandering for an hour just to have to walk all the way back and go the opposite way after looking it up in frustration. I honestly liked the no player fast travel system in that game where you had to use the mages guild or silt-strider. Really made the world feel larger and wasn't annoying. That and it brings up my main complaint with Beth in that each new game loses more RPG elements and becomes more simplistic. That and I hate being the automatic Savior/Hero. "OH GAWD ITS THE DRAGONBORN" vs "You're the Nereverine? More like a madman. smh"
 
Ha yep. Send you wandering for an hour just to have to walk all the way back and go the opposite way after looking it up in frustration. I honestly liked the no player fast travel system in that game where you had to use the mages guild or silt-strider. Really made the world feel larger and wasn't annoying. That and it brings up my main complaint with Beth in that each new game loses more RPG elements and becomes more simplistic. That and I hate being the automatic Savior/Hero. "OH GAWD ITS THE DRAGONBORN" vs "You're the Nereverine? More like a madman. smh"
Yes. Yes. New does not necessarily equal improved. Each new game dumbs down the char gen aspect. Reaches a larger audience = improved sales, I surmise.

Morrowind is best of the ElderScroll games, IMHO. And many newer mods allow improving it's graphics and stability. The overly thin and stylized NPCs is kinda the trademark of Morrowind.
 
Yes. Yes. New does not necessarily equal improved. Each new game dumbs down the char gen aspect. Reaches a larger audience = improved sales, I surmise.

Morrowind is best of the ElderScroll games, IMHO. And many newer mods allow improving it's graphics and stability. The overly thin and stylized NPCs is kinda the trademark of Morrowind.
I want my d@#% skills and attributes back. I want my spell and enchantment crafting back the way it used to be. I want to break alchemy and destroy my game with a 100,000 point potion of levitation. I want skill checks in fallout, etc. If i want an adventure/shooter with small RPG elements then i'll play Mass Effect or somthing like that. Beth needs to get their s%!* together.

As for the NPCs, i think having some of them not be voiced, like in Morrowind, allows you to do more with them dialogue wise without spending a huge chunk of the budget on voice actors. I know how to read lol it's fine.

From what I've read the expanded morrowind project is still going to add the whole province. Last I checked they had half of it finished and populated with npcs and quests.
 
Top