Tuesday, November 4, 2014

Zombie Apocalypse Challenge Thoughts

Since I'm just doing this challenge while laid up in bed I'm not going to blog about it with screenshots and such like I normally do. I did want to write out my thoughts as far as play testing goes. So far I have played through one sim week which was all of summer. If you missed the post with the challenge rules, you can find it here. Forum topic is here.

It took two days after starting the outbreak to have my first zombie encounter. I started out with one fisherman, one gardener, and one klepto handyman. As soon as the challenge started I had the fisherman work out until fatigued and then go fishing at the lot next door until he was no longer fatigued or had to use the bathroom, sleep etc. Then he would start the cycle over. By the time we encountered a zombie he had 5 or 6 points in athletic and only barely escaped, as he rolled the lowest number necessary. He is the only one who has left the fence so far. I was dumb and didn't see the fish spawner at first and just had him fish in a random spot of the lake, so it was very touch and go those first few days when it came to having enough food.

I did have a problem a day or two later where his attack roll succeeded but he still got turned into a zombie. I tried to use Dexter the Bear but got a notification that the target moved and the attack was unsuccessful. Since this is not seen as unsuccessful within the rules, I feel it is fine to cheat yourself back to health. Control-clicking the zombie moodlet didn't work permanently as it popped back up, but you also get a germy moodlet and control-clicking both of them seems to have him back to normal.

Sometimes when you kill a zombie a cop will come and try and arrest you. I recommend looking at the cop's name then using the resetsim cheat to reset the cop not your sim getting arrested. Resetting your sim will change how much their needs have decayed so would be considered cheating. I also think it gets rid of some moodlets. I'm not sure what happens if you actually get arrested since you shouldn't have a police station anymore. Killing zombies also gives you two negative moodlets that are pretty powerful and last like a week. You can control-click them away if you want, otherwise whoever is killing zombies will be permanently in the orange or red.

Zombie Apocalypse Challenge Using Vector

While stuck in bed with a leg injury (thus unable to play my current legacies) I decided to try a zombie apocalypse challenge. Unfortunately I couldn't find one I loved so decided to make my own! It combines aspects of other challenges I found with a few modification and my own ideas. I have started a forum post for this challenge here.

Things You Will Need


  • Supernatural EP
  • Seasons also recommended for extra difficulty
  • nraas Vector Mod 
    • Zombie Diseases Module
  • nraas Woohooer Mod
  • nraas Retuner Mod
  • Dexter the Bear Mod
  • Two dice or random number generator 

Getting Started


Create a family with at least three people (at least two of them unrelated so they can reproduce). Each sim must have two (and only two) of the following survivability traits, the rest of their traits are your choice. These are traits that will make their post ZA lives easier, and it is my opinion that sims without any of these traits are not likely to survive for very long. Each child born in the game will have their traits randomized; should they not have any survivability traits by their YA birthday they will inherit your choice from their parents. If you feel another trait not listed should be included, feel free to add it to the list in your game. Leave me a comment and I may adjust the official list!
  • Angler
  • Athletic 
  • Brave
  • Daredevil
  • Disciplined
  • Eccentric
  • Eco-Friendly
  • Gatherer
  • Genius
  • Green Thumb
  • Handy
  • Kleptomaniac
  • Light Sleeper
  • Lucky
  • Natural Cook
  • Nurturing 
  • Perceptive
  • Sailor

You can use whichever world you wish. I know there are custom apocalypse/disaster worlds for download to add to the realisim. I like Dragon Valley as most (all?) of the houses already use non-electric lights and there isn't too much technology you have to get rid of. It is your choice whether you build your own house or move into one previously built. Be strategic about picking your lot as you will not be allowed to move! Use the freerealestate cheat to get the house you want, as there are no mortgages in the zombie apocalypse. Upon moving in (before the challenge starts):
  • Suppress opportunities
  • Turn off celebrities (don't forget to opt out current household) and supernaturals 
  • Cancel the newspaper 
  • Delete the school, fire station, and law enforcement lots
  • Change nraas Vector Mod
    • Diseases >Zombie Rage > enabled, reduced lethality enabled
    • General > allow inactive purchases false
    • Outbreaks > Start Outbreak > Zombie Rage
  • Change nraas Woohooer mod
    • Risky > Human > autonomous true
  • Change nraas Rutuner Mod
    • I don't remember all the steps, but turn off autonomous for all the fridge stuff
    • Again don't remember all the steps, but disallow all the car stuff
  • After furnishing house with the stuff below, use familyfunds cheat to put balance at $0.

Your house must include:
  • One of the worst double beds available 
  • Enough sleeping bags for other household members
  • One cheap toilet, sink, and bathtub (no shower)
  • Fridge
  • Firepit for cooking
  • Can also have a grill or wood burning stove, but use the Retuner Mod to disable autonomous for them as well
  • Fence surrounding property 
  • One bookcase with one gardening book along with normally spawning books
  • One athletic building object that does not take electricity such as a chin up bar or soccer goal
  • One Dexter the Bear for each household member
  • One bicycle for each household member

Your house cannot include:
  • Any electronics (including electric lights) other than fridge 
  • Any plumbing other than specified 
  • Previously planted havestables 
  • Lake or other water for fishing 
  • Skill building objects other than specified

Rules


If your sim steals/scavenges something from another lot you may keep it as long as it doesn't use electricity or plumbing. You can sell it and use the money to buy something else following that same rule or keep it in your family inventory for when you unlock electricity and plumbing. If you sell it and buy something else pretend you actually scavenged what you bought or traded for it with other survivors.

All births must be home births. Hospitals are one of the least safe places, and aren't functional anymore anyway.

You can take ingredients from the fridges around town if they have any, but can't take quick meals or cook anything that costs money or uses electricity.

In order to eat you can fish or have one of your sims learn gardening with the skill book. After they get their first skill they will get some seeds to start their garden. You can also go out into the wild and search for seeds, but that is very risky. You can make meals that don't require a stove (like autumn salad) or with the wood burning stove/grill as long as you have all the ingredients. You know if you have all the ingredients because it will be free. In order to "hunt" roll a die then add a zero to the number you roll, that is how much money you can spend at the grocery store on meat. You can only do this if one of your sims spots a wild or stray animal. If on the way to the grocery store a zombie tries to attack your sim, normal escape and attack rules apply. 

Water is scarce so your sims aren't allowed to use the bathroom or bathe until they have a negative moodlet. Keep the bathroom door locked so they don't do it autonomously. 

One sim has to be awake and on the property at all times in order to keep watch, both for zombies and other survivors who might want to steal your stuff. Infants, toddlers, and children don't count because they can't use Dexter the Bear. Would you really want a toddler keeping watch anyway? 

If you become friends with another survivor before they turn you can ask them to move in. Keep track of how much money they bring with them in order to undo it with the familyfunds cheat.

You cannot sell paintings, sculptures, etc because there is no one to buy them during a zombie apocalypse! You can however sell extra food/havestables through your inventory. Once a week you can sell non-decorative inventions and nectar through your inventory as if you were trading with other survivors, but one sim has to leave the safety of the fence in order to do it. How long they stay out is up to you, but be reasonable. If you are selling 20 things don't send them out, pause the game, sell everything, unpause and immediately send them back in.

If someone dies from starvation, fire, old age, etc you don't have to worry about turning them into a zombie. Just let them die like normal. In this universe not everyone is infected or a carrier or whatever like in The Walking Dead. Or you could pretend that one of your other people took out their brain before they could turn if you wish.

Make sure the gate to your fence is locked so only your household can use it! Otherwise normal escape and attack rules apply to zombies who might wander in.

If you are out and a zombie tries to attack you, you must roll your dice or use a random number generator (max 12) to see if you escape. Your skills and traits determine what number you need to escape successfully. Use whichever applicable skill or skill combo is the highest for that sim. For skill combos, add the skill points together and then divide by two for an average. Skills: Athletic, Martial Arts. You can combine logic with any artistic skill (symbolizes creativity) or handiness. Add one point to your rolled number for each of these traits you posses: Athletic, Brave, Daredevil, Disciplined, Lucky, Perceptive.

Level 0 - escape fails
Level 1 - escape fails with any number under 12, better hope you have one of those traits!
Level 2 - escape fails with any number under 11
Level 3 - escape fails with any number under 10
Level 4 - escape fails with any number under 9
Level 5 - escape fails with any number under 8
Level 6 - escape fails with any number under 7
Level 7 - escape fails with any number under 6
Level 8 - escape fails with any number under 5
Level 9 - escape fails with any number under 4
Level 10 - escape fails with any number under 3

If your escape fails, you may try and attack. Like escaping, your skills and traits determine what number you need to attack successfully. Skills: Athletic, Martial Arts, or Alchemy if you have a Cure Elixir or Flask of Angry Bees. You can combine logic with handiness, inventing, or science. Add one point to your rolled number for each of these traits you posses: Athletic, Brave, Daredevil, Disciplined, Lucky. If using a combo, add a point for traits that apply to the skills chosen e.g. Handy or Genius. If your attack is successful use Dexter the Bear to kill the zombie or throw your elixir at them.

Level 0 - attack fails
Level 1 - attack fails with any number under 12, better hope you have one of those traits!
Level 2 - attack fails with any number under 11
Level 3 - attack fails with any number under 10
Level 4 - attack fails with any number under 9
Level 5 - attack fails with any number under 8
Level 6 - attack fails with any number under 7
Level 7 - attack fails with any number under 6
Level 8 - attack fails with any number under 5
Level 9 - attack fails with any number under 4
Level 10 - attack fails with any number under 3

Instead of trying to escape first and then attacking if it fails, you can choose to reverse the order and try to escape only if your attack fails. In some situations it might make more sense to attack and kill all nearby zombies if possible, in others escaping would be the priority. 

If whichever one you do second fails, let your sim becomes a zombie. If a household member has a cure elixir they can try and attack to cure your sim. If the attack fails, they can try to escape. If both fail now you have two zombies! They can also try to attack and kill your sim, if it succeeds you can transfer everything in the zombie sim's inventory to the attacking sim before the attacker kills the zombie. If no one chooses to attack the zombie then kick that sim out of the household.

If you are within the fence and see a zombie right outside it, you can try and attack so it will be safe for you to get out. As long as you are still in the fence if it fails you don't have to turn your sim. Each sim can only attempt to attack each zombie once (unless they leave and come back) so you can't just keep rerolling until it succeeds. Give yourself a +1 bonus to the rolled number for being within the fence and feeling safe enough to take your time with the shot. I think you do have to go out of the fence to kill them with Dexter the Bear, but you can do that and remove zombie attacks from the queue while out or use mastercontroller's total annihilation to kill them or something. The idea is you are killing them through the fence like they do on The Walking Dead.

But this challenge isn't all about fighting and escaping zombies! Hopefully one day you will prevail and start civilization over anew. You are able to unlock technology through skills. 
  • To unlock plumbing a single sim must max inventing, handiness, and scuba diving
  • To unlock electricity a single sim must max inventing, handiness, and science
  • To unlock cars a single sim must max inventing, handiness, and riding or advanced technology
 The challenge is over once all the zombies in town have been killed or cured and you have unlocked each type of technology.

Supplemental Rules


While play testing I noticed there were a few things that are kinda over-powered. Since people differ in their desired difficulty, I don't think there is only one way to combat each problem, and I doubt I'll notice all the OP things, I'm just going to suggest some supplemental rules. If you try it out and notice any other things, please let me know. I will come up with a suggestion or add your suggestion if you have one.

Even using harvestables to make food not using an oven, stove, microwave, etc can be a bit unrealistic. One apple for example can make a group meal of PB&J, which means it is incredibly easy to grow enough apples for your whole household to eat a PB&J every time they get the slightest bit peckish. This recipe uses any fruit and it's very likely one of the seeds you get from learning to garden is a fruit. One way to change this would be to disallow the serve option and only use have, so it will be one fruit per meal per person like it is with the firepit. Since you can only make PB&J at certain times of the day you would then have to make enough for the day all at once (using quite a bit of time) or find something else to eat other times of the day. Another option would be to only make it if you have 6 fruits (I believe group meals are 6 servings) and then use a cheat to delete the other 5. Since I own the chicken coup from the store (and eggs are the only bread ingredient in the game I believe) then my family is only allowed to make PB&J group meals after they buy a chicken coup and they have three eggs and three fruit. I'm sure other group meals pose the same problem, so you could make similar rules for them.

Children are immune to the zombie virus. This means if you have children you could send them off to fish or scavenge without fear. Obviously this is unrealistic since IRL children are more susceptible to zombie bites than adults! The easy answer is to not have them do these things, or don't let them go anywhere without an adult escort. If the escort turns then kill our kick out them and the child both.