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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 10/26/10 12:15 AM
Subject:
Official Isla Verde -=BETA=- Test Thread (Version 1.1 up)
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Iccarus
Joined: 06/03/09 07:36 PM
Messages: 278
Location:North Cackalacky
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Yeah, I just checked and all community lots on the unfinished side of the island are not named. However, I just added the appropriate bookcases to the library so everything on that side of the island should be in full working order including names, addresses, and descriptions.
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 10/26/10 04:24 AM
Subject:
Re:Official Isla Verde -=BETA=- Test Thread (Version 1.1 up)
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DOLLDRMS1
Joined: 06/07/09 06:08 PM
Messages: 2581
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Library checked off my list to not report anymore
Oh, I didn't think about a real apartment complex with the release of late night. Wonder how a high rise is going to look in Isla Verde. I guess we'll find out.
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 10/26/10 04:36 AM
Subject:
Re:Official Isla Verde -=BETA=- Test Thread (Version 1.1 up)
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Pary
Joined: 06/27/09 01:30 AM
Messages: 3083
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Do it the right way, and it could look like a resort style highrise you see here on the Gold Coast.
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blunote00: IDC about DM's stank booty!
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 10/26/10 09:39 AM
Subject:
Official Isla Verde -=BETA=- Test Thread (Version 1.1 up)
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Iccarus
Joined: 06/03/09 07:36 PM
Messages: 278
Location:North Cackalacky
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...and now you know why that side of the island is so bare! All that empty space is for an urban environment. Especially the little island. That little island is going to be club central and the coast beside that little island will sport large buildings too. Once I get my hands on the game later, I'll load it up and test fire the new town.
Once I get the urbanized creative juices flowing, I'll get started on finishing out the island.
I am glad to hear that most technical issues have been resolved... only scenery changes left to do (I hope), not including the new Late Night stuff!
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 10/26/10 07:55 PM
Subject:
Official Isla Verde -=BETA=- Test Thread (Version 1.1 up)
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Iccarus
Joined: 06/03/09 07:36 PM
Messages: 278
Location:North Cackalacky
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Just picked up my copy of late night... now the burning question:
How long will it take EA to fix their fail and make CAW work again?
This message was edited 1 time. Last update was at 10/26/10 07:55 PM
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 10/29/10 01:07 AM
Subject:
Re:Official Isla Verde -=BETA=- Test Thread (Version 1.1 up)
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Iccarus
Joined: 06/03/09 07:36 PM
Messages: 278
Location:North Cackalacky
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So after 2 days of messing around in the expansion, I have to say yet again that I'm not impressed with what I got. Some complaints are (hopefully) fixable while others are just kind of sad to me. The fixable issues are the lack of activity in the bars... even at hot spots there are only 4 or 5 customers. Rarely are there more than that. It takes FOREVER to get up and down elevators (at least 20-30 mins in game time) and at some bars with elevators, all the townies just collect at the elevator and no one goes up/down the to bar. These are all glitches that can hopefully be resolved.
That brings me to my other gripe... mainly the lackluster furnishing. Every lot I go to, house / apartment / or otherwise, just seems bare.
Here's an example of what I mean. I took a premade house and spruced it up for comparison. Here's 223 Windsor Drive. Here are three comparison shots to show EA furnishings and my furnishing alterations. I didn't change any wall paints, only added furnishings and one wall. EDIT: oh yeah, I did change ONE wall
Sure, this is most likely just my personal taste, but it seems to me that everything I saw in Bridgeport was annoyingly bare and ugly. I don't know if they do this by design to encourage you adding to existing designs or what... but I've never really enjoyed EA's furnishing skills.
Just my first impressions of the expansion. Guess I can fix that by digging into my own island and rectifying the situation.
This message was edited 3 times. Last update was at 10/29/10 01:17 AM
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 10/29/10 01:23 AM
Subject:
Re:Official Isla Verde -=BETA=- Test Thread (Version 1.1 up)
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Pary
Joined: 06/27/09 01:30 AM
Messages: 3083
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I don't have it yet, but I've been reading up on a few issues concerning the new EP.
Also, it seems the latest patch has broken a lot of CC windows. I tested my CC last night after patching, and windows were a major issue. I went searching for some info this morning to see if anyone else had a problem, and there's already a three page thread over at MTS2 about it.
I ditched all my CC doors and windows for the time being.
Oh and EA's decorating/furnishing skills have always been putrid
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blunote00: IDC about DM's stank booty!
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 10/29/10 01:56 AM
Subject:
Official Isla Verde -=BETA=- Test Thread (Version 1.1 up)
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Iccarus
Joined: 06/03/09 07:36 PM
Messages: 278
Location:North Cackalacky
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The only CC I have is clothing that uses EA meshes. No custom meshes. I don't see how they would cause problems...
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 10/29/10 02:19 PM
Subject:
Re:Official Isla Verde -=BETA=- Test Thread (Version 1.1 up)
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Ekogg
Joined: 05/29/09 09:34 PM
Messages: 183
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I hear a lot of people are having trouble with the activity level at bars. Usually I get 5-8 guests plus the staff. I've never looked for hot-spots though.
The apartments are a huge disappointment for me. There's just one apartment while the other "tenants" are living in rabbit holes. I'm not even sure you can make your own apartment buildings... Maybe there's a cheat for it
I really like the idea of Bridgeport, but I'm not enjoying it.
The subway system and the buildings that combine lots (like the spa and bookstore skyscraper) are awesome. And it would seem that you can have more than one business rabbit hole because my sim had to transfer her job to the skyscraper building before she could work there.
The perfect neighborhood would be a suburban type with a small downtown/shopping district imo. I'm hoping Isla Verde will be kinda like that
For now I'm trying to get my soon-to-be vampire sim celebrity status, so I can move him to a default neighborhood and wreak havoc on the poor little premades.
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 11/08/10 04:20 PM
Subject:
Re:Official Isla Verde -=BETA=- Test Thread (Version 1.1 up)
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DOLLDRMS1
Joined: 06/07/09 06:08 PM
Messages: 2581
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Just wondering how Isla Verde is coming along now that you've had Late Night for a bit. I had CTD's in Bridgeport when trying to select a family to play until I ran down the problems in the library folder. It's all okay now and I mention it only because it sure slowed up my testing of worlds. I haven't been back to Isla Verde yet but am at the point where I can get back to it.
Your EA makeover looks good  I think EA intentionally doesn't finish up the houses as nicely as I'm sure they could because it gives the player the incentive to tackle the job. Those with Ambitions especially need homes to work with for the Architectural Designer, a career I try to avoid, lol.
I thought about Isla Verde when last in Bridgeport and a sim took the subway. I could see you working one in by the diner with the other end in the downtown area for faster commutes.
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 11/10/10 04:47 AM
Subject:
Re:Official Isla Verde -=BETA=- Test Thread (Version 1.1 up)
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DOLLDRMS1
Joined: 06/07/09 06:08 PM
Messages: 2581
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I was playing in Isla Verde this evening. Ooops, didn't notice this the last time I sent a sim to fish at the artsy nook behind the swimming pool. LOL, they are sort of standing mid-air.
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 11/12/10 02:45 AM
Subject:
Official Isla Verde -=BETA=- Test Thread (Version 1.1 up)
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Iccarus
Joined: 06/03/09 07:36 PM
Messages: 278
Location:North Cackalacky
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Sorry for the silence lately, but real life likes to screw with me as much as it possibly can! After LN came out, I was finding all sorts of ideas I wanted to add in my island... until I fired up CAW and discovered no buildings! I then discovered a little mod around the problem... but then the you-know-what hit the fan.
At the beginning of last week, my fiancee started complaining of abdominal pain. Neither one of us slept that night due to her being in pain and me freaking out trying to make her feel better. She finally had enough and I took her to the hospital early the next morning. After a few hours of waiting for tests to come back, we found out she had A-P-P-E-N-*****-I-T-I-S (sorry, but it censors that word for some reason). So she went in for surgery that afternoon and everything (thankfully) came out fine. I spent the night with her in the hospital and they released her the next day. Needless to say, I've put my life on hold taking care of her in any way I can. She's doing much better now by the way!
Now that the danger has past, I can start focusing on more leisurely activities like CAW!
With that said, thanks for posting that shot DD! I missed that... bug. lol If I planted routing paint there, would it still allow sims to fish there?
This message was edited 1 time. Last update was at 11/12/10 02:47 AM
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 11/12/10 03:56 AM
Subject:
Re:Official Isla Verde -=BETA=- Test Thread (Version 1.1 up)
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DOLLDRMS1
Joined: 06/07/09 06:08 PM
Messages: 2581
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Oh my goodness! I am so glad that your fiancee is okay and has you to help her. That's much more important than a sim world!
Honestly, I'm not sure that using no routing paint is the answer. As high as the top of the area is, it could be that it would cause a route failure bubble to appear, if they need to be closer to the water for fishing to work. Given the choice between route failure and mid-air, I'll take mid-air any old day
I am suspending testing until you finish with your LN changes and have a new version. I haven't run into any other problems and am at the point that I don't feel that I can do much more until then.
Please don't feel pressured to finish. You've had a lot on your plate and the world is so beautiful I don't want to see a rush to finish it.
I am hoping the unfinished side can have a little less vegetation and rocks. I still encounter a slight FPS drop in some areas. It's nothing that really interferes with enjoyment of the world, it's that I'm not sure where the exact point is that it will be more then I feel comfortable running. It's actually not FPS that has me concerned, it is my computer temps when playing the world. It's working my graphics card hard but that is a personal problem. Don't compromise your vision, just be aware that you are close to what I feel are the limits of what a mid-line computer can handle.
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 11/12/10 04:26 AM
Subject:
Official Isla Verde -=BETA=- Test Thread (Version 1.1 up)
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Iccarus
Joined: 06/03/09 07:36 PM
Messages: 278
Location:North Cackalacky
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In that case, I've start knit-picking a few rocks out. I'm sure the island can do without 100 or so rocks... There's over 2000!
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![[Post New]](/jforum/templates/sims3/images/icon_minipost_new.gif) 11/12/10 05:13 AM
Subject:
Re:Official Isla Verde -=BETA=- Test Thread (Version 1.1 up)
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nudic2
Joined: 10/10/09 06:30 PM
Messages: 114
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I. Love. It.  I'll most definately be downloading this once it is done! Completely amazing, and that diner is cute!
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http:/
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