Autonomous reaction: Difference between revisions

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==How [[free will]] works==
==How [[free will]] works==
Unlike the [[the Sims]] [[free will]] (in which a sim would happily starve to death because the TV was closer without the guidance of a patient player), the [[Sims 2]] has a more sophisticated system (though not perfect) way of giving sims some common sense. It works as a scoring system. Each object on the lot gives out a signal to sims near by, with the fridge giving out a larger signal than the TV or other less vital object. If a sim has a low enough hunger score (i.e. is hungry) the fridge's signal is more likely to acquire a response from the sim (according to the primary guide) basically what a sim does is determined by needs and closeness instead of just closeness like the first sims game.
Unlike the [[the Sims]] [[free will]] (in which a sim would happily starve to death because the TV was closer without the guidance of a patient player), the [[Sims 2]] has a more sophisticated system (though not perfect) way of giving sims some common sense. It works as a scoring system. Each object on the lot gives out a signal to sims near by, with the fridge giving out a larger signal than the TV or other less vital object. If a sim has a low enough hunger score (i.e. is hungry) the fridge's signal is more likely to acquire a response from the sim (according to the primary guide) basically what a sim does is determined by needs and closeness instead of just closeness like the first sims game.

The 'signal strength' is based on how much the object can satisfy a particular need, the sim's personality, their current need levels, and the objects' distance strength. Objects broadcast a signal saying how well they can satisfy a particular need. Two chairs for example, one cheap and one expensive, will broadcast different strengths for how well they can satisfy the comfort need. The expensive one will win in this case, unless it's already taken by another sim. Some objects can 'cheat' and broadcast need fulfillment that they don't give, such as a ringing phone.

While a sim's personality doesn't affect their choices as much as the object's signal strength themselves, it can help decide what a Sim would choose. For example, a serious sim is more likely to choose a book or the chess table over the TV. An active sim is more likely to choose a physical activity, etc.

The third modifier to signal strength is the sims' current need levels. If a sim has a low hunger score, going to the fridge is going to be a high priority. Same goes for things like comfort, energy, bladder, etc. Often, this can be one of the larger modifiers to the signal strength.

The last modifier is the signal's distance. Some objects broadcast over the entire lot (beds), while others only over a short distance (newspaper). Each object is different, and it can help the sim choose which object to choose. Why would a Sim want to go to the fancy toilet on the other side of the lot when they can just use the (mostly) clean one in the next room?

==Random autonomous reactions==
==Random autonomous reactions==
Some sims have special actions which they can perform at random. These include a [[Vampires]]'s 'bleh' and a sloppy sims need to fart.
Some sims have special actions which they can perform at random. These include a [[Vampires]]'s 'bleh' and a sloppy sims need to fart.