Talk:Townie

This is an old revision of this page, as edited by imported>Nikel23 at 14:12, 8 January 2014 (→‎The Sims 2: Computer Generated Townies). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

Townies

Does anyone know which townies have their appearances and/or names generated and which are already created? I know that the base neighborhoods townies are already created, and are the same for every game, and that the young adult and downtownies have their names generated, but what about the Bluewater Village townies, the "local" townies, and the "tourist" townies. I think that the pet townies and the apartment townies are already created, and are the same for every game, but can someone clarify? —Random Ranaun (Talk to me!) 03:43, November 6, 2010 (UTC)

Did you mean generated means the Townies are created itself while the game is being played? If so, I think I can compare them. Somehow, I think the young adults are created, not generated, because they have unusual appearance (like one of the young adults have a custom hair), and unusual name (such as McCellan, a name I've never heard in any other Townies). In other hands, Downtownies are already created in appearance, but their names are generated (I have 2 Downtowns in different neighborhood. The Diva, Slobs, and Descendants have different names, but the same appearance). I usually check the Townies' memories. I think the ones who have CAS memories (kissed mystery sim, met mystery sim, etc.) are created, while the ones without CAS memories are generated.
Sorry if it's too long... Nikel23 15:00, November 14, 2010 (UTC)

Random points

There seems to be inconsistent information about a townie's points in skills, relationships, careers, and interests, but I think there's a way to distinguish whether a townie's points are randomized or set in a default score.

A townie who isn't set with default score (as seen in SimPE), such as having no skills, relationships, careers, and interests will have all those parts randomized when they're loaded in the game. However, townies whose points have already been set will always have the same skills, relationships, careers, or interests. Most townies in Belladonna Cove have been set with careers, while those in Pleasantview are unemployed at start, thus their career will be randomized when they appear. I used to play Belladonna Cove several times, and I'm pretty sure Heidi Bradshaw was always at the top of the Culinary career... I could be wrong though. Nikel Talk Vote! 03:27, December 17, 2013 (UTC)

Correct! :) C.Syde65 (talk) 07:38, January 6, 2014 (UTC)
If that's really the case, then I think we can use that as the basic understanding of townies' Simology points. Nikel Talk Vote! 14:38, January 6, 2014 (UTC)

The Sims 2: Computer Generated Townies

Is there any way to stop the game from continuously generating new townies for the sake of it. It would make sense if it only made new ones when the old ones were made playable (like in the base game). I don't mind too much, but I would rather there was a way to stop the game from creating goodness knows how many new townies? C.Syde65 (talk) 07:38, January 6, 2014 (UTC)

Yes. You'll need mods listed in this game guide. It prevents the game from generating redundant townies and NPCs. Nikel Talk Vote! 14:39, January 6, 2014 (UTC)
Oh shucks. Can't SimPE do the job? C.Syde65 (talk) 04:00, January 7, 2014 (UTC)
When it was just the base game, the computer only made new townies and NPCs if game fell one short. I currently have Nightlife, Apartment Life and Open For Business installed on the computers I use. And that is an entirely different story. C.Syde65 (talk) 04:04, January 7, 2014 (UTC)
SimPE's capabilities have nothing to do with generating townies. And yes, it's a different story. Did you know that stealth hoods and subhoods you add to the neighborhoods also contribute to the clogging of Sim files? It means that after you have Apartment Life, you'll always get approx. 76 extra townies and NPCs, and that's just that one EP! That's why you're advised to start a clean neighborhood, on the same link I shared above, to prevent too many Sims in your neighborhood to begin with. Nikel Talk Vote! 17:30, January 7, 2014 (UTC)
I updated the Game guide:Avoiding corruption article with information about overpopulation. Pre-Nightlife, the character file limit was about 1000 files. If you have Nightlife or a later game engine, the limit's been increased to 32767. You can delete the unwanted Sims, but the best way to avoid overpopulation is to not let the game generate that many Sims in the first place. K6ka (talk | contrib) | NG Userpage | The Last Stand Wiki | The Sims Wiki | YouTube | Wikipedia 18:03, January 7, 2014 (UTC)

I could delete the spare townies, but there's no point. They always get replaced, and when I deleted computer generated townies on another computer, I had to uninstall and reinstall the game because it would take centuries to load - in other words it was unable to finish loading. C.Syde65 (talk) 01:17, January 8, 2014 (UTC)

Bear in mind that: 1) Deleting just a single Sim doesn't take a short time. 2) Deleting Sims will still leave some rubbish data behind. The method from MATY does not clean the history of that deleted Sim 101% clean, although the method can be considered the safest from any other methods. Or at least, that's what I heard. C.Syde, there shouldn't be any more generated townies if there are sufficient townies to populate the neighborhood, and NPCs won't be replaced as long as you don't move them in. The limit of NPC per neighborhood is 3 (or 1 if you use the mods). Nikel Talk Vote! 14:12, January 8, 2014 (UTC)
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