Pyrofalkon sims 2




















This house is perfect for any of these scenarios, sporting a special "shotgun"-style "home" which is attached to the side of the main house. Features of this fully-furnished lot include:. Available immediately! Download and install your copy from here. NONE Of these houses have any content that doesn't come with The Sims 2 game or Sims2 expansion packs by default - no hacks, no special objects that will crash your house. Check out this hot Two-Storey Sims2 Nightlife home, decked out in Executive quality furnishings for your Sims living the high life and who aren't concerned about Simoleons.

Other amenities include: High-quality telescope, exercise equipment, chess board, painting easel, piano, flat-panel TV, jukebox and more! Sims2 University walk-thru. For my examples, I'll refer to my primary family that I've got going here In my case, "Falkon. Here, you'll get to personalize your first character. The simplest thing listed is at the top, the first name.

Obviously, "Pyro" goes here for me. Next, you need to enter your character's attributes. You can assign up to 10 points to any attribute, but you have a total limit of 25 points. NEAT indicates how environmentally-conscious your sim is, and what the chance is of it doing cleaning actions automatically. If it's set to max, then your sim will always clear the table and flush the toilet when finished eating and doing their business, respectively at least, I HOPE it's respectively.

A minimum rating of zero will make your sim a complete slob who doesn't mind being in its own filth. This rating has an indirect effect on the Room bar; see Mood Bars their own section for details. If set to 10, it makes friends easily; if set to 0, it makes friends as easily as a corpse.

This rating has an indirect effect on the Social bar. A high rating means that it would rather play basketball, for example, than watch TV. A low rating means just the opposite. Also, the rating directly affects how long it takes for that sim to get up after it wakes up.

A sim with a zero rating will take one full game hour to get out of bed once it wakes up. Again, check out the Mood Meter section for details. NICE indicates just how well your sim gets along with others. Once you have your attributes set, check out the series of seven buttons to the right.

The top two affect whether the sim is a child or an adult. Families should have at least one adult, since children can't get jobs to earn money. Below that are three buttons that change your sim's skin tone from light to medium to dark. The bottom two set its gender; the one on the left is for males, the one to the right is for females. Once you have your sim's age, skin tone, and gender set, take a look at the arrows that flank your sim's head and body. Using those, you can scroll through the available choices of heads and clothes called skins.

Don't worry so much about the clothes since those can be changed in-game, but once you choose a head, it's locked in for eternity. The attributes are almost permanent once you set them, so make sure you think carefully before you confirm your choice. At the bottom of this screen is a section where you can write a bio.

It's totally optional, but I think it's fun to give my sims backstories. To confirm your choices, click the Done button. You'll be taken back to the family screen where you entered the last name. You can add up to seven more family members for a total of eight, but you have to be careful. The more people you have, the faster you earn money, but the more maintenance you pay. If this is your first family, I'd stick with no more than two. For my strategy outlined in a later section , I use three adults: Pyro, Stephanie, and Pud.

Now, there is no "official" way to set any relationship; I could consider the Falkons to all be siblings if I wanted, or all be married to each other, or both. Of course, since I'm normal, I'm just sticking with a simple marriage with a tag-along brother. If you make a mistake on a family member, you can click that sim, then the bottom button of the Create Family screen to edit him or her.

If things go horribly wrong, you can click the sim, then the middle button to end its life before it even begins. Once you're satisfied with your family, click the done button on the Create Family screen, but remember that you can never come back to the Create Family screen again to edit anyone. You'll be kicked back to the neighborhood screen where you can select which lot you want to buy. You have to buy a lot that does not have a family already there, but you CAN buy one if it already contains a house.

However, I like building houses and it's cheaper that way than buying a huge house off the bat. The more people that are in your sim family, the less expensive the lot you should buy. It's up to you, of course, but there's no reason to make this too hard if it's your first time.

To do so, click the button at the top of the screen with a bulldozer. Your cursor will change; click the lot you wish to clear after that. If there's a family there, you'll be asked if you want to evict them. Doing so sells all of their house objects everything but walls, carpets, and wallpaper , then throws them and their money into the barracks. Either way, you'll then be asked to bulldoze the house. If you agree, the lot is slaughtered. Trees and hills stay as they were, but the walls, carpets, and roofs will be no more.

Make sure your family is selected, then click the lot you wish to move into. There's a whole mess of buttons here, but this section of my FAQ covers building the house, so let's worry about only the bare essentials for now. Off the bat, click the small button that's fifth from the left; it has three dots horizontally through the middle of it.

That's the option gump, and what you need to click is the disk icon in the top-left corner of the group of six. That's how you save the game, and I seriously suggest you save it immediately. If something goes horribly wrong during the construction of the building, you can always load and not have too many problems. Once it's saved, click the third button from the left of the main five; it looks like a house. That takes you to Build Mode, the place you go to construct your house. The two buttons on the far left of the gump that just appeared are Undo and Redo.

Let's ignore those for now, since you haven't done anything yet. The first tool for house construction is the wall tool, which is located in the top row, third from the left.

Click that, and you'll get a long list of choices for everything relating to walls. To create a wall, simply click-and-drag across the landscape wherever you want the wall. To undo a mistake, either click the undo button which also returns all your money , or hold CONTROL and click-drag which only returns half the wall cost. You can't blow your remaining money on your house alone since you'll need to end up buying things like toilets and refrigerators, so try to cut corners whenever you can.

The bathroom is really the only room you need to keep isolated; you can combine the living and bed rooms for now. Your rooms should not be more than 5 tiles by 5 tiles, but that doesn't mean you can't have an "invisible" wall.

This is a good starting setup, but it can be improved by one little change If you absolutely must have that center wall, you can always add it later. This early in the game though, every single simolean counts. I recommend that you make the bathroom no more than 3x4, and the bedroom no larger than the standard 5x5. Again, this is ALL temporary; you can extend and expand to your heart's content once you have the money. To help you with the view, check out the buttons that are just above the clock on the left side.

Those are the various wall views you can use. Don't worry about the story selection since you haven't even built the ground floor yet. While building walls, I just leave the walls down. It lets you see your design clearly without having to rotate the view or anything like that. If you do want to rotate or zoom the view, you can use the buttons in the bottom left: the two curved arrows, and the plus and minus arrows.

Play around with the views as much as you want; time is frozen in Build Mode. You now need doors for house. The tool for this looks amazingly like a door; just click it and you'll get a list of door styles. Of course, I always put closed doors around the bathroom; even though it makes no difference in practice, I don't think my sims would appreciate being spied on during their moment of privacy.

Anyway, set up your doors however you see fit. Also make sure you put a door on an exterior wall; that will be your front door. Any room will do, but the bathroom is not recommended unless you want all your visitors to get peeks of sims in showers.

Note to self: make an all female sim family and test out this method of door placement. You can now add windows, wallpaper which covers both interior and external walls , and flooring, but I recommend against all of it for now.

However, I'll tell you how to mess with it, whether you're doing it now or later. Windows are added like doors and can even go on interior walls, although I fail to see why you would want to do that. The smaller the room is, the less windows it needs to be fully lit. A 5x5 room only needs two windows max. By the way, some doors have windows in them and do add to the light in a room. They tend to be more expensive, but it's your choice. Carpet can be chosen by clicking the icon that's second to the left of the bottom row, below the water drop.

After selecting the flooring patern you want, you can click-drag an area that you want to cover, or hold SHIFT then click, which fills the whole room. Wallpaper works the same way; just click the icon of a paintbrush to get started.

Finally, you need customize the roof on your house. Simply click the icon that looks like a roof, and you can choose the pitch and style of the roof. You don't have too many choices, but you should have plenty to work with. I'll describe the other tools in Build Mode to you here The far left icon of the top row is the landscaping tool. With this, you can raise, lower, or level the land; you can also grow or shrink grass, making your lawn a lush green or a dusty brown.

Beside that is the water tool. You can add a pool with a diving board and ladder with three of the tools. The fourth tool, big water drop, lets you manually change tiles to little pools of water. In theory, you could make a river, pond, or even a moat. I haven't used it much myself, but experiment to heck and back. Next to the water tool is the wall selection. What I didn't mention above is that you can select fences and pillars here as well as the basic wall.

Take a look at the selection, but you probably don't want to buy any of it this early. On the other side of the paintbrush is the staircase button. You can eventually add a second story to your house, but that's insanely unimportant at the moment. Keep it in mind in case you want to expand eventually. The last icon of the top row is the fireplace tool. Again, those are so stupid-expensive that you don't need to deal with it yet. Now, the bottom row. The left-most icon is the plant tool.

You can buy flowers, trees, and shrubs to spruce up your lawn. This is another luxury you can deal with once you're rich. You know what the flooring, door, window, and roof tools do. The last one in that row is the hand tool. You can use that to move objects, flowers, shrubs, trees, fences, and a whole bunch of other stuff around.

It's rather pointless since your house is empty at the moment, but it's there whenever you need it. Here, you're greeted with a list of catagories of Stuff To Buy. Watch your money, but don't neglect the basics. You can use the eight buttons in the Buy Mode gump to select what precisely you want to buy. You have chairs and beds, tables and other surfaces, decorations, and electronics in the top row. In the bottom row are appliances, everything relating to plumbing, lamps of all flavors, and miscellaneous items.

There's a secondary way you can sort the list. If you click the Buy Mode button again, those eight catagories will switch to a room sort. Then, you can click the appropriate button for the room you want to furnish, and go from there. They are: living room, dining room, bedroom, and study on the top row. Kitchen, bathroom, outside, and miscellaneous are across the bottom row. Once you click any sort, be it a room or catagory, you get a subsort to further your search.

If you just want to browse a catagory, click the infinity symbol in any subsort to view all the items of that catagory or room this is the only way to find some items. If you click-and-hold on any item, a short description and larger picture will come up.

The price is shown along with any mood or skills it will raise. I'll get more into the moods in the next section, and skills after that. If a description of an item includes the line "Group Activity," it means that at least two sims can use the item simultaneously, generally increasing the Social meter as well as whatever else it normally increases.

Some descriptions may include "Can only be used by an adult" or "Can only be used by a child," both of which are self-explanatory. I won't go into details of why until the next section, but for now you're going to need the essentials of living.

Those are: a fridge, a toilet, a shower, a bed, some form of entertainment, a chair, a phone, a burglar alarm, and a bookcase. Most of these are obvious where to find them. The entertainment form I recommend is a TV, although if none of your sims are playful, you may want to just use the bookcase as your entertainment source it can double as such.

The bookcase is listed under miscellaneous objects or the study, depending whether you're looking at the catagory or room sort. Make sure you put the burglar alarm outside near your front door, and place a phone in any room but the bedroom. The phone rings in the middle of the night often, and your sims hate waking up before they're supposed to.

You should still have the money to afford two of the cheapest counters, the cheapest oven, and the only food processor. They will be worth their weight in gold, or at least simoleons. If you didn't go nuts in Build Mode, you probably have plenty of money of left over to get a few more items that will seriously help your first few game days.

First and easiest is a nice couch. It can double as a bed if need be, so take a look. You could also get a cheap table, put a few chairs around it, and shove it all in the kitchen as a temporary dining room. You'll get some of the money back; all of it if less than one day passed since you bought it.

To see one way you can use that to your advantage, head to the Money Strategy section. Though you can arrange anything in any order, there's one specific piece of advice I must give. Check the Mood section for details. I'll take a few lines here to explain all the other options.

Across the top row are Save, Neighborhood Screen, and Quit. The first saves your game instantly without a prompt. The second sends you back to the neighborhood screen after prompting you to save if you hadn't recently. The last will send you back to Windows, also after a save prompt.

The bottom three allow you to tinker with the video, audio, and game settings. The left icon of the bottom row gives you the display settings. All four graphic options, if checked, make the game prettier, but take a bit more processor power not an issue if you're using a GHz processor with over MB RAM.

All of these are explained simply by click the words of what you want described, so I'm not going to waste your time by writing them here. The button in center of the bottom row adjusts the volumes for sound, music, and voices. The sound FX is all the sounds made from objects, including the TV. The music setting affects songs from the audio objects like radios, and it affects the volume of the fanfare that's played whenever your sims do something special. VOX is the measure of the sims' voices when they interact with each other.

The last button is the game options. There are eight there, and I'll explain them. If this is your first time, you may want to keep it on so you don't miss when something unusual happens.

FREE WILL gives your sims the ability to act on their own, though their actions will be heavily weighed by their personality for example, a sim with a Neat rating of zero will never take a shower. If you enact this, you can give your sims commands as usual, and your commands will always take precedence over anything they come up with on their own. With this unchecked, you can only move the view by right-click dragging. With it unchecked, the game will pause if you task switch. If this is enabled, occasionally a box with a question mark will appear, and you can click that to get a bit more information.

This is always enabled in the downtown area. To take a picture manually, click the button that looks like a camera, then choose the size and quality of your shot. A box will appear in the game view, and another click will capture the scene for all of time. The PIP will appear anyway, but it will be a still picture, not a moving camera. This has serious negative impacts on save times, so I leave it unchecked. There's a global command on the neighborhood screen that makes webpages for all the families, and I use that whenever I decide to make webpages.

This activates Live Mode, the meat and potatoes of the game. If your sims are on Free Will, they'll probably poke around and check out what you bought, either applauding or booing your taste. On the bottom of the screen are portraits of each sim in your family, along with seven buttons to the right of them. I'll describe each one in a moment, but right now, let me teach you how to care for your sims. Firstly, you can only have one sim active at once. Its portrait will have a blue border around it, and a big colored crystal will appear over its head.

To change the active sim, you can either click on the portrait of the one you want to control, right-click the sim itself, or hit the space bar. The change happens instantly. Once you have a sim under your control, you can order it to interact with anything you have. Simply click an object, and a list of actions will pop up. Some objects only have a few actions, some have many.

Explore; I'm not going to ruin the game by going over every little item. Once you give a command, a picture representing the command will appear in the upper-left corner of the screen. You can cancel the action before it's completed by clicking that icon. Only nine actions can be queued at once. The only thing that needs a special explaination is the fridge.

If a sim clicks a fridge, it can either have a snack, make a quick meal, make a normal meal, or serve a meal. If you ask it to make a meal or quick meal, it will go through the cooking process I talk about in 4a, with one minor note. If you picked the quick meal, it will skip the process or chop step. This is less filling, but takes less time.

Get real intimate with that command, you'll be using a lot. It's time to start covering those buttons to the right of your sims' portraits. The one that's probably already open is the mood button. If it's not, click it; it's the one with the happy and sad masks. Above and below that button is a graph. The graph shows the overall mood of your sim, based on the weighted average of its eight individual moods.

The overall mood is graded positively and negatively by 5 levels, plus the neutral mood. The color of the crystal above the active sim's head tells what mood it's in; a green crystal is a happy mood, and the deeper the green, the happier the mood. If the crystal is red, the sim is ticked off or depressed, and a blood red crystal is just a more intense version.

I'll deal with the eight individual moods in a second, since they require their own section. Let's take a look at the other buttons first. The top button on the left, the one that looks like a word balloon, leads to your sim's interests. This button is new to the series starting with Hot Date. These are randomly generated, I believe. Poke around there for a moment if you want. It shows what a sim likes and dislikes talking about, and it can have serious impacts on friends. I talk more about interests later.

Below that is the personality button. Here, you can see what astrological sign your sim is, along with its attributes that you set in the Create Sim screen. The bottom-left button is the inventory screen, also new starting with Hot Date. If your sim is carrying any items, they will appear here. The top-right button opens the relationship meters, which shows how well your sim is getting along with others that it has met.

Until Hot Date, there was only one meter, but now there are two. The upper meter indicates the daily relationship, while the lower one represents the lifetime relationship. I deal with those in more detail in the love section, too. The button in the right-center is the job button.

There you can see what, if any, job you sim has, what its salary is, and what its skills are. Take a look at cooking. The higher that is, the more filling their meals are. Sims shouldn't cook unless they have at least one point in cooking, or they may end up setting the kitchen on fire. To raise any of those skills, your sim needs to perform a specific action. For cooking, just have one read a book. Click your bookcase, then click "study cooking.

The blue progress bar above its head will fill, and when it fills completely, you'll get a message that your sim gained a point in that skill. I'll get into skills in more detail in a later section. The last button, the one that looks like a house, gives you a rating on your happy home. It's probably kinda low for now, but remember that you didn't have too much money to deal with.

That will change soon, I promise. Okay, now it's time for the mood meters. Remember I told you that you'll need certain objects as essential for living? This is why. I'll describe each meter here, what it means, and how it's weighed in the overall mood. This is the heart and soul of the game.

You moved into SimCity. You built a small house that has expanded into art rivaling architectural masterpieces such as the Tower of Pisa and the Eiffel Tower. You're livin' large with items like your Servo robot and chemistry set. You've thrown the best house parties on the planet, and Drew Carey is over every night. Your bachelor Sim has gone on hot dates and met their spouse Downtown. Your growing family went on vacation to Vacation Island. You got a pet in Old Town and unleashed him onto the public.

You sent your Sim to Studio Town and got him to become the biggest superstar SimNation has ever seen. After being bored with all that, your family did the Harry Potter thing and is makin' magic all over Magic Town. You are the SimCity god. And you're still not satisfied? He flirts with her, making her fall in love with him. Then, Trixie will be in a, um, "horrible accident" and die. Trixie may be dead, but Tony still has all her money. He's 20 grand richer simply by marrying and killing an innocent sim.

Weep not for Trixie; she'll get even by having her ghost scare him. Then again, he could just sell the urn for a quick fiver, and that will be the end of that. The cops will never touch him! Ha ha ha ha! Whatever you buy, if you return it the same day, you get all your money back no matter how much you used it. If you plan on "renting" an item like this, be sure to do so no later than the early evening.

One basic way to take advantage of this is to buy a computer, desk, and chair so your sims have more options for employment. Then, when they have a job, you can return all of it to get your cash back. However, there is a way to save a bunch of money on homes from the start. For some reason, if you buy a lot with a house already on it, then you get a HUGE break on the price.

So, the idea is to build a house before entering the lot. It's easy to do this in Unleashed. That's right, you cannot die when on the island, and can therefore be a homeless bum!

Simply make a sim and immediately move him over to the Island. In theory, you can just stay there for your entire life, stinking up pools and digging up the grass to find treasure! And, even if you run out of money, you don't NEED to eat, and the ground makes a perfect bed! All but one of them can help you directly; the other simply serves for the job. All skills start at zero and can be raised to They won't decay unless you're unlucky enough to get a chance card during the course of a job.

When you start working on any skill, a little blue progress bar will appear over that sim's head. When it tops off, you'll get a message informing you that the sim gained in that skill.

The Cooking table is a homemade preserves cooking set, which you can buy under miscellaneous items. The Mechanical table, also under miscellaneous, is a wood working table. Both enable you to work on your skills while making money, although you'll have to work a little bit to see any profits. To use either table, simply interact with it, and choose the sole option that appears. If you're wood working, your sim will continue until it gets in a bad mood or you give it a different order.

The same applies to the preserves table, but your sim will stop if it makes a set of six jars. By far, the better item is the wood working table. While it chops at your comfort level since you're standing while you're working , you can make mass profits from being fully knowledgable in Mechanical. However, you can use the preserves as gifts, also with an interaction to the table itself, if you so desire.

I cover gifts in the next section. Cooking contributes to how filling the sim's meal is. The higher the Cooking skill, the better a meal whether it be a family meal or a single meal will improve the Hunger mood bar. Mechanical affects how fast a sim can repair a broken appliance or clogged toilet. While the card game is a group activity, you don't gain Charisma from playing with others. It doesn't make sense to me, but hey, I didn't program the game.

Anyway, there's no purpose for Charisma other than job advances. BODY is gained from either swimming or working on the exercise equipment, found in the miscellaneous items. By the way, while your sim swims, there won't be a blue progress bar, but trust me, Body IS going up. Erik Swinson CronoFiend msn. It enables you to more easily win fights against others. So if you want someone with low Body to move, just get someone with high Body to whoop on them enough times.

LOGIC is gained by either playing chess, looking in the telescope, or working with the chemistry set. I prefer the chess set, since it boosts your fun as well as logic; plus, since you're sitting, your comfort will be going up as well.

If you can find another sim to play with you, you'll have the social meter getting a boost too. Logic determines the chance that making a potion in the chemistry set will be a positive potion. I have always made good potions when my logic was at Creativity affects the quality of what you're painting too, but even a painting that was painted by someone with 10 Creativity points won't sell for much.

Other than that, Creativity won't affect anything else in-game. Try to raise your sims' skills as much as possible without compromising your moods. Of course, you can kill several birds with one grenade if you can. Besides, if two people play chess, they both learn Logic simultaneously. Not a bad deal! Just be careful with raising Body. It absolutely drains energy and comfort levels, so don't try it if your sim is already uncomfortable or tired.

But the question is, how long must you study? The first few points don't take long at all, but soon the process seems excrusiatingly slow. I ran a few tests and discovered that it takes whatever-point-you're-studying-for hours.

For example, to gain the first point, you need to study for an hour. To gain the second point, you need to study for two hours. The third point takes three hours, and so on. This applies to all six skills. If you know ahead of time how long it will take, you can plan your day around it or plan it around your day. Or, you could devote a set time to studying. Anyway, this means that one skill will take a total of 55 hours to max out.

All skills will be maxxed at hours. Since your working sims can only study a maximum of about 8 hours a day the other 16 devoted to sleeping or working , it will take at LEAST 42 days to max everything. And that's of course assuming you spend no time eating, socializing, or taking showers, which is impossible of course.

That's why I recommend the following: the first thing you should do is study whatever skill is necessary to get promoted. Once you have all the skill requirements, study whatever skill is the MOST developed. The reason is because whatever skill is needed in the first few levels of the career will probably end up having to be maxxed at the end of the track.

For example, the first Body requirement of the Military career track is 2, but the final requirement is 9. Instead of working on Body only when it's required, you should work on it any time you have free. That will make the final promotion a bit easier on your nerves.

Well, something like that anyway. First of all, let me start by saying that your sims start off their lives by not having any sort of sexual preference In other words, any sim can fall in love with any other sim.

I suppose if you really want to, you could have incest stories going, but that's a little weird. The point is that you cannot "set" whether sims are homosexual, heterosexual, or bisexual.

However, you can point your sim in one direction or another. If you want a heterosexual sim, just don't do any of the "love" actions explained below to the same gender of sim. There are plenty of actions that aren't considered love, although there are a few of each that I don't agree with.

More on that in a second though. Remember the button that lets you view relationships? It's in Live Mode, and the top-right button of the group of seven the one that has the two people on it. That shows all the sims whom the active sim knows. You may have to scroll the list if you know a lot of others.

I'm going to use my own sims as examples here so I don't have to say "your sim" and "the other sim" every few seconds The background color of the portrait indicates the general feeling of your active sim to the other one.

For example, if Stephanie's picture is gray when Pyro is the active character, it means that Pyro barely knows Stephanie at all. If it's a faded green, it means Pyro is starting to know Stephanie, just not all that well.

When it turns bright green, Pyro knows Stephanie inside and out though that may not indicate love. It works negatively, too. A dull red means Pyro sort of resents Stephanie, but he can suck it up for awhile. A bright red indicates that Pyro openly wants to whoop Stephanie's candy ass whenever she appears.

Directly below the portrait is a number, and below that is a thin bar. These show the same thing, in different ways; they show the daily i. The number can range anywhere from to At 0, Pyro just met Stephaine. At , they're very good friends. At , they're enemies. Below that is another, thicker bar, and another number. These show the lifetime i. At , Pyro and Stephanie have been lifelong friends since childhood. At , they've been enemies before they were even born. Both the daily and lifetime meters combine to determine the overall feelings.

I assume they're weighted, but I'm not sure. The purpose of having both meters is to allow Pyro and Stephanie to be in love but be fighting, in theory. It doesn't work that easily, though. If two sims do not interact with each other, the bars will slowly go toward 0.

I've experimented and found out that the lifetime bar affects the general speed of decay. For example, if Pyro has daily and lifetime to Stephanie, there may be no decay at all before the day is done. If Pyro has daily and only 20 lifetime to Stephaine, the may trickle down to 90 or so that day. I got a contribution from Clay nafai texas. The top bar current relationship is similar to the old style bar.

So, you can directly affect it higher or lower through interactions, but it also degrades by several points by itself. It also degrades a bit faster now, about every hours instead of overnight. The lower bar long-term relationship is the life time relationship and isn't directly affected through social interactions. What it does is, every few hours or so it moves a few points in the direction of the top bar.

So if the lower bar is at 20 and the upper bar is at 70, after a few hours the lower bar will jump a few points up to 22 or so. All this bar ever does is try to match the top bar.

So, if you can keep the top bar high, the lower bar will eventually match it. And Sheepgood, who asked me to keep his e-mail address private, gave exact numbers Every 90 Sim-minutes the lifetime bar moves towards the daily bar by 3 points. Beware that just because Pyro likes Stephanie doesn't mean she likes him back.

In fact, most if not all of sims' relationships will be very slightly different if you compare both sets of numbers. Differences that small are more or less negligable. Below the bars and numbers, two symbols may or may not be there. A blue smiley face indicates that Pyro considers Stephanie a friend. A pink heart would indicate that he's starting to feel some butterflies whenever she's around.

That heart could change into a red heart, which means he's head over heels in love. Until the Hot Date expansion, there was only one level of love. The numbers, overall mood, and love or friendship status affect what actions are available when two sims interact, and whether those actions will fail. Because I don't want to ruin the game for you, I'm going to just touch on the actions sims can do with each other. I divide all the positive actions into two classes: those that initate love, and those that don't.

This is VERY important to remember. You see, if two sims love each other, they get jealous or angry whenever other sims hit on their lovers. If Pyro loves Stephanie, and Pud tries to kiss her, Pyro will be ticked. No matter how Stephanie reacts, be it positively or negatively, Pyro will take a cut in his Social meter, and he'll normally stop whatever he's doing to slap Pud.

He'll also lose several points of friendship against Pud too. Now, the only actions that can do this are those that initate love. Pyro won't get mad if Pud talks to Stephanie or gives her a friendly hug, but my namesake will get very angry if Pud tries to sweep Stephanie off her feet.

Pyro can only detect this if he's in the same room, however. If Pud coaxes Stephanie into his bedroom and tries to move in on her, Pyro won't know and will ignorantly continue whatever he's doing. Wow, this is turning into the latest episode of Days of Our Lives. Anyway, the moral is that you'll want to stay innocent with other sims if someone who loves them is in the same room.

If you're in different rooms, well, do what you wish. In any event, all actions will boost the Social meter and add positive points to the relationship bars if the move is not rejected. Just because the option to kiss a sim appears doesn't mean your target will accept your advances. The only option that is never outright rejected is Talk, although there's a slim chance one sim will get a bit agitated at the conversation. I'm going to sound like a complete moron with my next statement, but I can't think of a better way to put it: all actions that can induce love have a chance of inducing love.

That is, all kisses and a few hugs may make one sim fall in love with other, or they may fall for each other at the same time. Typically, the sims will go to a pink heart before a red heart, but I've seen a few instances when they skip the pink heart step.

This causes other sims to get jealous, but it never induces love. Ah well, just be aware of it. If love is not your cup of tea and you just want to be friends with another sim, your actions become slightly limited, but not significantly.

No group activity can induce love, so you can have two sims improve their friendship by playing chess or watching TV for example. Once the daily relationship meter is high enough, that sim becomes a friend and the blue smiley face will appear. This generally happens around 50, but that number could be significantly higher. If two sims have conflicting zodiac signs, or one is particularly shy, or one is particularly mean, the number could reach as high It's one way the game more or less forces you to have variety among your families.

That means even if one sim is totally head-over-heels with another, they may not be a friend yet if the other doesn't like him the same. The number of friends a family has is indicated in the bottom-left corner by the green smiley face.

In fact, my main strategy takes full advantage of that. You can check that out in the strategy section. As far as I know, there is no real border to indicate whether a sim will fall in love, but I do know that a sim will not fall in love with someone that's not a friend first.

Summary: "All lovers will be friends, but not all friends will be lovers. It sounds simple on paper, and may be simple in the game, but it could end up getting rather complex.

Let's go back in time before Pyro and Stephanie were married, when they were both still in SimCollege. The first thing that had to happen was a meeting. After that, they talked casually about their interests, occasionally entertaining each other with jokes or puppets. As their relationship grew, they became friends, and started getting slightly more forward with one another. One day, their hug was an intimate one, lasting longer than normal.

That's when both started feeling a little flustered. Pyro and Stephanie did a lot of flirting, whispering sweet little nothings in each other's ears and sharing back rubs. Pyro eventually found the courage to give Stephanie a little peck on her cheek. That kiss carried bucketloads of fireworks.

Stephanie returned the kiss with a passionate one on Pyro's lips, and he got all red and giggly. Pyro's a dork, what can I say? They were married soon after that, and Pyro started giving Stephanie back rubs from the front. The point is, all you have to do is slowly get more forward with your target, and it will happen automatically. There's just a few general rules: 1. It's best to keep it simple if you're ticked off. Again, keep it simple. If you're not clean, you may want to avoid trying anything until a shower.

Save those advanced moves until you're both ready, Romeo. Don't make me get the hose! Since friends care less about each other's moods and hygiene, you can pretty much pull the meter up to 50 without any sort of issue of cleanliness and energy.

Still though, you want to be in the best mood you can be at all times anyway. Some say that you can get from a relationship rating of 0 to in one day, while others say you can't. I can tell you from the bottom of my soul that not only is it possible, it's very likely if you play your cards right.

In my strategy section, I deal with that very issue. Even if you're a veteran of The Sims, do not try old strategies. Maxis has slightly changed the way sims get their relationship meters up; it's nothing weird, but it's slightly harder.

More details in the strategy section. There's no way you can get the lifetime meter up to triple digits in one day. At least, I don't think there's a way. However, SweetE cassidy wilyums.

You stated in it that it is impossible to raise your lifetime meter in a single day but it is not because I did it. I just had the two get to know each other, hugg and kiss alot, and it happened in a few hours.

Once your sim has a strong daily and lifetime relationship with one person, you can ask the target to move in with you if they aren't already. If this is accepted, they do so immediately, and if they're the last one of their family, their money and friends are added to yours!

It can be a quick boost to your bank account as well as a ticket to eternal happiness. If a sim is up to , in love, and of the opposite gender, the option of marriage can come up on the list. If accepted, a very short ceremony commences, with a chunk of your cash being subtracted to cover the expenses.

After that, they move in as they would with the move-in command I just described. For tips on how to accomplish either, head to my strategy section. The last thing I want to touch on is the art of giving gifts. The target would generally gain 5 points, and this action could never be rejected.

In a very real sense, you could buy your target's love. Now, it's not so simple. In order to give a gift, you have to possess it first. Not everything can be gifts, and most of them must be bought when you're downtown next section. Only the homemade preserves can be added to your inventory, which can be accessed by clicking the button with a little gift-wrapped package.

Once you have a gift, there's no cost to give it, but it will disappear afterwards. Therefore, Pyro can't give Stephanie a necklace and have her give it back, for example. I think the boost is now around 3 points for gift giving, making it terribly unprofitable. Although, Karmo04 karmo04 hotmail. And, Darkflash5 Darkflash5 aol. I wish.

By the way, Rob Sevening alanisman1 hotmail. You said in your FAQ that giving a gift could never be rejected. That is SO not true. I once gave a gift to a particularly stone-cold sim the dark-haired 'Mom' in the default family who lived in the cemetary house and she took the gift, threw it to the ground, and stomped on it. After that, you have to invite them over. To do so, click a phone, then click "Call Neighbor.

After that, click the first name of the person you want to invite, and then hit OK. A little pop-up box will appear; click Invite. This can be declined, but they're far more willing to come over if the relationship meter is high. Calling while your target is at work won't do anything, and calling in the middle of the night will tick him or her off.

The sim may ask if another sim can come over too. This is up to you, and if you accept, you may have up to four others come over. All visitors expect you to feed them, so you may not want to do this until you've got a meal ready. If you decline, you're not penalized in any way. If the sim is an exceptionally good friend, he or she may bring a box of chocolates or a vase of flowers.

The flowers are worthless, and the chocolates aren't that great at helping the Hunger meter, but the gesture is nice I suppose. By the way, speaking of things that are worthless Never choose it; it wastes time and doesn't boost the relationship meter by more than a few points. However, Roel Kroesen kroesen home. If have noticed that talking on the phone to a friend is a good way to boost the social meter. Ofcourse if the friend that you call hangs up, the effect is less. I tested that, and indeed the Social meter gets a nice kick when two sims just talk.

The Relationship meter doesn't move more than 5 points, but the Social boost can save a sim that's depressed. But anyway, let's get back on topic. If the sim does not bring a gift, it's up to you to decide how you will greet them. Shaking hands is generally the considerable thing to do, but you could be more forward if you think you can get away with it.



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