The sims 1 complete collection guide




















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Thank you Solved! Me too. Message 1 of 3 2, Views. Reply 1. Accepted Solution. Message 2 of 3 2, Views. 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 enough 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 Strategies subsection. Though you can arrange anything in any order, there's one specific piece of advice I must give. Check the Mood Meter 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 in 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. Click back over to the mood meters to follow along as you check out my next section. If a sim has one particular mood extremely low, it may look at the camera i. You need to fix that quickly.

All eight moods are weighted, then averaged, and that becomes your sim's overall mood. Its mood, among other things, severely affects what options pass or fail when they do an action to another sim. I cover that in the Sim Love section.

This obviously is how badly your sim needs food. No sim likes being hungry. Make sure you feed them often, or they could die of starvation. When the bar is low, let them eat.

To make a sim eat, make the sim that's hungry the active sim, then click a fridge. For now, choose "Have Meal" or "Serve Meal," so you can see the whole cooking process. Sims start their cooking at a fridge by getting the ingredients. It will then proceed to chop up the veggies if there's an empty counter, or use a food processor if there's one present. Then it will move to the microwave or oven, depending on which deals with hunger better, if one is available.

Once the food is done cooking, if it's a family meal, the sim will put it on an available surface, preferring counters.

If it's just a meal for one, the sim will take it to a table if one is available, sit down, and eat. Since you know this ahead of time, you can save your sims' time and effort by building your kitchen and dining room in a logical order.

Look at this flowchart Efficency is the idea. A sim that is standing will constantly lose comfort, although not as severely as a sim that's working out or swimming. Generally, this is weighed pretty heavily, although not as much as hunger. Comfort is rather easy to raise, espeically when you consider that sims do a lot of things sitting down. Watching TV, for example, will help comfort as well as raising the Fun meter. You have to be wary though; sometimes, if their path is blocked, they may watch TV or eat while standing, which is perfectly capable to be done, but it kills the Comfort meter.

Some actions, such as playing chess or playing on a computer, cannot be done at all while standing. So basically, while a low Comfort meter is bad, it's hardly anything to panic about. If push comes to shove, just click a chair or couch and select "Sit. Sims that are neat are more interested in hygiene than slob sims are.

No sim likes to be around a stinky sim, though, and if your hygiene is too low, it could affect whether others become friends or more. Would YOU like to kiss someone who hadn't washed their face in over a week?

Hygiene gets directly healed via bathtubs and showers. Hot tubs do the job too, but not as well. Sims typically don't have a problem stripping down and taking a shower if someone's in the bathroom, oddly enough. I guess the door is so well blurred that you can't see anything once you're inside. Anyway, if you don't have a maid, be sure to clean your shower or tub often. If you don't, Hygiene won't go up as fast as it could; and besides, that dirt ring looks nasty.

Take care of this one fast if it gets low, because if it drops to zero, the sim will wet itself. That will cut hygiene to zero and make the sim terribly embarrassed, possibly forcing bad relationships. No sim likes needing to do its business, but this mood is not weighed very heavily. If the meter drops rather low, and then you tell your sim to get to the bathroom, he'll RUN for it. Although it's certainly not something you exactly want to intentionally set up, it is pretty cool to see sims tearing through the house.

Sims will often times stop whatever they're doing if they need to go. They can wake up in the middle of the night or stop eating before their plate is clean if they get the urge.

There are two solutions here. You can take care of the problem when it happens, then send them back to bed or their meal. That prevents any and all bladder problems, so you'll be fine.

Oh, one more thing. If a sim is rather close to having an exploding bladder, there's an action another sim can do to intentionally make it wet itself. If two sims are close in relationships, have the one who does not have the empty Bladder meter the active sim. Your active sim will do some serious tickling, enough to make the target wet itself.

Ah, gotta love social interactions. Every waking moment expends energy unless the sim is drinking coffee , and you need to send it to bed before it gets too late. Early to bed, early to rise makes a sim healthy, wealthy, and wise I believe that sims with a high active rating can go longer than sims with a low active rating, but I'm not entirely sure.

I do know that it takes far shorter time for an active sim to actually get moving in the morning. If a sim has 10 Active, then they'll literally hop out of bed, bright-eyed and bushy-tailed whatever THAT means. A sim with zero Active will take a full 30 minutes to get the cobwebs out of their head. Adult sims are rather light sleepers. The slightest sound will keep them awake, so make sure all radios, TVs, and computers are shut off if they're in the same room.

Lights don't bother them, but certain sounds that other sims make might. For example, if there is a weight set in a bedroom, and one sim is sleeping, it'll be woken by the sound of another sim working out. Also, they'll wake up to the phone, and since most nighttime calls are prank callers, keep phones out of the bedroom.

Remember, as long as the object is in another room, it won't matter in the slightest. Kid sims are far different. They can be woken from the alarm clock, but other sounds won't bother them. That means you can shove a kid in the living room with your speakers blaring and phones ringing, but they won't stir a bit. This more or less ensures that they'll have max energy when the time comes for school. Once a sim goes to sleep, assuming there's no offending noise in the room, it can only be woken a few ways.

First of all, a sim will wake up if its bladder meter gets extremely empty. You'll have about 10 game minutes to get a sim to the bathroom before it wets itself. The second way it will wake up is to alarm clocks. If an alarm is set, it will ring two hours before the carpool arrives. Third, sims will or should wake up automatically when the sun rises at 6 AM. It's not guaranteed, and sometimes you make have to wake a sim up manually. As long as the Energy meter is not full, a sim will be sleeping.

If it is woken up before its Energy tops out, it will throw a fit for about 30 minutes for sleep deprivation. If the sun is out anytime from 6 AM to 6 PM , the sim will stop sleeping if its energy tops out. However, if it's nighttime, it will keep on sleeping anyway until the sun does rise, or until you give it another command. If time isn't a factor, then you can simply order a sim to go to sleep, and issue another order directly afterwards. The sim will sleep, and the moment its Energy tops off, it will wake up and take the next action you gave it.

There is only one bed that has any special commands. That's the heart-shaped love bed, which gives three additional options besides Sleep: those are "Vibrate," "Relax," and "Play in Bed. This raises Comfort through the roof, though Energy won't go up. Relaxing is a free, but weaker, version of Vibrate in practice. If a sim is either Vibrating or Relaxing, another sim can elect to Play in Bed with the one already there.

The second sim will approach, get naked, and start a healty match of sheet-wrestling. This brings Comfort and Social way up, and Energy and Hygiene way down. Once they finish, they'll hop out of bed and react to each other depending on how good the whole thing was.

Stephanie has slapped Pyro before, evidentally because he used his hands a little too roughly. Pyro has laughed in Stephanie's face before, also. Most of the time, Pyro will whisper something to Stephanie, who starts giggling.

You may see other reactions as well. Oh, and kids can come about from Playing. It's not guaranteed, but there's certainly a chance. Any higher, and the option simply won't be there at all. Sims with low playful ratings prefer reading books, and sims with high playful ratings like watching TV. The playful and active ratings combine for this one, too; if a sim has high active and playful ratings, it prefers basketball or vitrual gaming.

If it has low active but high playful ratings, watching the latest episode of Malcom in the Middle or playing The Sims on its computer is what it likes more. There are many actions that can boost Fun. Sims can even boost each other's Fun by tickling or telling jokes. Playing in Bed or Playing in hot tubs will boost fun also everyone likes playing like that, right? If you decide to tell your sim to watch to TV or play on the computer to get the Fun meter up, you'll need to take precautions.

See, for some reason, if you give them more than one command, they'll drop the TV or computer to do whatever you ordered after it. Sims prefer to watch TV while sitting down. Should a chair or couch be provided, they'll sit it in automatically. They'll try to pick the most comfortable one, but they'll even settle on standing if there's nothing available although that kills Comfort.

Once a sim tops off its Fun meter, it will stop whatever it's doing. However, if a sim is having Fun but doing something else in the process, it may continue the action anyway. For example, if it's playing chess, it won't stop even after the Fun meter tops off because it is still studying Logic at the same time.

The balance of the weight comes in with the speed of the bar's decline. A sim with a high outgoing rating will feel the need to be social FAR more than a sim with no outgoing ratings, but will fill the meter a bit quicker than a shy sim. The Social meter is not entirely in scale to the relationship meters. Talking, for example, only mildly helps the Social meter, even if two sims talk for hours. However, a few kisses, especially the passionate kind, will kick the Social meter into overdrive.

Because the Social meter is independent of the relationship meters, it won't matter who is doing what as far as the Social meter goes. So, if Pyro is talking to Stephanie, the Social meter will go up the same as if he's talking to Pud, no matter what the relationship numbers say.

The Social meter can also be brought down by choosing negative interactions, such as Fight and Insult. Still, some sims get a kick out of being insulted for some reason; it has to do with their level of Nice that you assigned in the Create Sim screen.

The nicer a person is, the more of a chance they'll do positive actions, and the less of a chance they'll be Socially better by doing negative ones. Still, every neighborhood has a bitch that you just want to beat the crap out of, and variety in sims is the key to doing very well in the game. All sims like large rooms and lit rooms, but neat sims dislike dirty dishes and pee puddles.

Slobby sims are less picky, but even they get tired of the flies once in awhile. Decorations boost this meter considerably, but try to buy better windows or more lamps before you blow thousands on a statue or painting. Lights are optional, and they don't seem to improve room ratings too much. I had a room that was 5x30, and any sim in it had a full Room meter, even though it was unlighted.

You see, sims like light, but they like space more. They would rather be in a dark room the size of a small country than a small bathroom with a billion lights. Sims are weird like that. They also prefer diagonal walls over normal ones, so making an octognal room will significantly help.

Don't do this You can also get super-fancy, though it's more expensive In real life, I wouldn't want to live in a dark house, and I'm pretty sure you wouldn't either. When you buy lights, think about the room you're buying the lamp for. That should help lead to your decision about just what lamp to buy at all.

If you're buying a lamp for the bathroom, and it's a tiny bathroom, you don't need any huge expensive lamp. Since floor lamps would get too much in the way, you would want to go with a wall lamp or hanging lamp.

Hanging lamps even have life-long light bulbs, so you wouldn't endanger your sim's life when it's time to change bulbs and there's water on the floor. The cheapest hanging lamp, the red one that looks like it belongs in a bar, would serve better than anything else. Just one could easily light a 3x3 bathroom, and two could cover a 3x4 or 4x4 bathroom. Also, make sure you know how much light is being generated. Most lamps send light one or two tile s in every direction.

If you space your lamps accordingly, you can cover a whole room while not spending too much on extra lamps. You could also take the completely opposite route I just described and coat the walls with wall lights.

I noticed that if there are enough lamps in one room, every tile will be lit no matter how far away the lamps are. You could, say, put one wall lamp on every wall section, and whatever room you do that to will be bright all night. Of course, doing so prevents windows, but lights light up during the day as well as the night.

Once you have a bunch of money, you should start buying decorative things for the rooms. Certain things, like the more expensive chess set, have practical uses as well as boosting Room scores.

Upgrading furniture and fireplaces will help too. Statues and paintings actually appreciate in value, so you can buy one and sell it a few days later for a profit. Coat the walls liberally with paintings either way: your sims' Room meters will go through the roof. Fake complete collection download. Don't download, it's a custom shitty and extremely slow installer with missing stuff.

It's not the real complete collection. There's only one neighborhood and for instance the tutorial is not included. Had some minor issues with the download, but apart from that, this game works perfectly! There is, however, only one neighborhood but that doesn't make a huge different. The installer certainly takes a while, but once up and running on my Windows XP virtual machine it went perfectly. An excellent game overall! For problems with the game's performance, use a DirectDraw wrapper.

Completely disable UAC or install in c:userspublic since it's considered 'public' no permissions issues with saves.

When I make a family and attempt to move them into a home, the home loads but the family is never included and build mode is the only mode activated. The audio only works on a computer they don't make anymore. But, if you get the full edition with all of the packs the audio will work. This game is cool but when you play it now it now compared to all the other ones it looks and feels bad. The save error occurs because the game was designed during the windows 9x days which didn't have user level protections.

This is why you have to run as admin if the game is installed to the default location. Solved my problem. If anyone else has problems with saving, just start the game by running it as an administrator. Share your gamer memories, help others to run the game or comment anything you'd like. We may have multiple downloads for few games when different versions are available. Also, we try to upload manuals and extra documentations when possible. If the manual is missing and you own the original manual, please contact us!

The Sims 2: Super Collection 1.



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