Victory Statistics in Sports Career is broken

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twallan
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Post by twallan » June 10th, 2013, 6:33 pm


I suspect you are indeed encountering the same issue as noted in the post I linked, you are simply describing it in a different manner.

As far as I am aware, there is currently no solution for the issue.

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Post by Categoricus » June 10th, 2013, 8:10 pm

If you're sure of it, then considering the two common erroneous circumstances (none of which persist by me though), this shall be because a result for a match is calculated within a specified rabbit hole object that has the affected sim as a linked attribute and the performance of that sim as nested, instead of being evaluated within the sim object which should have the currently attended rabbit hole as a linked feature and the work performance as nested, because career data logically belongs closer to sims than their workplaces. Just look at gender preference and age, which also indicate a wrongly designed component model: they should also be determined by a sim object instead of the static-like object representing the story progression.

You might have come familiar with disassembling The Sims 3 - I personally don't feel like it, especially on the edge of The Sims 4.

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igazor
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Post by igazor » June 10th, 2013, 8:56 pm

Except that the scoring logic in the case of the sports career is unlike the others. Wouldn't the team (and therefore the particular stadium) on which your athlete is playing need to be an integral part of the game victory stats calculations -- in an otherwise perfect world, that is, where everything else worked correctly.

Suppose you had a large world with three stadiums in it. I would expect that each stadium would correspond to its own team and they would not be interchangeable with respect to victory stats.

EA has proven itself to be very good at trying to allow for a variety of circumstances like my three stadium example and thereby breaking everything in the process.

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Post by Categoricus » June 10th, 2013, 10:03 pm

A stadium's team varies much more often than a team's stadium, where team means a certain set of sims. In TS3, sims aren't allowed to have multiple jobs, and work relationships like "team mate of somebody" are limited to institutes, thus victory statistics of a certain sim identifies the statistics of a certain team, regardless of the number of stadiums. You have to have at least 3 sims to map the statistics of all the 3 stadiums as a user and this is good.

Problem is that the software still doesn't seem to technically point to teams via sims, not even institutes (should work though not efficiently) but even worse: lots! A combo lot can have a rabbit hole and a community place on it, which means two institutes, and how the hell can you count the team statistics assigned to two institutes in the same time, if the current scope (career tab on the sim panel) only grants you access to one of them (the rabbit hole). One can understand reading this, how messy TS3 engine is.

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Post by igazor » June 10th, 2013, 11:39 pm

Interesting. I was only sharing my observations as a casual player, and pretty much guessing at how the rest works based on how I might have approached the issue programmatically. It never occurred to me that there could be multiple teams per stadium or that EA would tie such to lots instead of buildings. That last part seems bizarre.

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Post by Categoricus » June 11th, 2013, 7:03 am

And this was only about the case, in which the source of losing statistics is a combo lot. But as soon as you want to transfer your sim to another town, you lose all data about the previous town, including the objects representing the momentary state of lots and institutes, which can no way be saved while playing like households and individual sims as a snapshot, thence even importing the lots from old town won't bring back the victory statistics to the sim to whom it should really belong to.

As long as role-playing manifests via humanoid objects like sims (they provide almost the only medium between the user interface and the logical layer), most of game data should be accessible via them, and stored by them as either attached shared objects or nested (monopolized) objects.

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