Occult vs normal baby questions

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yuk75
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Occult vs normal baby questions

Post by yuk75 » March 14th, 2018, 2:22 am

So there's an occult mutation chance, but is there a chance an occult sim will have a normal baby? I really wanted to make it more likely occult sims would have normal babies. Make it more of a struggle to keep their species going, could get interesting.

I have looked through the documentation and it seems to me if one parent is occult your babies will always be occult. That makes me sad. I was really hoping to have to raise the kids to find out if they would become occult or not.

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igazor
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Post by igazor » March 14th, 2018, 10:56 am

If both parents are the same single occult type, then there is a 100% chance that their babies will have that occult type.

If both parents are different single occult types, then their offspring will be one occult, the other, or a hybrid of both if those are allowed for (not counting grandparents for the moment).

If one parent is a single occult type and the other is human (no occult), then there is a 50% chance of the baby having that occult type and a 50% chance of human (not counting mutations and again not accounting for grandparents).

Hybrid parents make for more possible combinations. But no, I don't believe there is any way to make a human baby out of two occult parents because Human is itself not an occult type, it means the lack of one.

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Post by yuk75 » March 14th, 2018, 6:30 pm

Is there any way I can change the base chance for occult? I want it to be closer to a 15% chance of there being a supernatural sim born from any one occult type....so if there's 2 of the same type it would be 30% likely they'd have a non human baby.

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Post by igazor » March 15th, 2018, 12:56 am

I'm going to go with probably not. It's not really a matter of base chances and percentages, it's genetics. If two let's say werewolves have a baby, the baby will be a werewolf. If a witch and a fairy have a baby, the baby will be one, the other, or both. They way SP works is that when the number of occults reaches a certain cap, I believe they will just stop getting each other pregnant until the cap is raised or the number of such resident sims falls below it again.

Wouldn't mind being proven wrong if I'm missing something, but I believe you would have to design your own genetics system and therefore your own story progression mod to have this work another way. I would be more a fan of using MC to manually remove the occult states from babies as they are born if I didn't like the current occult assignment system.

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Post by yuk75 » March 15th, 2018, 1:19 am

There's an occult mutation setting, could you make a human mutation setting that works the same way?

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Post by igazor » March 15th, 2018, 2:22 am

Maybe I didn't state this clearly enough. Human is not an occult state. Human is the lack of any occult states. That's why human grandparents cannot pass their "state of being human" down to grandchildren, there isn't anything to pass down.

By way of an analogy, maybe this is a little far-fetched, but think of water. If you have two water sources one of which is dyed red and one dyed green (or both dyed red), you cannot "infest" the resulting output by adding some fresh unadulterated water and expect the outcome to be clear of dye.

So I believe the answer is yes, theoretically you could design your own SP-like genetics system to process mutations in a way that removes all occult states rather than adds them. But as it exists today, no.

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Post by igazor » March 15th, 2018, 2:34 am

I do now see that, according to our documentation, I was wrong in one respect. If the Town Occult Ration for a particular type of occult is exceeded, then such occult parents will still have babies but they won't have that occult type. So in that case, and if no mutations or other external factors, occult parents can indeed have human babies. But that's a shutoff switch, it's not the same thing as a percent chance.

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Post by yuk75 » March 15th, 2018, 2:35 am

I think we see it differently, you see it as something to pass down, I see it as a chance dice roll, is this sim forced to be a human? If yes result: remove occult state. If no result: leave occult state. If they were never going to be occult it doesn't matter because if they get no it does nothing, it only changes if they get yes and have an occult state as true.

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Post by yuk75 » March 15th, 2018, 2:36 am

Oh wow that's weird IG! I dunno I kind of like that...like their bodies sense there's too many and stop spreading the gene ha ha.

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