Does the Effiel Tower actual work?
I can't get it to work in my game, I can get the tower on the world, I've tried inside a holiday world, base world. But I get no interactions when I click on the tower with a Sim.
Looking in the game play files, it does say that you should be able to Woohoo in the tower and visit the tower elevator and go to the top of the tower and it even acts like a Rabbit hole
A copy of the file:-
<?xml version="1.0" encoding="utf-8"?>
<base>
<Current_Tuning>
<kRabbitHoleTuning>
<EnvironmentMotiveScore value="75" />
<MapTagFilterType value="Work">
<!--Filter type for this maptag- should be some combination of work and activities. See MapTagFilterType in MapTagController.cs.-->
</MapTagFilterType>
<CameraPitchOnRabbithole value="-60">
<!--Sets the camera pitch whenever this rabbithole is the target of a lerp-->
</CameraPitchOnRabbithole>
<CameraZoomOnRabbithole value="100">
<!--Sets the camera xoom whenever this rabbithole is the target of a lerp-->
</CameraZoomOnRabbithole>
<kCanInvestHere value="True">
<!--Description: Whether or not you can invest in this rabbithole, if it's false all the other investing tuning is ignored-->
</kCanInvestHere>
<kInvestCost value="200">
<!--Description: How much it costs to invest part of the rabbithole-->
</kInvestCost>
<kBuyoutCost value="1000">
<!--Description: How much it costs to buy out the rabbithole-->
</kBuyoutCost>
<kInvestmentReturnPerWeek value="50">
<!--Description: Amount of money per week that this rabbithole makes at the investment level-->
</kInvestmentReturnPerWeek>
<kBuyoutReturnPerWeek value="200">
<!--Description: Money the rabbithole makes per week when you buy it out-->
</kBuyoutReturnPerWeek>
<kInvestmentMaxHoldingAmount value="500">
<!--Description: Max amount the rabbithole can hold (from investments) when youre at the investment level-->
</kInvestmentMaxHoldingAmount>
<kBuyoutMaxHoldingAmount value="3000">
<!--Description: Max amount the rabbithole can hold (from investments) when it's bought out-->
</kBuyoutMaxHoldingAmount>
<kNpcExitFreq value="15">
<!--Range: ??? Description: Exit frequency in minutes for NPC sims leaving this rabbit hole.-->
</kNpcExitFreq>
<kDaytimeLightSunriseDelta value="5">
<!--Hour delta from world defined sunrise at which daytime rabbithole lights are used. 24 or greater means no visual states are used.-->
</kDaytimeLightSunriseDelta>
<kNighttimeLightSunsetDelta value="23">
<!--Hour delta from world defined sunset at which nighttime rabbithole lights are used. 24 or greater means no visual states are used.-->
</kNighttimeLightSunsetDelta>
</kRabbitHoleTuning>
<kRestaurantTuning>
<OpenTime value="11">
<!--The time the restaurant opens.-->
</OpenTime>
<CloseTime value="23">
<!--The time the restaurant closes.-->
</CloseTime>
<EarlyBirdTime value="18">
<!--The time the restaurant has early bird special. Set to -1 if never.-->
</EarlyBirdTime>
<EarlyBirdDiscount value="0.8">
<!--Discount when eating dinner for the early bird special.-->
</EarlyBirdDiscount>
<BreakfastLunchBrunchCost value="20">
<!--Cost per sim of breakfast/lunch/brunch.-->
</BreakfastLunchBrunchCost>
<DinnerCost value="30">
<!--Cost per sim for dinner.-->
</DinnerCost>
<DessertCost value="12">
<!--Cost per sim for dessert.-->
</DessertCost>
<DrinksCost value="10">
<!--Cost per sim for drinks.-->
</DrinksCost>
<EatLength value="30">
<!--Eat interaction length in sim minutes.-->
</EatLength>
<DrinkLength value="20">
<!--Drink interaction length in sim minutes.-->
</DrinkLength>
<DessertLength value="45">
<!--Stay for dessert interaction length in sim minutes.-->
</DessertLength>
<MinRelationshipDiningCompanions value="15">
<!--Minimum amount of added relationship with people you eat with.-->
</MinRelationshipDiningCompanions>
<MaxRelationshipDiningCompanions value="25">
<!--Maximium amount of added relationship with people you eat with.-->
</MaxRelationshipDiningCompanions>
<ClothingStyle value="Everyday">
<!--Appropriate clothing style for dining at this venue.-->
</ClothingStyle>
</kRestaurantTuning>
<kVisitRabbitHoleTuning>
<VisitLength value="60">
<!--Visit length in minutes.-->
</VisitLength>
<VisitBoredomChanceChild value="25">
<!--Visit chance for boredom child.-->
</VisitBoredomChanceChild>
<VisitBoredomChanceTeen value="50">
<!--Visit chance for boredom teen.-->
</VisitBoredomChanceTeen>
<VisitBoredomChanceAdult value="10">
<!--Visit chance for boredom adult/edler.-->
</VisitBoredomChanceAdult>
<VisitWooHooLength value="20">
<!--Visit woohoo length in minutes.-->
</VisitWooHooLength>
<VisitWooHooCheckForCaught value="5">
<!--Visit woohoo check for being caught every X minutes.-->
</VisitWooHooCheckForCaught>
<VisitWooHooChanceForCaught value="5">
<!--Visit woohoo chance of being caught when 'VisitWooHooCheckForCaught' is hit.-->
</VisitWooHooChanceForCaught>
<VisitTryForBabySuccessRate value="50">
<!--Visit try for baby chance of success.-->
</VisitTryForBabySuccessRate>
<VisitTourGroupLTRGain value="2">
<!--Amount of LTR gain between people on a tour group every X minutes-->
</VisitTourGroupLTRGain>
<VisitTourGroupMinutesLTR value="5">
<!--Frequency of LTR gain while on a tour group-->
</VisitTourGroupMinutesLTR>
<WooHooingCommodity value="Amorous">
<!--Social STC after WooHooing.-->
</WooHooingCommodity>
<WooHooingSTCIncrement value="25">
<!--The STC increment after WooHooing.-->
</WooHooingSTCIncrement>
<WooHooingLTRIncrement value="15">
<!--The LTR increment after WooHooing.-->
</WooHooingLTRIncrement>
<WooHooingFunDelta value="15">
<!--The Fun delta while WooHooing.-->
</WooHooingFunDelta>
<WooHooingSocialDelta value="15">
<!--The Social delta while WooHooing.-->
</WooHooingSocialDelta>
</kVisitRabbitHoleTuning>
</Current_Tuning>
</base>
I get nothing, so as anybody ever seen the tower actual working?
If the tower fails to work, I can tell you the tower acts like a Bistro, so should you move a Sim into a world that contains the tower, that is already in the culinary career track, they will try to use the Eiffel Tower , which results in a BIG fail, at least for me. Your Sim can't go to work and will need to quit the job.
Comments
That is what I'm starting to think also, but why include all the code inside the Game play files. If it was just for decoration, it would have made more sense to just remove the code from the last patch, it just takes up unnecessary file space.
The other file even says that it cost £15 to use the elevator and you gain Athletic skill if you walk up the stairs:-
I'm starting to think that if nobody can get this to work it might be worth reporting to EA and see if they will fix the problem, that what I'm really looking for, to see if anybody as ever got this working, possible with a older patch.
perhaps this was something they were planning on doing but never got around to enforcing it and jut left the files in there :? mm that would be a shame though, after reading this im interested :shock:
i must re-install sims and CAW after the last pc format :shock: (again) i will have to check this out anyway,
but i assumed it was a decorative object :?
I think they didn't end up bothering since the Eiffel Tower isn't accesable from Champs Les Sims : )
A possible work around will be to place the Bistro on the same location as the tower, I've not tested that but it should work.
I can understand it being in the buy-debug, but I'm sure you can place the tower in CAW, which is not in any buy-debug menu.
So nobody can get it to work, I will try report the object and see if they will fix the problem, but I'm 99.9% sure they will do nothing, for the reason stated, it's in the buy-debug.