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#158145 - 06/18/08 11:08 PM
Rare collectibles question
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Newbie
Registered: 06/09/08
Posts: 8
Loc: Pa, USA
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Is it possible to NOT have a rare collectible appear when the chief is supposed to point it out? I DL'd the graphic mod someone posted here that changes the collectibles appearances so they are easier to find(all solid color) and I just had my chief do the daily pointing, and I found NO rare collectible..but I did find some uncommon and commons that I already had... did I miss it somehow? How long after they are pointed out do they show up??
Thanks for any help!
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Tiff
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#158149 - 06/18/08 11:31 PM
Re: Rare collectibles question
[Re: tiffi24]
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Unicorn
Registered: 10/07/04
Posts: 17517
Loc: Colorado
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They may not appear for 1 or 2 minutes after the chief finishes the "magic." I've read that many people pause the game to try to give themselves more time to look for the rare collectible, but that will likely prevent it from appearing. New collectibles do not appear in VV3 when the game is paused.
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Barbara Unicorn Last Day of Work
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#158152 - 06/18/08 11:41 PM
Re: Rare collectibles question
[Re: LadyCFII]
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Newbie
Registered: 06/09/08
Posts: 8
Loc: Pa, USA
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i did not pause it, I had read that can cause problems... I must have looked for 5 minutes after...nada.. I wonder if it appeared behind something...
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Tiff
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#158153 - 06/18/08 11:43 PM
Re: Rare collectibles question
[Re: tiffi24]
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Unicorn
Registered: 10/07/04
Posts: 17517
Loc: Colorado
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Yes, they can appear behind trees or other objects. In that case, the little sparkles are all you have as an indication that there's a collectible there.
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Barbara Unicorn Last Day of Work
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#158180 - 06/19/08 01:34 AM
Re: Rare collectibles question
[Re: LadyCFII]
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Expert
Registered: 05/31/08
Posts: 171
Loc: Eastern Shore of Isola
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Is there any way that a certain rare collectable will never show up in the game? There is one feather I cannot find in my first tribe but have seen at least twice in my other to games.
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Love Harry Potter, and Virtual Villager. Love my Sims too, but they are expensive.
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#158185 - 06/19/08 02:00 AM
Re: Rare collectibles question
[Re: HPVV]
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Unicorn
Registered: 10/07/04
Posts: 17517
Loc: Colorado
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They will all show up eventually. The good thing about rare ones is that the chief can help.
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Barbara Unicorn Last Day of Work
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#158187 - 06/19/08 02:30 AM
Re: Rare collectibles question
[Re: LadyCFII]
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Expert
Registered: 05/31/08
Posts: 171
Loc: Eastern Shore of Isola
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Darn! So far my chief has pointed out the same turtle shell twice. Guess I'll have to wait longer.
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Love Harry Potter, and Virtual Villager. Love my Sims too, but they are expensive.
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#158202 - 06/19/08 04:34 AM
Re: Rare collectibles statement
[Re: HPVV]
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Master
Registered: 12/28/06
Posts: 456
Loc: BC. CANADA
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Darn! So far my chief has pointed out the same turtle shell twice. Guess I'll have to wait longer. My chief is a bit daft too. Last night was the fourth time he pointed to the same faded shell. If he doesn't produce tonight he's gonna get awfully ill. 
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It isn’t about the journey its about the destination
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#158582 - 06/20/08 09:52 PM
Re: Rare collectibles statement
[Re: swedane]
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Newbie
Registered: 09/28/06
Posts: 15
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I've been trying to find my last rare collectible coral for 2 months now using my chief. What are the odds that I will ever find it from a programming standpoint? Does your code make it possible that it will never appear because it was only going to appear once and I missed it when it did?
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#158598 - 06/20/08 10:31 PM
Re: Rare collectibles statement
[Re: Lurkily]
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Newbie
Registered: 09/28/06
Posts: 15
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It's odd; my chief has consistently pointed out only rares that I do not yet have; I haven't completed a single collection, but my chief's served well so far.
As I understand it, the chance of a certain collectible showing is a percentage chance, not influenced by things like what collectibles have shown up before. Since my chief keeps pointing out the same rare collectibles that I already have, I'm getting frustrated and ready to wipe out the tribe.
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#158633 - 06/21/08 01:32 AM
Re: Rare collectibles statement
[Re: greyseal]
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Expert
Registered: 05/31/08
Posts: 171
Loc: Eastern Shore of Isola
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My chief points out the same turtle shell everytime!! She is still a bit young...maybe she will become wiser with age.
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Love Harry Potter, and Virtual Villager. Love my Sims too, but they are expensive.
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#158648 - 06/21/08 02:45 AM
Re: Rare collectibles statement
[Re: HPVV]
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Master
Registered: 04/12/06
Posts: 596
Loc: New England
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We can make an estimate, even without knowing the programming, I think. Let's assume that each rare collectible has an equal chance of showing up when the chief points one out. There are 16 different rare collectibles (four of each type), so each should have about a 6.25% chance of showing up - 1/16. This number gets higher if you already have some of the rare tablet pieces (because these can only be collected once) - it becomes 8.33% if you have all four rare tablet bits - 1/12. But that doesn't mean you can't get the same one two or three times in a row  . (Actually, I don't think this changes if the game randomly selects which type of collectible should appear first and then chooses from the four pieces. But I could be wrong.)
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#158692 - 06/21/08 05:56 AM
Re: Rare collectibles statement
[Re: greyseal]
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Master
Registered: 12/28/06
Posts: 456
Loc: BC. CANADA
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Since my chief keeps pointing out the same rare collectibles that I already have, I'm getting frustrated and ready to wipe out the tribe. That's exactly what I did. I started 2 new tribes, one of each fraction. Neither have begun working on the statue yet. Magic faction is way ahead in its collection than Nature faction.
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It isn’t about the journey its about the destination
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#158696 - 06/21/08 06:23 AM
Re: Rare collectibles statement
[Re: squawky]
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Newbie
Registered: 09/28/06
Posts: 15
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We can make an estimate, even without knowing the programming, I think. Let's assume that each rare collectible has an equal chance of showing up when the chief points one out. There are 16 different rare collectibles (four of each type), so each should have about a 6.25% chance of showing up - 1/16. This number gets higher if you already have some of the rare tablet pieces (because these can only be collected once) - it becomes 8.33% if you have all four rare tablet bits - 1/12. But that doesn't mean you can't get the same one two or three times in a row  . (Actually, I don't think this changes if the game randomly selects which type of collectible should appear first and then chooses from the four pieces. But I could be wrong.) That helps if the collectibles function is truly random. I wonder if that is the case. How in the world would you structure the logic for that code?
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#159224 - 06/23/08 09:34 PM
Re: Rare collectibles statement
[Re: greyseal]
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NOT Newbie
Registered: 04/15/07
Posts: 30
Loc: ROK
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I disagree with your theory. I have consistently gotten non-rare collectibles, or even none at all. I am getting so angry that I am about to uninstall the game. I have two simultaneous villages that I am working on, one is nature faction, the other magic. I have completed all of the puzzles, but when it comes to the chief pointing out collectibles, he/she often points out nothing at all. I have tried pausing the game, and thoroughly searching the entire map, but come back with nothing.
On a side note, where did all of the leader boards go? They were quite popular in VV1 and VV2... Why take them out of VV3?
Edited by LadyCFII (06/23/08 10:04 PM)
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The best hookers in the country are Chinook pilots.
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#159228 - 06/23/08 09:53 PM
Re: Rare collectibles statement
[Re: Weasel2811]
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Expert
Registered: 06/06/08
Posts: 127
Loc: Not here, Not there, I WILL NO...
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weasel if you pause the game it wont appear
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"Awww man, somebody spilled rasberry juice all over the floor!"
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#159232 - 06/23/08 10:09 PM
Re: Rare collectibles statement
[Re: Weasel2811]
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Consigliere
Registered: 05/15/08
Posts: 378
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I disagree with your theory. I have consistently gotten non-rare collectibles, or even none at all. I am getting so angry that I am about to uninstall the game. I have two simultaneous villages that I am working on, one is nature faction, the other magic. I have completed all of the puzzles, but when it comes to the chief pointing out collectibles, he/she often points out nothing at all. I have tried pausing the game, and thoroughly searching the entire map, but come back with nothing. Weasel, I know it can be frustrating not to find missing collectibles. That happened to me too and there were more times the Chief pointed out nothing than he pointed out a rare collectible. I was just missing about four. I kept searching and within a few days I was just down to missing one. It took me almost two weeks to get that one and the Chief finally came through for me on that one. If you uninstall the game, you'll lose all your hard work solving the puzzles and your little villagers.
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#159234 - 06/23/08 10:11 PM
Re: Rare collectibles statement
[Re: isla]
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NOT Newbie
Registered: 04/15/07
Posts: 30
Loc: ROK
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The thing is, that I have had that same issue with VV2. I have been working on finding one dang purple starfish for about a year now, and it has not shown up. I fear that will happen here, and I have no desire to wait a full year for this random object to come up again.
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The best hookers in the country are Chinook pilots.
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#159241 - 06/23/08 10:25 PM
Re: Rare collectibles statement
[Re: isla]
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Newbie
Registered: 05/19/08
Posts: 12
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Having the same issue here, and very frustrating!
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#159893 - 06/26/08 09:46 PM
Re: Rare collectibles statement
[Re: Destinye]
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NOT Newbie
Registered: 04/15/07
Posts: 30
Loc: ROK
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Does anyone either have a game trainer, or know how to make one that would randomly show a collectible? I know it's technically cheating, but I hate the randomness. As a future suggestion, if you (LDW) do develop a VV4, once a collectible is collected, it will not show up again until all collectibles have been collected. It takes some of the frustration out of trying to find that one that just won't display. (maybe even a game fix for VV3 if you desire)
Edited by Weasel2811 (06/26/08 09:47 PM)
_________________________
The best hookers in the country are Chinook pilots.
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#159895 - 06/26/08 10:12 PM
Re: Rare collectibles statement
[Re: squawky]
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Guru
Registered: 06/04/08
Posts: 928
Loc: Right behind you.
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Trainers for such a thing are VERY difficult, Weasel; there are no obvious values to search in memory for such a thing, so it takes serious skill to undertake an effort like that. It's usually easiest, with a trainer, to look for numerical values; this is why all but the most advanced trainers usually affect things like HP, ammo, money, etc; they're numbers that you can find.
You might be able to figure out which values determine if a collectible's already obtained, but if they're not using a straightforward 1/0 value to track it, then it might take hours, with no promise of a payoff. Too much work, especially when finding a change in the value is dependent on a randomly generated collectible, which may not be the value you're trying to track.
I'll see, though, what I can do about the random number generator the game uses; it might be possible to locate that with a trainer as the game is running, and influence the outcome. However, due to policies on the boards, I won't be posting them on the forums. I'll post if I found a system that works, but I won't post details publicly.
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#159958 - 06/27/08 03:33 AM
Re: Rare collectibles statement
[Re: Lurkily]
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Consigliere
Registered: 05/15/08
Posts: 378
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I'll see, though, what I can do about the random number generator the game uses; it might be possible to locate that with a trainer as the game is running, and influence the outcome. However, due to policies on the boards, I won't be posting them on the forums. I'll post if I found a system that works, but I won't post details publicly. Lurkily, please post if you find a way and/or send a PM. That is one cheat I would consider using when I've been searching for missing collectibles for many hours for days and days.
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#159963 - 06/27/08 04:52 AM
Re: Rare collectibles statement
[Re: Lurkily]
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Consigliere
Registered: 06/18/07
Posts: 339
Loc: CA, USA
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I'll see, though, what I can do about the random number generator the game uses; it might be possible to locate that with a trainer as the game is running, and influence the outcome. However, due to policies on the boards, I won't be posting them on the forums. I'll post if I found a system that works, but I won't post details publicly. It would be great to have something like that. I poked around but couldn't figure anything out beyond the obvious things that are stored in memory, like food, crops, etc. Those obviously have a set number. I don't even know how someone would begin to look for a value for something like collectibles appearing. When I was poking around my goal was to see if I could cheat the nursing time. No such luck though.
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Runners... never enough runners....
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#159964 - 06/27/08 04:59 AM
Re: Rare collectibles statement
[Re: squawky]
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Expert
Registered: 01/12/08
Posts: 134
Loc: at the computer, reading posts
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We can make an estimate, even without knowing the programming, I think. Let's assume that each rare collectible has an equal chance of showing up when the chief points one out. There are 16 different rare collectibles (four of each type), so each should have about a 6.25% chance of showing up - 1/16. This number gets higher if you already have some of the rare tablet pieces (because these can only be collected once) - it becomes 8.33% if you have all four rare tablet bits - 1/12. But that doesn't mean you can't get the same one two or three times in a row  . (Actually, I don't think this changes if the game randomly selects which type of collectible should appear first and then chooses from the four pieces. But I could be wrong.) I have stacked three kids so they could all get this rare tablet piece (trust me, there is a way to do it). Does that mean that I will never see 2 of the other rare tablet pieces? 
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#159994 - 06/27/08 12:28 PM
Re: Rare collectibles statement
[Re: Tuna Puzzler]
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Guru
Registered: 06/04/08
Posts: 928
Loc: Right behind you.
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It would be great to have something like that. I poked around but couldn't figure anything out beyond the obvious things that are stored in memory, like food, crops, etc. Those obviously have a set number. I don't even know how someone would begin to look for a value for something like collectibles appearing. When I was poking around my goal was to see if I could cheat the nursing time. No such luck though. There are tools available that can uncover random number generators used by a game; unfortunately, they're not as straightforward as looking for a food value, and as I understand, not particularly reliable. (A programmer might use a method for coming up with a random number based on a system the tool doesn't recognize) I personally found food, tech points, food in the hive, and food in the trees, while I was trying to determine how much villagers ate; it was easier to monitor in an external application that way. But those are all easy. As for nursing, that's probably not a count-down; timers as well, generally aren't a value of minutes or seconds; very often the countdown is in milliseconds, or in some other format. In addition, I doubt VV is using a timer, per se; since it's based on the system clock, it's more likely to be simply subtracting the current time from time the baby's scheduled to be born; the only way to train that would be to find the time the birth is scheduled for, which will be a different time, and stored in a different place, for each villager. It also would not change regularly, denying you the option of using successive searches to narrow the field of values.
Edited by Lurkily (06/27/08 12:32 PM)
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#160020 - 06/27/08 02:16 PM
Re: Rare collectibles statement
[Re: Lurkily]
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NOT Newbie
Registered: 04/15/07
Posts: 30
Loc: ROK
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Wow, this became more complicated than I had imagined. I had no idea what it took to create a trainer. I figured that the publishers who designed the game would be the ones creating the trainers because they are the ones with the programming expertise. It is my understanding that they monitor this forum and so making the suggestion was my subtle way of asking them to create one. I now see that it is going to be more difficult due to all of the variables involved. It was an intriguing thought though.
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The best hookers in the country are Chinook pilots.
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#160078 - 06/27/08 06:36 PM
Re: Rare collectibles question
[Re: tiffi24]
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Newbie
Registered: 06/13/08
Posts: 2
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I'd heard that the various chimes and bells sounds are indications that mushrooms and/or collectibles have appeared... is this true???
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#160118 - 06/27/08 09:35 PM
Re: Rare collectibles question
[Re: Lurkily]
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Newbie
Registered: 09/28/06
Posts: 15
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OK, I have a simpler request. Has anyone discovered places on the map where collectibles appear, but are obscured by things like trees, etc.? I've looked for signs, such as sparkles, etc. but no luck. If anyone knows these spots, I would LOVE a screen shot.....
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#160133 - 06/27/08 10:49 PM
Re: Rare collectibles question
[Re: Weasel2811]
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Consigliere
Registered: 05/15/08
Posts: 378
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Wow, this became more complicated than I had imagined. I had no idea what it took to create a trainer. I figured that the publishers who designed the game would be the ones creating the trainers because they are the ones with the programming expertise. It is my understanding that they monitor this forum and so making the suggestion was my subtle way of asking them to create one. I now see that it is going to be more difficult due to all of the variables involved. It was an intriguing thought though. I'm pretty sure the developers won't create cheats or trainers for us.
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#160149 - 06/27/08 11:35 PM
Re: Rare collectibles question
[Re: greyseal]
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Guru
Registered: 06/04/08
Posts: 928
Loc: Right behind you.
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OK, I have a simpler request. Has anyone discovered places on the map where collectibles appear, but are obscured by things like trees, etc.? I've looked for signs, such as sparkles, etc. but no luck. If anyone knows these spots, I would LOVE a screen shot..... I don't think there are such areas. I've seen feathers laying on top of walls, etc. I think it's totally random, beyond that it has to be a place children can walk. Of course, the turtle shells only show up around the love shack, the coral around the sea, and the tablet only around the southern cave, but the feathers are the only ones that are blocked by the trees, so I presume you're asking about those; and those are dropped pretty much anywhere a villager can walk, as far as I can tell.
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#160227 - 06/28/08 08:49 AM
Re: Rare collectibles question
[Re: Lurkily]
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Newbie
Registered: 09/28/06
Posts: 15
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I saw a post from one of the programmers that said if you can't find a rare collectible when the chief points to it, it's because it's behind a tree or something...I'll see if I can find that post.
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#160229 - 06/28/08 08:52 AM
Re: Rare collectibles question
[Re: LadyCFII]
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Newbie
Registered: 09/28/06
Posts: 15
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Yes, they can appear behind trees or other objects. In that case, the little sparkles are all you have as an indication that there's a collectible there. Sorry...here it is
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#165010 - 07/23/08 06:49 PM
Re: Rare collectibles question
[Re: shidera2]
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Master
Registered: 12/28/06
Posts: 456
Loc: BC. CANADA
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For me when the chief points out a rare collectible, it pops up fast but to find it this is what I do: I put the chief at the top of the path and then quickly grab a kid. Then as soon as he points I pause the game. Then I use the number keys to look in every area, by then it usually pops up, but if it doesn't I un-pause the game and do the process all over again very quickly except I don't pause the game. Hope this helps. In an earlier post LadyCFII wrote: They may not appear for 1 or 2 minutes after the chief finishes the "magic." I've read that many people pause the game to try to give themselves more time to look for the rare collectible, but that will likely prevent it from appearing. New collectibles do not appear in VV3 when the game is paused. LadyCFII's answer to rare collectibles:
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It isn’t about the journey its about the destination
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