#6
20th Nov 2012 at 3:59 AM
Last edited by Srikandi : 20th Nov 2012 at
4:13 AM.
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In addition, controllable aliens can summon meteors and either bio drain or bio boost other sims (transfer their motives to you, or support theirs by draining yours). The meteor will provide one gigantic space rock, a couple of large and several tiny ones. (I always sell the gigantic one, which goes for 2000 or more, and save the rest.) They can eat space rocks to refill brain power (which is a motive which replaces energy). They can GET space rocks via the meteor summons or by stealing them from the science lab at night. They can also recharge brain power as a self-interaction; they sit on a chair or lie on a bed and meditate (it fills up faster than sleeping). They can fix broken objects quickly, using brain power. They can transmute metals and gems: doesn't change the object type, just increases its value (at the cost of brain power). They also have a part time job unique to them at the science lab as Test Subject. And a full-blooded alien comes with high levels in Logic and Handiness; mine had logic 10 and handiness 8, not sure if there's some variation or not.
If you move in a full alien, they come with a UFO which can be used to travel in space (text adventure like the time machine etc), summon storm, and laser attack. Laser attack and space travel both require upgrades, though, and only one can be active. They can also "abduct" any sim they know; they'll take off in their UFO and deliver the sim to their home lot.
Basically the best thing about aliens is that they never have to sleep, particularly if you keep em supplied with space rocks, and have access to easy funds if your sims are running low. It's a well-developed and interesting occult class