Issues with two mods
Hi Simmodder99,
I had an issue in my last kingdom with my game spawning too many guards. Most of the time they appeared confused as to where they should be, the other part of time they acted like slackers, which angered me, as they were not doing their jobs, but chatting with visitors, the territory leaders, and the builder. The guards who were supposed to be working in the Reception Hall messed around in the Throne Room, so I tried to force them to their stations by taking my best guess at which ones were assigned there, and locking them in there, hoping they would get the message and stay there. I also killed off some as they were stubborn, and I had had enough! But as you know, the game spawned replacements. Now this is not when the over spawning occurred. The problem of over spawning already existed during the events I mentioned above.
Through this mess, I came to realize that in furnish mode, the red boxes mark the place where the guards stand, and that these markers, the red boxes can be moved in furnish mode, and therefore so will the guard also move, to wherever one has moved the red box. It was vital that I move the red box that sits up against the wall near the door that leads from the Throne Room to the Reception Hall, as the guard who was stationed at that post would not stand there, as I put an archive there.
The room to the left at the entrance of the Throne Room, by your default, you have a red box up against the door leading to the Barracks. I adore you and your work, Simmodder99, but there could not have been a worse choice to put the red box, as this room I use for the kitchen, and that exact place is where the fireplace must go, LOL, though that is the game's default location to have a guard, and not really your choice, if I recall correctly, when I played before using Populous II: Plus, and my game unmodded.
What I would like to ask you is what is the green box for in furnish mode? Or rather there is a green box in Buy De Bug which looks exactly the same as the red box, and can be "bought" in Buy de Bug, same as the red boxes. I tried setting it in my kingdom, but no guard took to it.
Another question, please. I see I can purchase these red boxes in Buy De Bug, so if I place more red boxes, or if I take some away from the default settings in Buy De Bug, will I get less guards, or will I get more guards if I add more red boxes? MORE guards, is NOT what I want, just so you know.
For interests sake, something kind of neat occurred that I thought perhaps might make you just a wee bit happy or cause a smile, hopefully as I do not in anyway want you to think I am picking at you. But what happened through my playing about with these guards in trying to force them to do as they are supposed to do, I decided to carry one or more of them over, so as the game will not spawn anymore because when I would kill them, the game did replace them, and with the other guards misbehaving, they influenced the newly spawned guards to do the same. I only carried over one of them, and I edited his looks a bit here and there, but not too much, and guess what I got? A very youthful looking version of my monarch, Xylan Darksword! So now I have a new and permanent hero sim, which I made a spy, and the monarch's younger brother. Thanks for that Simmodder!
One issue you would like to know about, I'm sure, is after some time, both your mods No Townie Kids, and this mod Populous 2 Plus, eventually stop producing more sims. Now my game will not produce children sims from the Town at all, unless one of my hero sims goes to the mail box and adopts, or just looks at the list given, or if I play any quest in which a child plays a participating role, such as Bric a Brac Day. Now don't get me wrong! I love this effect, and I have no wish that you fix this. I have a lot of problems with the kids' behaviors, so I love it that no sim kids from Town are produced. If I play Bric a Brac Day, I simply murder the kid immediately when the next quest begins, and so therefore no townie kids will come into my game. But if I forgot, and some do begin to come in by the gates, if I kill them right away, then the spawning stops.
This happened also eventually with the guards during my last ambition and kingdom, just completed today. For a very long time, there was only 1 guard in the Throne Room. I got fed up with their playing and socializing, that I did almost all of them in. My knight, spy, Peteran Priest and monarch went on a rampage, until only one guard was left standing, and only because he was the only one to do as he was made to do, stand guard.
The guards did this before a mistake was made by the game that De-throned my Emperor Xylan, but if my monarch was killed, or I retired him, yeah right, lol, then the guards will act out, stop doing their jobs and play and socialize instead, as if they are guests, and not on duty. Surely you know Simmodder, that a monarch can be retired, but that retirement does not take effect right away, but will in the next quest, so in fact if a child has been chosen to replace the monarch, lets say, he or she will not become king or queen until the next quest also. But yet the guards are not doing their duty! There is total anarchy in the Throne Room and Reception Hall! Guards are pouring themselves drinks, chatting with others, and the one that shocked me into realizing the damn game De=throned my Emperor, when I made no such command, was that a guard was in the kitchen cooking on my monarch's oven, showing a hungry image in her thought balloon! I do not tolerate this kind of disobedience and disrespect towards my monarch, so this is when the slaughter of the guards began. I repaired the situation of my monarch's status, by setting him to level one, then adding back in his bonus levels, whew, they were a lot, and then so tired, I was thankful the game spawned no more guards. I felt in order to explain the issue's with some of your mods, I needed to tell the story of the events in my game, so as you could understand what those issues are. I am happy about them, but other TSMPN gamers may not be, and I think this is not what you intended be the eventual outcome when using your mods No Townie Kids, and Populous II Plus? I'm having a guess that your answer is No, but I could be wrong. I just wanted you to know, cause you are invested in your work, well me too, cause its great!
Bless you Simmodder99, your mods, they be truly fine!
Xeny
Edit: Pardon me, it is Shimrod's No Townie Kids mod. Excuse the mistake please Simmodder, since the two mods mentioned above have similar issues, and the modders who made them have similar names, it was easy to mix the two together as having the same creator. Way too easy! LOL
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Some people never go crazy. What truly horrible lives they must live.
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