Game generating crap NPCs, avoidable problem or precursor to a firey etc...
Regina:
Quote from: syberspunk on 2005 November 08, 05:29:31
I noticed that the store clerks at the Corner Shoppe (whatever it's called) in Downtown seemed to keep changing. I notice at least 3 plus different clerks. But it took me a while to notice, so I don't know if the game rotates between existing ones, or if it always tries to generate new ones. Can anyone clue me in?
Thanks. :)
Ste
The game SHOULD either rotate between the clerks or you should see the same ones. As ZephyrZodiac said, by default there should be no more than three of any one type of workers in a neighborhood.
However, you can get more. When I create a new neighborhood in which I want to use service workers to become playable sims I frequently generate my own service workers in the amount of four for each service. When one is taken from the pool a replacement is generated to keep the number at four. However, if there are only the three default (or I generate only three), the game should only be generating a new one if one of them is taken from the pool.
I don't have Uni so coffee shops and such aren't available in my game (shoot, I can't even put an espresso machine on a community lot), so under normal playing conditions (as in a non-challenge family) if I want a sim to head to a community lot and their energy is low I use the multi-painting to fill their energy meter. This way they're not passing out on the sidewalk when they get home or before. ;)
ZephyrZodiac:
Gnohmon's flamingoes are good for that too, and you don't have to remember to get all your playable sims to use it like the painting - so the whole family can go and do their own thing! If you don't have them, Inge is hosting them at simlogical now.
Ancient Sim:
There shouldn't be any barrista spam with Nightlife if you've installed the patch, it's supposed to stop it (or the expansion itself stops it, can't remember which). I certainly haven't had any barrista spam since installing Nightlife. The only time I've had more than 3 of any NPC is when one has been vamped and another has been generated to replace them.
syberspunk:
Ahhh... ok, so then NL or the patch supposabley fixes this? So the nonpcspam issue should theoretically be resolved?
So, ther really should only be 3 npcs for each job selling type?
Is this also true if say, you generate new Uni's or new Downtowns? With the EPs, you can have more than one Uni and apparently more than one Downtown attached to a regular neighborhood. I was wondering if, each time you add a new Uni or new Downtown, does each "mini-hood" (for lack of a better word) create its own set of npcs?
In other words, is it a set of 3 per Neighborhood, regardless of the number of Uni's or Downtowns?
OR... would you have 3 npc clothing store clerks for Pleasantville, 3 for Sim State University, 3 for La Fiesta Tech, and yet another 3 for Downtown?
I hope my question makes sense and I hope someone can clarify this for me. Thanks again for all your help and advice. :)
Ste
Andygal:
3 per neighbourhood regardless of subneighbourhoods.
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