Forum Discussion
- Someone must have a task there.
I'm looking through task lists but haven't found anything new yet. I wonder if we will get a character in Act Three that uses it? "Jonalinn;c-1606745" wrote:
Just speaking for myself, I don't think it's fair that EA created this building like this :/ I mean, unless there is a different character that can do something there.. how is this supposed to work for those towns that don't put buildings off by themselves in vacant areas? The building didn't come with that caveat. If it had to have special placement in order to operate, why not say that up front? It cost the same amount of donuts for all players... yet only those who can situate it properly can see the animation?
This is just confusing to me. Ok, rant over (sorry everyone).
well hopefully because the building is animated (and there were no side quests associated with it), someone has a task there that we just haven't discovered yet? I agree though, and it's too much hassle to constantly move the buildings away just to set the task. will probably only do this a few times before the high, err novelty, wears off... :smirk:- JonalinnNew Spectator
"tapebelt;c-1606750" wrote:
"Jonalinn;c-1606745" wrote:
Just speaking for myself, I don't think it's fair that EA created this building like this :/ I mean, unless there is a different character that can do something there.. how is this supposed to work for those towns that don't put buildings off by themselves in vacant areas? The building didn't come with that caveat. If it had to have special placement in order to operate, why not say that up front? It cost the same amount of donuts for all players... yet only those who can situate it properly can see the animation?
This is just confusing to me. Ok, rant over (sorry everyone).
well hopefully because the building is animated (and there were no side quests associated with it), someone has a task there that we just haven't discovered yet? I agree though, and it's too much hassle to constantly move the buildings away just to set the task. will probably only do this a few times before the high, err novelty, wears off... :smirk:
I'm hoping you're right @tapebelt and @thatdonald845 ... that someone will wind up using it. Because I have so many characters, the only 2 that I set the tasks for individually are Norbert & Arnie. All others are through the job manager.
@tapebelt thanks again for sharing your image .. it was nice to see :) - Commercialism, pure and simple
"Jonalinn;c-1606756" wrote:
"tapebelt;c-1606750" wrote:
"Jonalinn;c-1606745" wrote:
Just speaking for myself, I don't think it's fair that EA created this building like this :/ I mean, unless there is a different character that can do something there.. how is this supposed to work for those towns that don't put buildings off by themselves in vacant areas? The building didn't come with that caveat. If it had to have special placement in order to operate, why not say that up front? It cost the same amount of donuts for all players... yet only those who can situate it properly can see the animation?
This is just confusing to me. Ok, rant over (sorry everyone).
well hopefully because the building is animated (and there were no side quests associated with it), someone has a task there that we just haven't discovered yet? I agree though, and it's too much hassle to constantly move the buildings away just to set the task. will probably only do this a few times before the high, err novelty, wears off... :smirk:
I'm hoping you're right @tapebelt and @thatdonald845 ... that someone will wind up using it. Because I have so many characters, the only 2 that I set the tasks for individually are Norbert & Arnie. All others are through the job manager.
@tapebelt thanks again for sharing your image .. it was nice to see :)
http://i.imgur.com/p6Z5VW5.gif"spritals148;c-1606661" wrote:
Isn't 10 hr Wiseguy the work a clerk shift? It would probably be that one but you'd have to pull the "move wise guy and stoner building side by side in the middle of no where to get him in there"
I've been doing that with Lucille and BDH since I got it last THOH. :)
A couple characters now have a permanent task at BDH since the update- JonalinnNew SpectatorI tried again, and now I'm done lol :D My town is just too built up and designed to lure Wise Guy into SPP. I put SPP back where I originally had it and Wise Guy is waaaay over in SH walking around the airport.
"Jonalinn;c-1606833" wrote:
I tried again, and now I'm done lol :D My town is just too built up and designed to lure Wise Guy into SPP. I put SPP back where I originally had it and Wise Guy is waaaay over in SH walking around the airport.
Sounds like your Wise Guy doesn't want to work at the pot palace.- JonalinnNew Spectator
"meinaz;c-1606834" wrote:
"Jonalinn;c-1606833" wrote:
I tried again, and now I'm done lol :D My town is just too built up and designed to lure Wise Guy into SPP. I put SPP back where I originally had it and Wise Guy is waaaay over in SH walking around the airport.
Sounds like your Wise Guy doesn't want to work at the pot palace.
:D It sure does, doesn't it? Maybe he's in some sort of 12 Step Program :D - 4junk3000New SpectatorEasier* method for dispatching the wise guy:
1. Assign him a clerk shift. He will "go to work" at closest building.
2. Drag that building to a remote place. A remote pier built out in the water is an option if your land is full.
3. Put building you want him to work at, next to building he's working in.
4. Store occupied building to force him out. Then retask him. He should go to your preferred bldg.
5. If he runs away, take whatever bldg he goes to, and try again.
This is only a trick to manipulate the AI. It's not designed to be like this. Maybe, hopefully someday they will assign tasks for this building. Until then this is just a home brew work around.
Happy 4/20!
*YMMV usage of this particular method may or may not be easier than any other method in actuality. OP offers no guarantees or remedies explicitly or implied. Please do not whine about it, no one wants to hear it
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