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Yes I have. I'll show you by posting a mod snippet for you to look at.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2053035922
Here's the mod in question.
https://i.imgur.com/rbT0sOR.png
Here's the functions I changed from original files/what your files were:
City_Guard_Birth: I took out the if (parent == palace) check that you had.
New version:
Next, on RestartGuardSpawnThread function from original SDK files, I removed an "IsRunning" check that seemed to hold up the spawning from triggering.
New version:
Next, on Guard_Find_Target function, I commented out the trigger that would swap out city guards for veteran guards.
New version:
Doing this I was able to get the max amount of guards to spawn for each building. However, it was kinda buggy as they tended to get piled up at the entrance and hop in/out of the guardhouse, only a few were out patrolling, so I suspect there is some other wandering/patrol logic to update.
I also did have a few times where Elite_City_Guards would spawn in and just sit at the palace like you had observed, but other times they would work just like the other guards. So I was getting that error that you had noted in your City_Guard_Birth function occasionally.
It's also interesting to know that with you, the elite city guard would just spawn and sit. I guess it's probably also located in the wandering/patrol logic.