[MOD] Capitalism World 3.0

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AndreStar
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Re: [MOD] Capitalism World 1.2

Post by AndreStar »

I want to use this MOD but I can not because it says that it is an Error on file
Arcnor
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Re: [MOD] Capitalism World 1.2

Post by Arcnor »

AndreStar wrote:I want to use this MOD but I can not because it says that it is an Error on file

What sort of error?



I hope to have the latest version up by the end of this week. I'm playing with a new product class I've added and want to make sure it functions first.
gwoodyard
Posts: 3
Joined: Mon Mar 25, 2013 4:24 pm

Re: [MOD] Capitalism World 1.2

Post by gwoodyard »

Looking forward to your next release.
Arcnor wrote:
AndreStar wrote:I want to use this MOD but I can not because it says that it is an Error on file

What sort of error?



I hope to have the latest version up by the end of this week. I'm playing with a new product class I've added and want to make sure it functions first.
SnowXy0
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Re: [MOD] Capitalism World 1.2

Post by SnowXy0 »

Also no retail stores to sell fruits and nuts.
yans
Posts: 1
Joined: Wed Feb 17, 2016 5:02 am

Re: [MOD] Capitalism World 1.2

Post by yans »

i had an error when running fuel bussines, the game crash to desktop
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David
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Re: [MOD] Capitalism World 1.2

Post by David »

yans wrote:i had an error when running fuel bussines, the game crash to desktop
We will investigate the problem.

Could you please provide us with your save game file and let us know the following?
1) Which version of Capitalism Lab you are using. You can see the version number on the top-right of the main menu.
2) The exact steps for triggering the bug with the save game
3) If your savegame uses a MOD, please let us know the name of the MOD and the MOD's version number.

You can find save game files of Capitalism Lab from:
C:\Users\<your user name>\Documents\My Games\Capitalism Lab Post-Release Beta\SAVE

You may provide us with your save game file by posting it here on the forum as a ZIP file attachment or email the save game file to us at info@enlight.com.
Arcnor
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Re: [MOD] Capitalism World 1.2

Post by Arcnor »

Arcnor wrote:
AndreStar wrote:I want to use this MOD but I can not because it says that it is an Error on file

What sort of error?



I hope to have the latest version up by the end of this week. I'm playing with a new product class I've added and want to make sure it functions first.

Sorry everyone just been super busy with work and haven't had as much time to test out the mod. Now that the Sub DLC is out, I shouldn't have to adjust my testing based on new patches. I will do what I can to get the mod out to you all sometime within the next two weeks. I just hope it will be worth the wait.

I will also share some of the scripts I use.
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David
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Re: [MOD] Capitalism World 1.2

Post by David »

Cool! Look forward to it.
TheHelios
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Joined: Sat Apr 02, 2016 3:28 am

Re: [MOD] Capitalism World 1.2

Post by TheHelios »

Great mod! I love the balance of new products and concepts (especially the airport and new factories).

Currently using your mod and Subsidiary DLC with a fun custom script:


[HEADER]
Title=Empire
Description=Turn your new growing business into a thriving empire.

[ENVIRONMENT]
Number of Cities=6
Your Start-Up Capital=Low
Random Events=Never
Game Starting Year=2000
Retail Store Type=Many
Technology Disruption=Yes
Stock Market=Yes
Macro Economy Realism=High
Alternative Stock Sim=No
Inflation=On
Inflation Strength=Normal
Number of AI Persons=63
Private Company=Yes
Retail Store Floors=Multiple

[CITIES]
City=New York City
City=London
City=Berlin
City=Shanghai
City=Tokyo
City=Sydney

[COMPETITORS]
Number of Competitors=50
Competitor Start-up Capital=Very High
Competitor Aggressiveness=Very High
Competitor Expertise Level=Low
Show Competitor Trade Secrets=Yes
AI Friendly Merger=Yes
Competence of Local Competitors=High
AI Private Companies Percent=10%

[Imports]
Consumer Goods Seaports=4
Industrial Goods Seaports=4
Constant Import Supply=No
Import Quality=Low

[Special Rules]
Auto Save Interval Days=30
derekg52
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Re: [MOD] Capitalism World 1.2

Post by derekg52 »

Arcnor they may be a long shot but how did you create the extra factory styles and what drives their increased capacity? I didn't see anything in the buildings guide that jumped out for the capacity portion of it. Also I will assume it would be possible to do the whole chain, you could have an expanded mine, expanded factory and then expanded warehouse? Thanks.
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