[MOD] Future World v1.1

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David
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Re: [MOD] Future World v0.5

Post by David »

Another thing, Seaports have High Tech Semi-Products which have not been invented yet:
I tested it but didn't encounter this issue. If you still have the save game, please provide it and I will ask the dev team to look into it.
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Stylesjl
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Re: [MOD] Future World v0.5

Post by Stylesjl »

David wrote: Mon Jun 10, 2024 6:44 am
Another thing, Seaports have High Tech Semi-Products which have not been invented yet:
I tested it but didn't encounter this issue. If you still have the save game, please provide it and I will ask the dev team to look into it.
Here is an example game:
STYL_014.zip
(4.5 MiB) Downloaded 162 times
HighTechGoods.png
HighTechGoods.png (878.72 KiB) Viewed 3095 times
I also noticed that in some cities such as Gatesville some of the Industrial Seaports are completely empty. Not sure if that was supposed to happen or not.
NoGoods.png
NoGoods.png (28.31 KiB) Viewed 3095 times
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Djohaal
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Re: [MOD] Future World v0.5

Post by Djohaal »

Certainly not intended on my part. The only thing I touched seaports was blacklist all new techs from being imported, which also doesn't seem to be working in your game. :idea:

EDIT: Updated to 1.0

Changelog:

- further tightened market balance
- All new black background pictures for base game products
- Some assorted adjustments
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Re: [MOD] Future World v1.0

Post by cantdownloadit »

the seaport issue happens quite often, usually find most products in first city and none in later ones. but its more noticeable the less products you have imported/more ports you have importing
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Re: [MOD] Future World v0.5

Post by alpha117 »

Djohaal wrote: Wed Jun 12, 2024 1:50 am Certainly not intended on my part. The only thing I touched seaports was blacklist all new techs from being imported, which also doesn't seem to be working in your game. :idea:

EDIT: Updated to 1.0

Changelog:

- further tightened market balance
- All new black background pictures for base game products
- Some assorted adjustments
FYI
FutureWorld.txt still has version set to 0.5.......I just changed it to 1.0.......... ;)
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Djohaal
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Re: [MOD] Future World v0.5

Post by Djohaal »

alpha117 wrote: Thu Jun 13, 2024 6:40 pm
Djohaal wrote: Wed Jun 12, 2024 1:50 am Certainly not intended on my part. The only thing I touched seaports was blacklist all new techs from being imported, which also doesn't seem to be working in your game. :idea:

EDIT: Updated to 1.0

Changelog:

- further tightened market balance
- All new black background pictures for base game products
- Some assorted adjustments
FYI
FutureWorld.txt still has version set to 0.5.......I just changed it to 1.0.......... ;)
Fixed it. Thanks for the heads up :)
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Re: [MOD] Future World v1.0

Post by arxbombus »

Will you be releasing the source for this as well? I'd like to play with both this and REALWORLD
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David
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Re: [MOD] Future World v1.0

Post by David »

The new version 10.0.23 now includes the Future World mod in the mod auto downloader.
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Stylesjl
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Re: [MOD] Future World v0.5

Post by Stylesjl »

David wrote: Mon Jun 10, 2024 6:44 am
Another thing, Seaports have High Tech Semi-Products which have not been invented yet:
I tested it but didn't encounter this issue. If you still have the save game, please provide it and I will ask the dev team to look into it.
This is fixed in the latest version now.

--
Consumer/Industrial Seaports are still empty when too many of them are used relative to the available products (i.e Industrial Seaports in 7 cities need at least 112 industrial products to be completely filled up, calculated from 4 per seaport X 4 per city X 7 cities). Perhaps it might be better to remove excess seaports instead of having them as empty?
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Re: [MOD] Future World v1.0

Post by cantdownloadit »

from what ive seen as supplies stop and start they may eventually be used, but i only use 1 seaport per map anyway
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