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Re: Open Beta version with DLC v3.0.23 patch
Posted: Mon Dec 14, 2015 3:53 pm
by megapolis
Hi David,
Can you please confirm that the patch is save game compatible? I am doing a thorough test of a mod and it will take me a week or even more to finish it. Meanwhile I see the same bugs that were already reported and will be happy to get rid of them but not at a loss of my test game.
Regards,
megapolis
Re: Open Beta version with DLC v3.0.23 patch
Posted: Mon Dec 14, 2015 4:21 pm
by WilliamMGary
megapolis wrote:Hi David,
Can you please confirm that the patch is save game compatible? I am doing a thorough test of a mod and it will take me a week or even more to finish it. Meanwhile I see the same bugs that were already reported and will be happy to get rid of them but not at a loss of my test game.
Regards,
megapolis
it's not "(The saved game files from versions older than 3.0.23 are not compatible.)"
A good reason for the developers to consider/create a way for previous games to be compatible is that it will ease with the development of mods....but then they could aruge that modders should focus on developing for the releases and not the betas...kinda a catch-22.
Re: Open Beta version with DLC v3.0.23 patch
Posted: Mon Dec 14, 2015 11:53 pm
by megapolis
William, in fact it is not only about mods. In vanilla game it can cause the same problem. Sometimes I play a hardcore game for a month or two. Save game incompatibility is a good reason to postpone upgrade even with a major bugfix.
Re: Open Beta version with DLC v3.0.23 patch
Posted: Tue Dec 15, 2015 12:33 am
by WilliamMGary
megapolis wrote:William, in fact it is not only about mods. In vanilla game it can cause the same problem. Sometimes I play a hardcore game for a month or two. Save game incompatibility is a good reason to postpone upgrade even with a major bugfix.
I agree, I play a game from a buggy beta but once you know the bugs its easy to work around them.
Re: Open Beta version with DLC v3.0.23 patch
Posted: Tue Dec 15, 2015 12:57 pm
by doublejay82
Ok, so maybe it's just me...but I get an error popup when I select CHIEF MARKETING OFFICER in the HQ boxes when selecting departments. It says: ERROR ON FILE: ilib\slider.cpp Line:127
Any help with this one?
Re: Open Beta version with DLC v3.0.23 patch
Posted: Tue Dec 15, 2015 1:01 pm
by WilliamMGary
doublejay82 wrote:Ok, so maybe it's just me...but I get an error popup when I select CHIEF MARKETING OFFICER in the HQ boxes when selecting departments. It says: ERROR ON FILE: ilib\slider.cpp Line:127
Any help with this one?
latest patch?
Re: Open Beta version with DLC v3.0.23 patch
Posted: Tue Dec 15, 2015 1:05 pm
by doublejay82
WilliamMGary wrote:doublejay82 wrote:Ok, so maybe it's just me...but I get an error popup when I select CHIEF MARKETING OFFICER in the HQ boxes when selecting departments. It says: ERROR ON FILE: ilib\slider.cpp Line:127
Any help with this one?
latest patch?
Correct...RW1031 w/3.0.23 tried it with 10 cities 2000 script and w/out...as well as w/out rw1031 and still same error message
Re: Open Beta version with DLC v3.0.23 patch
Posted: Tue Dec 15, 2015 1:10 pm
by doublejay82
doublejay82 wrote:WilliamMGary wrote:doublejay82 wrote:Ok, so maybe it's just me...but I get an error popup when I select CHIEF MARKETING OFFICER in the HQ boxes when selecting departments. It says: ERROR ON FILE: ilib\slider.cpp Line:127
Any help with this one?
latest patch?
Correct...RW1031 w/3.0.23 tried it with 10 cities 2000 script and w/out...as well as w/out rw1031 and still same error message
I know stupid question but when I apply the CE3023 (unzip Rar file) to the base 3.0.19 do I copy and paste CE3023 to that install directory? Maybe thats it?
Re: Open Beta version with DLC v3.0.23 patch
Posted: Tue Dec 15, 2015 1:16 pm
by anjali
nah, just unzip the 3.0.23 into your caplab beta folder (3.0.19 or higher) but yes i get the same error. just tried to add a marketin office in my sub' HQ and it ll crash. deffo a bug. in V 3.0.22D this did work correctly
another thing i ve noticed:
when setting up a warehouse (owned by my sub) and link all factories , in this case 3 silver necklace factories (owned by same sub) the Sub does not purchase the goods from the warehouse even though in managment policies i ve selected to prefer own warehouses over factories and ... warehouse price 150.- per necklace, factory price 200,- per necklace and she still pulls from factory.
if she has a factory with just 1 cent cheaper then the actual factory she is pulling from, she switches to that factory, with all shops, hence the totally overstretched factory gonna have no clients anymore and the 2nd factory gonna be overstretched. if i choose both factories exact same price she keeps pulling from the current factory, which is fully overstretched and the 2nd factory does not have a single client. hence my try with the warehouse to have sufficient supply for the shops but the warehouse isnt working as explained above. even with 25% lower price in warehouse. this stupid A.I.'s are driving me kinda nuts.
also just before i got 75% of the company she put up 2 new diamond ring factories but didnt bother to sell the diamond rings in her shops (10 shops were left over as she closed allready all the other shops due to "out of cash" and all 10 shops 4x purchase 4x sales all for silver necklace. which is ok IF there would have been any supply on silver. so instead of putting up a silver mine 5 yards away from the factory to supply the very profitable 3 silver necklace factories, she left this 3 silver necklace factories without supply, she went to the bank, took major loans and set up those 2 diamond factories in the cbd (way more expansive then the silver mine) and pulled diamonds of the seaport, leaving all 10 shops on max advertisement and ZERO sales as, no silver = no necklace.
also their advertisement spending was, until i got 75% of this company for cheap, up to the max 500k per sales unit in every shop every city. closed shops instead of reducing advertisment hence i got the company for like nothing, dropped advertisment to 200k per town and woala 20 million profit per month.
2nd company i just got 75% shares right now, same there, totally overstretched rawmaterials, therefore production near zero, and maxed out advertisement in every shop. had to issue shares to parent company every few days since i had 50.1% to stop him from closing 1 shop after the other when out of cash to keep advertisement on max and 10-15 million loss per month.
even with a cheap leather supply next to his factory he keeps pulling from the totally overstretched leather farm on the other side of the world to have zero production.
yes the Retail focused A.I.'s are more active in setting up shops to resell stuff, 2 of them pulling over 200million anual profit with reselling shit loads different products, very impressive .... but diversified corps still dont tackle the real issue, bottleneck = supply and instead of looking for better supplies in rawmterials or setup own rawmaterials they tackle the bottleneck with more shops n more advertisement.
the only companies doing well are pure retailers and those diversified ones that are producing the totally inbalanced items in realworld mod (desinfectant,marble tiles, bandages etc) they easily pull $1billion anual with 1 product and maxed advertisement
when ya issue new shares, the popup message is still incorrect i.e you issue 50.000 new shares popup message in financial actions gonna be 25.000 but the message in stockmarket and in the news window is correct and displays 50.000 shares
Re: Open Beta version with DLC v3.0.23 patch
Posted: Tue Dec 15, 2015 1:22 pm
by doublejay82
anjali wrote:nah, just unzip the 3.0.23 into your caplab beta folder (3.0.19 or higher) but yes i get the same error. just tried to add a marketin office in my sub' HQ and it ll crash. deffo a bug
kk...thats not it because I uninstalled, copied RAR file to that folder (Capitalism Lab Post-Release Beta) and still same error

(yay made a discovery

)