Capitalism Lab version 3.4.00 patch
Posted: Mon Feb 01, 2016 10:00 am
Capitalism Lab version 3.4.00 is now available for download from:
http://www.capitalismlab.com/capserver/ ... 003400.zip
Then extract the ZIP file to your Post-release Beta version of Capitalism Lab program folder. You can open your Capitalism Lab program folder by right-clicking on the Capitalism Lab Post-release Beta game icon and select “Properties”, then select “Open File Location” to open the folder.
(The saved game files from versions older than 3.4.00 are not compatible.)
Please note that this is a release candidate. If there are no major bugs found, it will be launched as the release version.
-----------------------------------------------------------------------------------
Migrating your Layout Plan Library files from the Post-release Beta version to the Release version
If you were using a Post-Release Beta version and you now have upgraded to the Release version 3.4.00, and you have created your plan custom layout plans in the Post-Release Beta version, you may follow the below instruction to migrate your Layout Plan Library files from the Post-release Beta version to the Release version:
1) Open the file 1STD.PLO
from:
C:\Users\<your Windows user name>\AppData\Local\Capitalism Lab Post-Release Beta\Gameset
to
C:\Users\<your Windows user name>\AppData\Local\Capitalism Lab\Gameset
-----------------------------------------------------------------------------------
v3.4.00:
Fixed the bugs reported in the forum. (Please see my responses to those posts that reported the bugs.)
v3.3.02B:
Fixed the bug with mines.
Increased the cost of setting up a new floor by 50%.
v3.3.02:
Fixed the translation bugs as reported in http://www.capitalismlab.com/forum/view ... =22&t=3370
v3.3.01C:
Fixed the factory AI bug.
v3.3.01B:
Added script support for multiple floors in retail stores.
[ENVIRONMENT]
Retail Store Floors=<One, Multiple>
Web page: http://www.capitalismlab.com/script---environment.html
Fixed the bugs reported in the forum. (Please see my responses to those posts that reported the bugs.)
-------------------------------------------------------------------------
New Features in v3.3.00:
Supporting MOD version in MOD header file.
http://www.capitalismlab.com/how-to-make-a-mod.html
The MOD text file should be formatted like this:
[MOD]
Title=<The MOD title>
Version=<The version of the MOD>
Description=<the description text>
Author=<The author of this MOD>
The following are optional lines:
Add Seaport Product=<Product Type>
(Supported in version 3.1.00 or later. You may assign multiple products using the same syntax, like the below example. )
Maximum Product Price=<a value between 20000 and 100000>
(Supported in version 3.1.02 or later. If you intend to create a MOD containing products with standard prices higher than $20000, then you will have to use this statement to set the maximum product price allowed in the game to a value higher than $20000.)
Example:
[MOD]
Title=My Capitalism Lab MOD
Version=2.5
Description=This is my first MOD for Capitalism Lab
Author=Capitalism Person
Add Seaport Product=Steel
Add Seaport Product=Plastic
Maximum Product Price=50000
A new special game rule for script files – Unlimited Natural Resources
http://www.capitalismlab.com/script---s ... rules.html
Unlimited Natural Resources=<Yes,No>
If you set this to Yes, when a natural resource firm (mine/oil well/logging camp) has used up its reserve, instead of stopping its operation, it will continue to produce the natural resources with a new recurring cost.
The recurring cost of producing a single unit of the natural resource will equal to the original cost of acquiring natural resource site, divided by the original reserve amount, and adjusted for the current inflation.
Added [Open Folder] button on the Load Script menu.
On the new game setting menu, there is a new option for enabling/disabling the multiple floor system for retail stores
Added the new "Retail Store Floors" option on the new game setting menu
Users who prefer not to have the multiple floors feature at retail stores may use this option to turn it off.
http://www.capitalismlab.com/capserver/ ... 003400.zip
Then extract the ZIP file to your Post-release Beta version of Capitalism Lab program folder. You can open your Capitalism Lab program folder by right-clicking on the Capitalism Lab Post-release Beta game icon and select “Properties”, then select “Open File Location” to open the folder.
(The saved game files from versions older than 3.4.00 are not compatible.)
Please note that this is a release candidate. If there are no major bugs found, it will be launched as the release version.
-----------------------------------------------------------------------------------
Migrating your Layout Plan Library files from the Post-release Beta version to the Release version
If you were using a Post-Release Beta version and you now have upgraded to the Release version 3.4.00, and you have created your plan custom layout plans in the Post-Release Beta version, you may follow the below instruction to migrate your Layout Plan Library files from the Post-release Beta version to the Release version:
1) Open the file 1STD.PLO
from:
C:\Users\<your Windows user name>\AppData\Local\Capitalism Lab Post-Release Beta\Gameset
to
C:\Users\<your Windows user name>\AppData\Local\Capitalism Lab\Gameset
-----------------------------------------------------------------------------------
v3.4.00:
Fixed the bugs reported in the forum. (Please see my responses to those posts that reported the bugs.)
v3.3.02B:
Fixed the bug with mines.
Increased the cost of setting up a new floor by 50%.
v3.3.02:
Fixed the translation bugs as reported in http://www.capitalismlab.com/forum/view ... =22&t=3370
v3.3.01C:
Fixed the factory AI bug.
v3.3.01B:
Added script support for multiple floors in retail stores.
[ENVIRONMENT]
Retail Store Floors=<One, Multiple>
Web page: http://www.capitalismlab.com/script---environment.html
Fixed the bugs reported in the forum. (Please see my responses to those posts that reported the bugs.)
-------------------------------------------------------------------------
New Features in v3.3.00:
Supporting MOD version in MOD header file.
http://www.capitalismlab.com/how-to-make-a-mod.html
The MOD text file should be formatted like this:
[MOD]
Title=<The MOD title>
Version=<The version of the MOD>
Description=<the description text>
Author=<The author of this MOD>
The following are optional lines:
Add Seaport Product=<Product Type>
(Supported in version 3.1.00 or later. You may assign multiple products using the same syntax, like the below example. )
Maximum Product Price=<a value between 20000 and 100000>
(Supported in version 3.1.02 or later. If you intend to create a MOD containing products with standard prices higher than $20000, then you will have to use this statement to set the maximum product price allowed in the game to a value higher than $20000.)
Example:
[MOD]
Title=My Capitalism Lab MOD
Version=2.5
Description=This is my first MOD for Capitalism Lab
Author=Capitalism Person
Add Seaport Product=Steel
Add Seaport Product=Plastic
Maximum Product Price=50000
A new special game rule for script files – Unlimited Natural Resources
http://www.capitalismlab.com/script---s ... rules.html
Unlimited Natural Resources=<Yes,No>
If you set this to Yes, when a natural resource firm (mine/oil well/logging camp) has used up its reserve, instead of stopping its operation, it will continue to produce the natural resources with a new recurring cost.
The recurring cost of producing a single unit of the natural resource will equal to the original cost of acquiring natural resource site, divided by the original reserve amount, and adjusted for the current inflation.
Added [Open Folder] button on the Load Script menu.
On the new game setting menu, there is a new option for enabling/disabling the multiple floor system for retail stores
Added the new "Retail Store Floors" option on the new game setting menu
Users who prefer not to have the multiple floors feature at retail stores may use this option to turn it off.