[MOD] Capitalism World 3.0
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AndreStar
- Posts: 2
- Joined: Thu Jan 21, 2016 11:04 am
Re: [MOD] Capitalism World 1.2
I want to use this MOD but I can not because it says that it is an Error on file
Re: [MOD] Capitalism World 1.2
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.
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gwoodyard
- Posts: 3
- Joined: Mon Mar 25, 2013 4:24 pm
Re: [MOD] Capitalism World 1.2
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.
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SnowXy0
- Level 2 user
- Posts: 27
- Joined: Sun Jan 25, 2015 1:31 am
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yans
- Posts: 1
- Joined: Wed Feb 17, 2016 5:02 am
- David
- Community and Marketing Manager at Enlight
- Posts: 10966
- Joined: Sat Jul 03, 2010 1:42 pm
- Has thanked: 131 times
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Re: [MOD] Capitalism World 1.2
We will investigate the problem.yans wrote:i had an error when running fuel bussines, the game crash to desktop
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.
Re: [MOD] Capitalism World 1.2
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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TheHelios
- Posts: 1
- Joined: Sat Apr 02, 2016 3:28 am
Re: [MOD] Capitalism World 1.2
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
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
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derekg52
- Level 2 user
- Posts: 28
- Joined: Thu Apr 21, 2016 7:44 pm
Re: [MOD] Capitalism World 1.2
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.
