Which version of Capitalism Lab were you using?
(You could see the version number at the top-right corner of the main menu.)
(MOD) REALWORLD 11.5 (it requires Digital Age DLC to run) by Piermario
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Re: (MOD) REALWORLD 11.01 - The Revolution (by Piermario)
I use Version 4.3.12 with the Subsidiary DLC and the City Economic Simulation DLC.
With Version 4.3.13 I have the same problem
With Version 4.3.13 I have the same problem
- David
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Re: (MOD) REALWORLD 11.01 - The Revolution (by Piermario)
I have contacted the author of this mod (piermario) and provided him with information about how to fix this problem. You could wait for the next version of the Real World mod.
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Re: (MOD) REALWORLD 11.01 - The Revolution (by Piermario)
I fix bug in latest version 11.01, see first topic for download.
ciao
ciao
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Re: (MOD) REALWORLD 11.01 - The Revolution (by Piermario)
I'm sorry, but the technology issue I had continues...
As I start a game in this mod, all technologies are already researched, so no possibility anymore to research anything... Is this a bug? How do I resolve it? Also, for some products, there are technologies needed, like for example 2G network for mobile phone. However, I cannot research this... How to resolve that?
As I start a game in this mod, all technologies are already researched, so no possibility anymore to research anything... Is this a bug? How do I resolve it? Also, for some products, there are technologies needed, like for example 2G network for mobile phone. However, I cannot research this... How to resolve that?
- David
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Re: (MOD) REALWORLD 11.01 - The Revolution (by Piermario)
You may try the post-release version which has the following new feature:Lunacharsky wrote:I'm sorry, but the technology issue I had continues...
As I start a game in this mod, all technologies are already researched, so no possibility anymore to research anything... Is this a bug? How do I resolve it?
New “Random Product Reinvention” option on the new game setting menu:
When you enable this option, the system will randomly lock a specific percentage of product classes in the new game and require the player to "reinvent" them in R&D centers.
Download link: http://www.capitalismlab.com/forum/view ... =10&t=3986
To research technologies, you have to set up Tech R&D instead of Product R&D in R&D centers. (See the attached screenshot.)Lunacharsky wrote:Also, for some products, there are technologies needed, like for example 2G network for mobile phone. However, I cannot research this... How to resolve that?
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Re: (MOD) REALWORLD 11.01 - The Revolution (by Piermario)
When using this mod, "Job openings" is always 0, causing constant population emigration.
Mod version: 11.01
CapLab version: 4.3.15
Mod version: 11.01
CapLab version: 4.3.15
- David
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Re: (MOD) REALWORLD 11.01 - The Revolution (by Piermario)
I tested it with the same settings:
Mod version: 11.01
CapLab version: 4.3.15
And there were job openings - please see the attached screenshot.
I think one possibility is that the job openings in your game were taken by people looking for jobs, as soon as the jobs became available, so the job openings figure was always reported as zero in your game.
Mod version: 11.01
CapLab version: 4.3.15
And there were job openings - please see the attached screenshot.
I think one possibility is that the job openings in your game were taken by people looking for jobs, as soon as the jobs became available, so the job openings figure was always reported as zero in your game.
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Re: (MOD) REALWORLD 11.03 - The Revolution (by Piermario)
I got the following error. Anyone could help me please? Thanks
Core game: 4.3.15 DLC: Subsidiary only
Core game: 4.3.15 DLC: Subsidiary only
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Re: (MOD) REALWORLD 11.03 - The Revolution (by Piermario)
I fix this error in latest release, in 1st page of the thread