Please read the instructions about modding at http://www.capitalismlab.com/mod/
Capitalism Lab MOD kit for version 10.0.x can be downloaded from:
https://caplab.b-cdn.net/modkit/MOD_kit_v10.0.zip
The MOD kit containing service firms and products that are used when the Service Firms feature is enabled:
https://caplab.b-cdn.net/modkit/MOD_Kit ... _v10.0.zip
MOD Kits for version 10.0.x available for download
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- David
- Community and Marketing Manager at Enlight
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Re: MOD Kits for version 10.0.x available for download
The MOD kit has been updated to the game data of version 10.0.11. Please download it from the same links in the top post of this thread.
- anjali
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Re: MOD Kits for version 10.0.x available for download
i have been spending now nearly a week trying to fix any mod source i got ... even downloaded to newest mod kit and used the software picture file of it ...
however all i get is ... error reading images/software/software.res even with this original supplied by ya. any idea how to fix that as i am getting tired of it and probably turnm back to capilab version 4.5 post release
also is there any way to turn of that damn internet DLC while using mods+ realworld doesnt let me turn it off
also productreinvention=100 aint working either with any mod used it gonan give me at 1900 staerting year about 40-45 techs the top ones of course
thats actually the mainreason i try to fix my own mods to get the tech turned off to reinvention with the product types file
however all i get is ... error reading images/software/software.res even with this original supplied by ya. any idea how to fix that as i am getting tired of it and probably turnm back to capilab version 4.5 post release
also is there any way to turn of that damn internet DLC while using mods+ realworld doesnt let me turn it off
also productreinvention=100 aint working either with any mod used it gonan give me at 1900 staerting year about 40-45 techs the top ones of course
thats actually the mainreason i try to fix my own mods to get the tech turned off to reinvention with the product types file
- anjali
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Re: MOD Kits for version 10.0.x available for download
the software.res error i figured out
should ve also used the new pack file list to tell the packall.bat what files to catch hehe
still got the issue with the mod
i ve used the blanco files from the mod kit you re providing to fetch the whole new stuff + added from my perfectly working capilab 4.5 post release mod every product and made sure nothing is double and all item codes from old and new are matching.
now ...
error in product class.dbf and i have checked all the following files at least 8 times now excessive line by line andtheres absolute no missmatch
megaclass
prod class
prod type
manufacturing
retail store products
buildings
service firm products (this prods are not in retail store products)
cant find anything that is missmatching still capilab gets crashing on start new game with error in prod class . dbf
any iddeas would be appreciated
should ve also used the new pack file list to tell the packall.bat what files to catch hehe
still got the issue with the mod
i ve used the blanco files from the mod kit you re providing to fetch the whole new stuff + added from my perfectly working capilab 4.5 post release mod every product and made sure nothing is double and all item codes from old and new are matching.
now ...
error in product class.dbf and i have checked all the following files at least 8 times now excessive line by line andtheres absolute no missmatch
megaclass
prod class
prod type
manufacturing
retail store products
buildings
service firm products (this prods are not in retail store products)
cant find anything that is missmatching still capilab gets crashing on start new game with error in prod class . dbf
any iddeas would be appreciated
- Stylesjl
- Mod Expert
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Re: MOD Kits for version 10.0.x available for download
You may need to provide the source to David to have a look at. Do you know what the error message looks like exactly? Does it have a line number in it?anjali wrote: ↑Mon Aug 26, 2024 2:03 pm the software.res error i figured out
should ve also used the new pack file list to tell the packall.bat what files to catch hehe
still got the issue with the mod
i ve used the blanco files from the mod kit you re providing to fetch the whole new stuff + added from my perfectly working capilab 4.5 post release mod every product and made sure nothing is double and all item codes from old and new are matching.
now ...
error in product class.dbf and i have checked all the following files at least 8 times now excessive line by line andtheres absolute no missmatch
megaclass
prod class
prod type
manufacturing
retail store products
buildings
service firm products (this prods are not in retail store products)
cant find anything that is missmatching still capilab gets crashing on start new game with error in prod class . dbf
any iddeas would be appreciated
- cantdownloadit
- Community Contributor
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Re: MOD Kits for version 10.0.x available for download
Without the source doubt anyone can help much
- anjali
- Community Contributor
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Re: MOD Kits for version 10.0.x available for download
thanks for reply
but i got it figured out... i messed up with the DBF editor ... instead of slowely adding it to every field i did just run through the fields quickly without this <edit record> the inout is in an invalid state so every .dbf file will create an error ingame as invalid.
but cba to do that gonna just use .xls and import it saves plenty time and works without errors ingame.
got my old 4.5 now working on 10.x atm without service firms but i update that step by step so i see where the error is without wasting weeks for a whole and then start all over again to figure it out.
got it now finished with service firms,
only 2 internet companies (E-commerce and web search)
just the OS Software nothing else
had to get rid of all those crap and still looking where to reduce as the 100x100 city layouts are too small for nowdays competition
count it...
roads (if efficient or near efficient) about 1500 fields
water on average 1000 fields
city major and basic buildings at least 700 fields for civic/sports/airport and all other basic buildings
thats 3200 out of 10.000 fields
now take it that everyone will PERFECTLY place by not wasting any space ...
50 HQ 800 fields
mines/logging camps by active AI=s at least 10 companies gonna have 10 mines each but thats counted very very low due to perma internal sale
900 fields
5 r&d / 3 factories / 3 retailstores/ 2 Farms + 2 internet/ 1 software companies x 50 = 5100 fields gone
so you can cover like 4 or 5 products a city then its full if every single space is taken but as they plant buildings crazy wild it will be more like 2 products everyone participates hehe.
after letting the game run 4 years 3rd of the map is cluttered for about 20 products mainly crop/livestock and only 3 produced goods from factories
any exsisting city on startup should be 200x200 like the new cities you found that would be sufficient space for all. maybe as an option in the experimental DLC script
but i got it figured out... i messed up with the DBF editor ... instead of slowely adding it to every field i did just run through the fields quickly without this <edit record> the inout is in an invalid state so every .dbf file will create an error ingame as invalid.
but cba to do that gonna just use .xls and import it saves plenty time and works without errors ingame.
got my old 4.5 now working on 10.x atm without service firms but i update that step by step so i see where the error is without wasting weeks for a whole and then start all over again to figure it out.
got it now finished with service firms,
only 2 internet companies (E-commerce and web search)
just the OS Software nothing else
had to get rid of all those crap and still looking where to reduce as the 100x100 city layouts are too small for nowdays competition
count it...
roads (if efficient or near efficient) about 1500 fields
water on average 1000 fields
city major and basic buildings at least 700 fields for civic/sports/airport and all other basic buildings
thats 3200 out of 10.000 fields
now take it that everyone will PERFECTLY place by not wasting any space ...
50 HQ 800 fields
mines/logging camps by active AI=s at least 10 companies gonna have 10 mines each but thats counted very very low due to perma internal sale
900 fields
5 r&d / 3 factories / 3 retailstores/ 2 Farms + 2 internet/ 1 software companies x 50 = 5100 fields gone
so you can cover like 4 or 5 products a city then its full if every single space is taken but as they plant buildings crazy wild it will be more like 2 products everyone participates hehe.
after letting the game run 4 years 3rd of the map is cluttered for about 20 products mainly crop/livestock and only 3 produced goods from factories
any exsisting city on startup should be 200x200 like the new cities you found that would be sufficient space for all. maybe as an option in the experimental DLC script
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- Joined: Fri Oct 25, 2024 2:40 pm
Re: MOD Kits for version 10.0.x available for download
Ok, so newcomer to this game, I see that there are two links here, but one for the beta kit and one for when service firms are enabled, but no mod kits for the release when service firms are disabled?David wrote: ↑Sat Apr 27, 2024 9:06 am Please read the instructions about modding at http://www.capitalismlab.com/mod/
Capitalism Lab MOD kit for post-release beta version 10.0.x can be downloaded from:
https://caplab.b-cdn.net/modkit/MOD_kit_v10.0.zip
The MOD kit containing service firms and products that are used when the Service Firms feature is enabled:
https://caplab.b-cdn.net/modkit/MOD_Kit ... _v10.0.zip
Thanks