Capitalism Lab Release version 3.4.17B patch

General discussions about the release versions of Capitalism Lab
chumbaba
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Re: Capitalism Lab Release version 3.4.02 patch

Post by chumbaba »

I ve written a short list of things which could be improved in further patches

you remember my WH problems? Say what you want but, the WH did work as long as I did it myself. But I dont want to. I scrapped them all. Now they have to buy from the log.camps directly and this doesnt work to my satisfaction. Most camps have way to many customers and some much to few. The hint with selecting 2 different suppliers is ok, but only for beds and only if done by myself. What if I have 10 subs and 100 fabs.

-Supply
supply buyers should use more the availabilty of supply.(played around with the freigth charge settings but it doesnt help)

-Nat.resources
not raze it immediatelly if depleted. Sell inventory first (what a waste^^)

-Warehouses
I cant change location of WH
why not give it more floors? (i once worked in a WH with several floors. They exist)

-Management Policies
internal sale (for subs) setting seems not to apply immediately. (some Ninja buyers always get in and I dont want to time stop/select internal it all myself. Also I cant set prices to product cost when invaded with Ninjas. If I set up a farm which first need to sow and harvest till a product is visibile to set to internal.....:/)
Best would be, if internal throws out unwanted customers immediately
add a checkbox for GROUP in the policies (in my case my raw mats sub should do internal if necessary but let always through my furniture sub)

-City development
fabs, farms and RnD centers have nothing to do in center of a city. Tell me of a metropole with a cotton farm in the center^^
In reality a city planner would designate areas for specific buildings.
Farms should be most outside of a city while fabs need a better infrastructure and could be somewhat between. RnD Centers are often found in drowsy little towns.

Thats it for now
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David
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Re: Capitalism Lab Release version 3.4.02 patch

Post by David »

you remember my WH problems? Say what you want but, the WH did work as long as I did it myself. But I dont want to. I scrapped them all. Now they have to buy from the log.camps directly and this doesnt work to my satisfaction. Most camps have way to many customers and some much to few. The hint with selecting 2 different suppliers is ok, but only for beds and only if done by myself. What if I have 10 subs and 100 fabs.
Correction: Private Labelling unit actually can process raw materials that do not have brands.

Therefore you can set up your warehouse like the attached screen and it will resolve the problem for you.
-Warehouses
I cant change location of WH
You can relocate a warehouse using the relocate button at the top-right of the warehouse interface.
-Management Policies
internal sale (for subs) setting seems not to apply immediately. (some Ninja buyers always get in and I dont want to time stop/select internal it all myself. Also I cant set prices to product cost when invaded with Ninjas. If I set up a farm which first need to sow and harvest till a product is visibile to set to internal.....:/)
Best would be, if internal throws out unwanted customers immediately
add a checkbox for GROUP in the policies (in my case my raw mats sub should do internal if necessary but let always through my furniture sub)
Please see: http://www.capitalismlab.com/set-the-de ... tatus.html
-City development
fabs, farms and RnD centers have nothing to do in center of a city. Tell me of a metropole with a cotton farm in the center^^
In reality a city planner would designate areas for specific buildings.
Farms should be most outside of a city while fabs need a better infrastructure and could be somewhat between. RnD Centers are often found in drowsy little towns.
The new DLC will have zoning tools. Please see: http://www.capitalismlab.com/government-mode.html
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chumbaba
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Re: Capitalism Lab Release version 3.4.02 patch

Post by chumbaba »

Correction: Private Labelling unit actually can process raw materials that do not have brands.
Therefore you can set up your warehouse like the attached screen and it will resolve the problem for you.
Quote:
Is AI smart enough to use foreign supply in the correct street with the labelling unit? I doubt. Would be nice if everything can be pushed trough. Less micromanagement

Please see: http://www.capitalismlab.com/set-the-de ... tatus.html
I had internal sale enabled like the link explains and it works. I also enabled it for the subs in the policies, but what I tried to tell you is, that it isnt enabled fast enough for the subs. At least I dont see it turn on "internal" when the product appears. Also I have to manually set "group"


WH relocate now works for(maybe I did something wrong)
looks interesting the new dlc
WilliamMGary
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Re: Capitalism Lab Release version 3.4.02 patch

Post by WilliamMGary »

City development is coming...hopefully as a DLC to Capitalism Lab. I'mean hoping it also allows the allows bilingual of move firms between cities currently you can only move firms within a city.

I never have a problem with WHITNEY besides my theory that inflation adjusted pricing doesn't work but I haven't been able to improve that.

In regards to natural resource depletion there'should an script option to just have them refresh with new supply. Not sure if you are aware of that.
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David
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Re: Capitalism Lab Release version 3.4.03 patch

Post by David »

City development is coming...hopefully as a DLC to Capitalism Lab.
Yes, we will make it available as a DLC to Capitalism Lab.
In regards to natural resource depletion there'should an script option to just have them refresh with new supply. Not sure if you are aware of that.
We will make a pre-defined script that enables unlimited natural resources in the next update. This way, you can load that pre-defined script without having to write a script file yourself.
jondonnis
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Re: Capitalism Lab Release version 3.4.05 patch

Post by jondonnis »

Why do you keep deleting the DRM threads. These are valid, it's getting to the point I'm going to ask for my money back. I patched the game with the new patch that was supposed to fix the issue, it didn't. It should have been a case of download, apply the patch, load the save and everything work, while offline. But no, it appears your patch ONLY works once the game has been validated online at least once after the patch. Otherwise you get the same issue that you can't create a subsidiary. It only works once the game has been validated with the DRM system at least once after the patch, then it continues to work after that.
jondonnis
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Re: Capitalism Lab Release version 3.4.05 patch

Post by jondonnis »

Now appears to be a bug in the DLC where you choose your new subsidiary and give it a name, but the game only takes the first part of the name. If you put in a space, it ignores everything after the space.

Jon's Resource's just becomes Jon's

UPDATE

Appears to be a character limit. So Jennifer's Resources just ends up as Jennifer's.
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David
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Re: Capitalism Lab Release version 3.4.05 patch

Post by David »

jondonnis wrote:Now appears to be a bug in the DLC where you choose your new subsidiary and give it a name, but the game only takes the first part of the name. If you put in a space, it ignores everything after the space.

Jon's Resource's just becomes Jon's

UPDATE

Appears to be a character limit. So Jennifer's Resources just ends up as Jennifer's.
I tested it and I was able to create a subsidiary called "Jon's Resources" without any problems. Please see the attached screenshot.
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tshepler
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Re: Capitalism Lab Release version 3.4.05 patch

Post by tshepler »

New error. Font.cpp
This is under 3.4.00 so it may be fixed. Game ran for 63 years with a lot of action before it crashed.
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David
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Re: Capitalism Lab Release version 3.4.05 patch

Post by David »

Do you remember what triggered the crash? Did you click on any interface?

Do you have a save game file that we can use to reproduce the crash?
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