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Re: [MOD] Future World v0.5
Posted: Mon Jun 10, 2024 6:44 am
by David
Another thing, Seaports have High Tech Semi-Products which have not been invented yet:
I tested it but didn't encounter this issue. If you still have the save game, please provide it and I will ask the dev team to look into it.
Re: [MOD] Future World v0.5
Posted: Mon Jun 10, 2024 8:41 am
by Stylesjl
David wrote: ↑Mon Jun 10, 2024 6:44 am
Another thing, Seaports have High Tech Semi-Products which have not been invented yet:
I tested it but didn't encounter this issue. If you still have the save game, please provide it and I will ask the dev team to look into it.
Here is an example game:

- HighTechGoods.png (878.72 KiB) Viewed 3103 times
I also noticed that in some cities such as Gatesville some of the Industrial Seaports are completely empty. Not sure if that was supposed to happen or not.

- NoGoods.png (28.31 KiB) Viewed 3103 times
Re: [MOD] Future World v0.5
Posted: Wed Jun 12, 2024 1:50 am
by Djohaal
Certainly not intended on my part. The only thing I touched seaports was blacklist all new techs from being imported, which also doesn't seem to be working in your game.
EDIT: Updated to 1.0
Changelog:
- further tightened market balance
- All new black background pictures for base game products
- Some assorted adjustments
Re: [MOD] Future World v1.0
Posted: Thu Jun 13, 2024 6:04 pm
by cantdownloadit
the seaport issue happens quite often, usually find most products in first city and none in later ones. but its more noticeable the less products you have imported/more ports you have importing
Re: [MOD] Future World v0.5
Posted: Thu Jun 13, 2024 6:40 pm
by alpha117
Djohaal wrote: ↑Wed Jun 12, 2024 1:50 am
Certainly not intended on my part. The only thing I touched seaports was blacklist all new techs from being imported, which also doesn't seem to be working in your game.
EDIT: Updated to 1.0
Changelog:
- further tightened market balance
- All new black background pictures for base game products
- Some assorted adjustments
FYI
FutureWorld.txt still has version set to 0.5.......I just changed it to 1.0..........

Re: [MOD] Future World v0.5
Posted: Fri Jun 14, 2024 1:31 am
by Djohaal
alpha117 wrote: ↑Thu Jun 13, 2024 6:40 pm
Djohaal wrote: ↑Wed Jun 12, 2024 1:50 am
Certainly not intended on my part. The only thing I touched seaports was blacklist all new techs from being imported, which also doesn't seem to be working in your game.
EDIT: Updated to 1.0
Changelog:
- further tightened market balance
- All new black background pictures for base game products
- Some assorted adjustments
FYI
FutureWorld.txt still has version set to 0.5.......I just changed it to 1.0..........
Fixed it. Thanks for the heads up

Re: [MOD] Future World v1.0
Posted: Sat Jun 15, 2024 12:26 am
by arxbombus
Will you be releasing the source for this as well? I'd like to play with both this and REALWORLD
Re: [MOD] Future World v1.0
Posted: Sat Jun 15, 2024 6:59 am
by David
The new version 10.0.23 now includes the Future World mod in the mod auto downloader.
Re: [MOD] Future World v0.5
Posted: Sat Jun 15, 2024 10:20 pm
by Stylesjl
David wrote: ↑Mon Jun 10, 2024 6:44 am
Another thing, Seaports have High Tech Semi-Products which have not been invented yet:
I tested it but didn't encounter this issue. If you still have the save game, please provide it and I will ask the dev team to look into it.
This is fixed in the latest version now.
--
Consumer/Industrial Seaports are still empty when too many of them are used relative to the available products (i.e Industrial Seaports in 7 cities need at least 112 industrial products to be completely filled up, calculated from 4 per seaport X 4 per city X 7 cities). Perhaps it might be better to remove excess seaports instead of having them as empty?
Re: [MOD] Future World v1.0
Posted: Sun Jun 16, 2024 12:32 pm
by cantdownloadit
from what ive seen as supplies stop and start they may eventually be used, but i only use 1 seaport per map anyway