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Re: (MOD) REALWORLD 11 - The Revolution (by Piermario)
Posted: Tue Jan 03, 2017 3:07 am
by David
Which version of Capitalism Lab were you using?
(You could see the version number at the top-right corner of the main menu.)
Re: (MOD) REALWORLD 11.01 - The Revolution (by Piermario)
Posted: Tue Jan 03, 2017 11:35 pm
by Lukger
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
Re: (MOD) REALWORLD 11.01 - The Revolution (by Piermario)
Posted: Wed Jan 04, 2017 1:47 am
by David
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.
Re: (MOD) REALWORLD 11.01 - The Revolution (by Piermario)
Posted: Thu Jan 05, 2017 7:02 am
by piermario
I fix bug in latest version 11.01, see first topic for download.
ciao
Re: (MOD) REALWORLD 11.01 - The Revolution (by Piermario)
Posted: Sat Jan 14, 2017 7:28 pm
by Lunacharsky
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?
Re: (MOD) REALWORLD 11.01 - The Revolution (by Piermario)
Posted: Sun Jan 15, 2017 3:10 am
by David
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?
You may try the post-release version which has the following new feature:
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
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?
To research technologies, you have to set up Tech R&D instead of Product R&D in R&D centers. (See the attached screenshot.)
Re: (MOD) REALWORLD 11.01 - The Revolution (by Piermario)
Posted: Wed Jan 18, 2017 1:44 am
by cetterra
When using this mod, "Job openings" is always 0, causing constant population emigration.
Mod version: 11.01
CapLab version: 4.3.15
Re: (MOD) REALWORLD 11.01 - The Revolution (by Piermario)
Posted: Wed Jan 18, 2017 5:36 am
by David
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.
Re: (MOD) REALWORLD 11.03 - The Revolution (by Piermario)
Posted: Sun Jan 22, 2017 8:05 am
by Darkonphoto
I got the following error. Anyone could help me please? Thanks
Core game: 4.3.15 DLC: Subsidiary only
Re: (MOD) REALWORLD 11.03 - The Revolution (by Piermario)
Posted: Sun Jan 22, 2017 8:38 am
by piermario
I fix this error in latest release, in 1st page of the thread