Just a suggestion.
For the automotive products.
Make engines be manufactured from cast iron or aluminum castings and engine components made of steel and plastic.
The aluminum casting engine would be used for higher end cars and maybe the cast iron would phase out for future models.
For engines too it would be nice to split up to inline 4 (low end), V6 (mid range) and V8 (high end) and cast iron/aluminum variants of each.
Maybe i4 turbo for premium eco engine and V8 turbo for hyper cars.
Also for high end cars make the car body be made from carbon, aluminum and glass, also keep the original car body for lower end.
And aluminum rubber wheels for high end cars.
Also add sports car and hyper car as the high end cars.
Sports would be like a higher end Mercedes/Audi/BMW and hyper car would be like Ferrari/Bugatti/Koenigsegg.
(MOD) REALWORLD 11.5 (it requires Digital Age DLC to run) by Piermario
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Re: (MOD) REALWORLD 10.27 - The Revolution (by Piermario)
I don't know why it happened, i set year 1900 like start date and i set also invention product year correctly in mod data.shiwui wrote:I tested 10.27 with 1900 script, still all products are ready to manufactured. Here is my screenshot.
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Re: (MOD) REALWORLD 10.28 - The Revolution (by Piermario)
I downloaded the mod and followed your instructions, however I keep getting an error saying: "error loading MOD file Data/Product_types.DBF Error: the number of product types defined in the MOD exceeds 500, which is the game limit...
So I understand it exceeds the game limit, but how do I solve this?
thanks
So I understand it exceeds the game limit, but how do I solve this?
thanks

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Re: (MOD) REALWORLD 10.27 - The Revolution (by Piermario)
David, can you solve this problem?piermario wrote:I don't know why it happened, i set year 1900 like start date and i set also invention product year correctly in mod data.shiwui wrote:I tested 10.27 with 1900 script, still all products are ready to manufactured. Here is my screenshot.
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Re: (MOD) REALWORLD 10.28 - The Revolution (by Piermario)
Hi the mod works with Subsidiary DLC v3.0.18D patch.JSH wrote:I downloaded the mod and followed your instructions, however I keep getting an error saying: "error loading MOD file Data/Product_types.DBF Error: the number of product types defined in the MOD exceeds 500, which is the game limit...
So I understand it exceeds the game limit, but how do I solve this?
thanks
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Re: (MOD) REALWORLD 10.28 - The Revolution (by Piermario)
ah ok, sorry about that,.... thanks!piermario wrote:Hi the mod works with Subsidiary DLC v3.0.18D patch.JSH wrote:I downloaded the mod and followed your instructions, however I keep getting an error saying: "error loading MOD file Data/Product_types.DBF Error: the number of product types defined in the MOD exceeds 500, which is the game limit...
So I understand it exceeds the game limit, but how do I solve this?
thanks
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Re: (MOD) REALWORLD 10.28 - The Revolution (by Piermario)
Is this mod compatible with the Subsidiary DLC patch 3.0.1.9
- David
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Re: (MOD) REALWORLD 10.28 - The Revolution (by Piermario)
Yes. I just tested it and it worked.moneytheory wrote:Is this mod compatible with the Subsidiary DLC patch 3.0.1.9
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Re: (MOD) REALWORLD 10.28 - The Revolution (by Piermario)
MOAR ESSENTIAL SEMI PRODUCT PRODUCTS!
RUBBER
WHEAT
CORN
PLASTIC
IRON
STEEL
!!!!!!!!
RUBBER
WHEAT
CORN
PLASTIC
IRON
STEEL
!!!!!!!!
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Re: (MOD) REALWORLD 10.28 - The Revolution (by Piermario)
Hi Piermario, according to David's reply, it is MOD setting problem. I am tested using v3.0.19 fresh install with Realworld 10.28 MOD and 1900 script come with the MOD. All products are still ready to manufacture begin of year 1900 and I no need to invent the product itself. This will not happen in Realworld 10.23. Am I the only one who have this problem?
http://www.capitalismlab.com/forum/view ... 635#p13635
http://www.capitalismlab.com/forum/view ... 635#p13635