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Re: (MOD) REALWORLD 11.40 (it requires Digital Age DLC to run) and 11.2 for all DLC (by Piermario)
Posted: Fri Jun 19, 2020 7:52 pm
by piermario
To Lerura: thank for your feedback, i will balance in next release.
To Valeroen: i added forex market but in last Cap Lab releases the foreign stock exchange was limited to 100 random companies, that's why you can't see anymore all forex market
Re: (MOD) REALWORLD 11.40 (it requires Digital Age DLC to run) and 11.2 for all DLC (by Piermario)
Posted: Sat Jun 20, 2020 1:03 pm
by Lerura
piermario wrote: ↑Fri Jun 19, 2020 7:52 pm
To Lerura: thank for your feedback, i will balance in next release.
Just to make it clear: Beeswax and Timber are the only ones where it really becomes a problem with the too high importance. The others only need a slight adjustment.
Re: (MOD) REALWORLD 11.40 (it requires Digital Age DLC to run) and 11.2 for all DLC (by Piermario)
Posted: Fri Jun 26, 2020 12:07 am
by Lerura
piermario wrote: ↑Fri Jun 19, 2020 7:52 pm
To Lerura: thank for your feedback, i will balance in next release.
I am now playing a new game and now it is Raw Caviar that are produced excessively.
Beeswax are produced, but also used.
I can't say about Timber yet, as the only currently available deposit are placed in an unlucky position that prevent any one from taking it.
So it seems like that for each game the, one Farm Product is produced excessively, but not the same.
I have never seen a vanilla product being overproduced, which makes me think that some RW Frm products are set to high, but since it is not the same products for every game, and until now only 2 product have been the overproduced good, it might only be some some products that are set so high, that they become the individual game's "favorite" product, So maybe only a slight adjustment is needed for some products, including Beeswax and Raw Caviar needs to be adjusted slighty just to prevent the game from choosing a "favorite" product.
It might be worth waiting with the big adjustments and only adjust products that someone have reported being the "favorite" product.
I guess that I am not the only players who have this problem, so it would be nice to know from other players, what products are affected for them.
Re: (MOD) REALWORLD 11.40 (it requires Digital Age DLC to run) and 11.2 for all DLC (by Piermario)
Posted: Fri Jun 26, 2020 12:54 am
by saffgee
Lerura I'm not sure it is something that Piermario can adjust himself, as the problem seems to be consistent across all Mods and there is no setting for this as such - I am currently investigating how this AI behaviour might be tweakable and am talking to David. Hopefully he will have some solutions soon.
Re: (MOD) REALWORLD 11.40 (it requires Digital Age DLC to run) and 11.2 for all DLC (by Piermario)
Posted: Fri Jun 26, 2020 1:57 pm
by Lerura
saffgee wrote: ↑Fri Jun 26, 2020 12:54 am
Lerura I'm not sure it is something that Piermario can adjust himself, as the problem seems to be consistent across all Mods and there is no setting for this as such - I am currently investigating how this AI behaviour might be tweakable and am talking to David. Hopefully he will have some solutions soon.
I wasn't aware of that.
I haven't seen this behaviour with the other mods, so I assumed that it was settings in the mod itself that caused the problem.
Well I haven't played he other mods very much, which might be the reason.
I trust that you and David can find a solution to this problem, so I will await the solution.
And to Piermario: Since it seems that it is not the mod that causes the problem then forget all about the tweaking, at least for now.
Re: (MOD) REALWORLD 11.40 (it requires Digital Age DLC to run) and 11.2 for all DLC (by Piermario)
Posted: Sat Jun 27, 2020 10:13 am
by saffgee
Re: (MOD) REALWORLD 11.40 (it requires Digital Age DLC to run) and 11.2 for all DLC (by Piermario)
Posted: Sun Jun 28, 2020 2:10 pm
by frozenflame
Hi piermario, this is a great mod by the way, I honestly can't play the vanilla game anymore!
One thing I've found is that both gas and water contracts need to be tweaked. With the highest competition level for local competitors, the natural gas and water contracts can't turn a profit because the local competitors are selling below lowest cost (even after removing all margins from steel + turbine + gas inputs).
I don't know if it is possible to reduce either the turbine costs (or natural gas + water inputs), or increase the competition price for the contracts.
Re: (MOD) REALWORLD 11.40 (it requires Digital Age DLC to run) and 11.2 for all DLC (by Piermario)
Posted: Sun Jun 28, 2020 5:59 pm
by piermario
Thanks for feedback, i will balance in next release
Re: (MOD) REALWORLD 11.40 (it requires Digital Age DLC to run) and 11.2 for all DLC (by Piermario)
Posted: Mon Jun 29, 2020 5:05 am
by David
Lerura wrote: ↑Fri Jun 26, 2020 12:07 am
piermario wrote: ↑Fri Jun 19, 2020 7:52 pm
To Lerura: thank for your feedback, i will balance in next release.
I am now playing a new game and now it is Raw Caviar that are produced excessively.
Beeswax are produced, but also used.
I can't say about Timber yet, as the only currently available deposit are placed in an unlucky position that prevent any one from taking it.
So it seems like that for each game the, one Farm Product is produced excessively, but not the same.
I have never seen a vanilla product being overproduced, which makes me think that some RW Frm products are set to high, but since it is not the same products for every game, and until now only 2 product have been the overproduced good, it might only be some some products that are set so high, that they become the individual game's "favorite" product, So maybe only a slight adjustment is needed for some products, including Beeswax and Raw Caviar needs to be adjusted slighty just to prevent the game from choosing a "favorite" product.
It might be worth waiting with the big adjustments and only adjust products that someone have reported being the "favorite" product.
I guess that I am not the only players who have this problem, so it would be nice to know from other players, what products are affected for them.
Please see:
https://www.capitalismlab.com/mod/advan ... resources/
These variables can be adjusted for the aim of achieving the gameplay balance that you described in your post:
SPEED
RES_COST
RES_QTY
Re: (MOD) REALWORLD 11.40 (it requires Digital Age DLC to run) and 11.2 for all DLC (by Piermario)
Posted: Thu Jul 02, 2020 3:42 am
by wolfer625
Just got the game with DLCs yesterday. Activating the mod has been causing logoRes operator error in the tutorials. Resetting the mod does not help. The CONFIG.DAT has to be deleted in order for the error to go away. Both 11.40 and 11.35 had the same issue.