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Re: (MOD) REALWORLD 11.23 for all DLC (by Piermario)

Posted: Sun Oct 15, 2017 12:57 pm
by Lorenzo
this is not only happening in this MOD but in the game, I already asked David but I did not have an answer.

why AI players choose zones of "high customer traffic index" or "high land values" to place factories, r&d, farm, HQ? in certain cities you can not put a retail store in a good area because they are occupied with the other buildings

I'm playing custom game and I just bought another corporation, when seeing the firms had retail stores with index of 12 and factories with 75, why?

Re: (MOD) REALWORLD 11.23 for all DLC (by Piermario)

Posted: Sun Oct 15, 2017 1:50 pm
by saffgee
Yes I agree, the AI zoning is something that needs looking at.

Maybe tie it into a new feature for conservationism - the more "environmental points" you collect by starting certain industries or zoning polluting industries near water or population, the greater hit you take on your branding. This should probably be in the new ideas/enhancements section and not on Piermario's page though....

Re: (MOD) REALWORLD 11.23 for all DLC (by Piermario)

Posted: Fri Oct 20, 2017 5:47 pm
by Klein

Re: (MOD) REALWORLD 11.23 for all DLC (by Piermario)

Posted: Sat Oct 21, 2017 5:11 am
by David
Hi Klein, I wonder if you might be interested in creating a mod that is focused on the food industry on your own.

We have previously made an attempt to develop food industry related content but it didn't proceed along well. But we do have some legacy assets including images of food products and a design draft for the manufacturing processes for over 200 different food products. If you are interested, we would be happy to provide you and the community with all these assets as well as offering you any assistance that you might need in creating such a new mod.

Re: (MOD) REALWORLD 11.23 for all DLC (by Piermario)

Posted: Sat Oct 21, 2017 10:47 am
by piermario
David i'm interested too i will add in realworld ;)

Re: (MOD) REALWORLD 11.23 for all DLC (by Piermario)

Posted: Sat Oct 21, 2017 1:54 pm
by Klein
Well i'd rather have everything in one mod that several separated ones, and if piermario is already interested i don't see the point in me making a separate one.
However i will gladly help if need be.

Re: (MOD) REALWORLD 11.23 for all DLC (by Piermario)

Posted: Sun Oct 22, 2017 12:33 am
by David
Actually the art style of the food products (hand drawn) is very different from RealWorld mod's.

Another thing is that the number of product types in RealWorld mod has already approached the game limit.

Also, personally I think the gameplay balance would be better if the RealWorld keeps the way it is instead of tilting overwhelmingly towards the food industry.

FYI, here is a list of product classes that we have defined in the previous effort:
Animal Products
Cold Cut
Jam & Spread
Chips
Snacks
Dairy Products
Cookies
Chocolate Products
Breakfast Cereal
Tea
Candy
Cup Noodles
Fruit Juice
Canned Food
Yogurt
Cooking Oil
Beverage
Sausage
Pasta & Noodles
Ice Cream
Canned Soup
Bread
Vegetable Juice
Jerky
Cake and Pie
Sauce & Seasoning
Instant Drinks
Frozen Ready Meal

There are 3-7 product types in each class.

You could get an idea about the art style by looking at the attached sample of Snacks product images.

Re: (MOD) REALWORLD 11.23 for all DLC (by Piermario)

Posted: Mon Oct 23, 2017 7:53 am
by jbvisual
Hi David,

Will there also be an alternative for the supermarkets in the future? (maybe if the factories gonna make a change, the supermarkets can also get an alternative for the 3x3 layout)

The food industry is very interesting because everyone needs food...

But a supermarket with 3 levels still can only sell 12 products, not very realistic and if you want to sell lets say 200 different products, you need 17 food shops on every map... (and 200 isn't that much)

What maybe is a good alternative for in the future:

build a Food Distribution point. instead of invest money in quality (such as an internet company) you have to input products.
The number of products + the average quality + unique products = output quality

And this output can be sold in a supermarket as "food products"
The same can be done for "drinks", "alcohol products", "tabacco products" etc....

Is this an option?

Re: (MOD) REALWORLD 11.23 for all DLC (by Piermario)

Posted: Mon Oct 23, 2017 9:23 am
by David
Please note that I've moved this post about the food industry to a new thread at http://www.capitalism2.com/forum/viewto ... =39&t=4702, as it is more appropriate to have a new thread of its own.

Please post your responses to this topic on the new thread.

Re: (MOD) REALWORLD 11.23 for all DLC (by Piermario)

Posted: Sat Nov 04, 2017 8:44 pm
by Gamechangernation
I'm currently playing Release Version 4.4.31 with the Mod Realworld Version 11.23.

Every time I try and terminate a CEO of my subsidiary and hire a new one, or hire a COO for my parent company I get these error codes:

GroupArray[] is deleted. Error Codes: 0, 21
OR
Error on File: Group.CPP Lines; 146


Can Someone please Help me out.................Thanx In advance