Capitalism Lab Release version 3.5.25 Patch

General discussions about the release versions of Capitalism Lab
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David
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Re: Capitalism Lab Release version 3.5.08 Patch

Post by David »

eleaza wrote:Right now every single unit every firm has only one "employee", and make training budget as well as salary cost quite cheap. Is this intended for 3.5.08 patch?
We have just fixed this bug in the newly released Patch v3.5.09.
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eleaza
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Re: Capitalism Lab Release version 3.5.09 Patch

Post by eleaza »

OK, this seems to create a new bug. The product image and icon in the store and product detail becomes blank when a new product is recently added. I only shows after a month or so. Does it has sometime to do with loading with a save from older version. (And in this save, I didn't use any mod)
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E is for Endear, all cute and cuddly
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Re: Capitalism Lab Release version 3.5.09 Patch

Post by David »

This is likely to be due to the new optimization method used in the last build.

We have changed the optimization parameters and made a new build. Please try the updated Patch v3.5.09B and see if the problem persists.
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eleaza
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Re: Capitalism Lab Release version 3.5.09B Patch

Post by eleaza »

I think the issue now is that if I load a modded game before, and then load a normal game, when clicking the sales unit, the item is showing blank, but click on the blank portrait, the image comes back. If I exit the game completely, and then load the normal game from the start, it goes back to normal.
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E is for Endear, all cute and cuddly
L is for Luxury, longing for splendid
E is for Elate, making others happy
A is for Amenable, a serene nature
Z is for Zeal, zest for wonderful life
A is for Admirers, all of you love me
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cantdownloadit
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Re: Capitalism Lab Release version 3.5.05 Patch

Post by cantdownloadit »

cantdownloadit wrote:still cant get more than 30 AI people in my game if you don't play with many companies. Even using the Script option for 50 AI persons doesn't give 50.
still happening in 3.5.11

also the AI is still absolutely terrible at building factories and not having the resources to actually make a profit.....

eg...
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becomes .... just by adding a farm that makes leather...
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Even when the AI builds resources e.g
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It still often does not use them e.g
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If they build a new factory then they tend to use the new firm providing resources, but they never seem to do a check of existing companies to link to new resource supplies ?

Civic buildings still show 0 running cost when clicked on.
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Re: Capitalism Lab Release version 3.5.11 Patch

Post by David »

still cant get more than 30 AI people in my game if you don't play with many companies.
The number AI has been increased in the latest patch v3.5.12.
Even using the Script option for 50 AI persons doesn't give 50.
This issue has been fixed in the patch v3.5.12.
Civic buildings still show 0 running cost when clicked on.
This issue has also been fixed in the patch v3.5.12.
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Re: Capitalism Lab Release version 3.5.12 Patch

Post by cantdownloadit »

Cool

Has the total number of competitors I can use in scripts been changed ? if so what to ?
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Re: Capitalism Lab Release version 3.5.12 Patch

Post by David »

cantdownloadit wrote:Cool

Has the total number of competitors I can use in scripts been changed ? if so what to ?
Please see: http://www.capitalismlab.com/script---environment.html

You may use this line to set it:
Number of AI Persons=<number of competitors+8 to 63>
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Re: Capitalism Lab Release version 3.5.12 Patch

Post by cantdownloadit »

whats the difference between that and

"Number of Competitors=<1 to 50>" under the the competitors tab ? or does this one just need removing ?
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Re: Capitalism Lab Release version 3.5.12 Patch

Post by David »

"Number of Competitors=<1 to 50>" is the number AI controlled companies.

"Number of AI Persons=<number of competitors+8 to 63>" is the number of AI persons.
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