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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Capitalism Lab Release version 3.5.25 Patch

Post by David »

Capitalism Lab Release version 3.5.25 patch is now available for download at:
http://12299.cdn.beyondhosting.net/capl ... 253400.zip

This patch must be applied on top of Version 3.4.00 or later. If your version is older than 3.4.00, please download the full version 3.4.00 installer from http://www.capitalismlab.com/account/do ... aplab.html

Then extract the ZIP file to your Capitalism Lab program folder. You can open your Capitalism Lab program folder by right-clicking on the Capitalism Lab game icon and select “Properties”, then select “Open File Location” to open the folder.

(The saved game files from versions older than 3.4.00 are not compatible.)

Version 3.5.25
-Fixed the bug with stock holding reported in this post: http://www.capitalismlab.com/forum/view ... =11&t=3990

Version 3.5.24
-Fixed the error LayoutPlan.cpp line 103.

Version 3.5.23
-Fixed the bug with buying land.

Version 3.5.22
-Subsidiary DLC now supports the Radical R&D feature. For details, please see: http://www.capitalismlab.com/radical-rd.html

Version 3.5.21
-Fixed a bug with AI using layout plans.

Version 3.5.20B
-Fixed a rare bug with infofinaction.cpp

Version 3.5.20
-Fixed a bug with stock prices.

Version 3.5.19
-Implemented the option to buy land plots using your subsidiaries.
-When your subsidiary is out of cash, you will be able to take the action of issuing new shares to raise fund.
-Bug fixes

Version 3.5.18
-Fixed a bug with job_array[]
-The salary of COO is reduced by 30%.
-The salary of subsidiary CEO is reduced by 30%.

Version 3.5.17
-Fixed the bug with the player name in private challenge games.
-Fixed the bug with the setting pricing policy interface on the Product list page on the corporate detail report.

Version 3.5.16
-When you apply R&D results to factories, if factories' manufacturing units will be downgraded as a result, it will display the number of levels that the unit will be downgraded on the message window.

Version 3.5.15
-Fixed the AI_RD crash bug.

Version 3.5.14
-Fixed the personal wealth calculation bug
-Fixed the bug with the F4 key on the supplier selection window.

Version 3.5.13
-Fixed the bug with product customization
-Fixed a bug that shows a error message after exiting from the game.


Version 3.5.12
-Minor bug fixes.

Version 3.5.11
-Fixed a bug with save game compression.

Version 3.5.10
-Fixed a bug with car manufacturing in a mod.

Version 3.5.09B
-Fixed a bug with the number of employees in a unit.

Version 3.5.08
-Fixed a bug with stock market tutorial
-Fixed the bug with selling prices.
-We used a new optimization method for this build, which increases the game's performance but may cause problems on some computers. If you experienced unexpected crashes, please report to us. We may revert it back to the original method without the new optimization if there are unexpected problems.

Version 3.5.07
Fixed a bug with the layout plan library
Fixed the bug with the Lock script on the Manufacturer's Guide and other guides.
New banners for financial actions.

Version 3.5.06
Fixed a bug with the file compression.

Version 3.5.05
Fixed the bug with the utilization bar of a Sales unit.

Version 3.5.03
Fixed the bug with replacing the CEO.

Version 3.5.02
Fixed the warehouse self supplying loop bug.
Fixed the bug of missing products in the multi-floor product list.
A new icon for the "Auto Set up Factory Production" function.

Version 3.5.01
Bug fixes.

Version 3.5.00
New Feature

Auto Set up Factory Production

In addition to the Layout Plan Library, the game now offers another tool to automate the process of setting up the production layout for your factory.

If the game you are playing is based on a MOD with new products, to use the Layout Plan Library, you will have to manually add the new products first. Now with this new tool, you can set up factory production for any new products from your MOD instantly without any extra work.

Check out this web page about the details of this new feature: http://www.capitalismlab.com/auto-set-u ... ction.html
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Re: Capitalism Lab Release version 3.5.05 Patch

Post by cantdownloadit »

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.
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Re: Capitalism Lab Release version 3.5.05 Patch

Post by eleaza »

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.
Did you try not to use the script and create a game with maximum competitors and see if you do get 87 persons? Number of competitors directly affect how many persons in a game.
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Re: Capitalism Lab Release version 3.5.05 Patch

Post by cantdownloadit »

no scripts 4 opponents give 30 AI's = not enough.

isn't a problem with higher no. of companies, you get more even with scripts (83 I counted with 40 companies and no script).

but its still a game bug since you can potentially have 49 subsidiary companies if you want.
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Re: Capitalism Lab Release version 3.5.05 Patch

Post by eleaza »

cantdownloadit wrote:no scripts 4 opponents give 30 AI's = not enough.

isn't a problem with higher no. of companies, you get more even with scripts (83 I counted with 40 companies and no script).

but its still a game bug since you can potentially have 49 subsidiary companies if you want.
So this should be an DLC issue, not for the main release (for core game, it's enough I think). Perhaps you could make a suggestion in sub DLC subforum. How many persons do you think you need with sub DLC?
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Re: Capitalism Lab Release version 3.5.05 Patch

Post by cantdownloadit »

for subsidiary - 49 for companies + 3 for CEO/CFO as minimum

but ideally more as that would still leave you having to hire the no skill people etc

so im just going to stick with as many as possible - which presumably would be the 87 or whatever you get - it should always be the same because no matter how many companies you start with, you can always end up with the max 50.

and its not a suggestion, its a bug, the game doesn't generate enough people to cover all the companies you could start.
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Re: Capitalism Lab Release version 3.5.05 Patch

Post by eleaza »

cantdownloadit wrote: and its not a suggestion, its a bug, the game doesn't generate enough people to cover all the companies you could start.
The core game doesn't have forming subsidiary option. So it's only marginally an oversight or limitation on the Sub DLC only, and this thread is for release version, I would think this discussion should be moved to sub DLC subforum.
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Re: Capitalism Lab Release version 3.5.05 Patch

Post by cantdownloadit »

you may consider it as such if you will

fact remains the script option for 50 persons does not work if you have less than X companies.
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Re: Capitalism Lab Release version 3.5.05 Patch

Post by eleaza »

cantdownloadit wrote:you may consider it as such if you will

fact remains the script option for 50 persons does not work if you have less than X companies.
You can make a new post in the script subforum detail the problem, and make your point easier for others to follow, even linked our discussions (no everyone has the time to follow all our discussions inside an announcement post). It will easier for everyone else to discuss, even some screen shots or save files illuminating the issues you have. Personally I don't feel there is a shortage of persons the way I setup the game, but might be different for anyone else. And preferably more specific, after all the discussion we had, I still just get the idea you wish for more persons, but how exactly? Always maximum 87? make scaling up with AI competitors but change the ratio or calculation? More persons might cause not enough head icons would it need mod? or script, etc. Even make number of persons dynamic, like the number of corporations, when there's not enough automatically add some in, etc.
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Re: Capitalism Lab Release version 3.5.08 Patch

Post by eleaza »

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?
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