Problem with the new Advanced MOD

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counting
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Re: Problem with the new Advanced MOD

Post by counting »

David wrote:There is a possibility that products with a high price (e.g. $20000) may experience this issue as people in the city may just find $20000 too high a price to pay based on the product's necessity index and the city's economic states. Products whose prices are not approaching the $20000 limit should have less of the issue.
This is interesting.

However, Car also has 20000 price in product_types.dbf but it doesn't suffer the same issue. Is there an inherent price range for different class of product?
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David
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Re: Problem with the new Advanced MOD

Post by David »

Is there an inherent price range for different class of product?
There are no inherent price ranges for different classes of products.
counting
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Re: Problem with the new Advanced MOD

Post by counting »

David wrote:
Is there an inherent price range for different class of product?
There are no inherent price ranges for different classes of products.
I've tested a lot of different settings, and the real problem seems to be with jewelry shops. The diamond has almost the same parameters with cars (except freight cost, which shouldn't affect supply/demand), and I let 5 different types of shops to sell the new diamond rock. Only jewelry shop causes the no-supply no-demand issue. I attach the save and modded files that are changed. (no diamond will be sold in jewelry shop no matter how cheap, but every other shop is fine).

Something is wrong when calculating supply/demand with jewelry shops
Attachments
DIAMOND_TEST.zip
(1.02 MiB) Downloaded 110 times
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