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So hidden now... which means you may not see this @ilivTransportFever2
It shouldn't be needed, if it breaks, you could always unsub & resub to get it back.
It's been a while, so I'm not 100% certain atm, but I do recall I stopped using vanilla files, but could not remove them from the mod (since existing subscriptions, retained it) so I still included it to replace the previously modded version from the initial release with a vanilla file.
Whilst it does include townbuildingutil.lua in my file, it is vanilla, some other mod is in use that is calling for "random_shrub_town"
Error message: error: res/scripts/constructionutil.lua:144: group 'random_shrub_town' not found
stack traceback:
=[C](-1): ?
=[C](-1): error
@res/scripts/constructionutil.lua(144): addGroups
@res/scripts/constructionutil.lua(262): addModelsAndGroups
@C:/Program Files (x86)/Steam/steamapps/workshop/content/1066780/1953649197/res/scripts/townbuildingutil.lua(78): updateFn
@C:/Program Files (x86)/Steam/steamapps/workshop/content/1066780/1953649197/mod.lua(329): ?
@res/config/base_config.lua(41): ?
File name: res/construction/building/era_c/res_2_3x4_01.con
Key: game/config/ConstructWithModules
Mod: no mod
In file: ..\..\src\Lib\lua\State.cpp:592
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2524533770
- Adds new resource chains and city demands Where did this mod go and will it return to the game?
So far, there is absolutely no way I can find to manipulate these icons to allow multiple industry/commercial demanded goods. I emailed the dev's for help/info and got no reply, as expected. I'm all ears, if anybody else knows how.
P.S Its not so bad with this variant, easy to know that all cities require all goods, but would be nice for the 4 items per city one, etc.
Check out Industry Diversity or Expanded Industry (linked in description) if you want something like that.
For example I play a Europe map, but all cities just accept 2 goods.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1953649197
I thought it would be a good idea and considering my dynamic one already does this from 1920-1990, it was easy enough to adapt.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1940025822
Also, considering the % growth modifier is basically the % of current demand levels that you are supplying, the more buildings of that type grow, the less and less likely that you can supply to that level and therefore, will eventually get to a point where 0% growth is a thing, per item.
2 per city kind of killed that later aspect because once you had a city supplied, it was done, so not only was you rich beyond your wildest dreams, but that single line setup in 1850 was still working its magic 150 years later, aside from increasing capacity. At least now I have something to do, supplying the cities with as many goods as possible.
Hmmmm. I wish my game worked properly.
If that's the case, this mod would destroy late game balance completely.
This time i'll thank the actual author ;)
Cheers @FxUK
So, as cities progress and things become more accessible, specialist products start popping up everywhere.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1943712483
Ах, хорошо, я вас понимаю. Я опубликую старый сценарий позже. Я изменил это, потому что после игры это действительно не получалось слишком хорошо, для меня и других (см. Комментарии)
I'm not sure what you mean by that, if you don't want a variety, don't use the mod??
Я не уверен, что вы подразумеваете под этим, если вы не хотите разнообразие, не используйте мод ??
The comments helped me decide updating this was the right thing to do.