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System.MissingMethodException: void GUIListView/ColumnDefinition`1..ctor(string,System.Func`2<!0, string>,bool,System.Nullable`1<single>,bool,bool)
at SIncLib.PortingManagerUI.Init () [0x003b3] in <0ada732a38a8455b913128610eecbd0e>:0
at SIncLib.PortingManagerUI.Init () [0x003b3] in <3231469d4c2c4f9682a1092416b2d316>:0
1,8 BETA
cheers
The error I received is repeatable by removing the text from any of the 3 input boxes under porting manager.
After a bit of testing before sending this complaint I had encountered another bug.
Specifically after getting the first error and reloading the savefile, if I try to open SincLib I receive this new error below.
System.NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component)
at GUIWindow.get_Shown () [0x00000] in <4f07c1c8140d49ae9533f49873b237be>:0
at GUIWindow.Close () [0x00026] in <4f07c1c8140d49ae9533f49873b237be>:0
at SIncLib.SIncLibUI.Show () [0x0000a] in <10adbd8dafc24c14b706b6b31c8516c8>:0
Reloading the mod has not fixed the issue, re-subsribing has also not fixed the issue.
Everything was done on the same savefile.
If i cancel the tasks when they popup on the right side as regular tasks, the mod just get re-queues them the next day.
Is there a way i can force the mod to clear/reset the queued porting tasks?
Can you please add the functionality of automatically manage post-release marketing budget based on something like past month sales? I.e. past month I sold 1 million dollars for a game, let's spend the 10% for marketing (100K dollars). The month after maybe I sell 1.2 millions, so let's invest 120K dollars in marketing and so on. All of this without manual change for each product for each month!
Do you think this could be a thing?
PS: how do you guys handle post release marketing? How much marketing budget do you invest??
I can only set "support products for" to 12. If I raise it to 36, for example, the "Port to OS with more than..." option turns to that 36 value. Either way, "Support" stays at 12.
Also, the game tracks the number of missed physical sales for the last month, which I haven't 100% confirmed works as expected, but if it does it should be useful in fixing the 'no sales possible because no stock, therefore no stock ordered for next month' situation.
Recommended designer team size from in my game is 10. But your mod will only add 6 designer to the team.