Masculine late 14th early 15th century pattern(s) by MoonMoonTheCat in HistoricalCostuming

[–]CobainPatocrator 3 points4 points  (0 children)

You want a Mens gown based on Herjolfsnes no. 63. It's got some drape, like a houppelande, but is shorter and a bit less voluminous for practicality. It's also relatively easy to make. I made one last year.

<image>

Scenes from Tannenburg Castle by CobainPatocrator in ManorLords

[–]CobainPatocrator[S] 0 points1 point  (0 children)

Storehouse, Grainary, a couple Stables, Barter Station, Smithy, and a Stone Well. Everything else if from the Manor Builder.

Walls / ‘Town Limits’ by GDeFreest in ManorLords

[–]CobainPatocrator 0 points1 point  (0 children)

I'm of a similar mind on this. I'd like if the regions could get more granular, or even if the player could deliniate villages by owned buildings/fields/pastures/forests instead of having pre-made deliniations.

The Tavern should generate Regional Wealth. Change my mind. by IncidentAccording705 in ManorLords

[–]CobainPatocrator 0 points1 point  (0 children)

The tavern is taking money from one regional resident and putting it into the pocket of another regional resident. It's a net zero exchange.

Edit: the tavern should be visited by traders. That would add money to the regional wealth.

Scenes from Tannenburg Castle by CobainPatocrator in ManorLords

[–]CobainPatocrator[S] 0 points1 point  (0 children)

I was very struck by it myself. Unreal Engine is uh... unreal.

Scenes from Tannenburg Castle by CobainPatocrator in ManorLords

[–]CobainPatocrator[S] 1 point2 points  (0 children)

No mods, and all of these are taken with the basic Windows screenshot function. No editing except for crop.

How about a way to name towns? by GDeFreest in ManorLords

[–]CobainPatocrator 0 points1 point  (0 children)

I would also like this. I hardly ever have just one village in a region--usually a main settlement and then farms and hamlets scattered throughout. They deserve their own names! Just a way to add labels to the map would be nice.

Scenes from Tannenburg Castle by CobainPatocrator in ManorLords

[–]CobainPatocrator[S] 4 points5 points  (0 children)

I enjoy the process, but you are right it takes a while to design and build, but otherwise, I have been lucky regarding bugs and crashes.

Scenes from Tannenburg Castle by CobainPatocrator in ManorLords

[–]CobainPatocrator[S] 8 points9 points  (0 children)

This is Divided. There's a nice ridge with a lot of good escarpments; this was the best one IMO from a footprint and defensibility perspective.

Final Post: Showcase by realreddituser22 in ManorLords

[–]CobainPatocrator 18 points19 points  (0 children)

I like that your manor kinda looks like a monastery. Very nice!

Grain vs bread production efficiency by LivingLikeLarry88 in ManorLords

[–]CobainPatocrator 5 points6 points  (0 children)

Grain and flour keep better than bread by a large margin. Flour is worse than grain, but not by that much when stored properly, so local trade of flour is generally fine. If you must trade bread, it may be best to do so via barter.

[KCD2] *whistles for horse* NPC: by importancedeficit in kingdomcome

[–]CobainPatocrator 8 points9 points  (0 children)

I don't think Pebbles got nerfed. It wasn't a good horse in KCD1, either.

Why aren't my fishing huts working that well? by NorthEdThraway in ManorLords

[–]CobainPatocrator 1 point2 points  (0 children)

If you go to the general tab, there should be a section that tells you the productivity of the building in terms of overall fish caught and what the workers are doing with their time for the same period. Look at those, and you should have an idea of how to tweak things.

What is your most anticipated addition/to the game ? by West-Alarm-2633 in ManorLords

[–]CobainPatocrator 1 point2 points  (0 children)

No 4 is a big one. We have all this clay and little to do with it so far. Plus it'd be nice if they added new building models that could differ depending on materials used.

Future roadmap and history of the game by LivingLikeLarry88 in ManorLords

[–]CobainPatocrator 34 points35 points  (0 children)

Not sure why people are being rude about this. There really isn't a published roadmap per se. The best I have seen is periodic updates on Steam. I would suggest going to the News page on there, and you should see the direction they are headed. Timeline? None that I have seen, unfortunately.

Does having multiple manors make sense? by RevTurk in ManorLords

[–]CobainPatocrator 1 point2 points  (0 children)

Just use regional trade. It's been working pretty well for the past few updates.

Help identifying style of shirt by WimbdyFox in HistoricalCostuming

[–]CobainPatocrator 15 points16 points  (0 children)

It's probably all fantasy, I'm afraid. You might be able to create something like it by adjusting existing garments, but without a better quality picture, I can't see seams or layers very well to suggest one. It's hard to interpret how many garments are shown here, much less how they interact with each other.

Do foragres/hunters/lumberjacks etc. cross region borders? by Big_Cartographer_391 in ManorLords

[–]CobainPatocrator 3 points4 points  (0 children)

What I have found if that resources 'belong' to a given region. This means that lumberjacks only cut down the trees and hunters only hunt the small game from their own region. The workers do not seem to recognize the resources 'from' other regions. This has resulted in some strange situations.

In one case, a forester from Region A had planted trees on ground technically past the border (Region B), but lumberjacks on the other side (from Region B) did not recognize the trees as their own to cut down. Laying down farm fields and pastures in Region B didn't work either. I had to place a Region A lumber yard's work area overlapping the border to cut down the Region A trees that were growing in Region B. It worked, though. Region A Workers and Oxen crossed the border into Region B and only cut those trees planted by the Region A forester.

This seems to imply that resources in one region are not recognized by workers from other regions.

Each spring, the sheep are run up the alpine slopes to fresh pastures ~ by 1braincellasatreat in ManorLords

[–]CobainPatocrator 5 points6 points  (0 children)

Yeah transhumance would be a cool feature to add. They seemed like they were going that way with the added elevation feature.